|Commander / EDH||Legal|
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|Journey into Nyx||Rare|
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Silence the Believers
Strive - Silence the Believers costs 2B more to cast for each target beyond the first.
Exile any number of target creatures and all Auras attached to them.
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|Have (12)||mcstang1986 , buildingadeck , Atony1400 , bradyofportdetroit , Ashy , Hootiequack , EliGjerdingen , Lindough , Va1mar , golgarigirl , rockleemyhero , Regulus1010|
Silence the Believers 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.
3 days ago
1 week 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.
3 weeks ago
Glad i could help.
For spot removal things like Silence the Believers, Cruel Edict, Chainer's Edict are very good. For board wipes i suggest Crux of Fate, Toxic Deluge and Languish.
You can also run some counterspells to help avoid something bad.
3 weeks ago
Removal Suggestions :
Black Sun's Zenith for a mass removal that can make creatures only 1/1 instead of huge threats, if needed. Also destroys Indestructible.
Silence the Believers because exile > destroy!
Chaos Warp because you never know when an enchantment (something your deck will have a LOT of trouble to get rid of), or something you just can't normally destroy, may come up. But you have to gamble for it.
Scour from Existence is costly, but you can even remove a land.
Unstable Obelisk doubles as ramp, and can remove something.
Grip of Desolation is, again, creature / land exile.
Draw Suggestions :
Phyrexian Arena is just too good to pass up.
Nykthos, Shrine to Nyx because who doesn't love a load of mana when your commander needs that whole lot of it?
Patriarch's Bidding recurs any vampire you've lost.
1 month ago
Draw: You probably want like 10 card advantage sources (or tutors for same), including a few recursion effects. Since you aren't too recursion-focused, only reason not to include Necropotence is it's too good.
Wins:Imo kozilek isn't worth. Better to focus on what you are already doing. A backup token generation source + blood artist/grave pact/etc is probably cleaner.
2 months ago
thanks for the suggestions Darth_Savage, i just ordered some Dash Hopes and Hero's Downfall. ill see how that does and go from there. the thought process for putting in Silence the Believers was with how much mana this deck produces, i could just exiles someones entire board, if not more. but i think Hero's Downfall would work better, people on my floor are starting to get more planeswalkers. they will be so salty when i kill them.
2 months ago
3InchMeatMonster I have a soft spot for Dash Hopes and Imp's Mischief mostly because they are unexpected effects in mono black. This comes with a but though, while I love the cards, I normally side them out for a second match up, since the possibility you are running them is sometimes more useful than the card itself...
In terms of removal Tragic Slip, Fatal Push, Grasp of Darkness, Hero's Downfall and Dismember are the standout cards of black removal. the -X/-X effects are useful for getting around indestructible but you also need non-target specific removal like the recent Yahenni's Expertise or at a push Geth's Verdict. You should probably replace the Silence the Believers, Murder and Malicious Affliction with some combination of these, this also means you would be back to being modern legal if you don't play Visara the Dreadful.