Slaughter the Strong

Slaughter the Strong

Sorcery

Each player chooses any number of creatures creatures with total power 4 or less, then sacrifices the rest.

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Trade

Have (2) CompleteWaste , metalmagic
Want (1) mathgrumps

Printings View all

Set Rarity
Commander Legends (CMR) Uncommon
Rivals of Ixalan (RIX) Rare

Combos Browse all

Legality

Format Legality
Vintage Legal
2019-10-04 Legal
Highlander Legal
Duel Commander Legal
Leviathan Legal
Oathbreaker Legal
Canadian Highlander Legal
Unformat Legal
Arena Legal
Tiny Leaders Legal
Legacy Legal
Historic Legal
Commander / EDH Legal
Pioneer Legal
Modern Legal
1v1 Commander Legal
Custom Legal
Limited Legal
Block Constructed Legal
Casual Legal

Slaughter the Strong occurrence in decks from the last year

Latest Decks as Commander

Slaughter the Strong Discussion

Unha110w3d on The Walls Of Pramikon

2 weeks ago

Nice deck build, few suggestions if you like to think about possibly adding that might help, Drift of Phantasms pretty good defender body or a 3 cmc tutor to find for example maybe high alert, or propaganda or a 3cmc counterspell. Mass Diminish to turn a opponents creatures into 1/1s, Slaughter the Strong which is bad for your opponents but not so much for a wall tribal.

StopShot on Should I not run Negan, …

1 month ago

Hello, I don't watch the Walking Dead and I honestly think the Secret Lair: Walking Dead product is a very bad decision on Wizard's part. That being said, one of the cards being released provides a silver bullet to a problem I often encounter in certain games.

Card: Negan, The Cold-Blooded

I'm not planning to make him my commander, but I want to use him in the 99, because he is practically the best removal spell ever made when dealing with creatures that have both hexproof and indestructible.

Seriously, the next best cards are Council's Judgment, Crackling Doom Soul Shatter, Mythos of Snapdax, Slaughter the Strong, etc. These cards all have conditions where they can fail to remove the creature I want gone, but Negan has none of those same problems making him the most effective piece of spot removal printed to this date, effectively costing only 4 mana given the treasure token.

I know I could just run other sure-fire answers like Descend upon the Sinful or Apocalypse instead, but those cards can massively hurt my side of the table too which makes them not worth running and they can also make the rest of the table unhappy with me for playing exile-wipes.

Another thing to note is that Negan is a creature which means I can make him uncounterable with a Cavern of Souls rather than Boseiju, Who Shelters All, a land that's much more inflexible to play with than Cavern. I can also reanimate his effect too with Volrath's Stronghold and other reanimation effects which would make him so good at keeping commanders with hexproof and indestructible repeatedly in check unlike a lot of the other one-time use instants and sorceries I have available.

The only issue is I think most play-groups will tell me that their play group will have this card banned given all the controversy surrounding it which is a shame. My question is, do you think its worth the trouble acquiring this card? If I'm going to spend a lot of money to buy a single only for most people to tell me I can't play it then I don't want to spend that kind of money, but for now I'm unsure. Would you advise for or against buying it? Thanks!

gavriel1136 on No one can stop the wall!

2 months ago

Consider taking out one Dusk//Dawn and putting in a Slaughter the Strong. It's a cheaper card that can get through indestructible,hexproof, and regeneration.

StopShot on Counteracting large hexproof creatures.

2 months ago

The subject of this thread revolves around dealing with and counteracting against the commanders: Uril, the Miststalker, Sigarda, Host of Herons, Dragonlord Ojutai, Lazav, Dimir Mastermind, Thrun, the Last Troll as well as commanders that consistently or typically give themselves hexproof through various equipments/auras.

While it may not be the most prevalent strategy these types of commanders can be annoying to deal with. I'd like to create a discussion on what are the best ways to deal with these commanders. Given how niche these commanders can be, running cards that exclusively dedicate themselves to their removal may be detrimental to draw into when playing a game where none of your opponents run them. Therefore cards that can both combat massive hexproof creatures as well as still being useful to have if none of your opponents are playing with big hexproof creatures should be taken into consideration when deciding what is the "best" or "most practical" solution to combating hexproof strategies.

The first cards that come to mind are Arcane Lighthouse, Detection Tower, Bonds of Mortality, Shadowspear and Glaring Spotlight. These cards entirely dedicate themselves to combating hexproof strategies, and while this may be a detriment when used against non-hexproof strategies, these cards do lend themselves some extra utility. Arcane Lighthouse and Detection Tower can be seeded into your manabase so at worst they're just a Wastes however they can be more inefficient in comparison. Given that both are lands, tapping them costs you an extra mana resource effectively making their abilities cost to activate. Not only that, but they have no effect at stripping indestructible which can be a common keyboard which may be used alongside most hexproof strategies. Cards like Bonds of Mortality and Shadowspear cost only one to activate and they can bypass indestructible, however given they're not lands you have to dedicate a nonland slot in your deck to accommodate either of them which means taking out a card that may better synergize with your deck's main strategy in their place. They also lend themselves targets for counter spells and given hexproof decks contain white and/or green, artifact/enchantment removal will pose a high potential risk. This is all not to mention you still need to provide a removal spell in tandem with these cards in order to remove the threat.

