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Slaughter Games can't be countered by spells or abilities.
Name a nonland card. Search target opponent's graveyard, hand, and library for any number of cards with that name and exile them. Then that player shuffles his or her library.
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Slaughter Games Discussion
2 weeks ago
Okay, so it sounds to me like having targetted removal for specific cards (like Slaughter Games or Pithing Needle type stuff) would be good against most of those opponents, but what is usually the weakness of your deck? Do you combo often enough that people see it coming or can you usually slip in your win before anyone else?
Bear in mind that I'm seeing your build here as a combo engine as opposed to a 2 card combo because so much of your deck seems built to get that one infinite set up. It is not very versatile is what I mean.
3 weeks ago
So lately i have been toying around with the following list:
SCORE: 1 | 807 VIEWS | IN 1 FOLDER
Its a more prison like take on the classically more tempo-control like blue moon.
It differs from the classic version, by replacing the classic creature core, with the combo of Madcap Experiment + Platinum Angel - which if we can manage to keep it on the field, doesn't allows us to lose (to damage, decking ourselves, infect, Door to Nothingness, whatever else..), provides an evasive attacker, that cannot chump blocked till end of the time by eldrazi scions & mana dorks.
Plus it gives some pretty crazy tools in our hand:
Pact of Negation becomes a free counterspell
Glorious End is the hardest counter that exists - it kicks the ass of storm, and even Supreme Verdict. Not to mention it can be used against linear decks to make them skip their 3rd turn.
Earthquake is a boring sweeper, that can be redirected to planeswalkers - but when the angel is out its Bonfire of the Damned for miracle cost.
Of course nothings perfect.
While the deck has a great "scoop on spot" potential thanks to Blood Moon, or Thoughtseize revealing a hand full of counters with Platinum Angel on the field, it has some glaring issues.
For one it has terrible time coping with true control deck - that pack a lot of permission spells.
As thanks to the lock package, the deck can't have as much draw spell, not to mention discard or counters.
The second problem is called Ancient Grudge
I think either Extirpate, or Slaughter Games could solve these problems, however i am not entirely sure.
I Would like to hear some opinions about the deck.
P.s.:Generally it tends to run well aside from the above mentioned problems, and freak occurences, like drawing my 3rd land on my 14th draw step (when keeping a 2 lander) - according to math this shouldn't happen 99,98% of the time :(
3 weeks ago
Also, you might want to add morecwincons or at least a backup plan, because there us a million cards that can shut down a 1 card combo thats in gy that are common in edh
Turn 1 sol ring, Torpor Orb = gg you scoop
Your deck/strategy has more weaknesses than it does strengths, and you have barely any protection against any of the above cards that cause your deck to scoop turn 1, and there is hundreds more im not mentioning
Relic of Progenitus too, or any counterspell on the merfolk itself or a reanimate
You need multiple game plans because you currently have a strategy that relies on having a single card, and all it takes is spot removal or a counterspell on the one card to completely ignore 90% of your deck, its simply too easy to answer your only plan amd then your game is basically over :/
1 month ago
Well for sideboard, definitely something to deal with eldrazi and other big threats, like Roast, Dismember and Terminate (which if I'm gonna be honest should be in the main board). Definitely hand hate such as Thoughtseize, Inquisition of Kozilek, Duress, Distress or Despise. Some graveyard hate like Grafdigger's Cage, Relic of Progenitus, Leyline of the Void, Nihil Spellbomb, Crypt Incursion and plenty more that I can't remember at the moment. Against Burn, the only thing I can think of off the top of my head would probably be Dragon's Claw. Against combo decks Surgical Extraction or Slaughter Games. Finally against something like Tron or B/W Control you have options like Stone Rain, Molten Rain or Rain of Tears.
I'm unsure what your local playgroup or meta is like, but these are some fine options to help board in against whatever match-ups you face. Good luck!
1 month ago
Chandra, Torch of Defiance has be proven as solid Wincon, i run 2 Lillis a long time together with Chandra and perhaps its time to do this again ;).Slaughter Games was also played, but i change this in favor for Surgical Extraction because for me its work better against a lot of different Decks. Thx for you suggestion!
1 month ago
Also consider Slaughter Games in the sideboard to help deal with linear combo decks. It's a fun card.
1 month ago
I think Master of the Feast, while aggressively costed for its P/T, goes against your strategy to strip away your opponents resources with discard.
If you are looking for card draw other than Tormenting Voice or Daredevil Dragster then you could do something like Night's Whisper or Read the Bones or Sign in Blood (which can also target your opponent for lethal)
Not sure if this is budget or not since you have fetches but here are some other plain Rakdos good stuff that could have gotten overlooked.
Fulminator Mage (more resource denial)
Slaughter Games for the SB
Graven Cairns is great mana fixing for this deck
Sorry if some of this was over budget!
Some other cool devils and demons I like
2 months ago
Since Startled Awake recently took a massive price spike due to standard, I would highly recommend replacing them with Archive Traps, as fetch land cracks are very commonplace in modern and there will be plenty of chances for you to get that free cast off of them.
Harsh Scrutiny really shouldn't be a 4 of, most of the time you want to get spells out of your opponent's hand rather than creatures. I would recommend switching them to Duresss if you wanna keep the budget, but if you can afford it, Inquisition of Kozilek really is the best discard right behind Thoughtseize.
Being a blue deck, I'd imagine you'd want some kind of counter support to stop your opponent from ruining your plan. Cheap and great options are Negate, Dispell, Remand(if you can afford it), Mana Leak, and Delay. In addition, running black lets you run kill spells that you could use to stop your opponent from running you over with creatures. Things like Victim of Night, Murderous Cut, and Tragic Slip are all rather cheap and hit a lot of threats you'll find in modern. You could probably swap out the Trep Blades and Altars for these, as while I too am a really big fan of both, they're just a little too slow for modern standards.
Finally, I would recommend possibly throwing in a couple of Nephalia Drownyards. They can give you mill when you run out of gas and can be something to pour mana into when you're holding onto counterspells at the end of your opponent's turn, they're cheap, and work rather well with Fraying. Last thing, the main reason people have trouble running mill in modern is because of pesky Emrakul, the Aeons Torn (and to a lesser extent Ulamog and Kozilek), as it undoes all the work you put into putting their library in the grave, so make sure you have an answer for it in your sideboard, probably in the form of something like Infinite Obliteration, Lost Legacy, Stain the Mind, or Slaughter Games if you can find red mana some how. I really think Fraying Sanity should probably be a 4 of, as the meta in modern, as far as I can tell, has a rather difficult time dealing with enchantments. Other than that, this looks like a great start, I hope this helped. Good luck to you!