Ultimate Price

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dragons of Tarkir (DTK) Uncommon
Return to Ravnica (RTR) Uncommon
Promo Set (000) Rare

Combos Browse all

Ultimate Price

Instant

Destroy target monocolored creature.

Price & Acquistion Set Price Alerts

DTK

RTR

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Recent Decks

Ultimate Price Discussion

JohnnyCRO on Oona, dos, faes! [Doomtide]

3 weeks ago

This looks better than the last time. Not that the prior iteration was bad or anything, I just think you're going in the right direction. Now:

  • Sensei's Divining Top - top goes infinite with either of your infinite mana combos. Infinite as in it draws you your entire deck. After Isochron combo gives you infinite mana you can tap Top for draw, hold priority to activate DReversal via Isochron (paying , but since you have infinite...) and then when that resolves you tap Top again with previous top effect still on the stack. They both resolve, first one drawing a card ad putting Top on the top and the second one just drawing you Top you can replay (for , but, again, you have infinite). And with Rings combo you tap top for draw and copy the effect via Rings (paying while having infinite is insignificant). It's a neat interaction for when Oona is offline for any reason because you get a chance to draw a way to get her (back) online. So even though it's not a combo-centric card and would be included anyway, it would be nice for clarity if it got mentioned in the combo section of the writeup and if it got tagged as such in the deck.

  • Unsubstantiate - tag it as a counter too. The only excuse I can find for playing this over a simple Unsummon or Disperse as a removal is its countering clause. Additional counter that can hit uncounterable spells is something. It's no Remand, but with that price tag and soft removal clause one can't, and shouldn't, complain.

  • Mental Misstep - how relevant is it honestly? The way I see it, your (partially "our") meta is kinda slow so this one isn't as significant here.

  • Spectral Shift - this seems...cute. Too cute. I get the point of abusing Urborg, but IMHO it's jumping through some considerable hoops just to get more mana. Unless I'm missing something big or it's that good and consistent actually.

  • Long-Term Plans - you have plenty good tutors in here. This one is the slowest and I could see it getting out for something better.

  • Mind's Desire - I can see it having a fabulous ceiling, I played the card so I know, but its floor is awful and it won't get you back when you're behind. And even when it gets rolling, you're depending on luck for it to do anything. I think that your current combos are reliable enough to ditch it. But that's just me.

  • Snap - you be the judge on this one. Since you already have black I think you could afford more...permanent solutions to pest problems. But if its free casting is that valuable, by all means play it.

Some suggestions:

  • Prismatic Lens - take a look at this one. It's not much on its own, but considering you have many colorless rocks and that you only have 4 of those capable of creating infinite colored mana (Talisman pains you so it's technically not infinite but you don't need more than a few with Oona so it fills the bill). It's a card I came across recently and am seriously considering for my Tasigur so yea, you might find it appealing too.

  • Rhystic Study - get it pls xD

  • Yahenni's Expertise/Languish - these are neat mass removals that won't break the bank while they will get rid of most stuff from the board. Toxic Deluge or Damnation would be better of course, but I can see that their price tags might be a bit prohibitive so one of these 2 -/- wraths can do, at least for the time being.

  • Go for the Throat/Ultimate Price/Dismember - not all of these are excellent, but you could play some/one these before soft removal in a deck with access to black.

elgosu1337 on From the Grave, Gisa&Geralf

1 month ago

You probably want more instant speed removal to deal with Voltron creatures, as well as non-targeted removal. You can try Curtains' Call, Dismember, Doom Blade, Geth's Verdict, Go for the Throat, Hero's Demise, Hero's Downfall, Malicious Affliction, Murderous Cut, Reckless Spite, Slaughter Pact, Snuff Out, Terror, Ultimate Price, Victim of Night, and Vona's Hunger. Attrition is also good if you have Zombies to sacrifice. Glaring Spotlight and Arcane Lighthouse are useful for dealing with hexproof and shroud.

Chasmolinker on BLACK EVIL STUFF

3 months ago

The sideboard just looks like 15 cards that didn't fit into the 60 card main board.
But focusing on the Mainboard, I would suggest Gifted Aetherborn over Fourth Bridge Prowler. Accompany that with 4 copies of Nykthos, Shrine to Nyx or Cabal Stronghold if you're on a budget. Bump in the Night is good if you are looking for a cheap and easy way to trigger Bloodchief Ascension. I would go with Sign in Blood over Night's Whisper since it can target your opponent and make them lose 2 life in the process. Or if you need gas you can target yourself. I don't know what format you plan on playing this in, but Demonic Tutor is banned/restricted in every format. I would go with Infernal Tutor or just swap it for those Bump in the Nights. Cut Diabolic Tutor. Ultimate Price is OK. I would add a 3rd Bloodchief Ascension in its place. +1 for me. Cool build.

