Walk the Plank

Legality

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

Printings View all

Set Rarity
Ixalan (XLN) Uncommon
Promo Set (000) Uncommon

Combos Browse all

Walk the Plank

Sorcery

Destroy target non-Merfolk creature.

Walk the Plank Discussion

TypicalTimmy on Why Utter End, and cards ...

2 weeks ago

I'm just going to say it, and if it makes me a target or a bad person I'm fine with it.

SynergyBuild, do you like any cards? You are literally saying any card that costs more than 1 cmc is terrible, unless it's a 2 cmc spell that has a as part of it's casting cost.

It seems to me that you want to maximize value from your mana base, and as such look for cards with the fewest color restrictions possible.

What I am wondering is if you realize that the added colors or generic mana give the spells more power behind them? Sure, not all spells are designed as well. There are plenty out there that cost way too much for what they do, or they have colors that make it harder to cast and there are spells that do the same thing for less.

Yes, there are always other options. But I question your reasoning behind this all?

Just because you personally don't like these cards does not mean they are "bad" cards. As Boza said, they are insurance. Maybe you are playing a Golgari deck or something and your opponent brings out something like Panharmonicon and you don't want it to go off. Boom. Putrefy is suddenly looking quite good. Yes, there are obviously better cards in the same guild: Broken Bond , Crumble , Gleeful Sabotage , Naturalize , and Nature's Claim are all fine examples.

But some of those are Sorcery spells! They are so much worse! They are garbage! Ew!

Yeah, well, you want a list of cards or not? There you go.

But part of building a deck is also finding cards that can do multiple things. Putrefy can remove creatures as well.

Likewise, there are Go for the Throat , Doom Blade , Bone Splinters , Smother , Fatal Push , Walk the Plank , and Dismember all work wonderfully for creature spot removal.

But do you know what these don't do? Remove artifacts.

I'd rather have cards like Putrefy , Assassin's Trophy , and Abrupt Decay in a Golgari deck that can remove multiple types of threats, rather than hope I can top-deck in time to remove what is currently sitting on the field.

TypicalTimmy on Why Utter End, and cards ...

2 weeks ago

I'm just going to say it, and if it makes me a target or a bad person I'm fine with it.

SynergyBuild, do you like any cards? You are literally saying any card that costs more than 1 cmc is terrible, unless it's a 2 cmc spell that has a as part of it's casting cost.

It seems to me that you want to maximize value from your mana base, and as such look for cards with the fewest color restrictions possible.

What I am wondering is if you realize that the added colors or generic mana give the spells more power behind them? Sure, not all spells are designed as well. There are plenty out there that cost way too much for what they do, or they have colors that make it harder to cast and there are spells that do the same thing for less.

Yes, there are always other options. But I question your reasoning behind this all?

Just because you personally don't like these cards does not mean they are "bad" cards. As Boza said, they are insurance. Maybe you are playing a Golgari deck or something and your opponent brings out something like Panharmonicon and you don't want it to go off. Boom. Putrefy is suddenly looking quite good. Yes, there are obviously better cards in the same guild: Broken Bond , Crumble , Gleeful Sabotage , Naturalize , and Nature's Claim are all fine examples.

But some of those are Sorcery spells! They are so much worse! They are garbage! Ew!

Yeah, well, you want a list of cards or not? There you go.

But part of building a deck is also finding cards that can do multiple things. Putrefy can remove creatures as well.

Likewise, there are Go for the Throat , Doom Blade , Bone Splinters , Smother , Fatal Push , Walk the Plank , and Dismember all work wonderfully for creature spot removal.

But do you know what these don't do? Remove artifacts.

I'd rather have cards like Putrefy , Assassin's Trophy , and Abrupt Decay in a Golgari deck that can remove multiple types of threats, rather than hope I can top-deck in time to remove what is currently sitting on the field.

Mjollnir15 on

1 month ago

Depending on the budget you have, I'd definitely recommend Fatal Push or the less expensive Victim of Night over Walk the Plank because they're instant speed.

Also, might be a little slow, but if you're going for the control mode Angrath, the Flame-Chained fits great in this deck because you can spend your spells on dealing with your opponent's board and Angrath will finish them off due to all the stuff you'll have killed. On top of that he offers great card advantage.

Also, you could probably include Skewer the Critics .

JXB on

1 month ago

Zulaport Cutthroat Is empirically better than Vindictive Vampire , Go for the Throat is stronger than Walk the Plank or Victim of the night. Solemn Simulacrum , Wood Elves , Merciless Executioner , and Reaper of the Wilds are really useful, and any repeatable graveyard recursion are really needed.

PeeBee on Mono-Black Burn

2 months ago

I've been playing this deck on arena for the last few weeks and here is what my findings are:

Spawn of Mayhem is the best 3 drop this deck can play and is better than Skymarch Bloodletter . The spectacle is enabled easily by attacking with Vicious Conquistador .

Vraska's Contempt isnt needed and its better to go with early game interaction. I've picked Walk the Plank , but Moment of Craving and Cast Down are both acceptable options.

