Vindicate

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masterpiece Series: Amonkhet Invocations Common
Eternal Masters Rare
Apocalypse Rare
Promo set for Gatherer Rare
Promo Set Rare

Combos Browse all

Vindicate

Sorcery

Destroy target permanent.

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Vindicate Discussion

GoodLuckGuy on CP#12 Kambal with Your Life

2 days ago

Hey again, I really like Kambal and I love the idea of doing an enchantress deck with him. As a Zur player, I'm pretty familiar with what's available in a black and white enchantments deck.

Part One

Pacifism is a strictly better version of Bound in Silence, and Grasp of Fate is a strictly better Oblivion Ring.

Vindicate and Anguished Unmaking are the best B/W removal spells ever printed, Vindicate even hits lands.

Return to Dust is amazing at getting rid of annoying permanents, going two-for-one on a 4-drop is nuts.

Last I checked, Mind Twist hasn't been banned in either 1v1 Commander format. It just kinda ends games by itself, it's hard to overstate just how difficult it is to recover from getting hit by this.

Thoughtrender Lamia will put serious pressure on your opponent's hand, especially if it comes out turn 6.

Worn Powerstone is (nearly) a strict upgrade to Sisay's Ring. Orzhov Signet is one of the fastest mana rocks you can run.

Phyrexian Totem is a really strong finisher once you've dominated an opponent's field or wiped the board.

Cryptolith Fragment  Flip is like a reverse Pristine Talisman, it's another card that can drain your opponent's life total.

Nykthos, Shrine to Nyx is underrated in multicolor decks. With all the enchantments you'll be getting out, huge devotion is all but guaranteed.

Wrath of God is a strict upgrade to Day of Judgement. I also really like Fumigate for this deck, the more life you gain, the more of an uphill battle the fight is for your opponent.

Sunblast Angel can leave you at a huge advantage. It's not uncommon to remove someone's whole field with this.

BONUS: After wiping the board, all your pin-down auras will go away with the creatueres, Replenish get's them all back, along with any other enchantments your opponents have removed.

Aiding on Stomp the Yard

2 days ago

Depending on your meta, my thoughts may be way off, but I can give you a couple thoughts.

Personally, I think you are trying to do cool things, but you are trying to do it in a non-disruptive way. The majority of your cards just exile from the yard without doing something proactive about it and a couple cards seem to go against this theme.

For example, Humility Makes Anafena a 1/1. For three mana. And this all. She doesn't exile anymore, she doesn't add counters, and the majority of your creatures are constellation based, so they then do nothing. Maybe you have some insane EtB deck with all sorts of mana abilities, but if that is the case, you could run Linvala, Keeper of Silence to turn off there fun while maintaining your own stuff.

I also think Archangel of Thune and Skybind are weak because you don't have a lot of little lifegain effects (think soul sister effects) and Skybind just blinks things. This could kill tokens or x/x dudes, but 5 mana for an almost do nothing on EtB enchantment feels.. lacking.

In terms of ramp/targeted removal, you are in green, so ramp is nuts and artifact removal is good. You also B/W so removalof creatures and enchantments is pretty great.

Ramp:Mana Dorks: - Lots of them. Jam them. 1 mana 1/1's that tap for mana that can be bigger in the early stages from an early anafenza swing (she says TAPPED creature. Not ATTACKING creature)

Llanowar Elves, Elves of Deep Shadow, Avacyn's Pilgrim, Elvish Mystic, Birds of Paradise (not technically a 1/1 but whatever), etc. They are all good and all produce colored mana, which is important in a mana hungry deck.

:Mana Rocks: 2-3 mana ones are best. The appropriate signets and the G/W Talisman is nice. Chromatic Lantern (if it isn't already in there) is an all-star. It is one of the normal picks with Enlightened tutor that I take, with Sol Ring and Courser being very close as well. You also could have a Sylvan Caryatid.

There is also 2-4 sorceries that get lands like Farseek, Explosive Growth Skyshroud Claim, etc. Oracle of Mul Daya also kinda fits here.

:Removal: ( my favorite)2-4 mana seems to be the normal cost.

Snuff Out, Anguished Unmaking, Vindicate, Utter End, Malicious Affliction, (maybe, probably not because of exile) Council's Judgment, Silence the Believers, Nature's Claim for artifacts and whatnot if you feel it is needed.

