Slaughter the Strong

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Arena [BETA] Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Rivals of Ixalan (RIX) Rare

Combos Browse all

Slaughter the Strong

Sorcery

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

Slaughter the Strong Discussion

Aiding on Orzhov's Weapon against Animar...

1 day ago

I wouldn't say that this deck's Lex Luthor is Animar. Protection prevents DEBT, as previously stated, but BW's best attribute is board wipes and secondary card draw. Protection doesn't stop wipes and Animar decks (unless they are colorless morph/bounce/combo decks) are notorious for overcommitting to the board.

Cards like Citywide Bust , Slaughter the Strong and Council's Judgment can hate on the Animar player, (and not kill your important stuff) while still having game against more casual creature based decks.

Also, if you want to be that person, Contamination can really shut off your opponents stuff. With Teysa, one black creature is enough for a couple turns of hate.

aschutz on Arcades

3 weeks ago

Hi! I've playtested in casual groups quite a bit with Arcades, I'd like to offer up some advice.

-I think he performs best in an aggro shell. This means you'll probably want to keep your curve low. Creatures like Colossus of Akros and the like aren't going to do what you want them to do. Remember, you're going to be drawing tons of cards, so you're likely to draw into more walls when you play one. You can play a 10/10, draw a card, and call it a day, or play a 0/7 and two 0/4, and draw three cards. Stacking 2 mana 0/4's and 3 mana 0/7's also means you'll be more likely to have stuff to do on early turns.

-You don't need too much ramp, and the ramp you do keep, you're going to want available by turn 3, so you can get arcades out a turn early and start slamming walls on turn 4. That means the 1 and 2 drop dorks ( Sylvan Caryatid , Vine Trellis , Birds of Paradise , Noble Hierarch ) along with the signets, Mana Crypt , and Sol Ring ) will give you a healthy ramp package that should do the job. Farseek and Rampant Growth are fine cards as well. It's also worth noting that 3 mana ramp spells like Kodama's Reach and Cultivate are less good because they likely wont help you get arcades out early.

- Worldly Tutor , Enlightened Tutor , and Mystical Tutor are all good, especially since you can draw whatever you tutor for with Arcades's ability. The more you play with your group and start slotting in situation-specific cards to deal with certain strategies, the more you'll start to appreciate these cards.

-Creatures like Plumeveil and Colossus of Akros don't go well with power matters cards such as Meekstone and Slaughter the Strong . I would cut them and stick to low power.

-Lands that come in tapped feel really bad in this deck. You'll find that putting yourself a turn behind can really screw you over. If you don't want to spend the money on fetches/shocks/duals, stick to pain lands, filter lands, City of Brass , and basics.

-Aim for somewhere around 30-40 creatures, and 34-36 lands, depending on your mana curve. A surprise for me was that stuffing your deck with 50+ walls isn't actually the best choice, because a lot of the time a giant board is overkill and not what you need to win a game.

Hope that helps! Here's my current list, if you want to take a peek.

Liquidbeaver on Doran's Demolition Derby

1 month ago

Sat down with the deck again and made a few speed and consistency changes:

Out:

2x Spellskite - Moved to sideboard because, as amazing as they are about protecting Doran, other creatures, and myself, it doesn't help the Game 1 speed drawing into your 2nd or 3rd one.

2x Assassin's Trophy - Moved to SB or out altogether as well. 2 plus Bolts and Pulse is a good amount of Game 1 removal.

1x Obelisk Spider - Still a card I like, but I think it fits the sideboard better if at all.

1x Forest - Changing the number of manadorks makes 22 lands less necessary, but I made add this Forest back in and take out a different land due to the prevalence of Field of Ruin , Path to Exile , and Assassin's Trophy .

In:

2x Noble Hierarch - This helps increase the number of nut draws we have, as well as squeezing in a few more damage early game if it sticks. From past experience I know that I never want more than 6 total manadorks, but we'll see if I end up liking 5 more.

2x Courser of Kruphix - I ran this guy a long, long time ago, and since building the Bloodbraid Elf version and really solidifying the landbase I never gave him another chance. I don't agree with the decks that run 4, but at 2 I have always been happy to draw him, and I tend to get back 3-4 life during an average game. On top of that, it smooths out land drops, and allows me to see what I may Cascade into, which is great.

1x Graveblade Marauder - This is kind of a flex slot with Obelisk Spider , but this is a creature I've always wanted to include but never really tried before. He can get very, very scary, especially if a few creatures have already died from removal or Eldritch Evolution . I've only been using it for about a week and there have already been several times during playtesting where it is swinging for 4, plus an additional 4+. The fact that he can still deal a lot of damage even without Doran or Assault Formation out is a definite plus.

