Winds of Rath
Destroy all creatures that aren't enchanted. They can't be regenerated.
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Winds of Rath Discussion
5 days ago
Thanks! And no worries, do what you can when you have the time. I just happen to get caught up in my posts and lose track of time.
Really? I'm actually surprised you don't have trouble with mana fixing considering how vital the early points on the curve are. Nevertheless, I do believe the options I listed would work on a more consistent basis than what you currently have.
I don't think you need more interaction. There are really not too many more good options aside from what you already have. Song of the Dryads, Council's Judgment (if your meta has decent threat assessment skills), Decimate, or Unexpectedly Absent are the only decent options I can think of that you don't already have. Out of those Unexpectedly Absent is probably your best bet.
5 days ago
First off, excellent suggestions! I think I have an idea for the next draft of my deck. I would be craft a more detailed response, but I'm a little short on time today. I guess I'll update it a little bit later and get back to you with the updated draft.
That being said, when I update it again, I'll create custom categories for each type of card, so that it's easier to analyze the differences, and I'll update the lands as well, though I don't tend to have any color-fixing issues, due to the broad range of duals at my disposal, not to mention dorks and rocks. I have actually been using some additional dual lands recently, but I wanted to wait to acquire all my cards and get some more feedback from you before I made an update to my decklist.
Just to be clear, you'd recommend replacing Winds of Rath with a single-target creaure removal spell, right?
6 days ago
Glad to hear the deck has turned out for you, even if it was slightly.
Personally, I would just replace Winds of Rath. My logic being that I usually only need a board wipe when I am behind (i.e. My general has been wiped a bunch/poor boarstate). If this is the case, then I've probably already lost. Voltron is an aggressive deck, thus we need to focus on resilience and efficiency.
There's nothing wrong with wanting Wheel of Fortune. It's an amazing card, yet I forgot about it. It's definitely a better option than Harmonize granted you have the money to acquire one. I'd include it if you have the ability.
Other than Thalia, Heretic Cathar, there is Linvala, Keeper of Silence (good if your meta has an abundance of Kiki/Splinter Twin combo, early game mana elves, or generals with problematic activated abilities like Arcum Dagsson or Yisan, the Wanderer Bard) and Magus of the Moon/Blood Moon (this depends on how comfortable you are playing a three color deck with this kind of effect as well as how many decks in your meta will be punished by it).
I've also tested Sanctum Prelate and Ethersworn Canonist, but they hindered us too much. Scavenging Ooze and Containment Priest didn't do much either, but testing them led me to find that Ground Seal was the most efficient graveyard hate option.
I think running 4 colorless lands is fine. I have gotten away with it and had few issues. You have a lot more options than I do when it comes to that last colorless slot, so choose wisely. Do you value the haste, pump, and vigalence of Slayers' Stronghold? The large pump and evasion from Kessig Wolf Run? The double strike from Sunhome, Fortress of the Legion? The removal that comes with Contested Cliffs? Or the protection that comes from Yavimaya Hollow?
6 days ago
Assuming my total number of disruption cards is seven, I was thinking that those slots would be filled by Gaddock Teeg, Grand Abolisher, Blind Obedience Aven Mindcensor, Armageddon, Red Elemental Blast and Constant Mists.
I was thinking of including an extra land destruction spell or counterspell, but I figured that diversification might be important, given the limited number of slots available: that's why I just selected one counterspell. Constant Mists Would definitely be an asset in my deck.
What do you think? That's assuming I adhere to 14 slots.
I guess another way of looking at it is that these are my 14 survival cards, and I tried to categorize them as best I could, albeit loosely. lol
1 week ago
The problem with Ignition is that it requires Uril to be on board. In most cases you would want to wrath the board when you are behind (meaning Uril has low P & T or is in the command zone). I'm just not a fan of board wipes with requirements.
If your looking for another board wipe, I believe Divine Reckoning is worth considering.
With regard to cmc, always keep your curve in mind. You either want it to look like an ascending or descending staircase from 1 - 3 mana. Aggressive decks like voltron should be aiming for the later (descending).
Bolt, unlike other removal spells, is meta dependent because it only deals a set amount of damage. If you're having problems with early game creatures or someone in your playgroup has a general that can be hit by bolt, then it could be reasonable.
Grasp of Fate is probably the best removal spell that you are missing.
How I would make the changes...
Land -> Mox Diamond
Of course everything is up to your discretion. Feel free to debate, inquire about, or ignore anything you don't agree with.
1 week ago
I do consider Chandra's Ignition board wipe, akin to Winds of Rath, but what makes it particularly useful is that it potentially enables me to kill or at least seriously cripple my opponents simultaneously: it's kinda like a Swiss Army Knife. Perhaps you're thinking that it's too inefficient, considering how quickly my deck ramps up. Perhaps if it was instant-speed it would be harder for me to part with.
2 weeks ago
In place of one of your wrath cards, what do you think of Winds of Rath?
3 weeks ago
Good... but missing some key pieces.
-Phyresis for a quick finish
-Winds of Rath one side board wipe
-Copy Enchantment does literally anything in this deck
-Zombie Infestation combos with Necropotence
-Seal of Cleansing in case you already wasted Banishing Light/Oblivion Ring
-Propaganda keep early beaters off your face
-Stasis + Ghostly Touch PURE EVIL
-Energy Flux destroys artifact decks and forces them to scoop unless they have infinite mana