Turn to Dust

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Turn to Dust

Instant

Destroy target Equipment. Then add (Green) to your mana pool.

dreamistt on

7 years ago

I'd remove:

- Acidic Slime - > Reclamation Sage (unless you want to specifically destroy lands)
- Elvish Aberration (late game ramp is better done with things such as Boundless Realms)
- Giant Adephage sucks if you are not in a aggro deck.
- Kazuul, Tyrant of the Cliffs is not all that useful in most cases, specially since the tokens do not flip
- Hua Tuo, Honored Physician meh. (Outclassed by ETB Eternal Witness or Skullwinder)
- Magmatic Force (not only expensive $-wise, but has a very high CMC)
- Deconstruct (even though getting some mana back seems great, restricted removal is bad removal)
- Detonate (same thing, even worse that you have to pay the mana cost of the artifact)
- Lava Axe (same thing, even more restricted)
- Monstrous Growth (???)
- Searing Flesh (this card is so terrible... go to my "other cards" section and pick something else)
- Stream of Life (pure lifegain only delays the inevitable)
- Carbonize (meh. Same thing that I said about Searing Flesh)
- Comet Storm (use Rolling Thunder instead)
- Evolution Charm (it's simply bad in your deck)
- Fog (you would be better off with Druid's Deliverance if you go with some of my suggestions)
- Heat Ray (ugh, fireball limited to just ONE creature? Really?)
- Lava Burst (ugh, fireball limited to just ONE creature? Really?)
- Turn to Dust (repeat after me: "Specific removal is bad removal")
- Cast Through Time (cost intensive, low rewards)
- Mirror Sheen (only copies instant/sorceries targetting you)
- Volition Reins (does not make any sense in here, plus high mana cost)

I'd add:

RAMP/REDUCING COSTS

+ Mizzix of the Izmagnus
+ Galvanoth
+ Jace's Sanctum (plus scry)
+ Everflowing Chalice (gets you 0.5 of your mana investment back, meaning you can go from 6 mana to 9 mana the following turn, 10 if you get your land drop)
+ Izzet Signet / Simic Signet / Gruul Signet (color fixing and ramp)
+ Sol Ring or Worn Powerstone (budget friendly)
+ Curious Homunculus  Flip (if you copy him with Riku, the copy won't be able to flip, but it's still useful)

TUTORING

+ Dizzy Spell (just for the TRANSMUTE. You can fetch Lava Spike with it)
+ Muddle the Mixture (again, TRANSMUTE it into Desperate Ritual... or simply use it as a counter if you need to)
+ Vedalken AEthermage (just for the WIZARDCYCLING. Gets you any wizard you might want)
+ Eerie Procession is a must if you want to pull of your splice into arcane combo.
+ Bring to Light allows you to cast something from the deck for free, which could be interesting as well. (gets you anything from an Izzet Guildmage to a Mizzix of the Izmagnus or a Mnemonic Wall)
+ Signal the Clans (may seem inefficient, but if you copy it with Riku, basically translates into "Pick 4 creature cards and put 2 of them at random in your hand", which is not bad)

UTILITY

+ Mindclaw Shaman
+ Mulldrifter (cast it for the EVOKE cost and copy it with Riku to draw 4 cards for 2U(+ GU) and get a 2/2 flyer)
+ AEthersnipe (again, EVOKE it. With Riku it becomes 1UU(+ GU) for a 4/4 and 2 bounces)
+ Avatar of Fury (easy to cast, copy- able 6/6 creature)
+ Inferno Titan (lightning bolt on a stick)
+ Conjurer's Closet (essential when dealing with lots of ETB creatures)
+ Rude Awakening with Riku allows you to get some extra fuel for your next spell and might even become a win- con if you manage to attack someone with the lands.
+ Talrand, Sky Summoner gives you some creatures for each instant/sorcery casted
+ Docent of Perfection  Flip is almost the same thing, with the added bonus of buffing your wizards on the flip side.
+ Young Pyromancer is a Chandra fanboy... just like you :P
+ Lunar Mystic might be worth considering since it allows you to fill back your hand
+ Trail of Evidence nets you some clues for emergencies
+ Dynavolt Tower is Kaladesh's way of saying "every 2.5 instant/sorceries you should be allowed to cast a lightning bolt"
+ Sphinx-Bone Wand finishes games (ask Cian about it)
+ Honden of Seeing Winds increases your draw.

REMOVAL

+ Pongify and/or Rapid Hybridization and Reality Shift (instead of having to spend X to kill a creature, simply destroy it or exile it)
+ Curse of the Swine (again, removal is of utmost necessity in EDH)
+ Unsummon or Vapor Snag also help with targeted removal
+ Cyclonic Rift can be a little expensive ($- wise), but it's a staple for a reason
+ Vandalblast (overload is OP)
+ Ixidron gets rid of enemy creatures with ease, as they won't be able to be turned back face up.