2x Rhythm of the Wild - This is a new card I am pretty excited about. I played with a few Lightning Greaves for a short time and the haste was brutal to play against, and making the creature Hexproof, especially a bird or Doran, was fantastic. I feel like Rhythm fill that same slot, but is a much better Cascade target, helps against control decks, and doesn't change the sequence of damage for most of my non-manadork-enabled combats, as they still attack on the same turn they would normally have attacked. I also like that it helps to get manadorks out of bolt range if needed, and allows new creatures to attack without Doran or Formation. Really excited to try this card out.

Other than that, still working on the sideboard some more. Trying to get a boardwipe in there that I like, but Slaughter the Strong doesn't hit much of anything that I see frequently besides Eldrazi and Wurmcoil Engine , and Anger of the Gods hits all my utility creatures unless they are buffed. It sure would be nice to cascade into when I really need the wipe, however. Also considering Cry of the Carnarium from Allegiance.

deebiia on Alesha, Who Smiles at Everyone

1 month ago
  • In
  • Dusk
  • Solar Tide
  • Slaughter the Strong Board wipes are moreso in for a safety precaution, but even when we use them, they're more of a one sided wipe.

  • Out

  • Magus of the Disk With more board wipes in, I just don't see a use for a delayed board wipe.
  • Mausoleum Secrets I don't think there are enough black creature cards we can grab with this because of the Undergrowth effect, so it's getting cut.
  • Assault Suit I just don't have a good creature to use this on. If I had something like Rust Elemental in the deck, it would be a different story.

triproberts12 on Alesha, Who Smiles at Everyone

1 month ago

Try power-based wipes. Dusk / Dawn , Retribution of the Meek , Fell the Mighty , Slaughter the Strong , and Solar Tide will all hurt your opponents more than you.

ZanarDusk on mono w

1 month ago

Luminous Bonds is a relatively cheap spell (moneywise and manawise) that you can maindeck to deal with powerful attackers and blockers, I think it will pay off in a deck with many small creatures where a strong blocker could become a problem. However, it also deals with creatures that have triggers on block/attacks like Etrata, the Silencer (the RVN one), Star-Crowned Stag (albeit, I'll admit, I made 2 poor examples as those cards are seldom seen in the current metagame).
Slaughter the Strong can be useful in those same istances, but you usually want to save it for board clear against things like a kicked Verix Bladewing.

Seal Away In particular is really strong when you want to answer something during your opponent turn, as white usually lacks instant removal.

You should definitely keep Pride of Conquerors, I think, as a +2/+2 to all your creatures in a deck such as yours can easily be a game breaker.

Zeeyaz on Super Defense Control! Need Help Thinning Deck!

2 months ago

Pluralkumquat, thanks for the response!

All the cards above are cards I own, and I can look into getting more cards as needed. As a newish player and this being my very first deck I'm creating, if you have any card suggestions, just let me know!

I'm not sure what Mana Dork means, as well as what an ETB Tapped lands is (or fetches for that matter), this is my first ever deck I am creating, and I'm not up-to-date on Magic Lingo. Also, what do you mean by Off-Theme creatures?

Thank you for stating I have too little lands! I felt the same way but I wasn't sure how many lands I should have in this deck. I will aim for 36 and edit once I have my deck ready.

Which walls would you consider to be the least helpful for my deck? Or creatures/cards in general? I don't have access to a Fell the Mighty, but I did have access to Slaughter the Strong, which is why I chose it in my deck.

multimedia on Boundary conundrum(Aminatou)

2 months ago

Hey, you're welcome.

Syncopate is a lackluster counterspell in Commander. Counterspells that an opponent can pay mana to stop are not reliable in Commander. Having a lot of mana is a big thing in Commander with mana rocks and land ramp both of these make Syncopate unreliable as a counterspell. It is good that it exiles the spell it counters, but if you want that there's quite a few other three mana hard counterspells that an opponent can't pay mana to stop.

The same can be said about Slaughter the Strong; it's not a reliable board wipe because it can possibly leave your opponents with creatures. In Commander you have access to many four mana creature board wipes. If you're going to play a board wipe than you want it to do what's it's suppose to do and wipe the board clean of creatures. This does kill your creatures, but you play a board wipe to have a fail safe if an opponent's battlefield gets too big with too many creatures for the table to deal with.

In my opinion if you want to play another counterspell play Swan Song or Negate both are good at protecting Aminatou. If you want to play a board wipe play Supreme Verdict or Day of Judgment. All are powerful budget cards.


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Slaughter the Strong occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

GWU (Bant): 0.19%

Modern:

All decks: 0.0%

Standard:

All decks: 0.02%