Terminate

Terminate

Instant

Destroy target creature. It can't be regenerated.

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Have (5) DudeMan1031 , metalmagic , CompleteWaste , gildan_bladeborn , Azdranax
Want (7) R4V3N21 , Cactusman , Raskafall , JazzCrimes , Schmarf , Jrm99 , jacksonbenete

Printings View all

Set Rarity
Commander 2020 (C20) Common
Mystery Booster (MYS1) Common
Commander 2017 (C17) Uncommon
Commander Anthology (CM1) Uncommon
Modern Masters 2017 Edition (MM3) Uncommon
Commander 2016 (C16) Common
Duel Decks: Sorin vs. Tibalt (DDK) Common
MTG: Commander (CMD) Common
Archenemy (ARC) Common
Alara Reborn (ARB) Common
Planeshift (PLS) Common
Promo Set (000) Common
Promo set for Gatherer (PSG) Rare

Combos Browse all

Legality

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

Terminate occurrence in decks from the last year

Latest Decks as Commander

Terminate Discussion

Iron_eye2 on For Assholes Only 3: THE TRIGGERING

1 week ago

The turnoff in Dreadbore is its sorcery speed, which is very important in modern, where you would rather instantly respond to a threat, like Terminate. Also he has bolt and other burn for planeswalkers, so I do not think it's that good of a fit in this deck

PurePwnage on For Assholes Only 3: THE TRIGGERING

1 week ago

Have you considered Dreadbore instead of Terminate? I believe Dreadbore covers more threats.

aholder7 on Temur midrange ramp

2 weeks ago

A few things to start off with. you have a lot of 1 ofs. you want to maximize your consistency, which means 4 ofs for your important cards. you can have a bunch of 1 ofs, but only if you have some way of searching for them. Fierce Empath does that, but you only have 1 of those.

next lets talk about a game plan. a deck usually wants 1 main plan to focus on, with some decks going for a back up plan if they have a strategy that tends to get some frequent hate. now the plan can be fairly broad and you can have multiple types of cards that help your plan but there should be a very clear plan. I think there is a plan in your deck, but you have lots of cards in it that do not fit the plan very well.

so lets talk about what things we see in the deck and where you can go from here. I see a lot of big creatures and ways to get them out quicker. this is generally called 'stompy' and tends to fit in GR/GRx lists as it allows for ramp and aggressive beaters. cards like Goreclaw, Terror of Qal Sisma are great for this. blue is sometimes added to stall opponents out until you unleash your monsters.

when looking at your cards, you'll want to think "how does this help my plan?". for example, what does Elvish Reclaimer do for the deck? it doesn't ramp the deck unless you're grabbing bounce lands like Izzet Boilerworks but is vulnerable to your opponents removal unlike cards like Farseek. it can become a 3/4 but your goal isn't to play a few 3/4s and win via value cards, it's to get big scary things into play that end the game.

Since this is a deck revolving around winning with some big scary things, lets talk about big scary things. you have a lot of options. but you don't need that many. what you need is 1 or two very good ones and multiples of them to make sure that you get them when you need them. right now i'm not a huge fan of top end of your deck. mainly they are cards that are very expensive and either don't do much, or do it too slowly. Verdant Sun's Avatar is 7 mana 5/5 that gains a little bit of life. Roil Elemental requires triple blue which isn't always as easy, only has 3 power which is abysmal for a 6 mana card and you still need to play more land in order to get use out of it. Simic Sky Swallower at least can't be removed easily by an opponent where as most everything else in your deck loses to Terminate. you might want to consider cards like Carnage Tyrant, Terror of the Peaks, or Inferno Titan. these cards are harder/painful to remove or get some value when they come in so it's not a total loss if they are removed.

you have ramp in your deck which is good. that's something you want. the problem is that most of the ramp in your deck is too slow/expensive. Frontier Guide wont be able to ramp you unless you already have 4 mana. and if you have 4 mana Explosive Vegetation or goreclaw are better bets. the point of ramp is that you do it early, so that your big things come out faster than they normally would. so you want cheaper ramp cards. Sakura-Tribe Elder is a great card for this as it can be used as early as turn 2 and can provide a blocker if your opponent is being really aggressive against you in the early game.

counter spells can also help the plan. the reason people want to get big things out fast is mostly to get them out before your opponent has a chance to do something. so in a way, counter spells are almost like a form of ramp. so long as you play a land and counter your opponents spell for the turn, you've essentially just said that both players play a land. the problem with the counterspells you picked is that they are expensive. you need to be able to stop your opponents plays early on in order for the previous statement to work. and ideally you want to be able to do stuff on your turn besides just hold up mana to counterspells. for both these reasons you want less 4 mana counterspells and more 2 mana counterspells such as Mana Leak, or Remand.

you mention that you are playing burn. burn generally means using cards that deal damage directly to your opponent in order to get their life to 0. you play pretty much zero of those cards. i do see several cards that deal damage to creatures which is what i believe you were getting at.

theres a lot of work this deck needs in order to be ok. the ideas are there, but most of these cards would need to be switched out. i can try to put together a sample list of what i think you'd want this deck to look like but i'll have to do that tomorrow as it's 1:30AM here and i need sleep.

griffstick on Good cheap staples to pick …

3 weeks ago

This are the staple cards you need to get.

Creatures

Instants

Sorceries

Artifacts

Enchantments

Planswalkers

I hope this helps because it took forever to type out.

RiotRunner789 on What is your favorite card/deck …

1 month ago

I like playing against big dumb creature decks. Most of my deck are not creature focused. So its seeing how my decks can Terminate the creatures or keep them at bay until I can hopefully win.

SilentPlague on Menace or Insane?

1 month ago

I used to have large group to play with, and we were extremely competitive. A few of us play over video call now, but the competitiveness dropped rapidly. I'm actually looking into trying out FNM at my local store whenever it starts back up. So I'm up to suggestions to help tune this deck out. Depending on what type of atmosphere FNM gives and the competitiveness level will determine what I want to put into the deck further.

Generally, I don't mind spending up to about $6 or $7 for what I consider the deck booster cards if I'm really polishing a deck, but I probably hardly ever go over $100 for the whole deck. This one did coincidentally end up being really cheap and I have room to grow here. Bloodstained Mire and Blood Crypt may be pushing my current comfort level on budget, but Castle Locthwain and Dragonskull Summit are no problem for me to get 4 of.

I see the potential for Murderous Rider in order to control creature count for opponents and the CMC would fit the deck. Helps keep Labyrinth Raptor from doing all the work. Maybe I'd trade out a couple Hunted Nightmares. I see trading out Unexpected Fangs for Fatal Push to further help the creature control early where it really matters. Life link is not really the wining factor here in my opinion. Giving creatures with menace a death touch token would be way more powerful (especially if Sonorous Howlbonder is out), but did not find anything that gave a death touch counter. Then I could throw in Terminate for Heartless Act. Between the 2 kill spells and Murderous Rider, Should basically have unblockable creatures.

Still open to suggestions. Maybe the logic above is not full proof and I would like to know that. I'll start throwing some of the lands and murderous rider on the acquire board.

I will say, the deck as is has been fun on my video plays, and has been very successful as is. Maybe someone else will try this deck out, enjoy it, or even be inspired to make something better.

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