Terminate

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Commander (2016 Edition) Common
Duel Decks: Sorin vs. Tibalt Common
MTG: Commander Common
Archenemy Common
Alara Reborn Common
Planeshift Common
Promo set for Gatherer Rare
Promo Set Common

Combos Browse all

Terminate

Instant

Destroy target creature. It can't be regenerated.

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Terminate Discussion

Hatchman on Something, Something, Dark Side

2 days ago

Nice delver conception, i would recommand to play are second one Terminate( with all the Trondrazi flooting around) and perhaps one Shriekmaw in the sideboard since you play Liliana, the Last Hope and Kolaghan's Command.+1

aholder7 on LD Deck

2 days ago

General Notes:

i dont think you need blue here. milling doesnt do anything for you (even if you mill a land that doesnt change the fact that the top card of their deck could be another one). and while making things cheaper is better, if you play 3 drop land destruction (which you should play as much of as possible) then playing a 2 drop that reduces cost doesn't really make things come down faster. And the thing is unless you're casting more than one land destruction spell per turn its probably better for it to be a mana dork (a 1 drop preferably. theres no particular reason for you to use 2 drop dorks). or to replace them with mana rocks that are much harder to remove.

Now lets look at green. what does green give you that red does not have.

mana dorks. good beat sticks. and enchantment hate. if you have green in the deck, make sure you are getting all the benefit you can from it. if you're not then you may as well play mono red (possible, i made a mono red land destruction deck a while ago just to prove you could).

1 ofs are inconsistent. if you put a card in your deck you need to understand how often you want to see it. if you put 4 in, you are generally saying you want to see it every game and in general as much as possible. as a 3 of, you are saying you do not need to see it every game, but you still want to see it most games or its great to have but doesn't do as well in multiples. 2 of means you dont want to see it in most games or you really don't want to see it in multiples. 1 ofs are usually used as 5 ofs or as tool box cards. what i mean is that if i really want to play as many Terminates as i can i will play 4, but i may still want more so i play Dreadbore which is worse, but is basically my 5th Terminate. A tool box card is mostly for decks that can search for cards with things like Chord of Calling or Trinket Mage etc that can search the entire deck for the 1 of that you put in there for just this case. your deck doesn't search so right now most of your 1 ofs are inconsistent. for example why would i play 1 Lightning Bolt, 1 Shock, 1 Harnessed Lightning and 1 Lightning Strike, when i can just play 4 Lightning Bolt.

so lets walk through the deck piece by piece.

Creatures:

Baral, Chief of Compliance: not a bad card, but you don't play very many counters (1) and as i mentioned above it's not much better than Arbor Elf in this deck. especially since most of your instants can't actually benefit from his effect.

Goblin Arsonist: I assume that this card is in here to help protect you early game by disuading enemies from attacking. This card isn't that great at that, and most 1 drops in red really wont be. rather than try and but down a turn 1 wall, you may want to focus on making yourself quicker. so something like Arbor Elf or something similiar might benefit you more.

Minister of Inquiries: as i mentioned above this card does not furthur your goals. the best part about this card is that it gives you energy for something useful like Aether Hub but if you drop blue, then you don't need Aether Hub.

Servant of the Conduit: there are enough 1 drop mana dorks that you don't need to play this 2 drop mana dork. especially since it has limited uses.

Thragtusk: this is actually a really solid card. it gives you a good body with some life so that it has imediate impact, which is important for a 5 drop in modern. the fact that it also has residual value even when removed is what really makes this card great. my only worry is that with 22 lands you might run into problems casting it, but if you add any number of mana dorks this problem should resolve itself.

World Breaker: too expensive. you play 22 lands and this card is 7 mana. even with mana dorks this is too much risk for not enough reward.

Instants:

Appetite for the Unnatural: try Natural State instead.

Lightning Bolt: probably one of the best red cards printed.

Negate: you don't need blue. even if you do stay blue, either put in more counters or take this one out. you don't want just 1 counter.

