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Wrath of God
Destroy all creatures. They can't be regenerated.
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Wrath of God Discussion
1 hour ago
Hanna, Ship's Navigator, Wrath of God, Darksteel Ingot, Kjeldoran Outpost, Oblivion Ring, Supreme Verdict, Counterspell, Aggressive Mining, Conjured Currency, Smoke, Silent Arbiter, Steel Golem, Grid Monitor, Delusions of Mediocrity, Rite of Replication, Reliquary Tower, Rust Elemental
Not sure how good Trinket Mage is for you. Celestial Dawn also seems a bit questionable. I think adding a land to go up to 36 and then filling from there would be a solid plan. The above is just a list of possible things to include, obviously they aren't all going to fit in the list.
2 hours ago
Nicol Bolas, Planeswalker?????????????????????????????????????????????
If you are gonna play with red, defintely include Bolas.
Ashiok, Nightmare Weaver is too good to not play here. Stealing your opponents stuff is extremely powerful.
Freyalise, Llanowar's Fury is also a Planeswalker I think you should be playing.
Kaya, Ghost Assassin is pretty underrated. I think she is very good, you get some drain and card advantage. Consistent too.
Kiora, the Crashing Wave has one of the best minus abilities of any Planeswalker, and the Ultimate is very strong.
As a rule of thumb, I would try to stay at 2 Planeswalkers that share a type Maximum, that means two Jaces and two Ajanis, but not three. That gives you a slot for a much stronger card, and something you can play at that.
Sarkhan Unbroken is very strong. The ultimate isn't much help in Superfriends but it's his plus and minus that really makes him shine in my opinion.
Also, I would go down to 36 lands.
Wrath of God is better than Sublime Exhalation. Or any other board wipe for that matter. Hell Fumigate is better. Most of the time Exhalation will be a 5 drop since three player is the usual commander game. Fumigate and Wrath both have an extra effect that puts them over Exhalation.
As always, Nykthos, Shrine to Nyx is always a great land, and devotion is pretty easy in a deck like this.
Exploration is a nice ramping enchantment you might want.
Omniscience feels out of place here. Your only way to play it is to hard cast it, and that is less than ideal. I would find some way to cheat it out like with Academy Rector + a Sacrifice Outlet or a card like Show and Tell. If you want a similar effect to Omniscience you can play mana doubling enchantments like Mirari's Wake or Mana Reflection. If you can't find a way to cheat it out, I would say cut it from the list and replace is with something else.
An underrated card that people play instead of Omniscience is the card Dream Halls. This enchantment allows you to cheat out ANYTHING as long as it shares a color (note: colorless is not a color) and you discard that card. This card is bonkers and even better if you find a recursion engine so you just bring everything back from the graveyard.
Amulet of Vigor seems out of place because it's usually a combo piece for an infinite in most decks. I guess this card is good because your lands will always come in untapped, but this is ONE card in a deck of 99. that's very inconsistent odds.
Since you have Rings of Brighthearth I would definitely get a Basalt Monolith so in the off chance you get both on the field you will have infinite colorless mana, which can definitely help you cast your spells. Rings has a TON of combos, look them up and see what you like.
There is a lot of protection in your Planeswalkers, but you should also provide additional protection to make them even better in terms of Protecting themselves. A card like Privileged Position would be fantastic in this deck.
I know you want to play Red, but the amount of cards you play with red in the end is not worth it to lower the power of your deck by such a large amount. Atraxa is the best Superfriends commander and there is no doubt about that. In the end your choices are your choices, but I will always tell you that you made a mistake by switching commanders.
Finally, get more removal. Sure you have some removal in your Planewalkers but they aren't at instant speed. You should get more spot removal that exiles like Anguished Unmaking and Utter End. Cards that target permanents are the best thing you can have for a deck like this. Definitely get a Vindicate. Also, keep in mind that Path to Exile and Swords to Plowshares are two of the strongest removal spells ever printed in Magic.
1 day ago
Hello there, BlackWitch!
So I've been wondering how can you, with all the awesomeness and kickassness you already have, become more resilient.
I've found some interesting pieces that might suit your needs and wills.
Artifacts/auras to stick to Kaalia and lean back relaxed while she reaks the havoc she was born to dwell in:
Champion's Helm -looks good on on sadistic flying cleric chicks imo.
General's Kabuto -shroud and no damage is just what Kaalia needs! The only thing still that could break her is a wipe.
Ward of Lights/Cho-Manno's Blessing -are both similar with the exception of Cho-Manno's Blessing being much better. Maybe a little costly but certainly worth a thought or even two.
Righteous War -it's a two-colour Earnest Fellowship.
Reconnaissance -that would be nice if you wanted a Dolmen Gate effect. Not if Kaalia has shroud but still a valid ability. Maze of Ith can help you with that, as well as making opponent's creatures do no damage.
Stave Off is just a Gods Willing with no extra effect. Simply a reliable one-drop.
Otherworldly Journey can both protect your commander from being destroyed and make her more beefy with the counter. Same can be done with Ajani's Presence or Undying Evil.
