Unlicensed Disintegration

Legality

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

Printings View all

Set Rarity
Kaladesh Uncommon
FNM Promos Rare

Combos Browse all

Unlicensed Disintegration

Instant

Destroy target creature. If you control an artifact,

Unlicensed Disintegration deals 3 damage to that creature's controller.

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Unlicensed Disintegration Discussion

cerealkyra on Tezzeret MoM upgrade

18 hours ago

Grasp of Darkness to remove problem creatures? Or Unlicensed Disintegration? Might need to go a bit heavier on mountains and swamps, or go up to 4 Evolving wilds?

Ornithopter to help improvise and form a sweet combo with Tezzeret's Touch? Along the same lines, Bomat Courier to draw some cards and get improvise threats out faster?

If you were to go in on more artifacts, Glint-Nest Crane replaces itself and is a decent sized, flying blocker for two mana.

Toxic5pikes on Jund Torment

2 days ago

I did some testing with Hour of Promise. It seems that 8 deserts is about the right number to have in your deck so that you draw at least one early, which will get you the 2 zombies by fetching 2 more deserts with Hour of Promise. I think something like 3 Desert of the Indomitable, 3 Desert of the Fervent, 2 Desert of the Glorified will make Hour of Promise work perfectly. If your taking the energy out, you can drop the Aether Hub to make room, or you could just go all out on the energy and make a Jund energy deck. Maybe throw in Dynavolt Tower to get more out of Unlicensed Disintegration.

Loco-Motive on Chandra/Bolas Control - HOU

3 days ago

Hey, Ol_man, thanks for chiming in with some feedback!

I've made some adjustments tonight prior to playtesting with a buddy who came over. I added in one additional Choked Estuary in place of an Island as well as included a third Glimmer of Genius. I do like the card and it came up handy at the end of my opponent's turn 4. I liked that feeling a lot.

I also am keeping room for the Anticipates that I have in here. Both have their roles. Anticipate, more often than not, smoothed out my mana early in the game. Making sure I had the 4th or 5th consecutive land drop.

Adding in one copy of Unlicensed Disintegration to handle a big threat at instant speed that would otherwise not be affected by an Abrade or, god forbid, even an Hour of Devastation.

I'm hesitant on adding Aether Hubs in here, though. And maybe I'm just overthinking it a bit. I don't use Harnessed Lightning. If I did, Aether Hubs would be an auto-include. As of right now, I'm just not feeling them. Harnessed Lightning took a bit of a back seat for me when Abrade got printed.

Tonight I did some testing with a friend and this deck did well overall. Lost some games here and there but never lost a match! Played against a Fevered Visions control deck, an Energy Pummeler deck, and a Mardu Vehicles deck. All wins. The counterspells in this deck are key. I liked seeing both Anticipates and Glimmers when they came up. Hour of Devastation was a great clean-up.

Interesting interactions with The Locust God was that Anticipate and Supreme Will don't trigger the God, as they specify that the cards are "put" in your hand, not actually drawn. That was a bit of a bummer, but I'm willing to overlook it for now while the God is able to generate his own card draw for more flying tokens! He performed well!

And in my playtesting, I was able to ramp Chandra into Bolas on TURN 5! It felt so good with him coming out that early and he just straight up won the game.

Going to continue to test but this deck gave me all the good feels tonight. It played really well.

oMass_Assassin on The Hour of Modal Spells

3 days ago

Sorry it took me some time to comment back. I am grateful that you put effort into testing my deck and hopefully it helps us both! I was running To the Slaughter because I felt like I had enough removal for my meta to keep the board clear, but didn't have great ways of dealing with a BUG Planeswalker deck in my local meta. I think I initially swapped it out for Unlicensed Disintegration, but I ended up adding in the energy package since Harnessed Lightning costs less mana and we get card draw from Glimmer of Genius.

The deck has been under constant minor changes, but the core of modal spells and flashing them back still exists. I also have 2 Gods in the main deck as cheaper finishers than Torrential Gearhulk. Also, using The Scarab God is disgusting and can get Gearhulk and GDD triggers, as well as any ETB effect of opponents creatures. If you have any more comments, feel free to add. Thanks

Argy on Grixis control - Black or ...

3 days ago

UpperDeckerTaco when you "splash" a colour you generally only have a couple of cards in that colour to play when your curve is high enough.

