To the Slaughter


Format Legality
Vintage Legal
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal
Standard Legal
Modern Legal
Frontier Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Shadows over Innistrad Rare

Combos Browse all

To the Slaughter


Target player sacrifices a creature or planeswalker.

Delirium — If there are four or more card types among cards in your graveyard, instead that player sacrifices a creature and a planeswalker.

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Price & Acquistion Set Price Alerts

Cardhoarder (MTGO) 50%

0.03 TIX $0.5 Foil


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To the Slaughter Discussion

FakeHair on AKH - Grixis Control

2 days ago

EastsideRock Awesome! Thanks a lot for your advice. I'll be grabbing a few extra To the Slaughter for this matchup. I might try out Soul-Scar Mage as well. Have you tried that one yet? My only concern is that it dies very easily and will be wiped by your own Sweltering Suns. Casting Sweltering Suns as your second spell, perhaps after a Harnessed Lightning would keep it alive with Prowess though.

WItC on Lunarch Wipes (AKH) - Fun Semi-budget Deck

2 days ago

Hi all, I just wanted to update that I am working on the control package. There are many good options, and the right pick is probably variable for your meta and budget. Options include Fatal Push, Declaration in Stone, Forsake the Worldly, Anguished Unmaking, Cast Out, Grasp of Darkness, Ruinous Path, To the Slaughter, Transgress the Mind, Lay Bare the Heart, Unburden, Dispossess, Lost Legacy, Pick the Brain, and probably some others I'm forgetting.

EastsideRock on AKH - Grixis Control

2 days ago

aliensoup Look closely, there is one! ;)

FakeHair This matchup is a tricky one. You do want ALL removal you can bring in. Most of the time what you want to be prioritizing is clearing the board (don't worry about them taking out TITI), because whenever they spend mana killing it, they are deploying less threats. To the Slaughter is awesome in this matchup since it's usually my go-to card to take out the Hydra or the Gods. Keep a very close count and look at their Energy, if ever they chose to deploy hydra without at least 3 Energy, wait for it to hit the board and then take it out at instant-speed while the trigger is on the stack before they gain the Energy. PRIORITIZE REMOVAL: all of it. Only run 1 or 2 counters at the most, depending on what they have I usually end up with 1 Dispel and 1 Disallow and that's it. Once you got the board under control and answering their every threat with a 2-for-1 (GDD/Hulk), they are toast. I more often than not run Kalitas in this too (although sometimes only 1 copy); extra body + lifelink is hard for them to deal with (all depending on how much removal you think they are running - usually they will adjust after game 1, so if you dropped TITI on turn 2 expect them to run removal so Kali not so good, but if you just showed them Hulk, then maybe 1-2 Kalis is advisable). P.S.: I'm still testing out Part the Waterveil in that matchup since clearing their board with a Chandra and then coming back by dealing 12 damage and keeping mana open is the kind of insult I like to deliver!...more on that later! Cheers!

viperfang4 on Viper's Esper Control

5 days ago

I am thinking that if Ulamog was not in the format Cast Out would be great, but that card is dead in that matchup, and it is 4 mana in control matchups when it could be removed. I am thinking of getting rid of it for other answers, 3 Anguished Mainboard might be pretty good. I am to the point against marvel of mainboarding some specific hate for it, that shell is just so hard to deal with and my LGS is getting overrun with marvel variants (around 25% of the decks and growing).

Marvel Rant: The shell is just annoying cause it can go wide mainly with Whirler Virtuoso and go big with Ulamog. So, if you deal with the go wide, you didn't deal with aetherworks or ulamog. If you deal with aetherworks, you get beat down by the rest of the shell. Something that Eastside Rock said over on his grixis control deck is that against aggro/midrange you side in more removal and against control/combo you side in more counters. When a deck does something on both sides of that structure emerges, control can barely deal with it. It is why the 4 color cat did better than the jeskai cat. Control and Combo are on the same side of the spectrum, while the 4 color was on the opposite. Cat combo had more points of reaction and I minded it less than this as you had to get 2 things out for it to work so you could still use on board removal. Marvel you have to stop on the stack or before, once it hits the field, there is no interaction, they tap and ulamog. I Dispossessed marvel 4 games and still only won 1, got steamrolled by virtuoso once, and got hard cast ulamog twice on because this deck is meant to stabilize and win over a long game. The ulamog is fairly uninteractable as he has a cast trigger that is hard to deal with, is a large indestructible creature, and has another ability that allows him to win without dealing damage. If he had 2 of those 3 things it would be bad but no unbearable, but the 3 are bad. It's kinda funny that cat was holding back such a worse deck for the format. The deck also puts 4 dispel and sphinx of the final word in the side to spite control. This is the stock version; flamecaller, sultai, and control are so much worse. The flamecaller version just has more threats coming off top, chandra is not awful to deal with though unless virtuoso is going nuts too. The deck just spins marvel or makes thopters if you target anything though. The sultai deck has even scarier cards like ishkanah and pulls ulamog and other stuff back from the grave adding a recursive element making it that much harder to stop. The control version still packs large threats like flamecaller, but waits for mana and does marvel when they can hold up 2 counterspells while applying pressure with refiner and virtuoso. I am having to side more than ever for just one archtype where I only had 2 consuls for cat cause my other stuff was sufficient. Overall, it is just a really tough match. I am hearing from other people Dispossess and Lost Legacy are not cutting it, it's just disappointing how untouchable the deck is right now. People playing it said they thought the deck felt bad and it was like rolling a die, but is easy to pilot and uninteractive. I am just trying to find stuff for this, probably going to take Cast Out out of the deck and put To the Slaughter in the side to hit flamecaller and ulamog at once at the hard cast point. Might try Lost Legacy and Transgress the Mind as well. Just having to side in a lot.