Shock: you may want something like Pyroclasm to clear the board of several small units.

Sorceries:

Creeping Mold: i'd rather just have another Structural Distortion over this, but if you are seeing lots of enchantments and artifact, then this card is ok.

Crumble to Dust: this is actually one of the better 4 drop land destruction spells, as it can destroy land on their field and some in their deck making them less likely to draw more. (this is different than milling which may or may not alter the ration of lands to non-lands in the deck)

Reclaiming Vines: see reclaiming mold. also see Roiling Terrain.

Stone Rain: Bread of the deck. does exactly what you want to do.

Molten Rain: bread, meet butter.

Structural Distortion: mini Roiling Terrain most of the time, but it does let you exile land which can get the occasional Darksteel Citadel. if you end up putting Roiling Terrain in the deck, you may want to replace this with Poison the Well.

n(not in your deck currently) Boom: this card is fantastic. but usually only if you play it alongside fetches (Wooded Foothills) or Darksteel Citadel. otherwise its just ok.

Lands:

Aether Hub: if you switch to a 2 color deck you can take this out.

Blighted Cataract: regardless of if you stick with blue or not you should take this out.

Botanical Sanctum: obciously if you drop blue you drop this.

Cinder Glade: you actually will probably want to drop this regardless of what you do to your deck. you are on a tight clock. you cannot afford not to have your mana when you need it, and unless you always have 2 basics on the field when you play it, then it's too dangerous to play. you'd rather hurt yourself with something like Karplusan Forest.

Forest: basics are cool.

Game Trail gets better once you drop blue. also gets better if you add any number of Stomping Ground.

Island: this card makes people concede in legacy.

Mountain: glory be to red and all the pain it will cause.

Spirebluff Canal: you drop this if you frop blue.

Ghost Quarter is also an option. it doesn't put them a land down, but once you get enough land that you don't need all of it, you can effectively sac this one to make your opponent downgrade one of their lands or just to remove one from your opponents deck to make it less likely for them to draw more. also works well with Boom.

if you couldn't tell i really think you should drop blue.

hopefully this is somewhat helpful to you. as a tip you should probably add a budget tag since you are looking to keep this under $150.

best of luck with your deck.

olag on Budget Grixis Delver

2 days ago

For a budget list, it looks pretty good! I have a few suggestions for you, and hopefully they will be within budget:

1) Terminate is pretty cheap, ranging somewhere from $2-3 iirc. I definitely recommend cutting all the Doom Blades, as they're pretty feel bad in a lot of matchups. Replace accordingly with 2-3 Terminate.

2) I recommend some Duress, Dispel, and Negate in your sideboard as they're pretty versatile and cheap sideboard cards. Let me know how much budget you have to work with and I recommend some more cards.

3) Lastly, look into some of the fastlands like Spirebluff Canal which I think is the cheapest and probably best one for your deck (allows for T1 Delver of Secrets  Flip, Serum Visions, Monastery Swiftspear, Lightning Bolt, etc etc).

Let me know if you have any questions, but it looks good for being budget! I'll keep tuning in, let me know how it goes!

Logics on Tremble mortals, and despair! (Rakdos Control)

2 days ago

This is basically a standard deck I played back in the day. Modern is a very different format, running that much removal is going to leave a lot of dead cards in certain matchups. If I were you, I would do this:

+4 Inquisition of Kozilek, +4 Lightning Bolt, +2 Fatal Push, +1 Kolaghan's Command, +1 Kalitas, Traitor of Ghet, +1 Stormbreath Dragon, +1 Young Pyromancer, +3 Read the Bones, +3 Night's Whisper, +4 Bloodstained Mire, +2 Polluted Delta, +1 Wooded Foothills

-4 Hero's Downfall, -3 Bile Blight, -1 Anger of the Gods, -3 Sign in Blood, -1 Terminate, -2 Desecration Demon, -2 Master of Cruelties, -3 Magma Jet, -5 Mountain, -3 Swamp

These changes upgrade your removal and early interaction, especially against control strategies. It also gives you much fewer dead cards, seeing as Lightning Bolt and Kolaghan's Command can go for the dome. I cut all of the weaker creatures in the deck, to streamline the early game's combination of disruption, removal, and draw power.

