Vindicate

Vindicate

Sorcery

Destroy target permanent.

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Printings View all

Set Rarity
Masters 25 (A25) Rare
Masterpiece Series: Amonkhet Invocations (AKHMPS) Common
Eternal Masters (EMA) Rare
Apocalypse (APC) Rare
Promo Set (000) Rare
Promo set for Gatherer (PSG) Rare

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Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Vindicate occurrence in decks from the last year

Commander / EDH:

All decks: 0.05%

WB (Orzhov): 0.69%

WUB (Esper): 0.42%

RBW (Mardu): 0.61%

Vindicate Discussion

TDemers on No Time to Die Teysa [Primer]

4 days ago

Update:

In: Woe Strider, Out: Sadistic Hypnotist

In: Fetid Heath, Out: Plains

In: Living Death, Out: Butcher of Malakir

In: Toxic Deluge, Out: Vindicate

Reduced the average CMC from 3.10 to 3.03.

KindredDiscovery on Mayael EDH Primer

5 days ago

@TheMaggotPrince Glad you enjoy the deck! I've thought about your question a lot, and I hope you're prepared for a lengthy reply. We are a midrange deck, which means control is consistently our nemesis. You have basically two options: kill them quickly, or play threats that they can't respond to effectively.

To address the first strategy, it really comes down to fine-tuning your ramp and your mana curve. All the action in our deck starts at 4-5 CMC. That means our ramp ideally needs to come down on turns 2 and 3, getting us up to 4+ mana a turn or two early. I get a lot of questions like "why no Commander's Sphere?", "why no Pir's Whim?". They're too slow! Farseek and Nature's Lore get us up to our critical mana threshold earlier, and more reliably. Which brings me to my next point: average CMC. Most Mayael decks are way too top heavy. If you can't impact the board before turn 6, you're in big trouble. I know the cheaper Mayael targets aren't as exciting, but they pull a lot of weight in the early game. I also put a big emphasis on haste, and pack a lot of redundancy for granting it. Being able to swing even once significantly devalues control's sorcery-speed answers. If your non-hasty Soul of the Harvest gets hit with a Vindicate, you essentially just paid 6 mana for them to discard a card - not a good rate. But if Soul gets in once? 6 mana for 6 damage and a discard is doing ok.

Next, we need to pack some resilient threats. This is far more open-ended, and will likely ebb and flow with your meta. Keywords like indestructible and hexproof are obvious good choices in most situations. ETB effects, like haste, will help you generate some value even if things get removed. I've also leaned harder into recursion lately, or at least creatures that have good death triggers. Cavalier of Thorns has become a frequent target of and sacrifice for Birthing Pod. Also, Mayael's ability becomes significantly more useful. It's instant speed, and also dodges most counterspells. Use this to your advantage.

The last bit of advice I can give you is don't over-commit to the board. As you mentioned, board wipes can be back-breaking for our game plan. Always assume they have one in hand (same goes for counterspells). Learn how to play around those answers, learn how and when to hedge your bets, learn how to apply pressure. Don't get discouraged, it takes practice. Best of luck, I hope that helps!

Seabody on Queen Marchesa: Politics, Aikido, and Control

1 week ago

Thanks for the response Abzkaban, I'll definitely give it a shot. Good point on the creature combo. Not very much combo in my meta, but that's certainly something to keep in mind.

I'm still working my way through the pages and pages of comments so apologies if this has been previously discussed - but what does everyone's wishboard look like? I'm planning on starting out with both Burning Wish & Mastermind's Acquisition so prioritizing soceries in the board. First revision:

Besmirch, Exsanguinate, Merciless Eviction, Vandalblast, Vindicate, Wheel of Fortune

Thoughts? What do other people prefer?

Can't wait to try this out - hopefully next week.

xSKINCOLLECTORx on Teysa Hier to the Orzhov Throne

2 weeks ago

maybe trade Lingering Souls for Vindicate? lingering souls doesn't quite cut it in EDH

Azeworai on Syr Gwyn, Hero of Ashvale

2 weeks ago

As for cordialities, welcome to the format! First decks are always a crucible, so I shall do what I can to aid.

I will abstain from mana-base suggestions, for I don't know the deck's potential budget.

I don't have an equipment deck myself, so I shall do my best. Seeing the commander, rather than a single creature being stacked with everything on it, Syr Gwyn seems to prefer many creatures, perhaps endighted by a single equipment.

Lightning Greaves and Swiftfoot Boots are both phenomenal.

There are some cards I am unsure of.

Masterwork of Ingenuity is dependent on there being equipment on the field, so you may prefer something such as Sculpting Steel.

