Retribution of the Meek
Destroy all creatures with power 4 or greater. They can't be regenerated.
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Retribution of the Meek Discussion
2 days ago
oh and Retribution of the Meek
2 weeks ago
@ Blitzak Thanks for responding to my earlier comment regarding possible additions to this deck! Even though it was a while ago, I still remember commenting on this deck and giving you a few suggestions! Overall, I really like the direction this deck is headed in so far. I think lowering the curve was definitely the right call, and I am so glad someone decided to take this approach since many of the lists I have seen are just a bunch of big fatties or value creatures (without a lot of synergy). The first big change I would make is to add in a few more lands. Even with a much lower average cmc, 35 lands is just not enough. I used to make the mistake of skimping on lands when I first started playing EDH, and ever since I have increased the land count in my decks, I have noticed a considerable increase in both consistency and power. With all the fetches you are running, you also further decrease your chance of consistently hitting land-drops as the game progresses, to the point where I often had trouble hitting my 4rth and 5th land-drop during testing. Because of this, I would recommend cutting a few less impactful creatures for 2 more lands, bringing your total land count up to 37! In particular, I would add in 1 Plains and 1 Mountain since you are VERY weak to nonbasic hate (think Blood Moon and Ruination) and seem to be lacking in both white and red sources. The next change I would make is to add in some more ramp and card draw. While the number of cards in each category is much better than it was before, I would still recommend an addition card or two in each. For card draw, top options include: Sylvan Library, Phyrexian Arena, Skullclamp (Why are you not running this card?! You have Bitterblossom and Hero of Bladehold!), Mentor of the Meek and Lifecrafter's Bestiary (a personal favorite!) As far as ramp goes, Deathcap Cultivator, Commander's Sphere, Mirari's Wake, any of the 1-drop mana dorks (Elvish Mystic, Elves of Deep Shadow, Avacyn's Pilgrim, etc.), the signets, and Cultivate/Kodama's Reach all warrant some consideration! The next category I feel your deck needs is anthem effects to help you win by going wide. Again, I'm just going to give you a fairly long list of cards that should work in this deck, that way you can choose whatever ones you think would work the best! Anyways, some good options are Mirari's Wake (mentioned above in ramp), Craterhoof Behemoth, Elesh Norn, Grand Cenobite, Cathars' Crusade, Triumph of the Hordes, Mirror Entity, Deathbringer Liege, Marshal's Anthem, Purphoros, God of the Forge and Beastmaster Ascension. While some of these can be dead draws, most of the ones I have listed here either come attached to creatures or have abilities that provide additional value! Lastly, I would try to up your boardwipes. Even though you are an aggro deck you still need boardwipes for when things aren't going your way and you need to push that metaphorical "reset button." Since you have access to the best boardwipes (minus Cyclonic Rift) there are quite few that are so flexible or can end up being so one-sided, that you should prbably be running them. Overall I would recommend 4-6 boardwipes depending on you meta. Some great ones to consider are Decree of Pain, Wrath of God, Damnation, Austere Command, Blasphemous Act, Dusk / Dawn, Retribution of the Meek, Mass Calcify, Martial Coup, Rout and Hour of Reckoning. In conclusion, I really like what you have done with your deck, but I still think that there definitely a few things that can be done to improve it as you can see above. Good luck and best wishes! -Wrath of Cod
P.S. Vedalken Orrery is another card that might be worth a slot in this deck as it gives you more things to do at instant speed and helps you dodge boardwipes + give your creatures psuedo-haste by flashing them in at your endstep!
P.P.S. Lots of other Saskia builds seem to be running a small Sunforger package; thoughts?
4 weeks ago
Well, if you have enough pressure on the board the opponent either blocks your creatures or dies, you don't need to force a block. You can use conditional board wipes like Dawn and Retribution of the Meek if you REALLY feel like you need them, but i think you're gonna be fine running just some spot removal, after all you're gonna be the aggro player in most matchups.
Going mono-white will pretty much lock you out of trample but the protection from a chosen color given by Brave the Elements makes your creatures unblockable by creatures of the chosen color, so you still have some on demand evasion.
The difficulties you're having while choosing how to build this deck come from having two themes (enchantments and knight tribal) with little overlap. Your enchantments don't care that your creatures are knights and your knights have no real synergy with the enchantments.
