Sublime Exhalation

Sublime Exhalation

Sorcery

Undaunted (This spell costs less to cast for each opponent.)

Destroy all creatures.

Browse Alters View at Gatherer

Printings View all

Set Rarity
Commander Anthology 2018 (CM2) Rare
Commander 2016 (C16) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Highlander Legal
2019-10-04 Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Casual Legal
Commander / EDH Legal

Sublime Exhalation occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Sublime Exhalation Discussion

slashdotdash on 5 color no theme deck

4 days ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

slashdotdash on Ramos The Sparkle Dragon

2 months ago

Hi there West,

As a player who specializes in WUBRG big mana, I'd like to add a few suggestions.

Board Wipes

First off, let's look at a robust boardwipe package. I recommend 3 to 6 Sweepers total for a big, slower deck like this.

Disclaimer - while boardwipes can be a big feel bad for some, they are often extremely helpful to prevent slower decks from getting #WREKT by faster, lighter decks. Just make sure your playgroup is okay with you leaning into a slower playstyle that uses boardwipes to keep the nonsense at bay (this will really depend on your meta). Keep in mind boardwipes also help you get in for Voltron damage, assuming you sequence your plays correctly.

  • Crux of Fate
  • Ixidron: Looks strange, acts stranger. This thing is in my top 5 for favorite creatures, as it deals a crippling blow to most enemy decks.
  • Cataclysmic Gearhulk: Thins the board without killing your best things. Beware, the opponent will still have stuff, but you're betting that Ramos can take 'em.
  • Sublime Exhalation
  • Day of Judgment
  • Wrath of God
  • Phyrexian Rebirth: If your deck is ramping enough (I think your deck can probably do it) then this spell is bananas.
  • Flood of Tears: It is easy to overlook the second sentence...
  • Time Wipe: A bit meh with Ramos himself, but keep in mind you can utilize this before Ramos even comes out to save your best creature while clearing the way for big mana spells.
  • Phyrexian Scriptures: DANGER!!! This one is so slow that it can straight-up get you killed. It might be okay with Ramos, but it could also aggro everybody. I only include it because it synergizes a little bit with Ramos.

Card Draw

So one reason your deck might be "sputtering", as you put it, is simply the lack of Card Draw. With about 12 Card Draw sources you should be more able to keep yourself going and avoid sputtering.

Generically good card draw happens to be mostly black. Don't worry about life loss here, especially if you do end up adding board wipes.

Removal

Your removal package is one of the strong things I see here. My only comment is that Vindicate looks good but its sorcery speed, so a Beast Within or Generous Gift is better in my opinion. Nice job on this section though :D

It's a Trap!!!

Alright, so I'd like to help you identify the "trap" cards. My playgroup calls a card a trap if it looks good in the deck in theory but is actually quite bad in practice.

I strongly recommend against Morophon, the Boundless because you will be getting at best one or two creatures from him. I don't believe your deck is (or should be) tribal enough to take advantage of him.

Ponder and Preordain are unlikely to do as much work as real card draw spells, at least from what I gather skimming over your list. Your deck is going to be naturally slower (and that's fine if you have enough Removal and Sweepers to keep yourself alive) so don't sweat cutting the 1-drops for card draw spells. I would instantly run Painful Truths and Read the Bones in place of these.

Voltron: This is just an opinion, but your Voltron section looks too big. I think the best thing about Ramos as a Voltron commander is his ability to naturally acquire a threatening amount of power as a side effect of you playing a really good Rainbow deck! Lean into that. I know it feels bad to cut some of the artifacts, but you may find it better to have other threats or support for your threats, instead of relying on your commander (who is already a bit of a priority target if I'm being honest). Now granted I am not sure that you've got too much Voltron stuff, but my instincts tell me to avoid committing too much to Voltron. I have seen it end terribly many times and this deck has the luxury of Incidental Voltron, so I would take advantage of what your commander is already doing.

