Mercy Killing

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Shadowmoor (SHM) Uncommon

Combos Browse all

Tokens

Mercy Killing

Instant

Target creature's controller sacrifices it, then puts X 1/1 green and white Elf Warrior creature tokens into play, where X is that creature's power.

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Mercy Killing Discussion

Sweech on Salt Sisters (Now with 80% more sodium)

3 weeks ago

I really like the look and idea behind this deck and am interested in trying it out for myself.

My initial thoughts are this:

Yahenni, Undying Partisan combos quite well with all the opponents dying tokens to make a hasty, beefy, indestructible possible wincon. The sac outlet also plays quite well with Blood Artist.

Have you thought about cutting out the Soul Sisters elements of this deck and considered going for a full out damage idea instead? Opting for a full 4 of Blood Artist (which I consider to be one of the most powerful creatures) and Blood Seeker (or something else). Would also go with my earlier Yahenni suggestion to get more aggressive.

I would also consider cutting blue. Swan Song is decent, but replaceable and the biggest reason to play blue is Hunted Phantasm which is the strongest of the "hunted" cards - as it can rumble for unblockable damage and 5 1/1 tokens combos with the rest of the deck nicely. That said I'd consider opting for Hunted Horror or Hunted Troll (if you went green instead of blue). The Hunted Horror only makes 2 3/3s which is the weakest token production, but a 7/7 trampler could be better for just simply racing your opponent for damage which is what I think this deck has the better potential to actually do. Making this deck more closely resemble RDWs with Hunted Horror acting almost as a Ball Lightning type creature.

I know I'm advocating cutting blue to make the deck run smoother, but as someone already suggested Commune with the Gods would go really well in this deck as your best cards happen to be creatures and enchantments that all combo with one another. If blue was kept instead of green Forbidden Alchemy essentially would do the same job. If either of these were used Return to the Ranks could be an option as it fits the CMC especially if you were using Hunted Horrors. Or even run both Hunteds.

Conversely you could also consider cutting white strangely enough. I already think cutting the Soul sisters is a good idea as they aren't quite as good in a deck not dedicated to life gain. Ghostly Prison is also cuttable/replaceable and I don't think 4 are necessary anyway. That said I really like what Suture Priest does in this deck and she alone somewhat makes me want to keep white. Essence Warden could be used as well if you still desire the effect but want to go more B/G.

Other cards I thought of:Bile Blight, Zulaport Cutthroat, Collective Brutality, Zealous Persecution, Virulent Plague, Bloodcrazed Paladin (similar to Yaheni), Ruin Raider, Toshiro Umezawa - Not for this deck, but one with more instants especially Mercy Killing and Forbidden Alchemycould be interesting.

Sorry for the long comment, but I really like the deck and the idea and think there's a lot of ways you could go with it - hence all my suggestions! Especially adding Yahenni, Undying Partisan who I think would do a lot in a deck like this.

Happy brewing! :)

thomasno02 on gabriel angelfire edh

4 weeks ago

Have you considered Mercy Killing? Great removal because it's sacrifice, along with pumping out tokens for your opponent that you can promptly rampage through! Then if you really want to get crazy, double strike like Silverblade Paladin will really turn your commander into a powerhouse

ClockworkSwordfish on Creature Punishment

4 weeks ago

Why not run Illness in the Ranks and/or Virulent Plague to make sure those pesky creature tokens don't overrun you? You could also run Mercy Killing as a handy kill spell.

rhejinald on Tokens for everyone!!!!

2 months ago

Mercy Killing could be an option to spam out enough to kill at least one opponent.

cklise on Tokens for everyone!!!!

2 months ago

Here is a fairly exhaustive accounting of cards that create small tokens for your opponents that haven't already been mentioned: Benevolent Offering, Dovescape, Mercy Killing, Alliance of Arms, Dark Salvation, Greener Pastures, Infernal Genesis, Tombstone Stairwell, Akroan Horse, Forbidden Orchard. Some are easier than others to control.

JediCat on Tokens for everyone!!!!

2 months ago

Also, Hunted Troll from the same trend, Acorn Catapult, Genesis Chamber, Seed the Land.