Zomnbies: Zombies was pretty easy to deal with, I kept Lord of the Accursed from hitting the table and pumping so all the creatures were within Flaying Tendrils Range so they couldn't recur and also kept Liliana's Master off as well. This deck is good because it is fast, grows, and is recursive; if you prevent it from growing and recurring, gg.

Vehicles: Flaying Tendrils once again kept all the low drops off the baord and made it where scrapheap couldn't come back. Marvel being in the format hindered this deck more as I had Dispossess and Ceremonious Rejection in the side. The Planeswalker sideboard was also pretty easy to deal with. The deck is good because it's threats are evasive and fast and it has a morph sidebaord. Esper is well equipped for evasive threats like Gideon, Heart of Kiran, Scrounger, and Walkers.

Other combos: Aethflux and New Perspectives are the 2 other main combos and hinge around 1 card so heavily that if you keep that card off you're fine. These decks are good because they don't card about your board state much. Marvel is a cmobo deck that doesn't hinge around it's combo going off, that's why it's an issue.

B/G/X: Non evasive and non recurring threats, easiest matchup.

Control: Izzet breaks to Sphinx and I have exile and sac effects that remove things you can't otherwise which makes control in general pretty easy, could use a touch more for in the side.

Other decks: Metalwork colossus is a surprising weak point as colossus is big, recurring, and sanctum of ugin being a cast trigger means that 3 usually come out at once around turn 4-5. I have to keep Hedron Archive especially from hitting in this matchup as it is 6 towards a colossus. Improvise decks are pretty easy, Cataclysmic Gearhulk just wins here. Izzet Emerge is interesting with cast triggers, explosive turns, instant speed threats, and recursiveness, a tough but doable matchup though. Humans is nonrecursive, which makes board wipes and life gain back breaking and an easy match.

Overall: The deck is still very good, I will update it soon. I have basically every matchup except marvel figured out, but that fault in the deck is exceedingly glaring. If anyone has suggestions let me know. My meta just has a very large variaty of decks and is still pretty healthy. Marvel is slowly consuming it though. I am also on cockatrice with the same username if anyone is interesting in deck testing.

Zaueski on Darkest Dreams

1 week ago

Witch is unoptimal, Baral, Chief of Compliance or Curious Homunculus  Flip are better options even if they are weak to Push. You're very light on counters, I'd be running Negates and Essence Scatters to help with the counter plan. Floodwaters is a bad card, dont run that. Lunar Force is also a very bad counterspell, letting them pick what gets countered is a bad idea. Your only draw is Illumination, Id add Glimmer of Genius or maybe a repeatable draw source like Jace, Unraveler of Secrets or Ob Nixilis Reignited. Sphinx is great, but its much better in the sideboard. You need so exile effects so I'd look into Scarab Feast for the sideboard. Run 4 Pushes. To the Slaughter is bad in non-delirium decks so I'd cut it. Tree of P is a bad blocker, its too slow for you to use effectively... Noxious GHulk is good but you should run 2... Behold is realllly slow, and ideally your hand is staying full so I dont quite like it... youd be better off with more draw, maybe something like Kefnet the Mindful? Its a much better blocker. Brutality is insane good, keep that at 4. If you go a higher blue focus, run as many islands as you can (Sunken Hollow and Fetid Pools) and then Engulf the Shore gets insanely powerful for you. Finally, for a deck like this you want 26-27 lands... Not everything I said can be included but it should give you a starting point. I'll copy and paste this to your deck so you can have it for future reference.

Illuminate21 on AKH - Grixis Control

1 week ago

You need to weigh the difference between how good the Bicycle lands are in the best situation, and how bad they are in the worst. It also depends on the deck. If you want mana open early to disrupt the opponent then they are not so good, although they power up the Shadow Lands, if you don't disrupt, its just a duel land that enters tapped.

When it comes to Kefnet, I prefer to return Aether Hub to replay and get more energy, usually just to mana pix tho. I'll also point out that this fuels delirium along with Evolving Wilds, making To the Slaughter and Pick the Brain a bit better.

Overall, if you are going to run the Bicycle lands, you should probably run only a few, maybe 2-4. And try use them to their full potential with the Shadows Lands.

stillmind on B/R Liliana

1 week ago

+1 love this deck. I play a similar build. I find if an Ulamog, the Ceaseless Hunger sticks I just die. I have Oath of Liliana and To the Slaughter to combat the Marvel/Eldrazi problem. I found Glorybringer is just better than the Goblin Dark-Dwellers. It comes with its own removal spell and attacks 1st turn it comes down/reanimates. It also allows me to play Tormenting Voice/Collective Brutality over Succumb to Temptation. Having a bin full of creatures is key when big lili comes to play.

stillmind on *COMPETETIVE* Rakdos Control

1 week ago

Sweet deck, I have been running a similar list with more discard and more of a reanimation theme. I really like your removal sweet though. I think the sac choices (To the Slaughter, and Oath of Liliana) are so important to fight an Aetherworks Marveled Ulamog, the Ceaseless Hunger or gods running around. Your deck looks slightly weak to control in Game 1, maybe some hand disruption could help that matchup. I main deck Collective Brutality to get its versatile abilities, and boost graveyard synergies.

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