|Commander / EDH||Legal|
Printings View all
|Modern Masters 2017 Edition (MM3)||Uncommon|
|Commander 2015 (C15)||Common|
Combos Browse all
Seal of Doom
Sacrifice Seal of Doom: Destroy target nonblack creature. It can't be regenerated.
Price & Acquistion Set Price Alerts
Seal of Doom Discussion
2 days ago
Shivan Gorge adds more opponent damage.
And Torment of Scarabs would be fun!
2 weeks ago
I saw your forum post and thought I would offer my two cents because Daxos was my first commander ever! So let's take a look under the hood shall we?
I do think there could be more ramp because Daxos is always hungry for mana. There could also be more in the way of card draw as well. Which when I give recommendations you will some cards that will help with both categories.
So we will begin on in my opinion what should be cut. The following cards I believe should be cut: Necromancer's Covenant, Grave Peril, Seal of Doom, Skull of Orm, Tragic Arrogance, Marshal's Anthem, Nighthowler, Celestial Archon, Banshee of the Dread Choir, Planar Cleansing, Three Dreams, and Herald of the Host. These cards which I have played with before are very slow and sub optimal for locking down the board with a pillowfort strategy.
Now it should be noted that when I recommend cards, I recommend a lot because I like to give people options of what's out there. With that being said there are a few cards that I believe fall under the category of *Must Haves*, those being the following: Dictate of Erebos, Anointed Procession, Mirage Mirror, Phyrexian Arena, Day of Judgment, Ghostly Prison, Kismet, and Plea for Guidance. They do beautifully in a Daxos deck. Now for the other cards I believe would be beneficial(This is where we get lengthy lol): Curse of Disturbance, Nevermore, Darksteel Ingot, Commander's Sphere, Oblivion Ring, Coldsteel Heart, Heartstone, Authority of the Consuls, Darksteel Mutation, Flickering Ward, Grim Guardian, Erebos, God of the Dead, Greed, Kambal, Consul of Allocation, Hour of Revelation, Underworld Connections, Read the Bones, Anguished Unmaking, Utter End, Aegis of the Gods, Swords to Plowshares, Return to Dust, Relic of Progenitus, Whip of Erebos, Ancient Craving, Solemnity, Grand Abolisher, Eidolon of Rhetoric.
Those are my thoughts as of this moment. If you have questions about why I chose certain cards we can talk about it! Lastly as I alwasys say with recommendations; these are my thoughts based on my experience. By no means are they the end all be all for your deck. The point of Magic is that it's your deck and your choices for what you want to do. So please do keep that in mind!
3 weeks ago
Cool! I'm actually in the process of building an existence deck as well. A few suggestions: Ghastly Demise is a very good removal spell in this deck. I don't particularly like Seal of Doom, as I usually try to keep removal under two mana, but I'm guessing it's there for the enchantment synergy. Commune with the Gods is also cheaper than Benefaction. Finally, I personally find Transguild Promenade/Rupture Spire annoying, as it actually lowers the ammount of mana available on your turn. Im not sure that you need any 5-color sources in an only 3-color deck.
2 months ago
Also, I vote for ninjas, since you have creatures with pwoerful ETB effects and/or evasion, throwing one or two ninja in there could be randomly good. I'd swap out Indulgent Tormentor for Okiba-Gang Shinobi or Throat Slitter.
3 months ago
Yesterday, the possibility of bluffing strategies came into my mind. We all know that some card games usually include psychological strategies (Poker, etc.). In my opinion also Magic t.G.
So, what if we cast Revelation for instance, while we have a lot of removal spells in our hands. Would not create this a psychological pressure for opponents because they know that you can counter or remove their spells? Maybe this "remove-revealing" strategy could prevent them from playing their combos?
I have an similar strategy-example: My opponent played Vedalken Shackles, so I had the really huge problem to cast my Master of Cruelties but had no removal spells. This situation was very bad for me because he slowed me down and killed me with very simple life loss effects.
This leads me to an another point. Let us assume that we cast Seal of Doom and/or Seal of Cleansing instead of revealing our hand. I think this can create a similar effect. Would you prefere this strategy more than the first one?
Now my first question: Have you ever made experiences like that and if yes, with which cards?
Second question: This strategy can be very annoying I think - especially the hands revealing one. Would your playgroup accept it?
Last question: What is your opinion about this strategy?
Thank you for your time :)
3 months 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.
4 months ago
I actually quite like this idea, but I feel a little awkward in some of the card choices.
Hypnotic Siren and Spreading Seas feel underwhelming for me- the lack of islandwalk makes seas pretty do-nothing, and siren is only really functional once you have two anvils running, which could be a removal spell, or chumps once. The lack of g/w cuts a lot of enchantment options, but there are some really interesting tools available that should help out. Eldrazi Conscription/Arcanum Wings and Sanguine Bond/Exquisite Blood have been classics in these colours for a while. Tainted Remedy is interesting sideboard, Underworld Connections/Phyrexian Arena/Dark Tutelage Dictate of Kruphix are their usual selves, and Paradox Haze could make those upkeep triggers, Leyline of Anticipation is interesting, allowing flash cloudstone shenanigans. Bitterblossom Provides board presence while being resistant to creature-removal, Necrogen Mists, Dictate of Erebos, No Rest for the Wicked Seal of Doom/Trial of Ambition/Oath of Liliana, Necrotic Plague, Endless Whispers Waste Not or Descent into Madness all speak to possible strategies.
One card that you absolutely must run is Whip of Erebos as a two-of. The lifelink keeps you in the game, and the graveyard recursion keeps constellation triggering. Gonti's Machinations is worthwhile against burn. Mimic Vat is good with mage.
I've been trying to get Blood Funnel working in these lists, but it just doesn't- the costs inflicted are too high, with boardwipes ending your game. Don't bother.
I can't think of anything else that isn't just the usual format staples and sideboards- good luck making it work.
4 months ago
Phyrexian Dreadnought and Death's Shadow work great in Varolz, though they aren't the cheapest cards to acquire. Force of Savagery, Phyrexian Soulgorger, Hunted Troll, Hunted Horror, Groundbreaker, and Nyxathid are reasonable cards to scavenge, though some are harder to get into your graveyard.
You are playing a green commander that can be quite aggressive. Therefore, you should be playing Rancor.
I'd probably try to play closer to 37 lands with Varolz.
If Worldslayer has a place anywhere in the format, it's in a Varolz deck, since you can regenerate him to survive the first boardwipe (possibly more, depending on whether you make tokens or blow up the Worldslayer in response to the damage trigger).
Blood Seeker > Tresspasser's Curse, though neither card is very good (unless you're hosing a specific combo).
Fertile Ground > Gift of Paradise.
Prey Upon > Cartouche of Strength.
Polluted Mire > Cartouche of Ambition. There are hundreds of other cards I could list here, but I'd rather have a land that cycles in a format where you never stop wanting to hit land drops than this cartouche.
Silence the Believers > Edifice of Authority.
Golgari Signet > Golgari Cluestone.
Lull > Haze of Pollen, though I would advise against running either card.
Nature's Claim > Natural State.
Sword of the Animist > Explorer's Scope.
I like Inspiring Call more than Destined // Lead, but the two aren't nearly as comparable as some of the other cards listed.
Giant Growth > Shed Weakness, though I wouldn't recommend running either card.
Seal of Doom > Spidery Grasp.
Wickerbough Elder > Springsage Ritual.
You have a lot of creature slots that are due for upgrades.