Merciless Eviction

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal

Printings View all

Set Rarity
Commander (2016 Edition) Rare
Gatecrash Rare

Combos Browse all

Merciless Eviction

Sorcery

Choose one —

  • Exile all artifacts.
  • Exile all creatures.
  • Exile all enchantments.
  • Exile all planeswalkers.
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Merciless Eviction Discussion

Shadowslayler on God Save The Queen

10 hours ago

ok so some super cheap sugestions for you are Angel of Deliverance Ankle Shanker Banefire Marchesa's Decree Merciless Eviction Skyline Despot and my favorite Teysa, Envoy of Ghosts teysa in particular is cool because shes unblockable vigilance that if a creature takes the monarchy it gets destroyed, and you can always get it back

yant0028 on Atraxa - Ohhhh, you wanted to play Magic...

6 days ago

Thanks, Delta-117. We're mostly on the same wave length for what cards come in/go out, but my main issue right now is that the main core of the deck still has too many cards in it. I still need to cut 6 cards and am struggling to choose which cards get the axe.

When in doubt, my brain tells me to lower the curve, but I feel like everything plays a role to some degree. I mean, Sun Titan and Nissa, Vital Force, for example, recur Stasis and blown up stax pieces, helping to disrupt other peoples' late games. Is that too narrow, considering how far they are up on the curve? Or could I stand to shave a board wipe like Austere Command or Merciless Eviction? I like these because they're selective and versatile, but maybe I already have enough interaction elsewhere in the list? This is what I'm struggling with mostly... there are so many cards I'd LOVE to find room to include, but I already have too many :/

Obviously there's no substitution for play-testing to answer these questions, but I don't get to do a lot of that these days... I was hoping someone out there with a better "EDH eye" than I have could suggest where to start in terms of cuts.

Regarding some of your other suggestions, I absolutely intend to pick up a copy (or 4) of As Foretold, Gideon of the Trials, Archangel of Thune, Oath of Ajani and Chasm Skulker. I just refuse to buy over-priced Standard cards (or prime reprint targets) knowing that it's only a matter of time before they come down a lot in price. Skulker and Oath are just waiting on a Wishlist notification from my LGS before they're added to my collection :)

Kalonian Hydra seems kinda sweet when you get to live the dream, if maybe a bit win-more? I don't own one but I might I add him to the wish list anyway to pick up at some point. I see it competing for the same slots that cards like Master Biomancer, Forgotten Ancient, Corpsejack Menace currently occupy. Because I'm already struggling to make cuts, which of these would you replace with the Hydra, if any?

I actually sold my playset of Primordial Hydras a little while ago... Everyone knows what the card is capable of so it has a huge target on its head. At the end of the day, it's still just a single threat. It dies to removal, gets tapped down with a single Opposition or Staff of Domination activation, gets nullified by a Capsize every couple turns, etc. Not saying the card is bad for these reasons, I just like the 4 cards mentioned in the previous paragraph a bit more because if they're allowed to do their thing, at least they distribute their power/effect across multiple threats, even if the buildup is slower.

I will give some more thought to Lifeblood Hydra... I initially dismissed it because GGG in a 4-color deck seems like asking for it, but it is a late-game card so that should be less of a concern. That said, I also have no sac outlets in the deck, so unless I'm going to spend one of my own "destroy a creature" cards on it, it gets exiled or bounced for zero value. That's a big investment of mana for potentially zero return. In a deck running green that also plays a few sac outlets though? Sure, the Hydra provides a great late-game threat with a built-in insurance policy :)

Lastly, I'm not sure I need the "no max hand size" cards, but I suppose I could try running Reliquary Tower in place of another colorless land like Dreadship Reef. I probably don't need 3 storage lands in here anyway.

Thanks for your suggestions, and sorry if it seems like I'm not open to your suggestions, I'm just at the stage of deck-building with this deck that I need to be very analytical about my choices. There's SO MANY cool cards that can do into a 4-color, versatile commander list like Atraxa that it's already really hard to find space for anything.