Affinity_for_MTG on Abzan Panharmonicon

3 months ago

MrKittyPants: You could definitely take out a Smother for a Fatal Push if you're confidant about triggering Revolt. For the 2nd one it's your choice between Go for the Throat and Ultimate Price. I would decide based on your metagame. Take out Go for the Throat if people are playing Affinity, for example.

xeratheenigma on Kresh Deck : Need help ...

4 months ago

Well you have access to Asceticism, Wrap in Vigor, Blossoming Defense and which are pretty good at turning off removal. Imp's Mischief is also pretty good at making removal bad.

Crypt Angel has decent utility and pro white can go along way and Marauding Knight could be pretty backbreaking against a monowhite deck.

I completely overlooked spot removal and yes I would personally up the number of spot removal I'd play. Here's a short list of spot removal I'd consider for kresh:

Doom Blade, Go for the Throat, Ultimate Price, Innocent Blood, Vendetta, Slaughter Pact, Chaos Warp, Dismember, Ashes to Ashes, Snuff Out, Terminate, Putrefy, Devour Flesh, Diabolic Edict, and Oblivion Strike ( I suggest this only if your avacyn player plays Iona, Shield of Emeria.). Hopefully some of these will prove to be helpful

qao50 on Mill and recreate

4 months ago

Removed:

1x Hover Barrier - Not a huge fan of defenders in decks as they usually stall out the game rather than add value.

1x Dreadwaters - not the most milling. if you had a higher land curve id say its fine.

1x Fog Bank - same as Hover Barrier

1x Returned Centaur - Not too useful as a creature, essentially paying 4 mana to mill four cards which you can get better value for.

1x Sidisi's Faithful - your deck isnt revolved around sacrificing and I dont think you have enough cards that you'd be okay with sacrificing for this to be viable.

1x Sigiled Starfish - Scrying is cool and useful, but once again more value can be added to this deck.

1x Wall of Frost - same as Hover Barrier

1x Wight of Precinct Six - Better options.

1x Mind Sculpt - In edh a one-use 7 mill card isn't worth. Every card should add good value.

1x Paranoid Delusions - If this deck revolved around unblockable attacking this would be good, but since it doesn't it's just a 3 mill card.

1x Reave Soul - This could also stay in, but most threats in edh are generally above three and this being a sorcery hurts its value.

1x Tormented Thoughts - Again, you don't have creatures to sacrifice, so I wouldn't use sacrificing as a function in this deck.

1x Chronic Flooding - This can be a good card if someone is mana starved, but more often than not it's gonna just make that one land go unused.

1x Macabre Waltz - Not the strongest way to get back creatures, getting them onto the battlefield is a more efficient use of your mana.

Addition:

1x Duskmantle Guildmage - can generate mill when you need and can combo with the first effect to do a LOT of damage.

1x Jace's Archivist - Drawing aspect, gets cards in graveyard, can give you a new hand. Great card.

1x Mortivore - this is Wight of Precinct Six on crack. Plus you can regenerate him.

1x Notion Thief - I'm almost mad I'm including this but this is busted. unfortunately, it'll probably get killed all the time.

1x Psychic Spiral - A lot of Mill potential.

1x Talent of the Telepath - seven mill and you get to steal one or two spells.

1x Diabolic Tutor - can never have enough tutors.

1x Mindcrank - This can honestly win the game.

1x Life's Finale - Board wipes are always nice.

1x Stolen Identity - Copying shit is nice, but the cipher is what makes this so good.

1x Manic Scribe - Not the strongest but can be nice. assuming its later in the game, four card types should be in the graveyard so thats 3 mill every upkeep.

1x Traumatize - Fuck this card.

1x Soul Manipulation - counter that also mills.

1x Whispering Madness - spell version of Jace's Archivist.

1x Startled Awake  Flip - 13 mill that can keep coming back.

1x Body Double - could probably get a better card to replace this. but late game when graveyards are fat this can come in handy.

1x Dimir Doppelganger - since you'll play other people who use graveyards, you can exile creatures from graveyards to make them unusable, while still getting your use.