Also, just a general trap for big mana decks is choosing too many "Payload" cards (like Maelstrom Wanderer, Nicol Bolas, etc) while not including enough support for them. I don't think you've got an issue with that, but stay vigliant - you're the only one who can stop you from going overboard.

Other Quick Additions

Kessig Wolf Run: Supports the Voltron, lets you sink that excess mana, and only takes a land slot to boot! Simply a great card for the Voltron portion of your strategy.

Wrap Up

Overall, this is an interesting deck design though I do think it could benefit from a more focused game plan.

Don't get me wrong, this is good stuff - I think you've created a nice first version. Please don't take my criticism of your card choices personally, these are after all just my opinions and I am very passionate about making WUBRG work well. That doesn't mean I know best, though I'm trying to share what tips I can on the topic. At the end of the day choose the cards you want, but please do add more draw spells ;)

Cool deck and nice first draft.

Cheers and have fun :D

slashdotdash on Azor's Word of the Day Calendar

2 months ago

Really cool word-of-the-day idea!

The deck looks a bit top-heavy, though I understand that tends to happen when you go Sphinx Tribal ;)

Depending on the speed of your meta, I would consider adding a couple more board wipes since that your good creatures are deployed so late in the game. Would help you stave off the nonsense until you're ready to send in the air force.

Some recommendations include:

Sublime Exhalation

Time Wipe

Day of Judgment

Wrath of God

Flood of Tears

Crush of Tentacles

Devastation Tide

Phyrexian Rebirth

Hour of Revelation

Also an important note, Magus of the Moat was just reprinted, in case you are so inclined...

Good luck :)

Chesu on

8 months ago

Your lands are a bit funky... You really only need around 36 lands for something like this, and you have plains as the majority of basics when white is the smallest portion of your deck. I would switch up basics so you have 10 Island s, 4 Plains , and 6 Mountain s. Aside from that to bring it to 100 cards I'd cut stuff like Storm Herd , Clone Legion and Sublime Exhalation . They're good cards but really not worth the mana cost. Some things that didn't seem like they really fit with the theme of the deck are Azor, the Lawbringer , and Pristine Skywise . I could be reading the deck completely wrong but this is just my two cents, take it with a grain of salt as I'm still relatively new to building decks. Sorry for the wall of text as well.

ZendikariWol on Atraxa +1/+1 counters for critters

1 year ago

Okay so the main problem here seems to be focus. Yeah your curve is bad, but usaDiabetic said enough about that. Imma talk about cards. Also I'm linking my deck at the bottom of this comment because it's very similar. Borrow what you will.

There are a lot of cards in this brew that I looked at and just thought 'what are you doing here'. Whether they didn't fit the theme or were just outright bad, these are some cuts I might suggest for taking USA's and my advice into account.

Crystalline Crawler. It feels kind of useless. Like, what is it there to do? It's either a subpar mana rock or a weak attacker/blocker.

Guardian of the Gateless doesn't interact with +1/+1 counters, is 5 mana, and really isn't great in general. Either you block a bunch of stuff and it dies or you just use it as 2 blockers, and there are much better things to do with 5 mana.

Majestic Myriarch, while powerful, is not a card for this deck. Once again there is the lack of interaction with counters and also it's just a big dumb creature with a lot of keywords. At 5 mana? Not worth it.

Noosegraf Mob will die far too quickly for any counters to be placed on him. In commander I'm casting 5 spells every turn by the time you're casting this guy.

Reflector Mage, while a good card in general, has no place in this deck. Once again, why is it here?

The same is true for Reveillark.

And for Vizier of the Menagerie.

And for Nissa, Steward of Elements.

And for Haunted Cloak, Inspiring Statuary, Panharmonicon, Paradox Engine, Approach of the Second Sun, Migratory Route, Nissa's Pilgrimage, Spitting Image, As Foretold, and Ancient Excavation. All of these are good cards, some really good, but their are other decks that could utilize them better. They're just goodstuff in this deck, where elsewhere they could really be something!

Incremental Growth nay not be worth it for 5 mana. There are much better plays for that cost.

