Pestilence

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Pestilence

Enchantment

At the beginning of the end step, if no creatures are on the battlefield, sacrifice Pestilence.

: Pestilence deals 1 damage to each creature and each player.

wallisface on Rona, herald of invasion with …

2 months ago

Pariah's Shield is a replacement effect that doesn’t use the stack, so the damage put onto Rona will all be received at once, and as such she’ll only trigger once per Pestilence activation.

Mortlocke on Indoraptor Combo

3 months ago

Apologies for taking so long to make a reply, life is busy and all. Before going into your deck, i'll speak on what I think are the ideal cards for your commander, Indoraptor, the Perfect Hybrid. This deck's primary wincons appear to be death by Commander Damage, as your Commander grows exponentially when it's Cast under the right conditions. The Enrage trigger is meant to deal with the opponents left after the initial shock of blowing up one opponent after the combat step.

In my opinion, your deck seems close - but misses the mark when supporting your commander's themes. Some of your cards seem a little too divergent from a nice central theme which I believe is or should be a form of group slug. However, you will break pairity through your commander's enrage ability. Obviously this won't earn you many friends but when you throw around enough damage friends may not even be necessary.

Objectively, your deck has all the usual suspects when it comes to solid reliable options that help with consistency. Demonic Tutor, Grim Tutor, etc are always the best options when you have available to you. Same for the other colors. Good job on making sure you have your options available to you when you need them. Great manabase as well - you've picked essentially all the best options. I would however advise a word of caution regarding the inclusions of Urborg, Tomb of Yawgmoth and Yavimaya, Cradle of Growth - fixing your opponents manabase can push them multiple turns ahead as well and cost you the game. I'd typically recommend cutting these unless you can break pairty and find a use for them that far outstrips the benefit to your opponents (e.g. include Cabal Coffers for urborg).

As painful as it is to cut or change themes, here are the cards I think would better suit your commander:

  • Caltrops: A reliable method to trigger your commander when Pyrohemia or Pestilence isn't on the field. it also punishes opponents as well. However, a word of caution here - if you can't deal damage to opponents before you cast your commander, then this will result in a nonbo or anti-synergy. Take or leave this one.

  • Rite of Passage: Enrage naturally wants to kill creatures off, so why not make that an advantage for you and break pairty?

  • Roaming Throne: Double up on triggers.

  • Wrathful Raptors: Double up on triggers.

  • Raging Regisaur: Did I say Double up on triggers? I feel like I haven't.

  • Fiery Confluence: When you simply need to get another trigger from your commander.

  • Forerunner of the Empire: The tutor effect is neat for when you need to get another Dinosaur - but what's really great is his second ability which you guessed it - gets you another trigger from your commander when said other Dino hits the battlefield.

  • Assassin's Trophy/Beast Within: Your deck doesn't have very much interaction, which will lead to situations where you will find yourself wanting to do something about a problematic card - but unable to do so.

  • Deflecting Swat/Deadly Rollick: The free cast spells are great in any deck - and thanks to the "recently" released commander masters these cards are cheaper than they've ever been.

  • Compy Swarm: This creature will get your consistent Dinosaur ETB triggers as your opponent's creatures die off from Pyrohemia and the like triggers.

  • Plague Spitter: It does what Pyrohemia and Pestilence does - with caveats. With the effect being only once per turn

  • but free, you don't have to worry about keeping mana open to use it. But it's on a body and can be easily removed.

  • Ranging Raptors: As you are using Enrage, why not ramp while you're at it?

  • Sword of Hearth and Home: Given your commander's first ability is an ETB trigger, when not have the option of potentially increasing it's power and toughness after a particularly vicious turn? The ramp also doesn't hurt to boot. The best part though, is that you don't have to target your commander - need another creature to ETB so you can trigger something else? You can do that too.

  • The Ozolith: This is obviously an expensive suggestion - and I don't know your budget. But this card has some very obvious synergy with your Commander that would definitely make all those recasts worth it - and you know you'll be recasting your commander.

