Destroy two target nonblack creatures. You lose 5 life.
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Reckless Spite Discussion
2 days ago
You definitely want some spot removal. However, it needs to be efficient, otherwise you'll end up wasting mana if you need to hold up lands in order to cast your removal during an opponent's turn. If you aggressively tutor for Murasa Pyromancer, then your blink effects can act as removal, but that still requires at least 6 mana to get the creature onboard.
Here's a list of removal spells that I like:
- Snuff Out: You never need to hardcast this. Being able to tap out and still kill a threat is awesome.
- Slaughter Pact: Kill a creature now, pay mana later? Sign me up!
- Swords to Plowshares: one of the best removal spells ever printed.
- Path to Exile: a worse version of Swords to Plowshares is still insanely good.
- Vendetta: It's Doom Blade, except you pay 1-7 life instead of an extra .
- Condemn: It's worse than Swords to Plowshares, but being able to remove a creature without letting it go to your opponent's graveyard (aka, their second hand) can be crucial.
- Prey Upon: This is pretty conditional, but if you consistently have big creatures onboard, then it's pretty mana-efficient.
- Pongify/Rapid Hybridization: Giving your opponent a 3/3 isn't really a big deal. Creatures get way too big in this format, and is way less than you should probably be paying for this effect.
- Go for the Throat: Kills more relevant creatures than Doom Blade, for the same price.
- Doom Blade: Kills things dead. Not hitting black creatures is a fairly large drawback, but as long as you're careful about how many "nonblack" removal spells you play, having a couple isn't an issue.
- Victim of Night: Vampires and Werewolves are basically non-entities in this format, so you basically only need to know that this card can't hit zombies. Given that 99.99% of zombies played in EDH are black, that means Victim of Night kills more relevant creatures than Doom Blade.
- Malicious Affliction: Doom Blade, except it can kill two creatures if you time it properly.
- Terminate: It's difficult to find a better removal spell than Terminate.
- Reprisal: I don't like this card, but it is cheap to acquire, so if you're operating more on a budget, Reprisal a reasonable choice.
- Dromoka's Command: Requires you to have a reasonable creature, but it's incredibly flexible.
- Reality Shift: Given how useless a single 2/2 is in EDH, Reality Shift basically reads "Exile target creature. Its controller draws a card about 20-50% of the time".
- Seal of Doom: This card requires some explanation. While it doesn't provide card advantage and it isn't as mana-efficient as Doom Blade, being able to pay for the card in advance is a reasonable tradeoff. However, the main reason I like this card is that it often discourages people from playing good targets for this spell (namely, dangerous creatures that threaten to take over the game).
- Beast Within: As with Rapid Hybridization and Pongify, a 3/3 isn't worth much in EDH. Being able to destroy any permanent is well worth the 3 mana spent on it.
- Crosis's Charm: Not the most efficient, but it is incredibly flexible.
- Sultai Charm: See above.
- Mortify: 3 mana is more than I want to spend when killing a creature, but being able to hit enchantments makes this card much more appealing.
- Putrefy: See above, but replace "enchantment" with "artifact".
- Anguished Unmaking: Nuke a permanent for almost no downside. What's not to love?
- Reckless Spite: Kills 2 creatures.
- Unmake: It's a little on the expensive side, but sometimes exiling is important.
- Silence the Believers: Having the option to Strive to hit multiple targets makes this card much more palatable. Silence the Believers isn't great, but it's useful.
Some of these cards might not be the easiest to acquire, especially if you're on a budget, but even the less expensive options are good cards.
5 days ago
Yup, MTG cards are written like computer code, and for good reason. There should never be room for interpretation, and most words have very specific meanings in said "code". In the example with the Nightmare, the word "you" in "number of swamps you control" refers specifically to the person who controls the creature. "You" always refers specifically to the controller of the spell/permanent/effect, not the original owner of the card. If a card does refer to the owner, it will specify "owner" like in Unsummon, or Blitz Hellion.