Cards you can keep but I personally dont like in the deck:

Omniscience - omniscience is op and I get why you'd want it but your mana curve is pretty low and it costs so much that I doubt youd get it out and make use of it.

Altar of the Brood - I dont know how this plays in games, but you're not getting out a lot of permanents so i dont see how this works too well.

Gravepurge - this lets you get back any creature into your hand, which is good, but you could just get a card that puts it back onto the battlefield.

Thoughtscour - this is realistically just a draw card.

Ultimate Price - that monocolor restriction holds this card back so much. Doom Blade would be better if you want it to be a low price.

Ashiok, Nightmare Weaver - I dont know how to feel about this, the exile feature kinda messes with your use from the graveyard style but you can use the second effect to get some of the creatures. It puts all of those exiled cards into a world only he can interact with which makes him good and useful, but limits your decks synergy.

Animate Dead - theres a lot of revive from graveyard cards in this deck is all im gonna say. maybe too many.

Curse of the Bloody Tome - this is helpful and makes sure someones getting milled which is good, but two an upkeep isnt very strong.

Sands of Delirium - not bad and gives you ability to mill every turn, but this is only usable when you can't do anything since you need to have disposable mana.

Cards that should be abused more:

Sphinx's Tutelage - if you make your deck able to draw more this card can be ridiculously op.

Broken Cards you can add (may be Expensive):

Lich Lord of Unx and Undead Alchemist - are both great but you'd have to turn your deck into a zombie deck and it would make you rely less on other graveyards. I dont think relying on other graveyards is good. this could also add a sacrifice element and you could use cards like Altar of Dementia. - overhauling to a zombie deck would be expensive but i think it'd be really effective.

Tunnel Vision - this could be dumb busted, i saw a combo of if you have a card that lets you put on the bottom of someones library then use this you immediately mill them out. That's gay tho dont do that.

Trepanation Blade - this is some nice mill and adds damage and attack to a possibility of your deck.

Extractor Demon - you'd need to run zombies.

Dralnu, Lich Lord - i hate to say it but zombies is looking like the way to go. get more effectiveness out of your spells.

Phenax, God of Deception - if you want your deck to be less based around mill and more just blue black interactions this dude's good. can make a defender deck worthwhile. probably the best consistent mill card I've seen.

Havengul Lich - cast creatures from ALL graveyards. shit i might buy this guy.

Sewer Nemesis - good

Decree of Pain - boardwipes are op

TerrorShifter on vampire token

4 months ago

Changes I would suggest:

Remove: - 2x Disenchant - 1x Sphere of Safety

Upgrade: - 1x Bishop of the Bloodstained - 1x Elenda, the Dusk Rose + 2x Malakir Bloodwitch

Things to consider for replacing Walk the Plank: + Feast of Blood + Urge to Feed + Ultimate Price + Cast Down + Doom Blade + Fatal Push + Go for the Throat + Orzhov Charm + Smother + Terror + maybe others

Suggestions: + Captivating Vampire + Brave the Elements

Btw in case you wanted to know about non-blue counter spells lol -> Mana Tithe Would not recommend this but just wanted to show you.

JohnnyCRO on Oona, dos, faes! [Doomtide]

4 months ago

Hi!

Sorry it took me this long to come by your list, I was swamped with work.

I like the clear wincon path. However I think there is room for improvements:

  • you're lacking some staples, namely you need Rhystic Study

  • It wouldn't hurt to add better removal suite; Go for the Throat/Ultimate Price/Cast Down and Dismember are better than Reality shift for instance. Yahenni's Expertise is both budget and effective.

  • cut the conditional counters for hard ones/removal; Daze and Mental Misstep have nothing to do here. Dispel is a meta call if you see a lot of instants, and Mana Leak is the best conditional counter so if you can't reliably hit UU this is a solid one and might be Worth a slot. Spellstutter Sprite requires somewhat of a tribal focus, and with oona being your on ly source of faeries, IDK if this would work in a 75%-ish meta

  • cut the Teferi/Pool combo. it has absolutely no sinergy with the rest of the deck and the pool on its own is very hard to justify. Same is true for Sculpting Steel, it doesn't do enough in a vacuum.

  • you want more lands, trust me. Rework it; leave at least 37 slots for those and do that when you're happy with the rest of the deck. Also stuff like temple of the false god has nothing to do in here unless you have 38+ lands.

  • remove footwear; Oona is your wincon, but it doesn't have to be alive for long for you to win and your overall number of vreatures is too low to warrant this kind of space investment.

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