|Commander / EDH||Legal|
Printings View all
|Battle for Zendikar (BFZ)||Common|
|Khans of Tarkir (KTK)||Common|
|Duel Decks: Heroes vs. Monsters (DDL)||Common|
|Promo Set (000)||Common|
Combos Browse all
Smite the Monstrous
Destroy target creature with power 4 or greater.
Smite the Monstrous Discussion
3 months ago
Considering that your deck is named after "the Hammer of the Witches", I expected to see some anti witchcraft based cards. Burn at the Stake is one such card; Elite Inquisitor is another. Smite the Monstrous is also apt. Heretic's Punishment also fits too well.
I hope this has helped a little. Raven Rose
9 months ago
Hi, thanks for your tip! (; I own every card listed here and will add a maybe-board for the cards i am planing to buy in the next few days. I am aware that some cards (that were inside the precon or i just randomly found at home) have no good reason to be in this deck and will be exchanged as soon as i invest in some other cards. I think cards like that are: Ponder , Entreat the Angels , Predict , Spirit Mantle and Smite the Monstrous ... feel free to correct me if i am wrong. I dont have a strict budget, but i am not planing to invest more than 100-300 dollars for an EDH deck cause that is also the budget range for most people in my playgroup and i am not planing to "out-gear" them heavily.
Feel free to check out the upcoming maybe board and leave suggestions or point out cards which are missing or not important to be inside the deck (:
9 months ago
From a gameplay and mechanic stand point having cards that permanently change another card without leaving a physical representation of that change are terrible from a gameplay perspective. That’s why these destroy and replacement cards such as Beast Within or Curse of the Swine destroy and exile over permanently changing text on a card. It is perfectly within the game designers right to bend or break color pie (increadibly sparingly in these cases) if it means ensuring better gameplay. On another note just as nothing says black (Ulcerate), white (Smite the Monstrous), or red (Lightning Bolt) have to have unconditional removal for all creatures. Green and blue also can have removal if it’s in the spirtit of the color’s color pie philosophy that it is in. Just as the examples of black, white, and red removal are conditional but adhere to their respective color’s philosophy.
It’s also important that all colors have access to limited answers to other types of cards over sweepingly universal answers or no answers at all if it means “breaking” the color pie. This creates interesting games of magic, rewards card selection, and keeps the game healthy.
This lays out an argument for both the successful game design implementation and adherence to the color pie philosophy for Incongruity.
2 years ago
Interesting deck idea. I didn't consider using Queen Marchesa for just the deathtouch and haste. I do like the Human theme. I've looked over your list and I have some ideas that might help.
First thing that kinda stands out to me is the mana base. Seems a little thin. I think you should bump it up to somewhere between 35 to 38 lands. I think 36 or 37 might be better.
These are the cards I would cut to make room for more lands.
Gallows at Willow Hill, doesn't seem efficient to tap 4 cards to destroy one target. That's 3 less attackers or blockers.
Divine Verdict, Ride Down, and Smite the Monstrous are conditional spot removal. There are better options for spot removal and trading a 1-for-1 card in hand for creature on the battlefield isn't that great in multi-player.
Dropping those would let you add 4 more lands. Now with more land drops, let's look at some of the other weaker cards.
Bituminous Blast is nice spot removal and the cascade can be nice but there could be times where the cascade just gives you something that doesn't help that much. Might be better to have something more consistent.
Disentomb is another 1-for-1 trade where you get 1 card out of the graveyard for 1 card from your hand.
Diabolic Tutor is another 1-for-1 trade where you get 1 card out of the deck for 1 card from your hand.
Death Grasp is an OK card when you only have one opponent. Not good for multi-player games.
Consider the following replacements:
Death Denied instead of Disentomb. Instant speed instead of a socery, X creatures instead of just 1.
Increasing Ambition instead of Diabolic Tutor. One more mana but the flashback makes it worth it.
Exsanguinate instead of Death Grasp so that you hit everyone at the same time instead of only one person.