A card I run in my black decks is Painful Truths, which is fantastic for fastly paced decks.

Having a package of cards for each tutor is always a great plan. Seeing as that you run Open the Armory, granting the tutor utility outside of just equipment seems wise. Darksteel Mutation and Prison Term are favourites of mine, so now the tutor can be a kill spell.

Auriok Steelshaper seems like a given, and Blacklance Paragon is a fine trick. Gideon, Ally of Zendikar propels your militia of knights whilst being a lovely threat after a wrath resolves.

Now, Haakon, Stromgald Scourge is a splendid engine for the deck to have, but this means a graveyard sub-theme would be relevant. Faithless Looting may aid in card draw; Cathartic Reunion fills a same role; Entomb, Dread Return and Unburial Rites are similar to find with entomb; Buried Alive finds Haakon and some fuel for it; Cavalier of Night and Cavalier of Flame may suffice; Corpse Knight is prolific in its affliction; Dauntless Bodyguard has utility for cheap; Hero of Bladehold just gets scary far too quickly, as does Hero of Oxid Ridge; Midnight Reaper is fantastic; Marton Stromgald is selcouth to most and absolutely destructive; and Khorvath Brightflame could be quite the finisher; Worthy Knight can swarm quickly; and Ashenmoor Liege bestows power across the board.

Skullclamp and Grafted Wargear could be a fun package to run. Equip Skullclamp, then Grafted Wargear to the same creature. Attach the Wargear to another creature, the other one will die and you draw two cards, all for one mana.

For the bromidic staples; Swords to Plowshares, Path to Exile, and Despark are all great.

For an aggressive deck, as I'd assume this to be, Tymna the Weaver can draw cards abound. Alesha, Who Smiles at Death, who may not be a knight, is quite the reanimation engine. Buried Ruin to get back equipment could be a worthy inclusion.

As for your decklist, the only cards I would consider ablating are Order of Midnight, Vona, Butcher of Magan, Heirloom Blade, and Helm of the Host. Of these, Order of Midnight has the most utility. It brings something back, then can become an evasive threat to put some junk onto. Heirloom Blade just seems far too slow. Sorin, Vengeful Bloodlord is interesting. I'm not too big of a fan, but the lifelink seems relevant. Vona, Butcher of Magan doesn't actually do all of that much. She gives a deck that is attempting to swarm, equip, and maybe reanimate another hole to jump down. Now, Utter End is (in my humble opinion) an overplayed card. It's four mana to kill something Four. Sure, it's an instant, but it's four mana. I prefer Vindicate

That shall be all from me. My condolences if this sounded blunt, but I had a lot to say and I attempted to be as laconic as possible.

May fortune be with you!

Boza on I don't like where card ...

4 weeks ago

Magnanimous, to answer in order:

  • Here are all the three mana planeswalkers in the game. Of those, the cards that made any splash are Dack (only in Vintage), Veil Lili (way before war of the spark), Last Hope Lili, Narset, Oko, Saheeli (only with Felidar Guardian), and Teferi. Of those 14 3 mana walkers in WAR set, only 2 made any splash, even in standard, while the rest are nowhere to be heard. Nobody is complaining on the powerlevel of Gideon Blackblade, a three mana mythic with 4 abilities that sees 0 play in standard. So, yes, it is quite about a couple of cards misjudged - if teferi or narset cost 1 more mana, they would be next to unplayable - and if you tweak a design by one mana and it takes it there, that is more of an issue of balance than bad design. Or compare Oko and The Royal Scions - two 3 mana planeswalkers with similar designs, one is broken, the other is non-existant in standard.

Balancing and design are two very different things.

  • Questing beast - you cannot both complain that Questing Beast is the best option and say planeswalkers "hit play, do a thing and then need to be answered or they'll gain card advantage and win the game on their own". Wizards print a direct answer to planeswalkers (2 if you count Murderous Rider) in the set following the most "broken" walkers and people still find a way to complain that the answer is too good.

On your suggestions:

  • Put fewer lines of text on most cards - makes no sense, as there is no correlation between text lenght and what the card does. Ice Cauldron is the most wordy card in magic, but it is also one of the most useless. Vindicate has 3 words, but has a lot of utility.

  • Aim for shorter turns and more turns per game - this is related to deck archetypes and deck construction, rather than card design.

  • So fewer explosive "I win" turns and more tight, down to the wire, will I draw a removal spell, threat, engine, etc. in time games that rely on an efficient use of resources. - so make the game a topdecking war of explosive moments? Not a good idea.

My advice - use the existing cards to curate an environment you enjoy to play or play in formats where more archetypes are viable. Modern and Pauper are viable formats with a "plateau" of top tier decks, while Cube is a great way to curate an environment that you enjoy.

TLDR: None of the issues you raise are caused by design, but by balancing.

KibaAlpha on No Time to Die Teysa [Primer]

4 weeks ago

Looking pretty solid. What few things I would change.

I would remove, Pitiless Plunderer not really needed with Black Market. Revel in Riches I like but I find that if you can't cast it at flash speed on the end step prior to your turn odds of it sticking around are slim to none. Butcher of Malakir I find just to high cmc when you have Dictate of Erebos and Grave Pact already. Vindicate sorcery speed not a fan of due to this type of deck requiring instant speed removal. I like the Sadistic Hypnotist and hope you can make him work. It's too slow and high target in my playgroup sadly or he'd be in my build. The last thing I'd do is drop Solemn Simulacrum for Deathgreeter.

ZendikariWol on Niv's 59 Dualcolored Hits

1 month ago

Bring to Light may be pretty good, Fight to the Death , when revealed, serves to say "wanna make a big attack? ban plan." Flower / Flourish or Safewright Quest is good two-color mana fixing. Putrefy and Mortify are both pretty strong. Thrash / Threat is pretty all right creature removal if Niv is out. I am partial to Archon of Valor's Reach - I just like the card. Armadillo Cloak is def all right if Nivvy's your main wincon. Artifact Mutation and Aura Mutation are awesome, as is Hull Breach . I know one of my friends has a Kresh the Bloodbraided deck that would be utterly demolished by a Backlash . Bedevil is absurdly versatile removal. Blightning has a special place in my heart for taking any deck that doesn't know how to draw cards directly out of the game. Mostly a 60 cards, 20 life thing tho. Boros Charm can fizzle a removal spell, or it can make Niv into a really big meat stick. Burning-Tree Shaman and Cindervines are absolute murder for spellslinger decks. Casualties of War might help with those planeswalkers you seem to want to make disappear. Cauldron Haze is an... unconventional way to eat a removal spell. Clan Defiance is pretty all right, though it is an X spell that doesn't just kill a player directly. Countersquall is a good not- Negate , as is Dovin's Veto . Curse of Chains is a cool removal spell. Deathsprout is removal and ramp. A bit costly but Murder and Rampant Growth combined (minus one mana) is worth considering for casuals like me. Debtors' Knell can be a nice finisher.

Defiler of Souls is one of my favorite cards of all time. I just love playing colors and I like turning downsides into upsides.

Despark and Deputy of Detention (not to mention the D-Sphere itself) is pretty good removal. Destructive Revelry is pretty good removal as well. Dimir Doppelganger would fuck a reanimator deck six ways from Sunday. Divinity of Pride is a big, lifelinking threat. Djinn Illuminatus is sneakily very strong. Imagine duplicating all your removal spells as many times as you bother to pay for them. Domri's Ambush is even more good removal (this time creature removal). Dragonlair Spider is just quite good at making tokens. Dreadbore kills two relevant types. Dromoka's Command is sweet removal but not many of its other options are relevant. Dueling Grounds is Mirri, Weatherlight Duelist (or Mirri is Dueling grounds- whatever). Both are awesome pillow fort. Escape to the Wilds draws cards. The color-matters auras from Eventide and Shadowmoor are strong with Niv and also on-theme.

Fossil Find alluded to graveyard order... in a 2008 set... huh.

Identity Crisis just discards your opponent's... everything. Ionize is a pretty all right counterspell. Justice Strike , another pet card of mine, is just very a flavorful removal spell. Mindleech Mass is crazy cool. Mirari's Wake is a really conventionally strong card. Mistmeadow Witch is more expensive and more timely Soulherder (fizzles removal!). Mnemonic Betrayal is just a gem. Mystic Snake and Frilled Mystic are both counterspells. Necrogenesis makes tokens and screws up reanimation. Palliation Accord is pretty freaking pillow forty. Pillory of the Sleepless , Anguished Unmaking , and Vindicate are more solid Orzhov removal. Plasm Capture isn't great, I don't think, but it feels like a card that has some wild stories attached to it, don'tcha think? Rakdos's Return seems like another really fun spell. I want to make a RB casual Rack deck. Silumgar's Command is a good card. Thought Erasure is a perfectly suitable discard spell. Trygon Predator is good. Wheel of Sun and Moon ensures that every card in your deck is just a few Niv triggers away.

And BAM, I've looked through every two-color card in Magic. There we go. That's what stood out to me, but I find that many players are more competitive than I am and therefore have different definitions of what a good card is. Feel free to take some or none of my advice. All would likely prove disastrous for your deck- a lot of the cards I suggested were removal.

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