Plague Wind

Plague Wind

Sorcery

Destroy all creatures you don't control. They can't be regenerated.

Latest Decks as Commander

Plague Wind Discussion

DeinoStinkus on Yuriko, the tiger's shadow

4 weeks ago

What about Plague Wind, In Garruk's Wake, and some tutors to find threats?

DeinoStinkus on Ultimate Fusion of Ultimatums

4 weeks ago

A word of advice: Don't use Zeniths/Finales with Golos. you won't be able to use that card later on. Replace them with extra turn spells and Aminatou's Augury/Plague Wind type spells. For big creatures, let me recommend the Praetors over the Elder Dinosaurs. Zacama and Etali are fine, but Jin-Gitaxias, Core Augur far outdoes Zetalpa, Primal Dawn.

DeinoStinkus on What is your favorite card …

1 month ago

I love playing against go-wide decks, then free-casting Plague Wind, In Garruk's Wake, or Blazing Archon using Yennett, Cryptic Sovereign.

Otherwise, the Kiora, Behemoth Beckoner+Yarok, the Desecrated+Rampaging Baloths combo is pretty sweet. Four cards and two creeps for every land. Yes, please!

SynergyBuild on FormOverFunction

1 month ago

If you want a secret that I've never seen anyone else use, but found in my attempts to memorize every card from 1993-2016 (I started and memorized every card 2017-onward since that's when I came back):

Click here for the secret! Show

Gidgetimer on How would you give white …

2 months ago

You may be getting confused about who said what. All I have said so far is that white's lack of draw being a "problem" is a position made up by content creators and echoed by the player base. I then made it clear that I realized that the format that was under discussion was EDH and that out of respect for your wishes I was keeping my disagreement that white needs card draw brief.

I didn't see you mention content creators. I brought them into this because I feel that they made up this viewpoint for views and so that they didn't have to change their earlier way overly simplistic deck building "recipes" where they called a category "draw" and not "card advantage". They have some valid criticisms that the way white works in 1v1 doesn't scale well to multiplayer. So people, wanting to express a viewpoint that was popular, glommed onto this and started parroting it. In my opinion rather than trying to homogenize the colors by saying "white needs draw" we need to solve the problem by scaling white better to multiplayer or providing alternate means to card advantage.

Now that the discussion has been opened up to card advantage in general, we need to start from a common definition of card advantage and see how white could use it's current tools or new tools that are in flavor in order to gain card advantage. Card advantage is the MtG strategic theory that the player with access to the most cards will win. The theory does not count all cards equally and so advantage comes in two flavors card number advantage and card quality advantage.

With the understanding that I am not a card designer and have no intrest in actually developing the ideas beyond saying that they are possible sources of advantage, my thoughts on how white could generate card advantage without drawing:

  • Resilience- No matter if it is your own board wipes, other people's board wipes, or sticky combat situations white could generate card advantage by just not dying when they are expected to. There is precedent for this with such cards as Ajani's Presence, Break of Day, Teferi's Protection, Selfless Spirit, and many, many more. There is even onboard indestructible such as Avacyn, Angel of Hope. Removing the mechanics from Ajani's Presence and Break of Day would make interesting white cards that create card advantage without drawing. Making an enchantment that is simply Avacyn's ability for 3-4 mana could create massive advantage for white.

  • Board wipes- As you attributed to me before I said it, board wipes are an in-color way to create card number advantage. As you said also, you have to build toward it if you are wanting to actually use them as advantage. To reduce the set-up required we could make the wraths more flexible. Like an Austere Command that is in the 4 mana range or a mono-white Merciless Eviction. We could also make it so that your stuff was spared by moving Plague Wind effects into white, though 9 mana is a lot. You can modify Divine Reckoning so that the caster gets to choose all creatures that are spared to get card quality advantage.

  • Scaling 1-for-1s- This is simple. Print cards like Swords to Plowshares that target "up to one creature controlled by each player". White can now run it's super powerful 1-for-1s without card disadvantage. If you are afraid of this effecting non-multiplayer formats take a page out of Battlebond's book and make it cost more than the single unless you have 2 or more opponents.

  • Anthems and Anti-anthems- The quality of your go-wide creatures is much higher if they are bigger and your opponent's card quality is lower (or you got numbers advantage if you killed some) if their creatures are smaller. Making Elesh Norn, Grand Cenobite's ability into a thing that white does could give card advantage. Cathars' Crusade is already a well established combo piece, adapting it so that it could be a more consistent quality advantage could also be a thing.

  • Scroll Rack effects- Much like how Brainstorm isn't card advantage Scroll Rack isn't technically card advantage. Until you shuffle. Then you have generated card quality advantage by shuffling away cards you don't need. The fact that it isn't draw may be a technicality, but it leads me into my last point.

  • Not Letting People Draw Extra Cards- Now it seems a little unfair that I don't think white should draw extra cards. Let's make it so that no one can draw extra cards with more Spirit of the Labyrinth effects. Bonus points in that this synergizes with white generating card advantage via avenues besides drawing.

I think I had some other points, but frankly I'm not invested enough in this to try and remember all of them. I think I have made my point that drawing isn't necessary. White could use more and better designed sources of card advantage for multi-player. Making it draw is boring and lazy design. No matter how well they shoehorn it into the identity as they did with Mangara, the Diplomat.

x2sock on Oloro's Shenanigans - Endless Lifegain/Lifeloss

2 months ago

Return to Dust is more expensive but work better than Disenchant in some cases. Any white deck which is not green might want to play Land Tax or Smothering Tithe Some good card draw card which you are missing out on is Phyrexian Arena

Some very good white removals are Path to Exile, Swords to Plowshares and Generous Gift since it can target anything. Vindicate is good aswell but just sorcery speed.

And since you are not playing that many creatures myb include smth like Damnation, Decree of Pain, Plague Wind, Overwhelming Forces, Wrath of God

And that's just me, but i like to throw in a Mana Tithe just to catch some people of gurad, they dont expect a counterspell from a white/black deck.

slashdotdash on 5 color no theme deck

2 months ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

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