Another solution is board wipes. Cards such as Wrath of God, Damnation, Day of Judgment, Supreme Verdict, Blasphemous Act, etc. Mass creature removal is incredibly strong given that its always relevant in most metas making it a highly flexible solution that isn't too narrow to rely upon. It's biggest drawback however is if the massive hexproof creature that needs to be dealt with has indestructible, totem armor or Gift of Immortality. Even a card such as Toxic Deluge can be a risk as you may have to pay a huge amount of life if the creature is incredibly big. Cyclonic Rift is another effective card. One thing to note about boardwipes are they affect the whole table which makes them also more likelier to be countered than by effects that impact a single individual.

A more narrow solution would be through damage prevention effects such as Story Circle, Forcefield, Runed Halo, Rune of Protection: White, etc. Given each card never "targets" they can be used to infinitely "Fog" a problem creature that you can't put up with. These effects are more narrow than boardwipes but broader than hexproof removal. Cards like these still run into problems with artifact/enchantment removal and they don't run enticing side effects such as drawing a card upon entering the battlefield like Bonds of Mortality or giving a creature lifelink and trample like Shadowspear, however you won't need to exhaust your removal spells to keep the large creature(s) either. In more broader metas such as combo, stax and prison, these effects may not be as useful however. More broader variants of these protection cards exist as Ensnaring Bridge, Divine Presence, Peacekeeper and Meekstone though these cards may make multiple opponents unhappy enough to remove them than the more narrower options.

The last effect used to combat large hexproof creatures is sacrifice effects such as: Fleshbag Marauder, Innocent Blood, Vona's Hunger, Liliana's Triumph, Doomfall etc. These effects can bypass not only hexproof but also indestructible, regenerate and totem armor. Their drawback lies in if the player with the large hexproof creature has any other creatures to sacrifice in their place. Because of this caveat this effect isn't too strong unless ran in multiples which can be difficult to commit to in a 100-card format. Instead selective sacrifice effects may be the best way to devote to this solution with cards like: Crackling Doom, Soul Shatter, Slaughter the Strong, Council's Judgment, Renounce the Guilds and Wing Shards. While these cards won't always guarantee the large hexproof creature will be removed, they provide a stronger case than not compared to most traditional sacrifice removal.

Lastly there are counter spells to remove hexproof creatures. While they may be the best all purpose solution they can be rendered ineffective if a Cavern of Souls or some other can not be countered effect is in place. With exception to Withering Boon, the biggest downside to counter spells are they are entirely exclusive to blue meaning other color combinations without blue do not have this option available.

Which method do you rely on to stop massive hexproof creatures? Is there a card or solution set not listed here that you use? If you happen to play EDH decks with big massive hexproof creatures, which effects annoy/counter you the most?

Corrosive_Cat on Big Weaklings [Budget Azorius Jank]

2 months ago

Thanks all for the feedback out of nowhere! Hope my replies aren't too lengthy for you.

Poseidon31 Cheers for the input! I could definitely cut at least one land there, you're totally right - I've tried to stay out of green to just make it more consistent, and because cards in white and blue are already doing most of the things green could. You're very right in saying though that draw is lacking.. really it's my fault for not making better use of the draw blue offers! Hold the Gate! I mostly use for the vigilence it gives - thought since I'm trying super budget, and gates fit the category I'd try wring as much value out of them as possible. You could well be right though, they may suit better as sideboard pieces. I'll think on it, thanks again.

mikeb388 Omen of the Sea is very tempting indeed! Gives me some nice flexibility and a minor mana sink later - will definitely mull it over! Secretkeeper's very nice, but I just feel other creatures suit the early game better - mill's lovely, but without stronger use of it it feels a little underwhelming!

Breakaway I'd considered Sidisi's Faithful for a while, but ultimately I don't have any ETB triggers; a nice trick occassionally but I don't feel worth sacrificing my defence for. Dusk / Dawn and Slaughter the Strong are fantastic recommendations, will strongly strongly consider them, cheers!

Breakaway on Big Weaklings [Budget Azorius Jank]

2 months ago

What about Sidisi's Faithful as a 0/4 or bounce spell and Dusk / Dawn or Slaughter the Strong as one-sided board wipes?

K4m4r0 on Nobody has the intention of building a Wall

4 months ago

Welcone back Eloniel! While I think that Fierce Guardianship is a really strong card, I think it is too situational and requires your commander out to be free, otherwise it is very expensive cmc wise. And with Spell Pierce I'm also able to counter something early in the game.

My oponents always had their key creatures out after resolving Slaughter the Strong. I don't think that it wouldn't fit, but it's just not for my group, where Wave of Reckoning performs much better.

I totally agree with you on the legendary wall. With every new set announced, I hope for cool new toys for our deck!

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