|Commander / EDH||Legal|
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|Dragon's Maze (DGM)||Uncommon|
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Wear / Tear
Wear - Destroy target artifact.
Tear - Destroy target enchantment.
Fuse (You may cast one or both halves of this card from your hand.)
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Wear / Tear Discussion
2 days ago
I know it's banned in 1v1 combat. That's why I asked what format you were playing. Wasn't sure if you just doing a casual 1v1 with people you knew since EDH is supposed to be more casual than constructed formats. Vandalblast I play in my Papa Markov build and it works wonders! I have a friend who plays Memnarch and it destroys his board. You might want to look into Wear / Tear as well.
5 days ago
Switching to English, thanks Tappedout.
None of the following recommendations/cuts are as important as they were with Karametra, since this deck is built on a solid ground and only needs a better defined game plan.
You have three archetypes to choose from, and you should focus on one or two of them. Trying to build all three will be too inconsistent.
Aggro - win by dealing 40 damage to everyone through combat damage and Purphoros/Blood Artist effects. Alesha is used to punch things and reanimate token producers/anthems/beaters.
Control - win by taking care of threats and staying relevant until late game where you outvalue whoever's left. Alesha is used less for combat damage and more for reanimating value/removal.
Combo - win by assembling an infinite combo. Alesha is mostly just there as a backup plan in case a combo piece is stuck in the graveyard.
I would recommend going for either aggro-control or combo-control.
Utter End - being able to target anything is very strong
Duplicant - one of the best creature-based removal cards
Rakdos Charm - instant speed graveyard hate, or cheap removal, or a way to kill someone who's going wide and is about to win
Painful Truths - very good card draw in 3 colors
Toxic Deluge - the best creature board wipe in the game
Merciless Eviction - amazing against artifact decks, amazing against enchantment decks, amazing against reanimation decks, amazing against indestructible and very good against everything else
Ash Barrens - 1 mana for colorfix can help many bad hands, and lategame it's an untapped land
Clifftop Retreat - only checkland you're missing
Hanweir Battlements - colorless land is not great when you're 3 colors, but haste on Alesha is strong
Ankle Shanker - good for getting damage past blockers
Harsh Mentor - very strong hatebear, can stop some game plans entirely
Mirror Entity - strong anthem when most of your deck is power 2 or less
Mother of Runes - protection can either make one of your creatures unblockable or protect one of your creatures from spot removal
Drana, Liberator of Malakir - decent anthem for cheap
Noosegraf Mob - up to 5 2/2s per turn and can be reanimated with Alesha
Cathars' Crusade - very strong anthem when going wide
Behind the Scenes - good way to get past blockers, pump is expensive but can be done after assigning blockers which is neat for getting damage through
Elspeth, Sun's Champion - playable either for the board wipe or to get 3 tokens per turn depending on board state
Fiend Hunter - can perma-exile stuff repeatedly with sacrifice or protect one of your own creatures from a board wipe while getting an extra ETB
Ayli, Eternal Pilgrim - decent way to get stuff into the graveyard while still getting value out of them, also good chump blocker
Hope of Ghirapur - can repeatedly stop or at least slow down a lot of decks
Sin Collector - one of few ways non-blue decks can deal with board wipes and huge swingy instants/sorceries
Feldon of the Third Path - slow without haste but a very strong effect once online
Strionic Resonator - works for double attack triggers with Alesha or double ETBs with anything else
Vampiric Rites - one of few sac outlets that provide solid value from its own effect
Flameshadow Conjuring - lots of extra value for only one mana per creature
Panharmonicon - doesn't work with some of your creatures, but solid value when it does
Assemble the Legion - decent wincon when your opponents are running out of gas
Elspeth, Sun's Champion - playable either for the board wipe or to get 3 tokens per turn depending on board state
Wayfarer's Bauble - not as fast as mana rocks but not as vulnerable against board wipes, good when aiming for slower wins
Mother of Runes - for protecting your combo pieces or sometimes making Alesha unblockable
Living Death - when you have enough combo pieces in the graveyard, resolving this usually lets you win on the spot regardless of which creatures your opponents get to return
Enlightened Tutor - another tutor for finding wincons
Archetype of Finality - way too expensive
Palisade Giant - generally worse than a creature with "When ~ enters the battlefield, you gain 7 life", which you wouldn't want to run in the first place
War Priest of Thune - can't hit artifacts, would never want to reanimate it over other targets
Meekstone - pretty stupid to disable your own commander, not really beneficial to your game plan since it lets slower decks build up board state while no one can/wants to attack
Reconnaissance - your commander surviving is generally less relevant and your wincons don't care about combat tricks
Angel of Invention - anthems don't really do much outside of aggro
Big Game Hunter - you don't need that much spot removal
Dusk / Dawn - your creatures surviving doesn't really matter, you just want to wipe the board until you have a combo in place
Also, come up with a better title and description and try to keep your online list up to date with your deck IRL.
2 weeks ago
You should definitely cut down on lands. You're in Boros so your ability to draw gas is limited. You also have plenty of rocks. Most decks should run 37-39 lands , but with yours I would consider going as low as 36.
I also would cut Humble Defector, Temple Bell, Artisan of Kozilek, Vance's Blasting Cannons Flip, Sunbird's Invocation and Fate Forgotten. Among the replacements I would suggest are Thran Dynamo, Dictate of Heliod, Wear / Tear, Commander's Sphere, Volcanic Offering, Boros Charm, Chandra, Flamecaller, Sunforger, and Caged Sun. And DEFINITELY add Skullclamp, which might become the strongest card in your deck.
Hope you find this helpful!
3 weeks ago
Your deck will play better if you remove some random beaters and add ~4 more lands and several more mana ramp cards.
Consider taking out archetype of aggression/courage, carnage tyrant, firemane angel, hazoret, heliod, heroes' bane, karametra, nacatl outlander, nylea, relentless hunter, tana
hijack, deem worthy, amd oketra's last mercy are also on the weak side
Some good cards to add: Birds of Paradise, Avacyn's Pilgrim, Fertile Ground, Rampant Growth, Farseek, Wild Growth, Explosive Vegetation, Elemental Bond, Harmonize, Nature's Claim, Wear / Tear, Hull Breach, Ancient Grudge, Fellwar Stone, Greater Good, Swords to Plowshares
3 weeks ago
Cards I think are very good in this deck:
Blade of Selves, Sunbird's Invocation, Nahiri, the Harbinger - These synergize with your game plan of casting a bunch of big Angels and beating down with them. They're also just individually powerful cards.
Cards I would heavily consider cutting:
- Anafenza, Kin-Tree Spirit - While the deck has a lot of nontoken creatures, most of the counters will end up on utility creatures, not Angels, and you don't have any synergy with +1/+1 counters.
- Blaze Commando - You have 5 total sorcery spells that deal damage, and all but Disaster Radius and Meteor Blast kill all your Elementals (and probably the Commando). It just isn't a fit for this deck.
- Firemane Angel - This card is just a lot of mana for an underwhelming creature. It's recursive, but you already have Defy Death and Gift of Immortality to recur creatures, and you're running so many big creatures that it's not a huge concern.
- Firemane Avenger - I'm not super sure on this one (it might be alright), but it feels very low-impact, and if you can attack with three creatures safely, you're probably in a position where you don't need a free Lightning Helix. This is probably one of the last cuts to make.
- Flamewright - This card just isn't doing anything this deck wants.
- Fumiko the Lowblood - Maybe I'm wrong, but this just doesn't seem like an effect this deck needs, especially after cutting the Humans side of the deck.
- Glory-Bound Initiate - Again, just too low-impact for Commander.
- Goldnight Castigator - I misremembered this one - it's not as good as I thought it was. Probably too low-impact, and dangerous (it puts a big target on your head when you take double damage).
- Hanweir Lancer - Do you really need first strike when all your creatures are probably better than anything your opponents will likely have? It beats deathtouch, but so does indestructible, and that also protects the creature from removal. We can do better.
- Hero of Oxid Ridge - Are 1-power creatures blocking Angels that often? Probably not. Without that relevant clause, this is a 4/2 with battle cry - not very relevant for a big creature deck. And it's not on theme.
- Iroas's Champion - See Glory-Bound Initiate.
- Jareth, Leonine Titan - This card is okay, but we can probably fill this slot with a better creature for the deck. One of the last cuts, most likely.
- Jor Kadeen, the Prevailer - This effect is powerful, but we aren't heavy on artifacts, so metalcraft is unreliable, and we aren't a deck that can make the best use out of it.
- Odric, Lunarch Marshal - We can get something very similar with Angelic Skirmisher, which is an Angel and does something on an empty board.
- Shepherd of the Lost - See Glory-Bound Initiate.
- Skyknight Legionnaire - See you-know-what.
