Numot, the Devastator

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
MTG: Commander (CMD) Rare
Planar Chaos (PLC) Rare

Combos Browse all

Numot, the Devastator

Legendary Creature — Dragon

Flying

Whenever Numot, the Devastator deals combat damage to a player, you may pay (2)(Red). If you do, destroy up to two target lands.

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Numot, the Devastator Discussion

TailoredBacon on Dracarys: The Ur-Dragon Commander

4 days ago

Mirari's Wake is bonkers good in any deck that runs green and white, and in my ur-dragon deck it has done work. For creature-based ramp, I recommend Sylvan Caryatid, Birds of Paradise, Shaman of Forgotten Ways, and Selvala, Heart of the Wilds. Caryatid and Birds are good early-game ramp pieces, Shaman adds two mana in any color and has a potentially game-ending formidable ability, and Selvala is just straight power as an insane mana dork and a draw engine. Deathrite Shaman is good because you have fetch lands, but I wouldn't recommend it unless other people in your meta run them or if you end up getting all 10 of them. Nature's Lore is more just good ramp, and the lands can come in untapped. Teneb, the Harvester is also good graveyard recursion. Carpet of Flowers is a good card for ramp if your meta runs decks with blue.Aura Shards is really good artifact and enchantment hate. Kindred Boon is a good way of protecting your creatures for pretty cheap. I don't know how you personally feel about land destruction, but if you aren't against it Numot, the Devastator is good at denying your opponents resources if you're a no remorse kind of player. Wasitora, Nekoru Queen is a personal favorite of mine because it costs effectively four mana for a 5/4 flying trampler that can force your opponent to sacrifice their good creatures. Dragonlord Ojutai is a personal favorite of mine because it has protection when it's untapped and lets you filter the top of your deck when it does damage. Sunscorch Regent and Dragonlord Atarka are solid beaters because the regent gets bigger as people play spells and atarka can blow up a few smaller creatures or a bigger one when it enters, and it has trample. I would also recommend a Rhystic Study because having more draw power is never a bad thing, and a Reliquary Tower, even though it taps for colorless. This is more of a personal thing and a meta-dependent thing, but I prefer my removal to be able to hit as much as possible, so I run Beast Within, Utter End, Anguished Unmaking, and Return to Dust for targeted removal and Austere Command and Merciless Eviction for board wipe effects. All of these suggestions come from somebody in a pretty competitive meta overall, as well as someone who likes having powerful decks anyway, so all of the aforementioned cards are entirely based on personal preference on how powerful you like to make your decks. If you like having pretty powerful decks but winning isn't super important to you, there's a lot of cards I wouldn't recommend out of this list, but if you like being one of the most powerful decks at the table then have at it. If you want tips for cards to take out, I can recommend that also, but I dont want to seem like I'm trying to completely change your deck for you because it seems like you've also put a lot of time and effort into yours.

cdkime on Stir of Echoes

1 month ago

Let's start with what you should add:

  • Thunderbreak Regent is a fantastic card. It's a 4/4 with evasion for four mana, and has a stellar ability to protect your dragons. I'd recommend three copies of this.

  • Four copies of Birds of Paradise will help you tremendously.

  • Two copies of Glorybringer would make for a powerful finishing card.

  • Dragon Tempest gives your creatures haste and acts as a burn spell to boot.

  • Maybe some removal spells, like Lightning Bolt and Path to Exile. Both are worth running 4 copies of since you're in those colours.

Now, to make room for those cards, here's some cards I would consider cutting:

  • I'm a huge fan of alternate win conditions, but Door to Nothingness is not what you want in this deck. It's a 5 mana card that does nothing the turn it is dropped, and still demands 10 mana. It's something that would be fun in a casual deck, but it requires you fully commit to making it work.

  • I'd cut all the monuments--three mana for a mana rock isn't great, and the activated abilities cost a bunch.

  • You have way too many lands, and all your non-basic lands are incredibly mediocre. You should be running closer to 23-24 lands with a number of ramp cards.

  • O-Kagachi, Vengeful Kami is too difficult to cast for anything other than commander.

  • Hellkite Tyrant is pretty situational. It costs a lot of mana, and is unlikely to win you many games.

  • Ramos, Dragon Engine is a great card for commander, less so in non-singleton formats as they tend to be faster-paced.

  • Siege Dragon - too much mana for too little effect.

  • Numot, the Devastator - by the time you cast this, most players have an excess of lands.

xr_tron on The Ur-Dragon

1 month ago

Hey dude, listening to your advice, here are the updates I've made so far:

Path to Exile --> Sarkhan's Triumph

I believe you're right about removing some of the spot removal, and I never really liked giving an opponent a land anyway.

Coalition Relic --> Cultivate

Coalition Relic is good, but it slows down game play somewhat, and I'd prefer just to get two lands.

Disallow --> Kodama's Reach

While versatile, Disallow sits in my hand too often, and like Cultivate, I do like the ramp/minor card advantage provided here.

Skyline Despot --> Sweltering Suns

I think you're right about Skyline Despot. While drawing a card and sometimes making a token is sweet, being the Monarch makes you a huge target it feels like. And a board wipe that can also just cycle is still sweet.

Sylvan Reclamation --> Austere Command

I often finding myself never getting full value out of Sylvan Reclamation, and because I am limited on artifact/enchantment removal, I don't feel like can often land cycle it. Despite costing slightly more, I do like the improved versatility of Austere Command that you mentioned, and it can wipe out smaller creatures and artifacts/enchantments while leaving my creatures mostly intact.