If you want board wipes for creatures I would suggest Wrath of God and/or Divine Reckoning rather than Sublime Exhalation?

And once again, after you put in some ramp, I have a ton of suggestions for replacing suboptimal cards here. If you'd like me to go into more detail on specific all-stars I will. If I came off as really harsh I'm sorry, this actually looks like one of the first commander decks I ever built myself so I felt like I had to comment, for nostalia's sake. Thanks for bearing with me through this behemoth of a comment, and happy brewing.


Guys... We're Gonna Need More Dice

Commander / EDH ZendikariWol

SCORE: 1 | 3 COMMENTS | 194 VIEWS | IN 1 FOLDER


zerowner on

1 year ago

How does Transcendence kill someone? You can only enchant yourself with it, so I can't see how it will affect other players unless you Donate it (maybe I'm just not understanding a rule here). Actually, if you want to go for the meme, you could actually run Donate, which also combos with your Celestial Dawn to stop a non-white player from producing any colored mana (because any of the white mana they would produce with their new plains would instead be colorless, as white is outside of their commanders color identity).

If your play group plays lots of Voltron, Fumble could be good, although with your low creature count you would likely just be giving those equipment to different player.

If you consistently play with 4 players, Coastal Breach, Curtains' Call and Sublime Exhalation are all decent removal spells.

Maybe I'm biased towards land destruction because a lot of the time when I use it, my friends have ramped out stupid amounts of mana, and then the rest of their deck is thin on lands and they have an extremely hard time dropping lands each turn from that point on. I also mainly run mass land destruction in my Nahiri, the Lithomancer deck once I've got some type of board set up, so I get how it works in a more aggressive shell, whereas you're using it in a control sell, so I might not understand how it would feel in that type of deck. Still, I'd recommend you give it a shot; a board wipe like Supreme Verdict and Armageddon at 8 mana essentially resets the game, and with your decks land count I imagine that you'll have an easier time recovering from this than your opponents (as in, you will likely be able to drop lands more consistently than they will).

I stil don't know if Darksteel Forge is worth it. Does the 9 mana investment usually pay off? Like 11/14 of your artifacts mana rocks, and by the time you can cast a 9 mana spell you probably aren't in dire need of mana rocks anymore. On the other hand, if your playgroup does run a lot of multi-artifact nukes, are you really dropping Darksteel Forge in time (before the artifact nuke) to save your mana rocks that have come out? But you would know how effective its been better than me so if you think its pulling its pretty heavy weight, then I'm all for it.

Sun Titan is a pretty good creature as well, can grab back any destroyed artifacts or fetchlands and such.

Does colfenors plan do anything most of your games? I'm sure Phyrexian Arena would do more work. Just noticed its yet another great card to use with Donate though l o l.

Just noticed you have Propaganda but not Ghostly Prison. Any reason why?

Hushwing Gryff is also as good as a counterspell sometimes, if your group runs a lot of enters the battlefield creatures.

Thats all I got for now!

SynergyBuild on Atraxa - +1/+1 counters

1 year ago

RobotOwl you might also have a more expensive and well-refined four colored landbase, I am sure you can imagine that in a landbase with only 16 possible white producing lands, which is the case with this deck, that it would be difficult to consistently find two if you are attempting to cast Wrath of God turn 4 or 5 against an aggro player. It is much easier to only get 1 white for Sublime Exhalation. I'd almost act as if it was two cheaper than a Supreme Verdict in this deck for that reason alone.

This deck is the topic at hand, not experience for a card in an entirely different deck.

SynergyBuild on Atraxa - +1/+1 counters

1 year ago

RobotOwl in 4 players, it will cost , compared to a card like Day of Judgment or Wrath of God that costs . Since this deck is 4 colors, fixing for that kind of mana earlier on is harder. Sublime Exhalation is actually the best board wipe except Toxic Deluge or Cyclonic Rift for this deck, just because it is cheaper than Austere Command and twice as easy to cast as Supreme Verdict.

Load more