- Sun Titan - This guy is awesome, but he's not likely to bring back much of value in a deck filled to the brim with big Angels.
- Thalia, Heretic Cathar - Is this an effect this deck really wants? If it is, Blind Obedience is an enchantment that hits artifacts instead of nonbasics, and also extorts (It is legal in this deck).
- Truefire Paladin See...yawn
- Victory's Herald - We're an ANGEL deck! We don't need to give our creatures FLYING! In all seriousness, this is very redundant with a deck made up of 30% fliers, 30% support spells, and 40% mana.
- Deathrender - This card is just kinda expensive and difficult to use, and it only lets us cheat out Angels we can just cast anyway.
- Banishing Light - This is a small upgrade, but Grasp of Fate is probably just better.
- Citadel Siege - This card draws a bunch of hate, but isn't so impactful it wins us the game (like Sunbird's Invocation). We can do much better.
- Curse of the Nightly Hunt - Like Fumiko the Lowblood, I'm not convinced we want this effect.
- Faith's Fetters - I'd rather run something more like Banishing Light as enchantment-based removal, because it deals with static abilities like, for example, Angel of Invention.
- Battle Hymn - This card is both really awkward (makes red mana when most of our expensive stuff is white) and not actually going to produce much mana outside of a token deck. We really don't need an effect like this one.
- Martial Glory - Our creatures are already big, so do we really need a combat trick to make them good? I don't think so.
- Ancient Amphitheater - We aren't running Giant tribal, so this is just a worse Wind-Scarred Crag 95% of the time. I'd rather run a basic, or a Reliquary Tower or something.
- Evolving Wilds, Terramorphic Expanse, Vivid Crag, Vivid Meadow - We're a 2-color deck - we really don't need to run what amount to tapped basics most of the time.
Cards I'm unsure about:
- The token cards: Adriana, Captain of the Guard, Sunhome Guildmage, Assemble the Legion, Cathars' Crusade - These cards are all great (and gave me an idea for a deck to build) but I don't think they're a fit for this deck. Either expand on the token plan, or cut these.
- Emancipation Angel - I don't think we need this? If it had flash, I'm all for it, but as it is I don't think we want to bounce our expensive creatures.
- Thalia's Lancers - I don't think we have enough legendary permanents that this is worth playing. If you end up adding more, then go for it.
- Meteor Blast - We're running white - we can get less expensive one-sided boardwipes, I feel.
- Nevermore - If we end up running ways to tutor up enchantments, this is a great silver bullet answer to almost anything, but even in that case, I think Gideon's Intervention is better most of the time. Maybe you run both?
Cards I recommend:
- "Voltron" cards - Since Anya can easily become indestructible and is already evasive, she's a good candidate for winning with commander damage. Loxodon Warhammer is already in the deck, as is Lightning Greaves, so we've got a head start. Some cards I'd recommend are:
- Swiftfoot Boots - Basically Lightning Greaves, but you can target the creature. If you intend to pile a bunch of equipment on Anya this is probably a better option.
- Grappling Hook - Gives Anya double strike, as well as helping you get rid of problem creatures (Remember Anya has flying, so a nonflier can't block her).
- Argentum Armor - Much like the Hook, this makes Anya a serious threat while helping deal with problematic permanents.
- Assault Suit - Get Anya attacking on everyone else's turns, too!
- Champion's Helm - Protects Anya while also making her big.
- Godsend - A bit pricy, but discourages opponents from attacking into or blocking Anya, and a combo with Grappling Hook
- Inquisitor's Flail - Anya's indestructible, so this card's downside is completely meaningless.
- Pariah's Shield - When equipped to Anya, this basically makes you invincible.
- Puresteel Paladin - If you go hard on the Equipment theme, this guy will put in work. Probably not the best if you stick with Angels, though.
- Stoneforge Masterwork - This one should be obvious.
- Steelshaper's Gift - Again, if you go deep with Equipment, consider this.
- Sword of the Animist - Ramp sword? Ramp sword.
- Sword of Vengeance - Give Anya every keyword ever printed on a creature. And +2/+0!
- Worldslayer - This one is just to silly to not bring up.
- Herald's Horn - Makes your Angels cheaper, and helps you draw them.
- Door of Destinies - This should be fairly obvious.
- Kindred Charge - This card will win you games, I guarantee it. Especially with stuff like Angel of Serenity.
- Vanquisher's Banner - Similar to Herald's Horn. Makes your Angels big instead of cheap.