That gives you time to get your three colours.

People might also refer to splashing a colour if they don't have many of those cards in their deck.

You aren't doing either of these things.

If you have Fatal Push, Unlicensed Disintegration, and To the Slaughter in your deck, I don't call that "splashing"

With the way that I've set up the mana in Destroy the Gatewatch I've weighed it more towards check lands, and lands that will help them come in untapped.

The tempo is actually excellent in the early game, due to this.

Fatal Push isn't for Rhonas's Last Stand. It's primarily for Heart of Kiran, as Mardu Vehicles decks have reemerged in the meta.

It's also good value against Monument decks to get rid of Selfless Spirit, and Sylvan Advocate, which is still running around.

It's a mistake to plan on decks not running cards, like Rhonas's Last Stand, due to Sideboard options.

People assumed that with Mardu Vehicles, due to all the Artifact removal cards, and it is still being played.

UpperDeckerTaco on Grixis control - Black or ...

4 days ago

I am personally going a different route, by just using black as the splash color. And trying to find room for at least 2 Fatal Push either main or side. I went with a small splash of black as to maintain consistency with mana going U/R and keeping manlands as a priority in this standard to close out games easier.

There are only 2 black cards I am splashing for in the main:

Unlicensed Disintegration and Nicol Bolas, God-Pharaoh.

In the sideboard I just upped the number of Unlicensed Disintegration and added a copy of To the Slaughter.

I want to make room for the Pushes but don't know what to cut. And I don't want to hinder my mana base anymore as I have played different variations of grixis decks this standard, and the mana is just not that good to support grixis in my opinion. Sure it has enough duals, but the majority of the time, they come into play tapped and the meta has been stacked heavily with aggro decks:

G/B Energy aggro

Temur Energy Aggro/Midrange

Emerge - bit of a combo/aggro shell

Zombies

Mono-Red

(Just to name a few)

Therefore, tap lands are just not great on turns 2 and 3 for a control deck. I don't mind them on Turns 1, 4 and sometimes 5, but I cannot wait to get my colors online by turn 3 or 4. You have to ensure you are interacting as early as turn 2 and 3 in this format.

And using Rhonas's Last Stand as a primary argument for Fatal Push, I don't feel as to be a valid argument. Because if they want to take a turn off to play 1 spell as their Turn 2 and essentially Turn 3 play, that's fine with me, just gives me more time. Plus that card more than likely will not see too much play due to Fatal Push being such a blowout, most Green decks cannot risk it. Now I am not saying Push is bad, but I don't think it is 100% necessary as a 4 of in this format unless you have no other options.

jaylawlerrr on Budget Jund -1/-1 Counters

6 days ago

Zingano: Any burn outlet- like Shock, (or Magma Spray) will yield poison counters, as long as Soul-Scar Mage is on the battlefield. Also, they will net some tokens...as long as Hapatra, Vizier of Poison is next to it (or Nest of Scarabs, which shouldn't be too difficult, seeing Claim / Fame will see play). That's why we choose burn spells over hard removal such as Murder, or Unlicensed Disintegration. Although, don't get me wrong... they are good in any deck built with these colors, there usually isn't enough room. Fatal push still managed to find it's way into my deck, though it isn't really budget friendly -> (Jund Poison [HOU Update])

I agree with DrWings1987- Grasping Dunes & Ifnir Deadlands are both great cards that boast at least somewhat decent abilities here. Personally, I would choose Grasping Dunes over the other simply because it is a little cheaper mana-wise.

Personally, I would recommend Grind / Dust... at least as a pet spell in your sideboard. It is fantastic in these counter decks- not only does it net a couple of counters and tokens, but it has the potential to sweep the entire board from your graveyard if you need it to.

Bano42 on Hour of MINOTAURS

1 week ago

Melanthios

As a pretty casual player, it makes me extremely happy to hear you're likely going to buy/play the deck yourself! I post my decks, even if they're not the most competitive, bc I find them to be fun and want other people to find them as well.

Grasp of Darkness is a great card. The only reason I didn't include it for my deck is bc I'm not going to really get a chance to play too too often before it becomes post-rotation. That being said, I'd also have to find a replacement for Fiery Temper too, and I just don't know what that is. I'm looking at adding a third Unlicensed Disintegration. I like Never / Return as well. Idk, gotta think about things.

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