Retribution of the Meek

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Visions (VIS) Rare

Combos Browse all

Retribution of the Meek

Sorcery

Destroy all creatures with power 4 or greater. They can't be regenerated.

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Retribution of the Meek Discussion

Bxbx on "This'll be a night you never forget!"

6 days ago

Hi,

my strategy for making your deck faster is:

  1. putting in more cheap vampires as this synergises with your commander more: Insolent Neonate, Kheru Mind-Eater, Guul Draz Assassin, Viscera Seer, Bloodthrone Vampire, Blood Bairn, Vampire Aristocrat, Bloodflow Connoisseur, Malakir Cullblade. This way you can swarm the board early while en passant generating tokens, then attack with Edgar Markov on turn 6.

  2. putting in some ultra aggressive cards. Alongside tokens Mercadia's Downfall can be devastating, for example. Another one would be Mirror Entity. Note that this one is also a vampire and that the +1/+1-counters stay on the creatures when you change their base power and toughness.

  3. cutting some of the more expenise and non-aggressive cards: Campaign of Vengeance, Stensia Masquerade and maybe you should reduce your lifegain/-loss subtheme if you want to go the faster route. Also Vanquisher's Banner is cool tech, but at 5 mana it may be too expensive

By the way: a card that can go absolutely crazy in token tribal decks is Mana Echoes. Unfortunately it is no budget card.

bushido_man96 mentioned some mass removals. Their asymetrical effect is nice but they also cost a lot of mana. Some other really good asymmetrical mass removals for token decks would be Austere Command, Fell the Mighty, Retribution of the Meek and Dusk.

That's all for now. Let me know what you think of my faster game plan.

Kinpa6Ansatsu on Doran the Siege Tower EDH Deck

1 week ago

I would recommend Retribution of the Meek for a neat board wipe. Golgari Signet and Selesnya Signet are pretty neat. Nature's Claim is a good Artifact/Enchantment removal. Some cards that stick out to me as being weird are Golgari Keyrune, Trostani, Selesnya's Voice, and Rhox Faithmender

Saharez on Unyielding partners

4 weeks ago

I'm seeing a few challenges for this deck.

  1. Your ramp is having a good foundation, but you don't have a very large chance of landing a ramp spell on turn 2, if I were you I would exchange the Commander's Sphere and Darksteel Ingot for an Orzhov Signet and a Gruul Signet, while on the topic of mana, you are playing Hour of Promise that synergizes well with Cabal Coffers and Urborg, Tomb of Yawgmoth, putting both in play at the same time.
  2. Your victory conditions seems to be scattered all around, you have a subtheme with planeswalkers and Parallel Lives, you have a token strategy with anthems to boost them, you have Purphoros, God of the Forge to kill people with tokens coming into play, then you have a couple of creatures which don't seem to support either of those strategies, you appear to be wanting to do too many different things.

I would consider replacing Saskia the Unyielding, Nylea, God of the Hunt, Iroas, God of Victory, Faith's Reward, Erebos, God of the Dead Beacon of Unrest, Xenagos, God of Revels, Ever After, Lurking Predators, Grave Titan.

A few suggestions on what to add instead could be something like Martyr's Cause, Retribution of the Meek, Fight to the Death, Obzedat's Aid (it can return planeswalkers), Blood Artist, Aura Shards Teysa, Orzhov Scion and Requiem Angel

In my experience, focusing on one main strategy and maaaybe one secondary strategy, is the way to get consistent performance with a deck.

dlamars on Alien 5

1 month ago

Hey I'd just like to add that your instants could be upgraded:

Wrap in Vigor<Boros Charm

Go for the Throat<Swords to Plowshares

Terminate<Anguished Unmaking

Turn Aside<Swan Song

Negate/Mana Leak<Arcane Denial

I personally think Disallow is just bananas and would include it if possible.

Also I'd probably go for Living Death, Retribution of the Meek and/or Dusk / Dawn over Aphetto Dredging, Kindred Dominance and Creeping Renaissance. Is Kodama's Reach worth the slot here with so few basics?

Monkeylordz on Weenies Who Smile At Death

1 month ago

Hello, I came to this deck through your forum post.

I am not the best commander player, and haven't played/faced Alesha, but I like deck building. One thing I noticed is a lack of board wipes, which I think all decks should have. There will always be a point where you won't be winning, and a board wipe can clear the path and give you the board priority. However, you don't need that many. Three should suffice, but more isn't bad either.

Boards wipes I have in mind:

You want more mana rocks. You have Sol Ring and two others, but that won't cut it, especially in a 3-colored deck. I suggest around 10 mana rocks. Here is my list:

You can of course choose whatever you want, these are just some suggestions for you to take.

Card draw. My favorite thing to do in EDH is draw cards. While white and red struggle with drawing cards, black has no problem.

Random Cards that come to mind:

  • Darksteel Plate. It allows your commander to attack even if your opponent has big blockers.

  • Bojuka Bog. Graveyard Hate with small opportunity cost.

  • Raving Dead. Can dish out a lot of damage, and when it dies, you bring it back.

  • Graveblade Marauder. Hits hard, especially because you stock your yard.

  • Return to Dust. You need artifact/enchantment hate in commander. There are too many broken things that a board full of creatures cannot solve. Luckily, there is also great removal for those things.

  • Increasing Ambition. This tutor is good because it essentially tutors 3 times in one card.

  • Crypt Ghast. Staple in any black deck. It ramps you, and even has extort. (and 2 power)

  • Aegis of the Gods. A little protection is always nice. You never know when the next Comet Storm is going to come.

  • Panharmonicon. My favorite card in standard right now. Actually, don't add this one, because you cannot effectively capitalize on it's ability to warrant using a card slot. However, if your add more ETB effects, the power of this card increases exponentially!

  • Ashnod's Altar or some other sac outlet. This allows you to sac the creature for utility, and then bring it back. Have a Priest of the Blood Rite sitting around? Sac it, reanimate it, and then sac it again! Useful for ETB creatures and also locked down creatures (Arrest, etc.).

With every added card, you have to cut a card. Cards I suggest cutting are low-impact cards. Commander is often a game of value, and Alesha assists you greatly in doing so. However, Brazen Wolves is likely not going to do anything impactful. You would much rather have something like Taurean Mauler, which is just better. Remember: Everyone has 40 life, so games tend to go long. The best cards are cards that scale as the game goes on. I will list cards that I don't think are impactful enough, but that is just my opinion. If your like using a card, or don't have better cards, you can keep it.

  • Fervent Cathar

  • Grey Merchant of Asphodel. Not enough black mana symbols. If your deck changes to add more, you can add this back in. It is pretty good, but only with support.

  • War-Name Aspirant

  • Brazen Wolves

  • Some equipment. You don't need that many equipments without equipment support. (However, you could add equipment support, like Sram, Senior Edificer)

  • Azorius Justiciar. Just use removal instead. Use Alesha to get back something else.

  • Scrapper Champion. A 3/3 double striker may sound good, but in commander, it doesn't do as much as you expect.

  • Ukud Cobra. Not terrible, but doesn't do anything either. It just sits waiting to block, then dies to a board wipe.

  • Merciless Eternal. 3 mana and discarding a card is too high a cost for just +2/+2. Even if it puts something in your graveyard, why didn't you use Tormenting Voice and draw two instead?

That's it for my comment! I hope I helped you improve your deck, and remember: commander is about creating a custom deck. Make it how you and you playgroup enjoy playing.

WrathofCod on Saskia's Blitzkrieg

2 months 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?

Vaan on

3 months 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.

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