As for the sideboard, I think it needs a lot of work. You're already playing too much removal in the main board, and your sideboard is more of the same. The deck really doesn't need to be siding into removal that is worse than waht's already in the main deck. (Looking at Doom Blade < Terminate, Dark Betrayal < Fatal Push/Lightning Bolt , Mizzium Mortars and Drown in Sorrow < Anger of the Gods.) If you really want a sweeper, I would easily put in Languish or Damnation over Mizzium Mortars. I understand Mizzium Mortars only hits their things, but in the match-ups where that's relevant, you're dead way before you get to 6 mana.

My sideboard for the deck would look something like:

3 Duress, 1 Anger of the Gods, 2 Slaughter Games, 4 Gifted Aetherborn, 2 Leyline of the Void, 1 Fatal Push, 1 Ob Nixilis Reignited, 1 Languish

Obviously, this is your deck, so feel free to do whatever you want with it, this is just what my take on the deck would be to gear it more towards modern, so it doesn't feel like you have dead draws all of the time. Hope this at least inspires some changes, and happy deckbuilding.

TreyV on Rakdosness

2 days ago

Profane Command 1x or 2x. Great later game closing card I've found. Combos with the Messenger's well.
-2 Dreadbore for 1x Collective Brutality and 1x Terminate. I've found Pithing Needle is way better for neutralizing Planeswalkers, at the cost of having to live with them game one. At the least -1 Dreadbore for a Terminate.

If you're really going for control, then Blood Moon, and simplify your mana base down to four things. Swamp, Mountain, Mire's, Bloodcrypts. Have more Swamps than Mountains since you turn your other stuff into Mountains T3+ if you can.

Also, just an observation, but you don't have many sure ways to actually kill your opponent. Triple black for Messenger in Rakdos is a really high bar to clear. My thought might be some Master of Cruelties. Also, Swiftfoot Boots to haste and protect your few creatures.

Happymaster19 on What a Horrible Night to Have a Curse

3 days ago

Well deathtouch on Gifted Aetherborn is a bit of tech against big creatures and Fatal Push can knock a lot off. You can feasibly go down to 2-3 FP and throw in a Terminate or two.

McKz on Army of Kaalia

4 days ago

right, so ima make a few suggestions. None of my suggestions will really be budget, also my comments may be a bit harsh.

one drop the amount of creatures you are running its simply to many. Also the creatures here it seems are pretty bad most could be a lot better, although these creatures are fire:

  • Avacyn, Angel of Hope
  • Dragon Mage
  • Hellkite Tyrant
  • Karmic Guide
  • Kiki-Jiki, Mirror Breaker
  • Master of Cruelties
  • Rakdos, Lord of Riots
  • Restoration Angel
  • Sire Of Insanity

some creatures that id recommend on adding

right now on to your instants.these are subpar and can go:

  • Volcanic Offering
  • War Report
  • Wretched Confluence
  • Pay No Heed

Id try putting in some of these:

right now im looking at your artifacts more specifically your ramp, where is it? like youre playing kaalia you want ALL the ramp some good ideas for your ramp are;

right now for your spells these can probably go although yawgmoths can possibly stay.

  • Mob Rule
  • Nightmare Incursion
  • Obzedat's Aid
  • Temporal Extortion
  • Tyrannize
  • Urborg Uprising
  • Yawgmoth's Will

id recommend running some stuff like:

you dont wont many enchantments like 5ish at most, these are some decent choices:

dragon tempest is fire.

and now finally lands if you want your land base at a stupidly good level just copy and paste my land base.

i hope this helps feel free to check out my kaalia

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