FNM is generally Standard or Modern, and moderately competitive. You'll want to do some research into what's legal in each format if you plan on doing any FNMs.
If you want to be playing MTG in a similar fashion to things like Chess, then maybe you'd be interested in a more control-oriented playstyle. At the very least you probably want to run some hard removal. Cards like Go for the Throat, Hero's Downfall, Reckless Spite, etc.
1 month ago
Really good decks start out with a solid idea and evolve over time and play testing. Here's some ideas based on my experience.
Cards to consider (in no particular order):
Ugin's Nexus to keep people from taking extra turns.
Goblin Welder for artifact recursion. Even if they counter something like the Nexus or Contagion Engine.
Jester's Cap is great at ripping combo decks apart by removing key components. It also works well with the Goblin Welder.
Bonehoard is better than Nightmare Lash in multi-player games as it sees everyone's graveyard.
Grafted Exoskeleton really should be in this deck to help push the infect theme and make any creature a significant threat.
Infiltration Lens, for the card drawing. The defender chooses to either take the damage or allow you to draw two cards.
Skithiryx, the Blight Dragon also should be in this list.
Kumano, Master Yamabushi as an alternate win conditions via direct damage. With the Grafted Exoskeleton it's a short game.
Fallen Ferromancer, Frostwielder, Spikeshot Goblin, or Prodigal Pyromancer to get around those pillow fort opponents.
Kaervek the Merciless to make it hurt for those combo players.
Virulent Swipe as a better creature pump spell. The rebound means you get twice the effect out of one card.
World at War is another extra combat phase card. Also rebounds.
War Elemental can get huge. When paired with a Surestrike Trident it becomes a quick way to kill a player each turn.
Loxodon Warhammer for tample and life gain. Any creature in the deck is better with a Warhammer. Spikeshot Goblin is really fun with the Warhammer.
Relic Putrescence could be fun on someone's mana artifact.
Cards to consider cutting from the list:
Anthem of Rakdos deals too much damage to you. Per Gatherer: "The first ability triggers once for each creature you attack with. If you attack with three creatures, for example, theyll each get +2/+0 and youll be dealt 3 damage." Horrible when you have multiple combat phases per turn.Talisman of Indulgence should be a Rakdos Signet so you don't take as much damage.
Lashwrithe is too conditional on your lands in play.
Nightmare Lash same problems Lashwrithe.
Thunderscape Familiar and Nightscape Familiar don't promote your theme and are not strong enough on their own to be worth having on the field. If you really need the mana reduction, you're better off with more land cards.
Scorchwalker is a mediocre creature and a crappy pump spell. There are too many better creatures.
These cards are all single creature pumps that don't help you at all if an opponent plays a Wrath of God or similar effect. One-shots are nice against a single opponent, but not in multiplayer.
Haze of Rage, Reckless Charge, Tormenting Voice, Balduvian Rage, Brute Force, Enrage, Reckless Spite.
The X mana pump spells are really bad because of the mana choices that playing them forces on you each turn. Leave mana open for the X pump spell or play another card? Not worth it.
May be worth cutting unless you don't have a better option:
Inquisitor's Flail is a maybe. This one is kinda a tough choice. I would cut it for a better card but leave it in if your budget or collection doesn't have another option.
Bonesplitter is another mediocre card that's only good if there isn't a better option.
Swiftfoot Boots and Lightning Greaves The haste is nice but they are really only good against spot removal. I would leave these in until you need to cut them to make room for better cards.
Obviously, temper these suggestions with your collection and budget. Feel free to check out my decks and let me know what you think of the ideas.
4 months ago
4 months ago
4 months ago
They all seem like efficient ways to bulk up Yahenni to me. Well, except the first one, but it's still crazy useful.
4 months ago
All really good two-for-one removal spells.
6 months ago
These all seem like things you could take advantage of in some way or another: