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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 days ago
Lost Legacy is one of the best sideboard cards printed in a long time. It's way better than Slaughter Games or Surgical Extraction because you can hit cards like Karn Liberated or Scapeshift before your opponent has a chance to cast them.
The issue with Surgical Extraction and hand disruption is your opponent may not have the card you want to eliminate in their hand, then they just draw it off the top of their deck and kill you anyway.
Slaughter Games, while uncounterable, can be too slow to deal with powerful turn 3 and 4 plays. Nothing like being on the draw and having your opponent cast Ugin, the Spirit Dragon before you can name it. The decks where you want the "uncounterable" part of Slaughter Games are far more vulnerable to other sideboard cards, anyway. Stuff like Thrun, the Last Troll, Kolaghan's Command, Choke, or additional copies of Thoughtseize/Liliana of the Veil/Abrupt Decay are all better options. Anymore than that and you're likely diluting the deck too much.
3 days ago
4 days ago
This is basically a standard deck I played back in the day. Modern is a very different format, running that much removal is going to leave a lot of dead cards in certain matchups. If I were you, I would do this:
+4 Inquisition of Kozilek, +4 Lightning Bolt, +2 Fatal Push, +1 Kolaghan's Command, +1 Kalitas, Traitor of Ghet, +1 Stormbreath Dragon, +1 Young Pyromancer, +3 Read the Bones, +3 Night's Whisper, +4 Bloodstained Mire, +2 Polluted Delta, +1 Wooded Foothills
These changes upgrade your removal and early interaction, especially against control strategies. It also gives you much fewer dead cards, seeing as Lightning Bolt and Kolaghan's Command can go for the dome. I cut all of the weaker creatures in the deck, to streamline the early game's combination of disruption, removal, and draw power.
As for the sideboard, I think it needs a lot of work. You're already playing too much removal in the main board, and your sideboard is more of the same. The deck really doesn't need to be siding into removal that is worse than waht's already in the main deck. (Looking at Doom Blade < Terminate, Dark Betrayal < Fatal Push/Lightning Bolt , Mizzium Mortars and Drown in Sorrow < Anger of the Gods.) If you really want a sweeper, I would easily put in Languish or Damnation over Mizzium Mortars. I understand Mizzium Mortars only hits their things, but in the match-ups where that's relevant, you're dead way before you get to 6 mana.
My sideboard for the deck would look something like:
Obviously, this is your deck, so feel free to do whatever you want with it, this is just what my take on the deck would be to gear it more towards modern, so it doesn't feel like you have dead draws all of the time. Hope this at least inspires some changes, and happy deckbuilding.
5 days ago
Not sure I can beat the Pearl of wisdom dropped by tutors, but I'll try anyway. Solid list, there's a lot of powerful cards here, but there are a few things I spotted.
20 lands is too light, curving out at 3 cmc with an average of (just shy of) 2 calls for at least 22. If you add some 4 drops (more on that later) then 23 becomes bare minimum, 24 being a bit safer. Far more games are lost to screw than flood.
Your deck (and every other Mardu build I've ever seen) punches itself in the face a lot. Like, a LOT a lot. The helixes will help, but I strongly recommend a full playset of Shambling Vents, particularly with d confidants. Burn is a hard matchup for you (us) game 1, the more hedge you have against that the better. Both 4 drop Sorins also work wonders to that end, which brings me to...
Anthems. Intangible Virtue, Sorin, Lord of Innistrad, Sorin, Solemn Visitor, Gideon, Ally of Zendikar, all turn your lil (usually flying) bastards into very real threats. Four flying 1/1s are obnoxious, 4 flying 2/2s are a three turn clock from twenty life. Each has its merits, but I advise at least three virtues and two walkers of your choice.
Other than that, I like where it's going. Mentor is really fragile, but absolutely takes over the game if allowed on field more than a turn, so I get that. Lily is just too good against so much of the meta to pass up. K command is great for recursion, removal, artifact hate, I like 1-2 in the main, maybe another in the side. Creatureless combo might be an issue, Slaughter Games in the side could be helpful.
+1 keep up the good work. I've a Mardu Nahiri/tokens hybrid I run, feel free to check out my profile for more MD/SB ideas. I'd link it, but I forgot how.
1 week ago
My favorite combo is Living Lore + Cruel Ultimatum (with something like Heartless Summoning or Mass Hysteria so you're ready to swing every turn). Is there a worse fate for a MtG player than being on the receiving end of a Cruel Ultimatum every turn? I don't think so. (Well, maybe watching a Soul Sisters mirror match, but never mind)
That said, I have this little combo deck I call "bye bye land", which uses Devastating Summons + Howl of the Horde to generate six huge tokens (which is usually more than most decks can deal with) after swinging with Sakura-Tribe Elder or Coiling Oracle and it's probably the most fun combo to pull off, because most people don't understand why I'm swinging with a 1/1 weenie against their untapped 4/5 beatstick, until they see me play Howl and go "oh shit WHAT DO YOU MEAN THIS ISN'T SCAPESHIFT". (one guy even tried to Slaughter Games the Scapeshifts out of my deck, only to realize there were none hahahaha)
2 weeks ago
And thanks for the comment, i love this deck too
1 month ago
I like Glassdust Hulk but it's too hard on the mana. Twisted Abomination is good, especially in a Supreme Verdict metagame, but be aware it's worst in creature combat. Slaughter Games is slow and sorcery speed, and they have multiple types of countermagic than it's not effective. Playing a slow game, baiting interaction and dropping spider bombs is far more effective than this reactive plans
1 month ago
that's a lot of insight, thanks for commenting!
I would say this is kind of the "Vanilla" living end list that has been played over the past year or so. It really doesn't take Fatal Push into account, This is another living end list I have been working on that's a bit different.
Maybe the way to beat counter spells is to play a slow game and use Slaughter Games?