Vengeance

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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
Planechase Legal
Premodern Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Vengeance

Sorcery

Destroy target tapped creature.

legendofa on Secret Lair New Cards

6 months ago

For Kaladesh, I don't really see it as "Indian/South Asian world." It's more like "inventor world" with a South Asian veneer. For Alara, Bant used Arabic and Middle Eastern theming and linguistics for major characters (Rafiq of the Many, Gwafa Hazid, Profiteer, Asha (who doesn't get a card)), and Naya had a Mesoamerican linguistic theme (Matca Rioters, Nacatl Outlander, Winged Coatl). They are not especially representative of Arabic or Mesoamerican culture. I see Kaladesh as an expanded version of that: the South Asian theme isn't a key part of the world, it's simply how it's presented. You could have an inventor world themed after the central Mediterranean (Nikola Tesla, Guglielmo Marconi, Allesandro Volta) and a heavily South Asian-inspired world, pulling from the Mahabharata, Ramayana, and assorted sutras (although that gets into the concerns of real-world religious texts). I've also never directly talked to anyone from South Asia about it, so my insight isn't especially deep.

As for guns, Alaborn Zealot's got a pretty nice one, and Vengeance goes into the flavor text, but maybe Portal 2 isn't the best precedent.

KBK7101 on How You Feel Could Tell …

2 years ago

I think most people are (roughly) on the same page about power levels. Your version of a list seems pretty similar to a few other ones I've seen. While reading through the comments, though... something struck me. What if we're going about this the wrong way? What if instead of measuring a deck as a whole, we measured cards with power levels?

Example :

Cards like Swords to Plowshares or Path to Exile would be 5/5 or 10/10 or whatever due to their efficiency, while cards like Vengeance or Aerial Assault would be something like a 2/5 or 1/5 or whatever due to their higher cost and sorcery speed.

The deck's overall power level would be the total power level of all the cards contained in it. If the scale is a 10, the highest decks would be in the 900 range. Then again, we'd probably just being having the same argument/discussion about individual cards power levels instead of decks.... but it was just a thought I had.

TheVectornaut on Render Silent

3 years ago

When cast, creatures are spells too.

"302.1. A player who has priority may cast a creature card from their hand during a main phase of their turn when the stack is empty. Casting a creature as a spell uses the stack. (See rule 601, 'Casting Spells.')"

Therefore, an effect that counters any spell (such as Render Silent) can counter creature spells. There are some ways to get creatures onto the battlefield (or "summon" them if that's the terminology you prefer) without casting them. One way is to cheat them in from the hand using something like Through the Breach or Elvish Piper. Another is returning them from the graveyard with something like Hell's Caretaker or Reya Dawnbringer. All of these creature "summon" effects can't be countered by Render Silent, although the cards themselves can be. In practice, that means a Through the Breach could be countered by RS but if Reya Dawnbringer has already resolved, her triggered ability can't be. The important thing is that these cards don't use the word "cast" as that would imply the creature is being played as a spell. Something like Skaab Ruinator would still be counter-able since it is still being cast, even if not from the hand.

It's also worth noting that instants and sorceries don't have to target anything to get countered. A Vengeance and a Wrath of God are equal in the eyes of most counterspells. Only a more narrow counter like Confound cares about what the other spell targets.

TheVectornaut on Blue/White Life and Defenders

3 years ago

I think a good place to start would be to evaluate what goals are the most important for your deck while making sure you don't have too many ideas that compete against each other. When I look at the deck now, I can see the general idea of a U/W control list that takes advantage of freeze and lifegain to prolong the fight until you can win. However, I see some major problems with the plan as it is now.

First, the deck lacks a clear win condition at the end of all the control. You'll either need to chip away over the course of a slow game with your smaller creatures or hope you have enough freeze effects to get your big guys in late-game. Control deck usually opt for some type of haymaker that can reliably close the game. Some like AEtherling and Gideon, Ally of Zendikar are designed to protect themselves, some like Celestial Colonnade and Shark Typhoon place emphasis on evasion, some like Torrential Gearhulk and Snapcaster Mage give you as much value as possible, and some like Jace, the Mind Sculptor and Teferi, Time Raveler deny your opponents of counterplay. There's a lot of overlap within those categories and not all of these cards will be played as a wincon, but having a clear plan to win is better than only playing to not lose. The closest cards you have are probably Serpent of Yawning Depths and Archipelagore. Sea monsters are certainly a fine casual deck but slotting them into something else can be awkward at best and ineffectual at worst.

The second problem I see is the missed potential of your chosen colors combined with your chosen tribe. Right now, you have very few ways to take advantage of the clerics in the deck. Clerics are intended to be W/B since you get access to powerful new tools like Orah, Skyclave Hierophant, Taborax, Hope's Demise, and Cleric of Life's Bond along with classics like Sin Collector, High Priest of Penance, and Skirsdag High Priest. The lifegain/drain synergy in clerics also benefits from orzhov colors to play threats like Angel of Destiny, Vito, Thorn of the Dusk Rose, Marauding Blight-Priest, Speaker of the Heavens, Ayli, Eternal Pilgrim, Twilight Prophet, Pious Evangel  Flip, Drana's Emissary, and Cruel Celebrant.

Incidentally, black also synergizes quite well with tapdown effects because of Assassinate cards like Royal Assassin, Deathbringer Liege, and Murderous Compulsion, although white does have its share of Vengeance with Sunblast Angel, Deadeye Harpooner, and Swift Response. Anyway, now that I'm on this tangent, it's worth mentioning that including strong freeze effects is important if you want to make such an underused mechanic work. I'm partial to Dungeon Geists and Icefall Regent as permanent taps, but there's also Guardian of Tazeem, Niblis of Frost, Tamiyo, the Moon Sage, Time of Ice, Lorthos, the Tidemaker, Frost Titan, and Hands of Binding. Alternatively you can use cheaper cards that can retap a creature each turn like Gideon's Lawkeeper, Blinding Souleater, Fatestitcher, Hidden Strings, and Minister of Impediments. The final category I'll mention are other cards that take advantage of tapping enemy creatures like Palliation Accord and Verity Circle, except I'd only ever recommend the latter.

In summary, I think you should decide whether you're more interested in clerics or in freeze since they don't synergize with each other that well. For clerics, switching to black and taking advantage of lifedrain and sacrifice is advisable. For freeze control, find ways to abuse tapping, implement a strong win condition, and generally include more card draw and countermagic. If you are dead set on combining these styles, I'd at least invest in some tribal support cards to give the clerics more impact than just weakly contributing to the party mechanic. Adaptive Automaton, Door of Destinies, Obelisk of Urd, and Coat of Arms are some popular options. Finally, if your budget doesn't allow you to purchase many new cards, prioritizing the acquisition of additional copies of your strongest but cheapest cards is a good way to upgrade. For this deck, I think those cards are Attended Healer, Cleric of Chill Depths, Hypnotic Sprite, Kor Celebrant, Luminarch Aspirant, Queen of Ice, Shepherd of Heroes, Skyclave Cleric  Flip, Concerted Defense, Dovin's Veto, Negate, Inscription of Insight, Staggering Insight, Trapped in the Tower, and maybe Silundi Vision  Flip. Good luck with your build and let me know if you have any questions!

LadyZ on Religion is War

4 years ago

Some of the cards you're running aren't the best in commander. Some cards I'd look at cutting are Renewed Faith , Repel the Darkness , Gideon's Reproach , Vengeance , Tectonic Rift , Demotion , Demolish , Screaming Shield , and Fresh-Faced Recruit .

There are a variety of cards you could look at adding, depending on the exact focus of your deck. Some cards you will likely want regardless however are Boros Charm , Swords to Plowshares , Path to Exile , Smothering Tithe , Commander's Sphere , Solemn Simulacrum , Burnished Hart , Staff of Nin , and Marshal's Anthem

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