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At the beginning of your upkeep, you may choose a card type. If you do, each player sacrifices a permanent of that type.
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World Queller Discussion
4 days ago
Thank you VitalisStacs!
I think I have explained somewhere in the comments why I removed winter orb. Keeping permanents tapped is worse than completely removing them, for example with mass land destruction and constant sacrificing effects and it also can't compete with the effect of Land Equilibrium, which prevents multiple lands from even entering the battlefield. Same with static orb, it isn't strong enough to be worth the two-sided effect. Both cards are very weak in the early game and that is where I want to establish control.
I don't play mass removal for creatures because it's a one time hit and doesn't prevent further creatures from being played. Also, it's often just the commander or another recurring creature, probably a combo piece, that is really a problem. I think it's more efficient to disable what creatures are supposed to do than repeatedly clearing the table.
Clever impersonator is a bad Phyrexian Metamorph here, simply because of double blue and not being an artifact (everything that can't be cast with Mishra's Workshop has to be A LOT better than an artifact alternative imo). Grasp of fate is also a problem because of double white. Copy enchantment has too few targets in the deck and defense grid is too situational imo.
As for spot removals...I play a few targetable removals, for example Engineered Explosives, Umezawa's Jitte and Karn Liberated. World Queller can also get rid of certain card types, especially when I don't have one of that type in play at the moment. The good aspect of these cards is that they are all reusable. Playing a spot removal as instant or sorcery in a game of 3 or 4 players means giving card advadvantage to all players who are not losing a spell or permanent. In this deck I never want to trade 1:1 because I wouldn't be able to control the whole table if I did so.
5 days ago
A better replacement for Braids, Cabal Minion would be World Queller, you get to choose what everyone sacs and you hit more target types. Have you thought of running Sin Collector, Kambal, Consul of Allocation, or Archfiend of Depravity?
1 week ago
Thank you very much for the advice, I will be sure to go check out your Oloro deck for ideas and to repay the favour.
As for World Queller, I have had my eye on that card for a little while, debating whether or not I should add it to the deck; It has been in my maybeboard for about a week or two, after seeing it in someone else's Oloro build (I think it may have actually been yours, thinking about it, I feel like I remember seeing your name somewhere before :D). Anyway, I have been really contemplating adding the card to the deck and I just need to do a bit more testing with it before I can fully reach a decision (I have just been too busy lately to have already done so) - I will be certain to inform you of my decision, once I have made it.
As for Glacial Chasm; this was one of those cards that I heavily contemplated during my first draft of the deck on its inclusion, but I ultimately decided against it because I thought it was just too one dimensional and because I felt like the downsides were too great and hard to overcome. The reason I say that it is too one dimensional is because, like I said to some extent in my most recent reply to TheWallinator74, in this deck I tend to prioritize cards that serve multiple purposes (such as all the attritionate planeswalkers that serve as both win conditions and ways to slowly grind your opponents out the game and to slow down what they are trying to do) and this card by itself doesn't really provide much else other than a way to survive a couple turns that you otherwise might not be able to (and even then it can just end up killing you the very next turn). I mean, yes it can be really useful in those situations (where you are just about to die from an all-out attack from massive horde of tokens for example), but when you are in the kind of situation where you are just about to die, you need a bit more than a couple turns to recuperate especially since this deck is designed to be slow and grindy and as such it is impossible to come back from such a situation and suddenly win on the spot. Not only this, but when you dont need it, it will be a complete dead card in your hand, as it doesnt tap for mana, it kills you in a few turns and it is only worth using in the most dire situations when you have no other choice (but quite often in that case you dont really have the life to spare) and you cant even do it instant speed (so you have to predict when you may need it and it you predict wrong you can be heavily punished).
Another thing that really has hold me back from adding it to the deck is the forced sacrifice a land ability it has on it; I mean if it wasn't for that, then I may have been able to use the card with crucible of worlds to never pay the upkeep costs (or at least try to prevent the whole "you die after a few turns" aspect of the card), but as it is its just more detrimental than good as it is just impossible to try sustain and it is really situational in it's use (only being useful when you are about to die and it only working for a few turns before it kills you anway).
...To cut a long story short, sorry about the ramble btw (even i lost interest half way through it XD), I am definitely considering World Queller (just need to do some more testing before I make a final decision). But the Glacial Chasm is very unlikely to make it into the deck, just because it is just way too situation and it only helps right before you are going to die (which is not the sort of position you want to be in); i much prefer the many other protection cards I run, because they can be played at any time with no drawbacks, they (for the most part) stop you from ever getting into the position that Glacial Chasm is useful in and they just help from the instant they come into play(some one them even protect my planeswalkers, which is a HUGE bonus).
1 week ago
Glacial Chasm is fantastic, i know this was brought up before, but it can be played for free, you let it protect you during a critical turn or two, two turns only being a two life payment overall for immunity in those turns, and then you simply sacrifice it when not needed. this gives time to possibly draw into a wipe in a dangerous situation. Also, World Queller is great for specific removal like walkers or land decay. All that aside, a plus one to the deck, and a question to look at my oloro deck on my page to all willing to give votes and advice. Thanks and keep on.
1 month ago
You could start with cutting all the mediocre planeswalkers and enchantments that are not doing anything for creating a lock (because you say that is your plan here).
...There are so many cards that can effectifely create REAL locks, but I can't see how this current list could do that. I think you should cut a lot of irrelevant creatures here, because the most powerful lock pieces are enchantments and artifacts. Usually people can't run as many removals for these card types to prevent all of them from staying on the table, if your deck is full of that stuff.
2 months ago
I'm quite partial to World Queller .... It's done good work for me in the past.
It's got a high CMC, but In Garruk's Wake will also handle walkers.
2 months ago
World Queller, now there's an underrepresented card.
2 months ago
Merciless Eviction is good for walkers.. World Queller can also be fun.