P.S. Pro-tip: Before you submit any form online (e.g. a forum thread or comment on tappedout), do a quick CTRL+A -> CTRL+C to copy your post to your clipboard. If your session has expired or there's an error in the middle of the submission, you still have your post in its entirety in your clipboard ready to be pasted in again. Or just write your really long posts in a text editor first! This has saved me quite a bit of time/frustration on several occasions now :)

PeterWhataguy on Power Grab

1 week ago

Krark-Clan Ironworks because having a free sac outlet is needed against cards like Merciless Eviction when they call artifacts. Scrap Trawler is insane value being able to get back artifacts. And Mirrorworks can be insane, the thing that makes this crazy is that you play a mana rock then pay the 2 mana to get a copy using the mana rock you just played, it can get crazy pretty quicky.

dlamars on Size doesn't matter, it's how you abuse it~ Alesha

1 week ago

Hey, I have a couple suggestions that might be good here:

Knight-Captain of Eos, Siege-Gang Commander and Mogg War Marshal all seem like solid includes to me. I think cutting Necrotic Ooze, Feldon of the Third Path and Goblin Gardener for them would work.

I'm also a big fan of Rune-Tail, Kitsune Ascendant here because he's so good for aggro, same with Bastion Protector for protecting alesha. I'd probably cut Leonin Relic-Warder and Tidehollow Sculler for them.

Utter End and Terminate could be replaced with Anguished Unmaking and Hide/Seek imo.

I'd also suggest getting both Merciless Eviction and Austere Command in if possible. These cards just win games and are always good even at 6 mana. I'd cut something like Cathartic Reunion and possibly a land, Urborg, Tomb of Yawgmoth doesn't seem needed with the expensive land base you have, not sure.

Oh and one more, Eerie Interlude may be worth considering. Anyways, hope that helps!

PookandPie on Sliver EDH, because yes...

1 week ago

So I'm going to preface this: I played Sliver Overlord in Commander for probably 2-3 years, so I definitely enjoy using him as a Commander, and will try to impart the best card suggestions I can based off of my own experience:

1): You need to run Intruder Alarm. It is probably the best enchantment you could run in Sliver Overlord EDH, and I'll explain why in a spoiler, copied directly from my own deck's page:

What you need is 5 Slivers total, two of which should be Sliver Overlord and Manaweft Sliver or Gemhide Sliver. Pay 3 to tutor out a Sliver with haste (if you have an open mana from any non-Sliver source available after casting Intruder Alarm, you require only 4 Slivers), namely Heart Sliver, and cast it. Then, proceed to cast every single Sliver in the library from mana costs 1 and 2 up. At the end of this, they should be getting something in the range of +50/+50 with multiple forms of evasion, indestructible, vigilance, double strike, shroud, etc., so you could probably swing one or two at each opponent to end the game.

If you're afraid of Fog or something similar, once you've pulled every Sliver you want out of your library with Intruder Alarm, you should control a shrouded and indestructible Sliver Queen, Cautery Sliver, and Gemhide Sliver/Manaweft Sliver, among other little dudes (you can literally just go get these, though, if you want the win to be quick). You should have lots of extra mana from the Intruder Alarm loop mentioned above, so you can begin dumping tokens from Sliver Queen whenever you pull her out, which will untap all of your Slivers again- thus giving you the ability to make as many tokens as you want. So, with infinite tokens, you also have infinite mana, which means you also have access to infinite damage from Cautery Sliver. Keep Hibernation Sliver in mind because it can essentially prevent opponents from interacting with your creatures during this entire step. So long as you're careful, it pretty much takes a Krosan Grip on Intruder Alarm to stop this train from rolling, so the more leeway you give yourself in terms of mana, the better (anything without split second just allows you to activate Hibernation Sliver or cast another Sliver at instant speed (Quick Sliver) to continue this process until you're satisfied).