Lastly, I think there is some kind of "lack" of wincon in here if your opponents have some form of lifegain or can keep Anafenza contained. There are some combos you can do like Linvala, Keeper of Silence + Nature's Revolt (the opponents lands can no longer tap for mana because they are creatures with a tap ability). Could also throw Elesh Norn, Grand Cenobite into that mix to murder the lands as well. But some omissions/changes, you totally could have something else in there I am just not seeing and is a crazy wincon. I just don't see it :)

Sorry for a mega post.. But I just made an Anafenza deck that focused on the word "exile" and just wanted to play big scary things and win. So I recently found a LOT of cards to go into these kind of decks.

DoctorMckay on infinate sacking

1 week ago

Swords to Plowshares and Path to Exile are always decent picks, but, in my experience, it is better to use your removal slots for more flexible choices, hence I tell you to run cards like Utter End and Vindicate.

Also, Vindicate works as a Sinkhole if you really need it to.

DoctorMckay on infinate sacking

1 week ago

I've got some new ideas, tell me what you think about them:

1- Nasty AF combo:

Exquisite Blood + Sanguine Bond = GG

2- Cards that work very well with Ayli, Eternal Pilgrim

Vizkopa Guildmage

Kambal, Consul of Allocation

Debt to the Deathless

Tree of Perdition

3- Removal and boardwipes:

Merciless Eviction

Return to Dust

Utter End

Vindicate

Austere Command

4- Maybe it could help you go off faster with some combos

Enlightened Tutor

ShishkyBob on Farming: the Gathering

1 week ago

Cole6000 No worries. Yes, it's an actual deck that I've built. And it's actually somewhat playable in a casual group. Reaper King can actually be pretty oppressive if tuned up a lot, as his second ability can turn into multiple free Vindicates a turn. But I loved the card, and I wanted to build around it. So I used the farming theme was as mostly a deck-building limitation to keep his power in level with other decks in my playgroup as well as for fun.

Basically, the deck focuses on making creatures (through token production or graveyard recursion) that trigger Reaper King's second ability (through actual scarecrows, mimic scarecrows like Adaptive Automaton or Metallic Mimic, or using Conspiracy and Xenograft naming scarecrow to turn all your creatures into scarecrows that will then all be buffed by Reaper King and the mimic scarecrows) to wipe out your opponents' boards. As a bonus, you have a lot of things that can trigger upon the death of a creature -- Deathreap Ritual, Harvester of Souls, Compost, Reaper from the Abyss, Reaper of the Wilds -- or that can benefit from having things in your opponent's graveyard -- Scavenging Ooze, Night Soil, Teneb, the Harvester. There's a few sac outlets (High Market, Trading Post, Scarecrone, Greater Harvester, Mycoloth) to sac your own tokens or creatures when beneficial. And then there's ramp, support, and graveyard recursion cards to fill in the rest.

It's not very tuned at all, as that's kinda the point. There's several cards that could be swapped out for better or more powerful ones (for example, a kicked Rite of Replication on Reaper King results in 25 vindicates). But it's a fun casual deck. Hopefully that explanation makes sense. I'm happy to clarify anything--this deck has been a fun project of mine for a while.

dlamars on Solutions For Nonbasic Hate

1 week ago

Winterblast Yeah, I was saying that you could play the EE at 3 counters probably on turn 2 with your deck. The deed and EE also have a significant psychological effect on your opponents. In my experience it makes people pump the breaks and hold threats until they can bait you out. That's primarily why I think it's a good change from Abrupt Decay and Vindicate, mono red/blue have limited recursion so they may not even play the cards you listed as long as they remain on the field.

TL:DR- EE helps you about as much as Vindicate does after Blood Moon is out, but it's an upgrade imo since you can play it early as a deterrent. Same reason for deed over decay.

dlamars on Solutions For Nonbasic Hate

1 week ago

Hmm well there is 3 options I'd consider, trade out Vindicate for Engineered Explosives, Abrupt Decay for Pernicious Deed and possibly a forest for Ghost Quarter. Hopefully being able to wrath for 3 can get you out of a bind and trading two lands for a basic may save you the game.

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