Revoke Existence

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Rules Q&A

Revoke Existence

Sorcery

Exile target artifact or enchantment.

TheoryCrafter on Angel Idea for a Friend

11 months ago

Have you considered Revoke Existence? It's a great way to get around the indestructible.

Another card you may want to consider is Scroll of Avacyn for some card draw.

Lands you may want to consider for this deck are Kabira Crossroads, Sandstone Bridge and Scavenger Grounds.

Some other graveyard hate you can put into your deck are Calamity's Wake and Tormod's Crypt.

I hope this helps. Happy Hunting!

lhetrick13 on Sorin - Competitive Modern Vampires

1 year ago

Fushiii - Knights, vampires, cats...you have good taste my friend and by that I mean you literally play the same tribes I gravitated to. Hence, I really like the deck list. It has a similar feel to one of the two vampire decks I worked on. However, similar to your knight deck, you mention you are interested in shaving this deck down to 60 and the first thing I noticed is that you are running only 20 lands total in a deck of 68 and of those 20, only 6 have the ability to generate [w] mana, of which you have 14 cards that require mana. I have a feeling the 20 lands with a CMC of 2.3 feels tight often in the early game in terms of consistently getting enough mana every game and then I bet you consistently feel like you need mana. Have you considered making the deck mono ?

Almost all the spells you run that require are removal spells for either creatures, artifacts, or enchantments and usually excels in removal...at a price. For example, Feed the Swarm might be an replacement for Fracture or Revoke Existence. Phyrexian Arena might be a more consistent draw engine than Revitalize at the expense of losing life instead of gaining it...you are running a lot of ways to gain life so using that as a resource is something you should not shy away from, especially considering your deck is built around removing your opponents board to pump your thirsty vampires!

A card you might consider that does work for my deck is Urge to Feed. At instant speed you can remove a creature on your opponents turn to pump your vampires, tap your vampire legions to pump them further, then swing on your turn. It is a potent card in the right circumstances.

Anyways, fun deck! Interested to see where you take it.

TheoryCrafter on

1 year ago

You have a pretty good start here. Among the monowhite creatures with infect you still need are Lost Leonin and Tine Shrike

One issue with decks relying on poison counters for the victory is cards which can prevent them including, but not limited to, Melira, Sylvok Outcast and Solemnity. These can be dealt with cards including, but not limited to, Invoke the Divine and Revoke Existence. Elish Norn should be enough to keep Melira off the battlefield. Leeches (which would also coordinate alright with Phyrexian Unlife) could do damage to an opponent if they already have poison counters and you're unable to remove those cards.

I'll be adding more later. Happy Hunting!

TheoryCrafter on Dominaria United Spoilers

1 year ago

Here's my take:

Glad to finally see an Alt win Card in a new color scheme. Ajani, Sleeper Agent should be a boon to anyone looking to a Selesnya infect deck. If built right Abzan Infect Storm with Hand of the Praetors could be a possibility.

While Karn, Living Legacy doesn't add anything new to Tron or animate noncreature artifacts, it should be a help in Karn Tribal decks. The first ability can either help cast Karn Liberated sooner or be a support for the constructs made by by Karn, Scion of Urza. Plus it's ult can get around the Karn, the Great Creator/Mycosynth Lattice combo. KLL's power may be in its subtlety, but there's more to it. And I can't figure it out.

I'm liking the enlist mechanic. It should mesh well with exalted and other abilities and mechanics that give creatures a bonus for attacking alone.

The read ahead mechanic on the new sagas is a brilliant idea. You can farm the lore counters with Power Conduit, move them onto non-saga cards like Mind Unbound or speed up other Sagas through Nesting Grounds.

No new slivers or thrulls. Disappointing, but not unexpected.

As happy as I am about Liliana making an appearance, why reprint Liliana of the Veil, but not Arvad the Cursed? I don't know, maybe I'm being ridiculous.

Shivan Devastator is the kind of card I'd like to put in a monored Dragon deck. Now if the price can only come down a lot.

Tear Asunder is a huge upgrade from Revoke Existence.

While playable in 1v1 games, Ramses, Assassin Lord's alternate win ability is meant for multi-player. Unless of course you build a deck where everyone loses and Ramses prevents that.

Overall, we got a good set.

Apollo_Paladin on Sacrifice Cleric

1 year ago

Overall nice build! +1

It's really nice to see someone else playing on Arena not caught up with just Netdecking.

One thing I'll say is that, at a glance, this looks a bit light on good removal. I think a few Vanishing Verse in place of Invoke the Divine might suit you a bit better (less mana too).

I get that invoke the Divine is lifegain as well, but if that's your primary concern then I'd go with Light of Hope since it's much less mana to cast (albeit you can't destroy AND gain -- I don't think you lose out on too much here). 3 mana is an awfully high cost for a one-time effect that isn't just cripplingly good in a wide variety of situations in my opinion.

If you're good with giving up the lifegain aspect & Instant-speed cast, but want to keep both artifact & enchantment hate (Vanishing Verse pretty much sucks against most relevant Artifacts), maybe take a look at Revoke Existence since exile is preferable to destroy, and it similarly saves you 1 mana.

Black/White is just crushingly good at control/removal; your Fateful Absences, Vanishing Verses (already mentioned) -- even stuff like Declaration in Stone if you're willing to give up Instant speed for extra potential power.

If it were me, at the very least, I'd sideboard some of the above-mentioned options and play around with them in Best-of-3 matches. Figure out what the most common annoying (or devastating) thing opponents regularly do to you & structure some removal around that.

In any case, cool assortment you've got here! I like it.

kamarupa on Nymphrodell's Modern Curses

1 year ago

I love the idea of playing curses and I think you've got a lot of good cards. I playtested it a few times and have some notes:

I'd def include 1-2 Hall of Heliod's Generosity.

I'd cut at least all 4xDuress, if not all 4xInquisition of Kozilek, too. Having 8 discard spells favors early game play but I think it puts you at a disadvantage later in the game.The enchantment curses are geared toward a slow game, eeking out a win around T10. By that time, there are fewer, if any viable targets for Duress, let alone Inquisition of Kozilek. On top of that, you have 8 removal spells, 4 of which double as a boardwipe, and also Torment of Hailfire, so you have effective means of shutting opponents down.

Damn seems like a fantastic fit here, providing a useful boardwipe as well as early spot removal.

Vindicate also seems like a great spell here, providing a broad range of removal making it always useful. That said, at 3MV, if half or even all the discard spells were cut, Revoke Existence or Disenchant would be good additions in the sideboard.

I think I'd either use the slots freed up by cutting discard spells to increase the number of creatures, or I'd cut the 3 defenders entirely. They're not likely to help much with so few numbers. I'm leaning toward cutting them. There are better ways to gain life and draw cards and they're not blocking for much.

If you cut all the creatures and discard spells, you'd have 11 slots to give you an edge. I think you'd want to maintain the MVs of the cut spells, keeping everything to 2MV or less. Darkness/Holy Day could be decent. Fatal Push and Path to Exile also. I think 4xNight's Whisper or some other draw spell would be good, though only if it's drawing at least 2 cards for MV 3 or less.

Since you're playing a long game, Dark Petition might be a possible option.

Overwhelming Splendor is an awesome spell, but even with one copy, the prospects of hardcasting it from a draw seem slim.

Work on a sideboard that can help you against your worst matchups. In addition to Revoke Existence or Disenchant, Infernal Reckoning, Tainted Remedy, Extirpate, Everlasting Torment, Ratchet Bomb, and Elixir of Immortality might be good options.

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