OTHER CARDS

+ Rise from the Tides might give you a bunch of creatures if used at the right time.
+ Talrand's Invocation gives you 2 2/2 flyers for 4 mana. Yeah, they are vanilla creatures, but sometimes that's all you need.
+ Past in Flames allows you to cast things from the graveyard
+ Burn from Within (you can cast it with X=0 to stop someone's sacrifice-combo or even use it to get rid of some pesky indestructible creature)
+ Ground Assault and Gruul Charm are cheap and useful damage dealers
+ Impact Resonance allows you to get a ride on someone else's damage and redirect some damage.
+ Price of Progress might be interesting. I'd say it should be an easy way to deal 6~10 damage.
+ Chandra's Ignition is also very strong, specially if you manage to double cast it on Riku himself or by casting it on Ixidron after it had just ETB.

PookandPie on Aurelia - Leader of mass destruction

8 years ago

Recommendation on cuts:

Druidic Satchel. It doesn't do anything spectacularly well and comes off as being poor in a faster meta game with better players. It's unreliable.

Tower of Fortunes. It's 8 mana to draw some cards. That's... horrible. If your meta game was slower, then I'd be all for it, but from the sound of it, this new playgroup is capable of some shenanigans a little bit faster, making this card a 4 mana liability. It's not a helpful card if you cast it but never get to activate it.

Thraben Heretic. If you want to deal with graveyards, there's Rest in Peace. This card is pretty bad since it has to tap before it can even deal with graveyard shenanigans.

Hedron Archive. Mind Stone costs half as much (which, you don't want to be tapping out on your fourth turn or beyond to play a mana accelerating artifact anyway, not unless it's something crazy like Mirari's Wake or Caged Sun, the former of which you can't even run lol). If you want to replace it with a cheaper rock, I'm all for it, but you can do better than Archive.

Squee, Goblin Nabob. Why is he in here? There's nothing that really lets you take advantage of his ability outside of blocking with him and re-casting him, which... doesn't seem like a great idea when you could run Swords to Plowshares and just kill the thing attacking. He triggers Bygone Bishop, but that's not a reason to include a card that would have better use in a sacrifice combo or alongside Solitary Confinement. Recommended: Remove Squee or add Solitary Confinement, straight up.

Zo-Zu, the Punisher. Commander starts out with double the life total of standard Magic, so his 2 life per land isn't really going to be a whole lot, not without support (which, he can be phenomenal in a deck built around him, but I don't feel you can toss him into any deck unless your new meta is literally nothing but green ramp. And even then, there are better cards to run to beat green ramp).

Chandra, Pyromaster. The only ability this deck wants is the 0, and that's not enough reason to spend 4 mana to run her. Her ultimate is utterly worthless in this deck (copying Day of Judgment, Reforge the Soul, Wheel of Fortune, and Wheel of Fate serve nearly no purpose unless a Nekusar, the Mindrazer is controlled by one of your opponents. You have a grand total of 4 instants/sorceries that would benefit from her ult, and that's only if Defy Death has 3 targets in the graveyard). Her +1 is extremely lackluster as well. You may as well run Daretti, Scrap Savant over this Chandra if what you want is to dig deeper into your library, as he can at least bring back your destroyed artifacts.

Ash Zealot. She's not exactly very powerful in Commander, and I can't think of a single graveyard-based combo that she would stop before someone's life total would run out. Casting spells from graveyards isn't exactly very common unless your meta is all Dralnu, Lich Lord, and she basically does nothing against common reanimator Commanders like Meren of Clan Nel Toth, Chainer, Dementia Master, or Geth, Lord of the Vault, among other graveyard-based Commanders of which I can think. So again, Rest in Peace or bust (it's better to exile those cards instead of letting them damage themselves but gain the value from re-casting anyway).

That said, this should bring you down to 100. This post has gone on long enough, and I definitely have a lot of suggestions (Swords to Plowshares, Path to Exile, Turn to Dust, Rest in Peace, Sunforger, Grafted Exoskeleton (this allows Aurelia to kill 1 player with no other equipment needed), for example), but since you're just wanting to get down to 100, this post is simply about the cards I feel are your 8 weakest.

Ohnoeszz on Is mono-white playable?

8 years ago

Playable? Yup. Good? Unlikely.

You're playing Ogre's Cleaver while questioning if Jitte provides enough value? It does.

Mother of Runes is really good. Play it.

Faith's Shield would fit well and Rebuff the Wicked could as well. I think you could drop some of your lower impact or higher cost equipment to add them. They would let you protect your investments in the boardstate.

Mishra's Workshop really deserves a spot in here considering your need for colorless mana.

Karmic Justice is something to consider if people are targeting your artifacts.

Grasp of Fate and Turn to Dust are good if you are playing multiplayer. They give you a chance to interact over a longer game.

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