Vona, Butcher of Magan

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Arena [BETA] Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Ixalan (XLN) Mythic Rare

Combos Browse all

Vona, Butcher of Magan

Legendary Creature — Vampire Knight

Vigilance, lifelink

, Pay 7 life: Destroy target nonland permanent. Activate this ability only during your turn.

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Vona, Butcher of Magan Discussion

solarbeam on Black White Knights

3 days ago

You're very heavy on the 4-drop slot. I would recommend cutting the Approach of the Second Sun, since you should be trying to win by bringing your opponent's life to zero. Anointed Procession is cool, and can be powerful, but it relies on you following it up with other cards. THough pricey, this should be History of Benalia as this card does not depend on being followed up by another card and produces more Knights on its own.

Instead of Murder, Fatal Push or Path to Exile are better choices. For more budget options, Declaration in Stone, Go for the Throat, Cast Down, Anguished Unmaking, and Oblivion Ring are good options.

You should be running 4 of the Dauntless Bodyguards in the maindeck, they should not be in the sideboard. You're going to be wanting to swarm the enemy in a flood of chivalry as fast as possible, and a few amazing 1 drops can help you out that way. Accorder Paladin, Knight of Glory, and Sigiled Paladin are all great 2 drop knights that help you out in attacking strong and early. Knight of the White Orchid can act as ramp, but is also a decent beater.

Always Watching is an amazing anthem effect! Plus if you run this, History of Benalia, and removal like Oblivion Ring, or Banishing Light, you could run Blood-Cursed Knight!

Mirran Crusader is extremely powerful and you should definitely be running 4 of this one.

Vona, Butcher of Magan is really cool and can give you an answer to nearly anything, and she helps pay for herself with that lifelink.

Sorin, Solemn Visitor may not make a knight, but that uptick can be a crushing blow for you enemy. Gideon, Ally of Zendikar makes knights and can drop an emblem to give your team a permanent buff.

You'll also want to use some of black's card draw capabilities, since card advantage is definitely white's biggest weakness. Don't be afraid to spend a little bit of life to draw some cards with Dark Bargain, Read the Bones, Night's Whisper, Sign in Blood, or Damnable Pact just to name a few.

You should also definitely be running lands like Isolated Chapel, Concealed Courtyard, and Godless Shrine

For your sideboard, cards like Duress are very important if you're running black, I would recommend running 3-4 of these in your sideboard, since you have no other hand disruption. Celestial Purge is pretty popular, as is Timely Reinforcements. Vraska's Contempt and Anguished Unmaking can help you deal with opposing planeswalkers, and Unmaking hits any troublesome non-land, Rest in Peace, Stony Silence, and Zealous Persecution are very strong sideboard options as well.

Let me know if this was helpful or would like to know some of the reasoning's behind the suggestions!

solarbeam on Three Color Midrange/Life gain Deck

1 week ago

Alright, awesome! I don't know your meta, so let me know if these suggestions aren't right for you and your playgroup(s).

First off, this is straight up Midrange. A couple counters and removal/control magic cards doesn't make it control.

Secondly, I would focus first on your mana base. The distribution of your lands will depend on the end result of the deck, as in how many black/blue/white symbols are on the card adn how early they appear. Some cheaper lands for esper are Fetid Pools, Irrigated Farmland, Sunken Hollow, and Prairie Stream. These are great choices as they have the basic land types and are able to be fetched with fetchlands, and the cycle effect on the first too can be really hand late game. I'd go with one or the other though, and those also turn on lands like Isolated Chapel, Glacial Fortress, and Drowned Catacomb. If your group plays lands that can be troublesome, cards like Ghost Quarter and Field of Ruin are some great ones that aren't straight up land destruction. I would heavily suggest Field of Ruin over Ghost Quarter though, as it doesn't set YOU back on mana. I would also strongly recommend playing at least 8 basic land cards and at least 25 lands with the amount of high cost cards you have as well.

This kind of deck really does not need Expedition Map, and Elixir of Immortality is really only good if there is an opponent on mill, there are better options if you need life gain. Cards like Wall of Omens, Ruin Raider, Twilight Prophet, Dusk Legion Zealot, Phyrexian Rager, Thassa, God of the Sea or Kefnet the Mindful are all great creatures that can help you draw cards and lands if needed. Spells like Preordain, Serum Visions, Impulse, Painful Truths, Discovery / Dispersal (which can act as removal as well, if need be), and Esper Charm are all well and dandy. If you choose to run any of these, with the kind of deck you're on, I would recommend choosing one of the 1 or 2 cost ones and running four, then run two copies of the 3-cost ones at max.

As for your enchantments, Sorin, Solemn Visitor, Sorin, Lord of Innistrad, or Elspeth, Sun's Champion, and Elspeth, Knight-Errant would all be better than True Conviction as they come down much faster (except Sun's Champion), are far easier to cast in a 3-color deck (W-Bla is much easier than WWW), they also give you creatures to flood the board.

The problem with Control Magic, is that it is far easier to get around than regular removal, but if you're adamant on stealing your opponent's toys, Entrancing Melody, Exert Influence for smaller creatures and Connive / Concoct which can double as rebuying a dead creature of yours, or Confiscation Coup paired with cards like Glimmer of Genius, Glint-Sleeve Siphoner, and Aether Hub. I recommend this because Control Magic can be destroyed by enchantment destruction effects adn let your opponent get their things back, especially if you don't have Privileged Position out, speaking of which

I wouldn't run it. Run more counterspells in its place. You don't want to broadcast the whole 'hit me, i'm setting up a hexproof Exquisite-Sanguine combo' and give them targets for their removal. You need to slam those things down and then protect them. Cryptic Command is amazing, and 3 is good enough. Depending on how your playgroup does with counterspells, og Counterspell, Mana Leak, Supreme Will, Ojutai's Command, Silumgar's Command, Negate, Essence Scatter, and Dissolve are all good. Arcane Denial if you want to be nice about it. You want to make them spend the mana on their way to answer your threats and then Dash Hopes (don't play that one, it's funny but not good). With Counterspells, you generally want to spend less mana on it than what you're countering, and they're better in multiplayer games than discard.