Okay, now with that out of the way, I also suggest Paradox Engine, and for the same reason as the above: Paradox Engine is basically Intruder Alarm Lite that only you get to use if you control Gemhide/Manaweft.

Other enchantments I would suggest would be Mana Echoes, which goes infinite with Sliver Queen and is just generally absurd with Overlord (put a Sliver into play to collect tons of mana to tutor up more Slivers? Yes please). Rhystic Study is a solid draw engine for EDH, and Cryptolith Rite is Gemhide/Manaweft number 3.

Sliver suggestions:

Hibernation Sliver. Because exile is a thing, and it can protect your creatures with a measly 2 life. Also, it works extremely well with Intruder Alarm/Paradox Engine. A Merciless Eviction would completely ruin your day, while Hibernation Sliver and a sac outlet can help reduce the impact significantly.

Basal Sliver. Infinites with Sliver Queen.

Firewake Sliver. Basically better Blur Sliver as it can function as a sacrifice outlet against mass-exile.

Horned Sliver. Gives trample- basically a cheaper version of Battering Sliver.

Harmonic Sliver. All-important enchantment and artifact hate, don't run without it.

What I suggest removing to fit these in:

Battering Sliver. Horned Sliver is significantly better as it costs half as much for the same effect.

Megantic Sliver. While it's a nice Sliver and the buff is good, Sliver Legion costs less, does more, and I can see no reason as to why you'd ever be happier to see Megantic vs Sliver Legion as even by itself, Legion is larger (a 6/6 vs 7/7. With 2 Slivers, you'd have an 8/8 and at minimum a 2/2, vs Megantic with a 6/6 and a 3/3- Legion always gives the larger buff at a cheaper mana cost). For this reason, I see little purpose in keeping Megantic when, if you're going to tutor out a Sliver, it's going to be Legion.

Quilled Sliver. It's just not that great. Hibernation Sliver will surely do more for your deck as it is a much better defensive tool

Spined Sliver. You can do better than this card; Horned, Harmonic, etc., do a lot more.

Vampiric Sliver. While not awful, it still has an ability less useful than most others, and less useful than Intruder Alarm or Paradox Engine.

Toxin Sliver. I removed this one from my own list recently; I found it was, generally, just an overcost and worse Venom Sliver. This could easily become Intruder Alarm's slot, for example.

Anyway, hope this helps. There are a few more suggestions I have (like Seedborn Muse because she's insane with Sliver Overlord and Quick Sliver), but these are all for right now since I've already typed a bunch. Have fun, and if you want to look at a list for inspiration, here's my Sliver Overlord list here: Za Warudo! (Sliver Overlord Aggro).

EventuallyClassy on Reaper King Hates Your Stuff

1 week ago

Good info. Thanks dubbz, that does change a lot. Teferi's Realm is out, Merciless Eviction is in.

GS10 on Breya EDH

1 week ago

No problem! ;) I'm glad to be helpful.

I'm running Tezzeret, Master of Metal and this weekend I took my copy of Tezzeret the Seeker from my Brago deck to try it out in Breya (and I didn't really need to try it because I know it should be in there). Master of Metal is cool, but not straight up necessary. It gets worse as your meta gets faster, not only because it just slowly provides card advantage, but because the real use of it's minus ability will never be game ending unless you are already one on one, and in Breya by my experience that means the game is not going too well anyway. I will change my deck a bit and include both, but between one or another (and regarding the fact that you can only keep one of them on the battlefield at the same time) I'd always favor Tezzeret the Seeker because it tutors for your combo pieces for "free". As for Darksteel Forge, I'm not a huge fan of it, but I get that some people include it in Breya decks. I favor recrusion over indestructibility (especially because there are always cards like Merciless Eviction and such), but if you feel like you can spare a slot for it, yes it definitely doesn't hurt you.