Arterial Flow is probably best as a x3 of, I felt that x4 was too much for the deck, and having 1 well timed flow is a big play for this deck.

Sovereign's Bite is spicy, but not really that good, you benefit more from cards that stick around and I have been using Ill-Gotten Inheritance for this.

Abnormal Endurance is a good x2 of in this deck, acting as protection for our creatures, a combat trick and allows us to double up on some of our enter the battlefield triggers like Vampire Sovereign .

1x mainboard Arguel's Blood Fast  Flip has worked very well and is a big play in the matches you have it as you run out of cards quickly and the lifeloss from activation is mitigated by our lifegain cards.

Marchiali on Help me create a pirate ...

2 months ago

So back when pirates of ixalan were released no one really played them because of the mana base, at least not in Grixis. Right now the mana base is solid enough to technically make them work.

What I am trying to do right now is creating a deck where all cards fit into the pirate theme while still staying somewhat competitive. It doesn't have to win all the time but having a chance against burn and Teferi would be nice.

It... hasn't really worked out so far. Is such a deck even possible?

The most success I had so far was basically Tempo Blue with some splashing for Grixis so your flying pirates benefit from effects like Dire Fleet Neckbreaker and Fell Flagship .

With cards like Siren's Ruse , Lookout's Dispersal and of course Siren Stormtamer you have decent disruption, I have even been experimenting with adding more discard like Duress or Heartless Pillage . The latter is pretty great as far as discard spells go since it is effectively CMC 2. Cancel , Hornswoggle , Admiral's Order and Spell Swindle are pirate themed but not worth including in my opinion.

As for Lifegain your choices in a pirate theme deck are basically limited to Fountain of Renewal and Navigator's Compass . Compass is actually not that bad since it let's you fix your mana base without handing aggro decks a free 2 damage. (I am making an exception to the theme rule for Shocklands)

Admiral Becket Brass is a great flavor card but usually when you can hit your opponent with 3 pirates they are either dead or would be if you had dropped a Dire Fleet Neckbreaker instead of the Admiral.

The real problem with pirates seems to be that they want to go fast since their late game sucks but they have basically no advantage over mono red or blue other than tribal synergies. And their tribal synergies aren't that great, most of them are not even available until turn 4 or 5.

For Removal there are some options: Walk the Plank is great flavor although a bit hard to cast. Hostage Taker and the Admiral are decent for dealing with Teferi but not that amazing. Lightning Strike , Makeshift Munitions (bombarding your opponent with treasures is hilarious) and Fiery Cannonade are your go-to burn spells.

There are some good red combat tricks as well as Dire Fleet Poisoner but I am kinda on the edge concerning those. Buccaneer's Bravado on an unblocked creature with decent power can close out games.

Card Draw can be provided by Curious Obsession (a bit tricky when you are also running Siren's Ruse), Chart a Course and maybe Treasure Map  Flip and Dead Man's Chest . March of the Drowned could also be very valuable since it only costs 1 mana.

Like I said the best creatures seem to be the pirates that either have very good tribal synergy or flying. I am considering Fathom Fleet Captain and Forerunner of the Coalition but they both seem to be too slow. When you have a lot of treasures getting the city's blessing for an early extra turn via Timestream Navigator isn't too hard but I haven't really profited from it that much.

Revel in Riches is an interesting wincon but just too slow. Maybe an option for a more control-based approach. But when you have lots of treasures out it seems to be more viable to cast Mnemonic Betrayal , which technically isn't a pirate spell but looks like one. Or use overpriced Cards like Pirate's Prize that create more treasures.

With all that knowledge I still can't figure out a decent pirate deck, am I missing something? I am aware that you got to concentrate on some mechanics to make them work but I am not sure on which ones.

I really want to make pirates work before they rotate out and possibly never return to Standard.

EDIT: Just noticed there is also a token-based approach with Fathom Fleet Captain and Vraska, Relic Seeker

musicman3310 on GOBLIN CAVALCADE

2 months ago

You could splash black for more removal and control resistance. Walk the Plank , Cast Down , Duress , Kitesail Freebooter , Fungal Infection , Theater of Horrors , and maybe Footlight Fiend , Dusk Legion Zealot , Vicious Conquistador , Drill Bit , Gruesome Fate , Blight Keeper , and Fire Shrine Keeper

Also, I would possibly trade out Goblin Gathering for some silver bullet like Sorcerous Spyglass unless Gathering has been

P.S. Sorry for such an extensive comment, just wanted to show you a bunch of options. I am in no way suggesting ALL of these cards together.

Dete on

2 months ago

you can drop the mill entirely and add some other form of cotrol. take out Revolutionary Rebuff and Cancel for Mana Leak or Remand , Terror and Murder for Doom Blade , Cast Down or Fatal Push if it's on budget.

you dont have card draw so any of the above could be replaced for a few Night's Whisper , Grasp of Darkness could replace Walk the Plank or a bit better dependant on meta Victim of Night .

whats your wincon? or just beat down with Wanted Scoundrels and such...

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Walk the Plank occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%

Standard:

All decks: 0.04%