If you're playing 1v1 matches, you could go with discard effects over counterspells, but choose one or both. Cards like Duress, Thought Erasure, Divest, Harsh Scrutiny, Persecute, Arterial Flow (bonus points if you're playing with Twilight Prophet and friends with this one), Inquisition of Kozilek, Thoughtseize, Castigate, Blackmail, and Hymn to Tourach. You also have Kitesail Freebooter, Tidehollow Sculler, and Brain Maggot. From what you said with liking how your creatures take control, this is the route I would recommend for you, especially Kitesail Freebooters and Thought Erasures since one is a creature and the other can help fix your next draw step.

Once again, run Counterspells or Discard, and preferably counters in multiplayer. The simple reasoning is with discard you spend mana and resources and they don't spend mana and lose resources, counters you both spend mana and resources with you, preferably, spending less mana and quality of resources, and you don't want to tax your mana and resources doing both.

Don't run Riot Control. Don't do it. Run Eerie Interlude instead of Rootborn Defenses as it will trigger and enter the battlefield effects when your creatures come back and get you advantages that way.

Jace is cool, but run those Sorins and Elspeths I mentioned earlier instead, they fit better in your kind of deck.

Some way better creatures for you are Dragonlord Silumgar, Dragonlord Ojutai, Cloudblazer, Restoration Angel, Ravenous Chupacabra, Isareth the Awakener, Vona, Butcher of Magan, Nightveil Predator, Thalia, Heretic Cathar, Hostage Taker, Regal Caracal, Thraben Inspector, Noxious Gearhulk, Torrential Gearhulk, or Cataclysmic Gearhulk. There are so many options out there, and in the end it's your deck so you can make it however you would like. I hope this was at least a little bit of help.

Also, definitely find some room for Swords to Plowshares and Anguished Unmaking. Life is a resource and don't be afraid to spend a little bit or give your opponent some more if it means not letting them win or letting you win.

xhuggels on Aryel, Knight of Wingrace ideas

2 weeks ago

See the problem is that without Wildgrowth Walker explore wont do anything for your combo with Vona, Butcher of Magan. If you dont have Wildgrowth Walker AND Vona, Butcher of Magan out your combo not only doesnt work, but the rest of the deck doesnt have a goal to work towards. You would do better to just have tons of direct lifegain cards and forget about explore all together. That way you get tons of life so you can last longer, and when you find Vona, Butcher of Magan you can use that life to kill opponent creatures. Your gain life+vona idea is awesome! Its just the way you want to go about it that is very inconsistant. Not only are you running 3 colors when you could do the same with 2, but you are also relying on finding 1 of 4 cards in a 60 card deck in order to have 1 of 4 other cards do what it does best.without those two cards your explore has nowhere to go, and nothing to work towards. You can add other win-cons, but they would be going in a completely different direction alltogheter. In order to make the deck work you need to focus on many things which makes your deck less consistant. Consistancy is a key recipe for competativeness. It almost doesnt matter what your deck does, if it does the same thing every game you have something to work with. The deck you are sugfesting will explore some games for no reason, other games itll gain a bunch of life without finding anything to do with it, other games you will have killpotencial with no gas to continue it, and sure, some games you will gain lost of life and use it to kill everything your opponent has, but it can work out too many different ways, which makes it incredibly inconsistant.

Caran_Lyg on Aryel, Knight of Wingrace ideas

2 weeks ago

Are you going for Orzhov or 3-color for you deck like Abzan? If you go Abzan you can do Aryel, Knight of Windgrace then make tokens. Thallid Omnivore then sacrifice tokens, gain life and make it bigger on your turn. Poison-Tip Archer as soon as you sacrifice those creatures your opponent take damage then use the health you gained on Vona, Butcher of Magan and make her a removal piece.

xhuggels on Aryel, Knight of Wingrace ideas

2 weeks ago

Vona, Butcher of Magan is straight up better than Aryel, Knight of Windgrace, as 7 life is way easier to come by than the 6 creatures you would need to tap to kill...say, a Doom Whisperer. the way Aryel, Knight of Windgrace works also leaves you vulnerable unless you have lots of creatures on the field that can block even if you tap half your creatures to kill something. 2for1 cards like History of Benalia, Assure / Assemble, Call the Cavalry, Gallant Cavalry and other cards that create more than 1 knight would help if your idea behind this card is to use both abilities. since you are doing a black/white knight theme Knight of Grace and Knight of Malice are a must since they are probably the strongest 2 mana creatures out there if you play these colors. the name of the game is lots of creatures. you can also play a few copies of something like Rallying Roar, which allows you to use one of his abilities again. if you do stick with 2 colors Josu Vess, Lich Knight might be interesting. you can play non-knight creatures too if you really want, but then you may want to add something that can make them knights like Sigiled Sword of Valeron or Dub.

The other way you can go is to add red or green, as is splash-able, so you can go 3 colors. in green you get lots of tokens and stuff like Knight of Autumn, which is probably my favorite card in the set. in red you get mentor. i havent played around with mentor too much so i wouldnt know anything about that. red is by far my least favorite color, so i tend to only keep enough knowledge to beat them, not to play them.

the thing is though, Aryel, Knight of Windgrace is only good if you build your entire deck around it, and im not convinced he is good enough to do that.

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