About being the target, I usually deal with that running different decks. And if you are thinking of building new decks, I'd definitely recommend it to change things up a bit and make the games more about fun and less about "you win everytime so we are gonna kill you first". You can end up winning with a different deck anyway, but the games feel different, and so you become the target less often.

There is no particular answer to that problem in deckbuilding, sure you can defend yourself by building your deck in such a way that your opponents' typical answers to you don't hurt you that much, but that will lower the overall power of your deck, and turn it into a dud against most other playgroups if you tend to play with different people. I've been dealing with this problem with my Marchesa, the Black Rose deck. It is very sub-optimal as a deck. Budget and not that fast, but once I build up a board, people get frightened and try to kill me. I've tried to change the deck, even made a quicker version of it with proxies so I could maybe outpace that table alliance against me, but nothing can really deal with that once your playgroup hits a certain power level. Maybe Brago Stax, or a super fast Narset deck can do good in an Archenemy-like game because they are so broken and powerful, but in my experience that is not that fun when you really want to play EDH. So after all this rant, what I want to get across is that whatever you do, with whatever deck you play, it's hard to overcome the table turning against you by building differently.

It depends on each meta, but in my case I think I'll be running Torrential Gearhulk, Evacuation and a suite of countermagic and removal, that will help me not only protect myself and my combos better, but also get the most out of my resources. I'll DM you as soon as I change my list with some tips if you feel like that can help you as well. This is not a way to deal with your problem directly, since it is a way to make the deck stronger as a whole anyway, that incidentally might deal with that problem. But as I said, above a certain power level, that might protect you better, but not make a huge dent on your opponents.

You can try and make deals while playing, be political, to avoid all of your opponents to turn against you, or at least have some kind of protection to buy you enough time to win on a combo.

Also, since your main win cons are combos, I'd keep my shields up. I personally rarely attack with my own Breya deck, that dissuades people from coming at you, and makes you less of a menace while you're not touching any of them in particular.

But mostly, I'd really recommend you try different decks, even budget ones, or high concept ones, even if you just proxy them for one or two games once in a while. The fact that you have the ability to change how the game feels, makes people less aggressive towards you even if you are the strongest player, and overall makes the playgroup healthier (and when playing a combo deck, keeps less informed players forgetting of your win conditions :) which is also nice!). I'd recommend you check out Omnath, Locus of Rage and Nekusar, the Mindrazer as potential budget commanders (that aren't very encouraging to attack into as well) if you want to build a deck for that matter, and obviously, each commander deck release from WotC is a cheap way to play something different usually.

I'm not saying that you shouldn't play Breya, you definitely should, I'm just saying that she's one of the most underrated generals out there, and once people see how powerful she can be, they tend to get salty and target you naturally - again my own experience, I play a Narset deck, and I tried it out for the first time with a playgroup I had never played against. As soon as they saw Narset they said to each other "We've got to kill that one first!" and I've never been able to even cast Narset against them because of that. My deck is not that powerful, but since they've played against broken Narset decks, they target me as a precaution. I believe that Breya will sometimes get the same treatment if people played against her before, but I don't believe you should change your deck almost like you're sideboarding it against hate, just to deal with that. At least I wouldn't. Personally I try to show people something like "see, I'm just here to have fun, if you don't like Breya I'll even play something else, but let me play the game too". I'm sorry I went on a huge rant, but this is hard to explain and it often becomes a taboo-like issue that tears some playgroups apart. If people don't enjoy playing against something and take revenge instead of talking about it, it's hard to have fun games, so keep that in mind and try to change things up sometimes if you feel you're being hate-targeted too often.

Permafrost on Alesha - Josh Kim | Game Knights #3

2 weeks ago

I dont see several cards in this list that Josh played in the video, such as Mother of Runes, Eerie Interlude, and Merciless Eviction. Is this a totally different list?

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