Additionally, what about adding a Basilisk Collar or Gorgon Flail to the deck. That would allow your Brigid, Hero of Kinsbaile to wipe the board of creatures attacking you.
Toxic Deluge is a tough call. I like it in 60 card decks like Legacy or Modern. Not sure about this deck.
Faith Unbroken, I'm undecided on this one. I see why it's in the deck. But wouldn't a Banisher Priest or Fiend Hunter be a better choice for the exile effect?
As always, temper these suggestions with your collection and your budget. Feel free to take a look at my decks and let me know what you think.
2 years ago
19 creatures in an athreos deck isn't going to use your commander much. You also don't have many other permanents that can provide devotion if you want to get on the beat down plan.
Some things have just too little impact, I think. I'd suggest cutting these to make room for more creatures and permanents:
- Guardians' Pledge, Grotesque Mutation, Spidersilk Net, Angelic Benediction, Divine Favor, Marked by Honor, and Show of Valor and narrow pump effects. Rarely do they make a difference in EDH.
- Executioner's Swing, Cradle to Grave, Smite the Monstrous, Pharika's Cure, and Essence Extraction are all narrow removal that costs a lot of mana.
- Alms of the Vein in a format where your opponents have 40 life, 3 life once is almost nothing.
- Chaplain's Blessing You gaining 5 life isn't going to make much of a difference when people are swining at you for 20+ damage in a single turn.
- Purge the Profane and Mind Rot is too targeted (and you have two of them)
There are more, but this is a good start. Got any other creatures in your collection? Throw them in!
2 years ago
Here's most of the the non-burn ways to get rid of Mirrorwing Dragon by turn 3 or 4:
Destroy: Bone Splinters, Collective Effort, Daring Demolition, Immolating Glare, Murder, Murderous Compulsion, Plummet, Ride Down, Ruinous Path, Sheer Drop, Silverstrike, Sinister Concoction, Skywhaler's Shot, Smite the Monstrous, Unlicensed Disintegration
Exile: Aligned Hedron Network, Angelic Purge, Caught in the Brights (possibly), Choking Restraints (eventually), Declaration in Stone, Fairgrounds Warden, Faith Unbroken, Isolation Zone, Nahiri, the Harbinger, Oblivion Strike, Stasis Snare, Thopter Arrest
2 years ago
greatdevourer Thanks for replying. My idea for this deck wasn't very solidified when I first put it down in writing, so all of your advice is seriously helpful. At this point I imagine this deck to be one that utilizes any number of creature cards on the battlefield for various advantages, with each one working to strengthen another in some way.
I've used Serra Angel for a while in an actual deck of mine, and she comes in handy when necessary. But damn, Baneslayer Angel is guaranteed to be good at what she does. Serra's only in there for nostalgia purposes I guess, lol. Definitely gonna change that up.
As for the Aether Vial, I was thinking it would open up the opportunity to more easily use early enchantments such as Crusade, but honestly it stopped there. Using it as a distraction is more fitting in this case.
Gatherer has never steered me wrong. At least four out of the five cards you mentioned there can certainly have a space in my deck, or at least the sideboard depending on how things develop.
I appreciate the advice.
2 years ago
Is this deck meant to be a casual or a tournament deck? What are your goals or design ideas?
At first glance, the Aether Vial doesn't work in this deck as you have too many different casting costs to make the Vial worthwhile.
I would recommend moving the Trained Caracal and Angelic Destiny to the mainboard to increase your early game creatures. Additionally, you could win a game with just the Angelic Destiny on the Trained Caracal if that was all you had. Making that change would make the Aether Vial a viable sideboard card. Then you could use the Vial when you need to sneak in a Trained Caracal or Mother of Runes under counterspells.
A quick look at Gatherer later, it looks like Hopeful Eidolon, Herald of Anafenza, Figure of Destiny, Elite Vanguard, and Doomed Traveler all look like good fits for the deck. Of course, knowing more about your idea for the deck and what direction you want to go with it would help in recommending changes.
Let me know what you think.
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