Kamahl, Fist of Krosa can help to kill lands.

Mercy Killing an opponent's fatty.

LegendaryCreature-Podcast on Kyle's Rhys: Rhys-ies the Redeemed Revisited

3 months ago

This is a totally different take on Rhys from my first time around. I had been indiscriminate about the tokens I used in my original build. Here, I'm trying to make it more of an elf deck that is subordinated by tokens. I'm curious to see if Rhys' first activated ability can produce enough tokens to get threatening. It's definitely going to be a learning experience.

What does everyone running a Rhys elf ball deck think? Do you find you need more token production? I've got some other cards at the ready to include if needed, such as Dwynen's Elite, Hunting Triad, Llanowar Mentor, Lys Alana Huntmaster, Mercy Killing, Sylvan Offering. And because we've got a Hapatra, Vizier of Poisons deck in our group, I've got Flourishing Defenses ready too.

If you're running more elf token production, what are you cutting to get those token spells in?

hyperlocke on A Token on the House

3 months ago

@MrSilk: Thanks for your compliment!

This is turning into a wall of text, so I'll split it up and hide it...

It is very important for color fixing without investing in fetch and dual lands.

The stuff that lets my opponent lose life and protects me is (Suture Priest, Blood Artist, Authority of the Consuls, Ghostly Prison, Zealous Persecution). These are the cards I have to be able to cast, as giving my opponent too many tokens without being protected from them or him losing life is pretty much suicide.

Then there are the cards that give tokens to my opponent: Forbidden Orchard, Varchild's War-Riders, Hunted Phantasm and Mercy Killing. Two of these cards need colors other than black or white.

Now, as I said, the black and white cards are important, so I want to be able to play them early on. I could run fetch and dual lands to achieve that and still be able to pay the red and blue for the other cards, but, you know, money. So I only run Swamps and Plains, and do the other colors with Forbidden Orchard. And because 4 lands that can produce or aren't enough, I need a few more, this is where City of Brass comes in. The life usually doesn't matter, as I gain enough of that.

I can't give you a definite rundown. It really depends on your hand. Nevertheless, here are a few pointers:

Generally, as I said above, you don't want to give your opponent too many tokens without him losing life or being protected (at least gaining life from Authority of the Consuls). Then again, if you have the right cards and think you can be fast enough, go for it (see below).

Get Authority of the Consuls and Ghostly Prison down as soon as possible.

If you have Varchild's War-Riders and Suture Priest in hand, play the Riders first, as that way around will result in more damage, even if you miss the trigger of the first token. Also, if you control the Riders and Blood Artist, attack with the Riders. Most (casual) opponents who haven't yet played against this deck will block with all tokens, which results in them getting 2 damage plus losing life for every token (and you gaining that much).

Hunted Phantasm provides the most value with Suture Priest. But you should play it even if you don't control the Priest. It adds 5 damage to Rakdos Charm and Blood Artist and is an unblockable attacker!

You can take damage! If your Ghostly Prison gets destroyed, depending on your hand and board, it might be better to take the damage than to kill the tokens with Ratchet Bomb. Saving up tokens is almost always better than killing them off in small bursts, and you should have gotten plenty of life with Authority of the Consuls.

If you control Blood Artist and Ratchet Bomb, it is nice to have Zealous Persecution in hand, as most opponents will try to kill the Artist before the tokens die.

While Rakdos Charm has three very relevant modes, I think you should only destroy an artifact or exile a graveyard if not doing so would lose you the game. Let them have a small advantage in order for you to win so much easier.

Maths! Be sure about your numbers! I lost a few games because I thought I couldn't deal enough damage this turn and decided to wait, only to realize later that I hadn't considered the tokens from tapping the Orchard for casting Rakdos Charm or similar things.

I think this is the fastest this deck can win (life without considering combat):

You could manage that with only one Forbidden Orchard in turn 1 (turn 3: 8 tokens and 14 life, turn 4: attack with Phantasm, Rakdos Charm), but if we go to Magical Christmas Land, we might as well go all the way.

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