Numot, the Devastator --> Propaganda

I do agree with you assessment about adding Propaganda to the deck to deter other players attacking me, do you think cutting Numot is worth it? He can act as land destruction, and can slow down opponents/remove trouble lands.

I haven't found space for a Diabolic Tutor yet, so I'm still unsure what to remove. I actually have a Grim Tutor, do you think it would be worth running over the Diabolic Tutor? Costing 1 less I'm sure is worth it haha.

While making all these changes has tighten up aggro match-ups, do you think any of our changes have made the deck softer to control or combo? Just curious on your thoughts here.

Lastly, I just wanted to tell you PJ that I really appreciate your feedback and help on improving my deck. I feel like your input and YouTube videos have given me a deeper and stronger understanding of what features are most important when constructing a deck. Thank you so much for helping me with this, and I look forward to hearing back from you :-)

DespairFaction on The Ur-Dragon

1 month ago

Hey I saw your question about how to better combat agro decks. I have a few suggestions worth checking out.

First up, I am counting 3 board wipes and currently, (not counting rift) I think you should increase your board wipe count to 5 or 6. But if we are smart about which board wipes we choose, we wont have the clunkiness of playing 6 board wipes. I do like Sweltering Suns as a choice because of the cycling. I would add only 1 small board wipe since elves and vampires tend to grow in size over time. Any of the 4 mana wraths are great Day of Judgment, Damnation, Wrath of God. But you can get better utility out of things like Austere Command, Living Death, and Faultline. Faultline works great in my angel decks, there stuff is dead and yours isn't. Living Death is also great, its either a board wipe or mass reanimation depending on what you need. So pick the board wipes that work best for you.

Next up, Ghostly Prison and Propaganda are an easy way to deter attacks, while leaving your opponent with creatures to attack other opponents.

Finally, since you already have some creatures that are good at board control lets look at some ways to make sure we get them into play more often via tutors Sarkhan's Triumph is very reasonable and assuming its not to slow Dragonstorm with at least 1 additional trigger is very good. Oh also, theres nothing wrong with Diabolic Tutor, if enough creatures on board you tutor and blasphemous act for 5 mana. At that point you can search for balefire, silumgar, steel hellkite, or scourge of kher ridge as needed with either of those. And if you really wanted to you could add Oros, the Avenger but without testing it, my guess is that its underwhelming.

Also I think the ramp count is just a bit low for a deck like this so I would add Cultivate and Kodama's Reach.

Next looking at what to cut. Since we are adding a lot of board wipes, we can cut from the single target removal spells. I would probably cut Disallow, Path to Exile, possibly Mystic Confluence. Are you able to achieve the triple blue on Cryptic Command regularly? If not, I would cut. For me its not a counterspell style deck so unless there is a meta call where you really need them, I think having 2 good counters should be plenty. I would probably also cut the 2 worst dragons, possibly Numot, the Devastator and Skyline Despot, and cut whatever the worst card draw spell in your deck is.

Anyway if it were my deck, I think I would add something like this: Austere Command, Living Death, Diabolic Tutor, Sarkhan's Triumph, Ghostly Prison, Cultivate, Kodama's Reach. That would give you 5 board wipes, 2 additional tutors, some pillow fort, and a bit more ramp. I feel like that should tighten up your game against agro. Anyway let me know how it goes.

golgariizzet on soulfire grandmaster

3 months ago

if you want to keep that color scheme Zedruu the Greathearted has life link and card draw. Ruhan of the Fomori is same colors 7/7 for 4 mana and then there are Numot, the Devastator, and Narset, Enlightened Master.

Epidilius on Land Destruction Commanders

3 months ago

Any good Commanders for land destruction? I'm looking at going mono red with Zo-Zu the Punisher, Jeskai with Numot, the Devastator, or Gruul with Wort, the Raidmother.

Arcaneful on Jeskai STORM Commanders?

6 months ago

Hello!

Currently I'm working on a storm deck and while it started out Izzet I eventually tried Grixis which I found there was little unexplored territory there. I wanna make a deck that makes people go "what does your deck do? What? With THAT commander"? But by this I mean I don't want something obvious but want something that does help the game plan in some way shape or form. So I came to Jeskai and thought that this was my favorite 3 color combo so maybe I should try and make storm work here! And with white and Aetherflux Reservoir it should be not to hard to win games. Here are the commander choices (BTW I don't like the partners all that much.)

Zedruu the Greathearted :

While an odd choice, she does give us constant life gain and card draw. Yes we have to give something to our opponents but since storm I thought maybe we can give them something such as a 0 costing artifact like Ornithopter? Might not work but we shall see.

Narset, Enlightened Master:

Okay so Im scared to run her. Her abilities work really well with storm, but she gets focused SO hard when you play her. I think maybe going under the radar abit would work better.

Shu Yun, the Silent Tempest:

This guy is interesting. With enough storm we can make him huge: making him another win con through commander dmg. I do feel like maybe he could easily be chumped blocked and provide little to nothing for the strategy besides a way to win (that is somewhat shaky)

Ruhan of the Fomori:

Uhmmmm... I mean I guess he could chunk people down and then we have an easier time with something like Grapeshot for the kill? I'm really unsure.

Numot, the Devastator:

Another interesting pick; putting others behind on lands so you can continue to ramp so you can cast all your spells for storm sounds interesting.

Any advice guys?

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