Bathe in Light can be used on Kaalia and grant protection to all the other creatures you control at the same time. To be used at a tougher than expected combat phase or in order to make your attack go through.
If you are facing an incoming Wrath of God or such, you can always use a Ghostway! Similar effect can be achieved with Cauldron Haze or even Cauldron of Souls only with -1/-1 penalty.
If you want a protection against every spell AND not just as a counterspell but with until-end-of-turn effect, there's always the old friend waiting: Silence. Very powerful imo. I need to get one as well! I wonder why doesn't it cost much more.
Now for more proactive play:
Go for the Throat is a really nice spot removal which black can provide.
Aurelia's Fury -this card I am always biased about. It can be costly, it can be cheap. It can be useless if you want pure damage of pure control. But if you need to just tap the creatures or if you just need to counter that creature spell it is the one you go for. AND it does damage!
I see you like discards and no wonder -it's a very efficient and honestly -tilting activity. If you want maximum salt, I propose Hymn to Tourach. No targeted discard can tilt as much as random shot at two lands in opponent's 2nd turn, or even before that. Pure cruelty and immorality. But that's what you aim for, right?
As to the creatures I've found:
Ending the topic of discards: Mesmeric Fiend. Not OP, but hell, it might be just what you want.
And while at two-drop creatures, Benevolent Bodyguard, Obsidian Acolyte, Daru Spiritualist, Selfless Spirit and Standard Bearer can all help you with the Bearer being far superior to others imo. If killed/discarded, you can also bring them all back with the Reveillark! Same can be done to one-drops (like the Mother) with Ranger of Eos.
Last, but not least: Deathless Angel. I know it's not the omni-potent killing machine you'd like to drop with Kaalia, but it's really nice when comes to protecting her mother or any sibling actually.
Now the tricky part: I have one thing I don't really know if it works and some that I know you won't like, but I still want you to know them.
Illusionist's Bracers can potentially let you put two fatties on board at once. I'm not sure if it really is so, sadly.
And all the life-loss cards:
Phyrexian Arena -come on! It's supernice! Who cares about 1 life if you draw a protection you'll need or a demon that will win you the game!
Same goes for Night's Whisper and Skeletal Scrying.
Toxic Deluge just annihilates the board. You usually control more beefy ones so you can get rid of anything to the threshold you choose.
Grim Tutor is just another one to get what you need.
Both Thoughtseize and Mind Twist look good. Mind Twist can really vegetablify the opponent at almost any time of the game.
And the last one: Hall of the Bandit Lord. I know 3 is a lot of life. But considering you might take far more from the opponent I believe it can be neglected. The card is very powerful if used correctly. I believe it could make the deck more aggressive, just another brick in your wall of hatred in the wrath castle of Kaalia.
I hope you will take as much as you can from it and that it will help you somehow in making this damn good deck a masterpiece.
3 days ago
Just a bunch of suggestions. I recommend a lot of discarding and field wipes for her.
Kaya, Ghost Assassin - Herald of Anguish - Liliana's Caress - Mardu Charm - Megrim - Myojin of Night's Reach - Pain Magnification - Sangromancer - Scythe Specter - Skull Rend - Nezumi Shortfang - Unnerve - Waste Not - Words of Waste - Tasigur's Cruelty - Painful Quandary - Banshee of the Dread Choir - Bite of the Black Rose - Capital Punishment - Creeping Dread - Entomber Exarch - Elesh Norn, Grand Cenobite - Myojin of Cleansing Fire - Day of Judgment - Temple of Silence - Temple of Triumph - Temple of Malice - Go for the Throat - Doom Blade - Mortify - Austere Command - Incendiary Command - Damnation - Wrath of God - Crux of Fate - Deathbringer Regent - Archfiend of Depravity - End Hostilities - Plague Wind - Sublime Exhalation - SUPER METROID - Weathered Wayfarer - Planar Cleansing - Intrepid Hero - Adarkar Valkyrie - Avatar of Woe - Sire Of Insanity - Urborg, Tomb of Yawgmoth - Vault of the Archangel - Liliana of the Dark Realms - Liliana of the Veil - Shared Trauma - Dread Summons - Anger - Filth - Blasphemous Act
3 days ago
Emeria Shepherd Good value recursionMother of Runes Super powerful protection, but less useful since she can't target your commanderSolemn Simulacrum Pure valueBurnished Hart Ramp, which is important in a mono-white deckSun Titan Strong recursion, particularly for low cost vehiclesThalia, Heretic Cathar Strong disruption on your opponentsEmeria, The Sky Ruin Basically an autorun in mono-whiteHigh Market Useful for preventing exile-removal so that you don't lose creaturesMyriad Landscape RampNykthos, Shrine to Nyx Autorun in mono-color decks (although you may not want it depending on how many artifacts you end up runningReliquary Tower Good value landRogue's Passage More value landTemple of the False God Value landDay of Judgment Cheap boardwipeMartial Coup Token-themed wipeWrath of God Better version