The Proliferate/Poison cards are an interesting method of dealing with opponents early - but this theme unfortunately requires much more cards to be built around it to work in my opinion. Proliferating the +1/+1 counters and the poison counters already on an opponent is great and all - but I don't think that will create consistently lasting and reliable game states that are favorable to you. It only takes a single piece of interaction to make the whole process fall, and that interaction only needs to target your single point of failure - your commander.

You have a solid deck, but I think over time as you play it in pods and ponder your themes you may make make some changes or tweaks. I hope my card suggestions are something useful to you. +1 from me, if I haven't already.

hootsnag on

4 months ago

I probably won't be building anymore decks honestly. I got angry with the direction Wizards is taking magic so I stopped deck updates or new deck creation. Blood Funnel is a fun card to play around along with Greel, Mind Raker. Know what would be funny? A land destruction deck with Jolrael, Empress of Beasts. Green/Black with Pestilence or other similar cards.

DreadKhan on BBEG Deck Ideas

5 months ago

I feel like you could also look into running a lot of wipes, stax or other salt inducing things, such that the deck will naturally end up the archenemy and everyone will unite against them. Do the other decks compete with one another? If so, something that does Goad or Goad-like effects would be cool. TBH, if I had to pick a commander to try out as an Archenemy type deck, I'd be very tempted to go with Kresh the Bloodbraided. 5 mana for a 3/3 isn't very spicy, but he quickly can get very, very out of hand, it's not unusual for you to do something like Mandate of Abaddon or Phyrexian Scriptures and then one shot people one at a time with your gigantic Kresh. Lots of cards synergize with Kresh, ranging from Grim Feast and anything that works with/is Rite of the Raging Storm. Big Goad effects like Disrupt Decorum and Spectacular Showdown also add a nasty surprise, and Insurrection is a great turn-around-is-fair-play type effect for an Archenemy. You can even make the deck on the cheap using stuff like Fleshbag Marauder (there are a bajillion at this point, especially if you'll pay 4 for a 4 power one), these generate a lot of power if you also have Savra, Queen of the Golgari (or something similar) out. Pestilence and similar effects are very good in here, they let you both clear out weenie blockers while also pumping Kresh ever bigger by winnowing away the chaff. Kresh will quickly crush everyone, you just need to add fun stuff like evasion or trample to make his immense power count. If you build this right it should be quite scary to play against, and the odd Fling can be a nice way to punish the players for killing Kresh.

Another great option might be Sauron, the Dark Lord, the more the party does the bigger the 'threat' gets, and it's almost impossible to remove Sauron. It's easy to sneak in some powerful Changelings to work as a better base army, but the whole 'orc army' thing is in and of itself very stereotypical in D&D. I like Grixis because you get Blue, meaning you have access to the odd counter. In particular I'd look into stuff like Stronghold Machinist, effect-on-a-stick creatures are good for an Archenemy because they tend to soak up the opponent's cards, even something like Royal Assassin is card advantage over time. Since the Army can get pretty big you can use Voltron stuff with it, and if you use Anthems (Berserkers' Onslaught, Dauthi Embrace, and Whip of Erebos come to mind) they'll work on both the Army and Sauron, which is cool Big Bad energy for the deck.

legendofa on

8 months ago

If you're running the Tron lands in EDH, cards like Crop Rotation, Sylvan Scrying, Elvish Reclaimer, and other land search cards will help pull them out. I'd almost recommend taking them out and replacing them with other lands, so you don't have 7+ cards ultimately dedicated to providing 7 colorless mana.

Pestilence is a repeatable source of life loss that can double as a small board wipes once you get some big creatures out.

How useful are the Sanctums? Sanctum of Stone Fangs is good with your commander, but Sanctum of Fruitful Harvest doesn't seem to add much.

I would also suggest adding some more cheap (2-3 mana) removal.

Azoth2099 on Kresh of the savage horde

8 months ago

RockIV

Edicts! Mass Edicts! Fleshbag Marauder, Merciless Executioner, Demon's Disciple, Plaguecrafter & Gravelighter are all nuts in this build. I wouldn't recommend ones that cost more than 3, though. Soul Shatter, Vona's Hunger, Liliana's Triumph & Sheoldred's Edict do the same thing at Instant speed, with the tradeoff being less Counters on Kresh the Bloodbraided, as those are not Creature Spells.

