Worldslayer

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Worldslayer

Artifact — Equipment

Whenever equipped creature deals combat damage to a player, destroy all permanents other than Worldslayer.

Equip (5) ((5): Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays in play if the creature leaves the battlefield.)

indieinside on

5 months ago

freddiefrick, we took out the Worldslayer combo along with Dragon Egg and Dragon Hatchling. Added the following -

Ancestral Anger, Dictate of the Twin Gods, Heartless Hidetsugu, Terror of Mount Velus

Thanks so much for the help.

freddiefrick on

5 months ago

indieinside I'm glad you found my suggestions helpful! Those two cards are very strong and will certainly speed up the game, if not win it outright. Here are some cards I might cut if I were you:

  • Brash Taunter: not a Dragon and rarely will be dealt damage. All your Dragons are scary enough blockers, too.

  • Dragon Egg: again, you have far more powerful blockers and a 2/2 that you can pump is just not good enough for 3 mana. It would be better to spend that mana in early turns getting ramp on the board.

  • Dragon Hatchling: same rationale as Dragon Egg.

  • Dragonmaster Outcast: OK in the late game, but it triggers on your upkeep so the Dragons you get will have summoning sickness. It takes a long time for this card to get going.

  • Doubling Cube: a very good card, but I'm not sure if you need it in this deck. Other ramp and cost reducers will probably achieve the same effect. Plus, playing this card may signal to other players that you're going to do a big combo, potentially putting a target on your head.

  • Worldslayer: probably don't need this. Your main wincon here is sending burn at opp face and turning your cards sideways.

Also, you might want to add cards like Ancestral Anger that give your Dragons trample. That card is especially good because it cantrips too. Hope this helps -- I'm eager to see the final version of the deck!

DrukenReaps on Challenging Maarika

1 year ago

Gleeock yeah, I was thinking about them 4 pips too which is why as much as I wanted to keep it.... you're right about removing Phyrexian Obliterator. I've got Worldslayer in the deck but I generally don't want to push things in that direction. One or two such effects in a deck makes for an occasional lockdown win but doing it a lot isn't fun for me. Oh Zurgo would definitely be worth looking at too for ideas! Thanks!

Thanks Tur! I'll see about making some of those changes. I do have a tendency to overcommit to strategies xD

wallisface on Squadron Hawk in Modern?

1 year ago

A loooong time ago I had a deck that utilised Squadron Hawk to ramp up counters on Quest for the Holy Relic. The wincon was then to use that Relic to slap Worldslayer on one of the birds, and with the help of something like Selfless Spirit, keep my own creatures alive while wiping everything else, and edge out a win through a few turns of combat damage before the opponent can find lands and rebuild a board.

That deck also had the old infinite mana combo with Devoted Druid and Vizier of Remedies, with Duskwatch Recruiter  Flip then acting as a solid game piece to further both potential wincons. The deck would often go infinite and win on turn 3, or else worldslay everything turn 4.

Saying all this, the meta has shifted considerably since I was running this deck, and i’m not sure such a combo brew would be viable in such a high-interaction meta these days. But I can say that, at the time, Squadron Hawk was great for all of fueling the combo, buying me time with expendable blockers, and thinning the deck in a way that felt meaningful.

TypicalTimmy on Misery is waiting at the gates of Armageddon

1 year ago

Your deck won the playtest last night, by the way. Once Avacyn hit, the deck worked like a charm. Your side dropped Worldslayer which another deck used the cost of Cyclonic Rift to stall for a turn because they didn't have 7 mana available, but the next few turns once Avacyn returned and was equipped once more, it decimated everything and quickly won the game thereafter.

carpecanum on Kefnet, Worldslayer

1 year ago

Khalni Gem and Firemind Vessel so you have more ways to cast Reshape for Worldslayer. Maybe even Sisay's Ring to replace Thran Dynamo if you need to hit a lower budget.

DreadKhan on Sarulf Voltron

1 year ago

Tyrite Sanctum can give Sarulf an indestructible counter, as can Daring Fiendbonder, but it might be hard to get that one into your graveyard. Witch's Clinic might be nice if Sarulf gets big. Other stuff that gives an ability counter might also be worth a look, Titanoth Rex for Trample, but Indestructible is a particularly useful ability in a deck like this. Culling Ritual might be a good way to get under Sarulf and grab a bunch of +1/+1 counters, especially if people run lots of tokens in your meta.

Not sure it's wise, but it'd be hilarious to throw in a Worldslayer for Sarulf to use with Darksteel Plate or some other indestructible source, it's pretty strong if you can set it up. It's also funny imagining a big wolf clamping a human-sized sword between his teeth.

I could be wrong on this too, but I feel like you probably want some ramp sources that put lands into play, Green has tons of ways to do that. If you're really that concerned about cards being 1 dimensional (and being potentially dead), you can run Wood Elves, Farhaven Elf and Springbloom Druid to get lands into play while also offering a blocker I guess?

I like the idea of adding more defensive spells, very cool and challenging Commander to build.

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