To keep the enchantment count without losing the pseudo-evasion Rancor gives you could try Gryff's Boon or Angelic Gift. There is no Lure effect in white but you could try using Stasis Snare or Journey to Nowhere. Keen Sense is another problem, it has nothing similar to it in white, mono white is really bad at drawing cards, but try Mentor of the Meek.
1 month ago
I have an Alesha deck too, but it's more focused on combo rather than reanimating. If you're interested, the combo is Murderous Redcap + Anafenza, Kin-Tree Spirit/Vizier of Remedies/Cathars' Crusade + any sac outlet.
For general suggestions, I'd recommend using any creature with the <2 power with an EtB effect. Manic Vandal, War Priest of Thune, Duergar Hedge-Mage, and Avalanche Riders are all cards that destroy something, doubling as reccuring removal. I'd also recommend more efficient removal, like Swords to Plowshares, Anguished Unmaking, Terminate, Wear / Tear and Path to Exile (if it's not too expensive for you). Also board wipes to deal with board states that you dislike, such as Retribution of the Meek (once again, if you can afford it) and Dusk / Dawn.
Other general suggestions are more ramp like the signets, and looting effects like the properly-named Faithless Looting, Reforge the Soul, Cathartic Reunion, and Tormenting Voice. These cards all supply draw power to the deck, which is much needed.
I know this is a lot to talk win, but if you want me to help you out with cuts, feel free to ask! Hope this helps!
1 month ago
Hey there i'd like to add a few suggestions as well:
Also have you considered taking advantage of black more? Bane of the Living and Toxic Deluge might be good for one sided board wipes. Reanimation effects like Animate Dead. Necromancy and Living Death will also help you close out games against board wipe heavy metas.Anyways I hope that helps, cudos on the deck!
1 month ago
I'm making a lot of fine-tuning atm, I'll update this list at the weekend.You're right about Alesha being mana hungry, which is something I didn't see at first glance. So yeah, Grenzo is often underwhelming because there is not enough spare mana to really get him going. I'll leave it in for the moment doe, cause I like the randomness it brings, and the deck is already almost too strong in comparison to my meta. Hopefully they'll upgrade soon so I can let my inner spike rage a little.Doomed Necromancer is interesting, I might proxy it and give it a try.Anguished Unmaking will get added as soon as I acquire one. Same goes for Utter End.These 2 are also decent for the Sunforger package I'm planning to add.
I mostly played 1vs1 with this list, it's working out very well and I love it. My record is like 15-2, which may be due to the relatively low power level of my current meta. The deck can be very oppressive if the enemy has a slow start, and I'm often able to soft lock them out through repeatable spot removal, exile effects etc. I guess the discard/exile effects get much worse in multiplayer matches, so I might decrease the amount of this type of effect.
2 months ago
Hero's Blade is fantastic, since it'll re-equip when Sram inevitably gets removed by something.
Trailblazer's Boots are a better cheap equip than say Trusty Machete because even if it costs one more to drop, it'll consistently read as 'unblockable'. Prowler's Helm is a similar budget option but there are walls that get dropped more often:P.
Cultivator's Caravan is just wasteful budget when you can use Darksteel Ingot for an indestructible version, or Manalith for a way cheaper option(or, if you don't care about making white mana, Pristine Talisman will gain you life. Tooth of Ramos also gives you a pocket two mana)
Always good to see economical decks :D
2 months ago
Drowner of Secrets + Intruder Alarm + Stonybrook Schoolmaster is a combo you could consider. Altar of the Brood also fits in.By using Merrow Reejerey to untap an Azorius Chancery you can achieve infinite mana through a Cloudstone Curio if you have 2 merfolks with cmc = 1 (or cost reducing), so you might want to consider Kefnet's Monument and Sapphire Medallion.Cloudstone Curio would also work for infinite tokens and even infinite mana if you use +Paradox Engine untaps your merfolk and mana rocks whenever you cast a spell. Spell Burst can lock everyone if you manage to generate in mana rocks/creatures, for instance.
+High Tide doubles up your mana for a turn
Maybe consider Blue Sun's Zenith since with infinite mana you can draw every card of your deck or force someone to deck out.
Maybe Winter Orb since your average CMC is so low and you'll have ways of untapping stuff (it'll lock everyone else out)