of Day of Judgement (recommended to run both though)Path to Exile Autoinclude in all white decksReturn to Dust Very strong removalMartyr's Bond Good in token decks as a deterrent for opponentsOblivion Ring Strong temporary removalSkullclamp Super strong card draw in token decksSol Ring Best card in EDHSwiftfoot Boots Strong protectionSword of the Animist Decent rampElspeth, Sun's Champion Very strong white walkerAngel of Serenity Super strong removalDarien, King of Kjeldor Very strong token generatorElesh Norn, Grand Cenobite One of the best white cards in the game, broken as fuck in token decksHeliod, God of the Sun Token generator with a nice passiveIona, Shield of Emeria Straight BMMikaeus, the Lunarch Fantastic synergy with tokensWeathered Wayfarer Really good land fetching, particularly strong against green playersDarksteel Mutation Fantastic removal against commandersLuminarch Ascension Completely busted token generator, but paints a large target on youCaged Sun Busted mana doubler for mono-colorsGilded Lotus Good colored mana rockHedron Archive Good rockSensei's Divining Top Pure ValueThran Dynamo Strong rockWorn Powerstone Very strong rock (much stronger than it seems)Entreat the Angels Very strong token generatorTerminus Powerful board wipeCrib Swap Off brand swords to plowshares/path to exile, still definitely worth runningWhite Sun's Zenith Strong, re-usable token generatorBuried Ruin Artifact recursion on a landDarksteel Citadel Indestructible artifact landShrine of the Forsaken Gods VERY strong land for artifact decksThespian's Stage Land copierVesuva a different land copierUgin, the Spirit Dragon Best planeswalker in the game, particularly with artifacts
4 days ago
right, so ima make a few suggestions. None of my suggestions will really be budget, also my comments may be a bit harsh.
one drop the amount of creatures you are running its simply to many. Also the creatures here it seems are pretty bad most could be a lot better, although these creatures are fire:
- Avacyn, Angel of Hope
- Dragon Mage
- Hellkite Tyrant
- Karmic Guide
- Kiki-Jiki, Mirror Breaker
- Master of Cruelties
- Rakdos, Lord of Riots
- Restoration Angel
- Sire Of Insanity
some creatures that id recommend on adding
right now on to your instants.these are subpar and can go:
- Volcanic Offering
- War Report
- Wretched Confluence
- Pay No Heed
Id try putting in some of these:
right now im looking at your artifacts more specifically your ramp, where is it? like youre playing kaalia you want ALL the ramp some good ideas for your ramp are;
- Boros Signet
- Coalition Relic
- Lotus Petal
- Mana Crypt
- Mana Vault
- Mox Diamond
- Orzhov Signet
- Rakdos Signet
- Sol Ring
right now for your spells these can probably go although yawgmoths can possibly stay.
- Mob Rule
- Nightmare Incursion
- Obzedat's Aid
- Temporal Extortion
- Urborg Uprising
- Yawgmoth's Will
id recommend running some stuff like:
you dont wont many enchantments like 5ish at most, these are some decent choices:
- Aggravated Assault (only run this if youre running Sword of Feast and Famine)
- Blood Moon
- Phyrexian Arena
dragon tempest is fire.
and now finally lands if you want your land base at a stupidly good level just copy and paste my land base.
i hope this helps feel free to check out my kaalia
5 days ago
Are you sure you want to make a graft deck? I think you can do a pretty efficient budget monogreen hydra ramp deck on a totally different and easier way.
But if you really want to keep going this way, then...
I believe you might focus your sideboard options on choices that will hose your opponent's strategies rather than pumping your creatures. Try cards like Negate, Vapor Snag, Krosan Grip, Echoing Truth, Pithing Needle, Unsubstantiate.
In general, graft is a complicated hability to say the least. And once the hydras get big, they already got big... I think you could focus on the plan of either going Mono-Green Ramp, RG Ramp or GW Ramp.
The difference of TRAMPLE-LESS 10/10 , 15/15 or 200/200 creature is slim because they are all lethal, they all won't be killed by Lightning Bolt (but will be killed by Path to Exile/Doomblade) and they won't get the damage through a 0/1 creature. So I think once you ramp to a 8/8 or even a 6/6, you should aim to kill the opponent's board along with the ramp. This way, once you have a huge hydra, it will get the damage through. AND it willgive you time to ramp if you run Anger of the Gods/Bonfire of the Damned/Wrath of God because no creatures will be attacking you for a while.
6 days ago
Burn decks are just more spell-based aggro.
Control decks are not about just saying no. At least, not contemporary control decks. Most control decks now have cards that interact with opponents' spells, aiming to stabilize around Turn 4 in Modern (T4 Format) with something like Anger of the Gods, Wrath of God, etc. In modern, many control decks seek to win via card advantage engines like Nahiri or Tasigur. This is in part because WotC is pushing away from traditional control decks that truly just wear your opponent down and win with Celestial Colonnade beats. Nonetheless, control is about saying no until it can win, not just saying no and hoping for a concession.