- Angel of Sanctions - Banishing Light on a stick? That you can use twice? Seems good.
- Angel of the Dire Hour - Get 'em! Just don't play this on your combat phase.
- Angelic Skirmisher - Give your team some nice abilities, and on an Angel to boot!
- Archangel of Tithes - Makes life hard for token decks and discourages attacks.
- Aurelia, the Warleader - How are you not already running this? Well, whatever, I won't judge.
- Basandra, Battle Seraph - Prevents opponents getting tricky in combat, and helps deal with problematic utility creatures that are otherwise hard to get rid of.
- Exquisite Archangel - Saves you from death once, which damn well better be enough.
- Karmic Guide - Recurs your big threats which would otherwise rot in your graveyard forever.
- Linvala, Keeper of Silence - A hefty price tag, but an upgrade to think about. Completely shuts down powerful utility creatures and mana dorks (it doesn't care whether the ability is a mana ability).
- Platinum Angel - You literally can't lose. The purpose is obvious, although the target on your head is just as visible.
- Reya Dawnbringer - Basically a repeated Karmic Guide - who wouldn't love to make their Angels unkillable?
- Twilight Shepherd - Having this card sitting on the battlefield makes nobody want to boardwipe, since you just get all your creatures back anyway.
- Avacyn, Angel of Hope - Expensive, but well worth the price - it's really hard to deal with an indestructible field of anything, let alone big fliers.
- Hour of Devastation - Three mana boardwipes are quite strong, and this card almost always costs three mana in Commander. This one even hits artifacts, enchantments, and planeswalkers!
- Boros Charm - A versatile spell that can save you from a boardwipe, make an Angel a major threat, or just burn someone out of the game, if need be.
- Master Warcraft - Completely blowing out two opponents seems well worth four mana to me! If need be, it can even just be a Fog.
- Wear / Tear - Versatile artifact and enchantment removal.
- Return to Dust - Just like Wear / Tear. I put this one in basically every white deck I make.
- Swords to Plowshares - Spot removal that deals with just about any creature.
- Grand Abolisher - We wouldn't want any pesky blue mages countering our Angels, would we? Also has the upside of preventing combat trickery on your turn.
On the manabase:
I like that you put in so many mana rocks and lands (a lot of first-time deck builders might skimp in this regard) but the colors are a bit strange. You have more red sources than white, despite the fact you have more white cards than red. I would cut a few Mountains and replace them with Plains.
Obviously you can't run all of these recommendations, but pick the ones you like the best to fill the empty slots. Overall, I quite like the premise of the deck, but it could use a lot of polish.
1 month ago
As I see you play aggrostyle in a commander and I love that. Is it for multyplayer or 1vs1-use?
Off the top of my head I would suggest:
- Urabrask the Hidden maybe instead of Hammer of Purphoros.
- Balefire Liege is a creature to pump your tokens
- Wear / Tear or Return to Dust instead of maybe Forsake the Worldly
- Slayers' Stronghold for haste
- consider Mind's Eye over Slate of Ancestry if you play multiplayer
I have a multiplayer-build of Iroas and if you do, you have to have strategies how to defend if you plan to go attacking each turn. If you want to check out my strategy of doing so you're invited to get some inspiration from Iroas, God of War (Multiplayer EDH).
+1 from Gottsplitter
1 month ago
So my goal for this deck is to be the fastest and most powerful deck at the table coming out of the gate. It's sort of a punisher deck built to get under the clunky combo decks my playgroup (myself included) enjoys so much. Captain Sisay seems like a very solid addition, and she's dropped a bit in price after her stupid rules change spike. The fact that she's very slow is made up for by her ability "T: Draw the best creature in your deck." Tymna the Weaver may also be a card I'm underrating. She seems to do almost everything a card like Tireless Tracker does, and I would play as many of those as I could. I think I want to squeeze Vandalblast into the deck for SURE, along with Naya Charm, which I like better than Triumph of the Hordes due to its versatility as a Regrowth, or as an instant KO for someone (or multiple people thanks to Saskia!) who tapped out to play blockers. Dictate of the Twin Gods may be a "win-more" card but I won't know until I test it out. Pain Seer is a decent card but my problem is finding space for the little rascal. I would also want at least one more removal spell, probably either Crackling Doom, Wear / Tear, or Anguished Unmaking. They're very cheap and versatile, and i can't find any cards that do more for less in my searches. Maybe like Swords to Plowshares? But it seems narrow.