Those cheap, 3-drop Elemental stompers are solid as well, like Ball Lightning & Lightning Skelemental.

I'd also recommend literally as many Dorks as possible, as they also pump Kresh when they die, they're utility at both the floor and the ceiling of your deck is undeniable.

Pestilence & Pyrohemia are also worth it for this Commander for the same reason mass Edicts are worth it: controlling the board and pumping your Commander at the same time is just a great thing to do.

More card draw couldn't hurt either, maybe a Beast Whisperer & a Dark Tutelage or something.

Cheers!

DreadKhan on Kresh of the savage horde

8 months ago

Board wide damage effects seem pretty good with your Commander, Pestilence, Pyrohemia, Chain Reaction and Blasphemous Act all jump out as good enough cards. Mandate of Abaddon is probably well beyond good if Kresh is at all beefy, he'll suddenly be even bigger on an empty board if all goes well. As long as your Commander has at least 4 toughness Ezuri's Predation would be hilarious, even if a bunch of 4/4s bite the bullet your Commander just gets bigger.

Rite of the Raging Storm seems almost unholy with your Commander, I normally love this card but here you are going to be farming 5 power creatures over and over, and they're never attacking you.

They're both small and random, but Temur Battle Rage and Tainted Strike can both turn your Commander into a 1 shot fairly easily.

If your Commander is fairly big then Return of the Wildspeaker, Rishkar's Expertise, Soul's Majesty, Momentous Fall (also good if your Commander is going to die, as is Greater Good), Grothama, All-Devouring, and Mask of Griselbrand can all draw you a decent number of cards. Overwhelming Stampede and Fungal Sprouting both seem very good with your Commander.

I like Fight effects if I suspect I'll have the biggest body on the board, Ulvenwald Tracker, Domri, Anarch of Bolas, Kogla, the Titan Ape, and Thorn Mammoth are pretty good sources you can repeat.

Thunderfoot Baloth, Siege Behemoth, Kamahl, Heart of Krosa, Blossoming Bogbeast, and Goreclaw, Terror of Qal Sisma are decent sources of Trample that are stapled to a body, and they're all fairly budget. Keep an eye out incase Pathbreaker Ibex goes down in price, that's a very good effect with your Commander. Just a heads up, but if you run lots of sources of Trample for your Commander, then anything that provides Deathtouch looks a ton better, with Deathtouch you just deal 1 damage per creature and Trample over the rest. Bow of Nylea, Saryth, the Viper's Fang, and Ohran Frostfang are all very good sources afaik, there are others kicking around if you look!

legendofa on Is my custom card legendary …

10 months ago

I don't think it's overpowered, really, but there's a lot going on here. This card takes a while to read, longer to understand, and its abilities seem like they would just slow the game down.

For starters, the type line is flavorful, but feels a little arbitrary. Does it need to be both an Elemental and a Spirit? Are you trying to use this in a tribal deck?

While none of the keywords it has really contradict each other, some of them seem unnecessary. Defender is fine, if it's a Wall. Reach is a little out of place. Lifelink and wither, I would pick at most one of these. Protection from creatures with haste ties in with the next section, so I'll discuss that later. Protection from you seems awkward and unnecessary, and isn't always a drawback (it would survive pretty much any "damage each creature" effect you control, like Pyrohemia/Pestilence, Blasphemous Act, Crypt Rats, and lots more).

The second ability should be a targeted effect. Granting provoke seems odd when you can choose to block (which as Caerwyn mentioned is very questionable under the rules). Granting haste is fine, but you can always choose to block with protection, so I'm not sure what the intent is here. Skulk reduces the effectiveness of provoke even further. I also don't understand the intent of the toughness boost.

The third ability is one of those things that makes sense intuitively, and I understand how it's supposed to work, but the actual rules can't support it. If you don't have any rules lawyers in your group, and don't use this card outside your group, you can probably get away with it, but expect some weird corner cases that tie everything up.

The last sentence should be its own ability, and it's pretty niche but self supporting.

If I may try to reinterpret this card:

Krii, Manifest of Spite Show

Of course, your group should get final say, but in my opinion, this card as it stands is too complicated for what it's trying to do and will result in a stalled-out game as people try to figure out what they can and should do with it.

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