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  • Abrade deals 3 damage to target creature.
  • Destroy target artifact.

Latest Decks as Commander

Abrade Discussion

Icbrgr on Modern Prowess

1 month ago

things in the modern meta to be mindful of are Chalice of the Void and Ensnaring Bridge... have access to a lot of artifact and enchantment removal. I suggest 2 copies of Prismatic Ending and 2 copies of Abrade/Rip Apart. Prismatic ending counts as a 1cmc spell so it can hit chalice on and rip apart can get rid of chalice on and both can clear away ensnaring bridge... maybe even Hurkyl's Recall for affinity matchups.

you dont seem to have much reliance or utilization of your own graveyard as a resource so Rest in Peace/Relic of Progenitus seem like a great option for hosing opponents with graveyard shenanigans.

Cleansing Wildfire/Alpine Moon seem like good options for dealing with somthing like Inkmoth Nexus... Blood Moon also works but its a bit high cmc and youd have to make sure you fetch a basic Plains/Island before playing it.

Because you are in a good countermagic spell could be Remand... it might buy you a turn against a combo deck like Saheeli Rai + Felidar Guardian and draw you a card.

Polaris on Nivmagus Elemental ability usable repeatedly …

1 month ago

First, we need to go over casting basics. A spell is cast and resolves in a few steps. First, you announce your casting the spell. You make any choices (which mode of Abrade, how much is for Comet Storm and if you're kicking it, etc. Once you've done that, you select any targets and figure out the cost of the spell. You pay that cost and then it's cast. At this point, the spell goes into the stack.

Players now get a chance to respond (this is when you cast your Counterspell). If no player does, the top item on the stack resolves (this is when Counterspell would take effect). Once a spell or ability finishes resolving, it leaves the stack. A permanent spell enters play, an instant or sorcery goes to the graveyard, and an ability just disappears.

In this case, you then respond to your Counterspell by exiling it to Nivmagus Elemental. The exile is part of the cost, which means no one can respond to that part. By the time the ability goes on the stack, the Counterspell is exiled. Players get a chance to respond, and if they don't, you resolve it and put the 2 counters on your Elemental.

Now to your questions.

  • Yes, the ability works to exile the Counterspell.
  • No, any spell you exile to Nivmagus Elemental gets taken off the stack (into exile) and will not resolve. You're trading out the spell for +1/+1 counters, go their Lightning Bolt will resolve and deal damage since it wasn't countered.
  • Yes, you can activate Nivmagus Elemental any time you have a spell to exile to it. There's no tap requirement or other limiter slowing you down, so you can feed Nivmagus Elemental as many spells as you can cast. Even copies of spells are fair game, so if you manage to chain seven cantrips (like Manamorphose) and then cast Grapeshot, its storm ability will make seven copies and you could exile all of them plus the original to Nivmagus Elemental to put a total of 16 +1/+1 counters on it. In fact, spells exiled to Nivmagus Elemental still count for storm, so you could also get some of the cantrips for even more counters.

GregariousG on Gonna Need A Bigger Playmat | *Primer*

1 month ago

To Profet93,

Thanks for stopping by! Sensei's Divining Top is a good suggestion. I think I went through a phase where most of my decks had SDT and didn’t use it properly. As for Rip Apart, it has been good enough. Rip Apart has the flexibility that I want in my removal. However, it is sorcery speed and doesn’t have a colorless cost. I’m willing to swap this with something else for testing purposes.

I don't see too much draw, removal or wipes in your deck. I take it you're going for full on synergy and relying on the table to take out threats when needed? Not to say you don't have removal or draw, just seems on the lighter side. What are your thoughts?

My philosophy on board wipes is this; I’m the aggro/mid-range player and they can boardwipe me. If I need to wipe the board as the aggro player, I’m already behind, as it is. As well, there is no efficient way to tutor a board wipe in Naya. I play board wipes in combo or control decks. However, I do have Ugin, the Spirit Dragon to acts as a board wipe if I need it.

As for draw effects, I think this deck has more than you might think. Though it doesn’t have instants that draw, this deck has plenty of tutoring and recycling. Chromatic Sphere, Chromatic Star, Ichor Wellspring, and Soul-Guide Lantern are my cheaper draw cards. Esper Sentinel acts as a artifact-based Mystic Remora and Solemn Simulacrum ramps and draws a card. More importantly, all of these cards are recurrable. Goblin Engineer tutoring Ichor Wellspring steps up a strong draw engine. Same with Goblin Welder. Each of the above artifacts are great targets for recycling loops. Remember, I can also use Oswald Fiddlebender to tutor for a draw based artifact.

As for removal, I can see your point. I can add more instant speed removal. However, there is removal in the deck. Alibou, Ancient Witness pings any target based on the number of tapped artifacts, which is plenty most of the time. Same story with Terror of the Peaks, which pings when a creature enters the battlefield. Meteor Golem is a catch- all removal that is cheated most of the time. I find myself leaning most on Walking Ballista to mow down the field. If I were to swap Rip Apart, I think i would add Nature's Claim, Force of Vigor, Abrade, and/or Dromoka's Command (because of instant speed +1/+1). I’m looking at this more than creature removal because this deck loves to force bad blocks. This deck shuffles counters so much that it makes blocking a nightmare.

juanchite86 on Aggressive Shamans

2 months ago

Thanks for your comment mindset905

I finally removed Abrade altogether and went all in with creatures.

plakjekaas on Questioning the Iona Banning

2 months ago

When you mentioned Mindbreak Trap I was that person, and I had only said at that point that white needs more fun ways to win and not more powerful ways to slow down the game. I was arguing for more fun, you responded with "bringing back unfun helps, but not in a fun way. Counterspells aren't fun, so ban unfun". That's a bit of a non-sequitur, to both my and your own words.

The point of my examples was: I dealt with the problem permanents that prevented my most effective strategy, in a way that my deck wasn't designed to do, but forced through without access to the specific tools to remove the problem permanents. I didn't let it ruin my day, I didn't give up on my deck. I improvised, and found a way. It doesn't matter I ignored options, my focus strategy was hosed by a single permanent and it didn't prevent me from having fun. Contrary to every story you told about your mono red artifacts. You don't seem to believe it's possible, yet I did it. That was the point. How'd you miss that?

"If i sound hypocritical, it's specifically because I'm turning your and the RC's hypocritical arguments against themselves."

No, if you sound hypocritical, it's because you state something and then defy your own words in the same argument. That has nothing to do with me or the RC. Like this:

"I specifically said that mono-red has no enchantment removal"

"I Chaos Warp the Leyline? use the one card in red capable of dealing with an indestructible non-creature permanent to deal with 1 "destructible" enchantment?"

How is it relevant that the enchantment is not indestructible if you don't have any other answers for it anyway? Warp removes the enchantment, everytime you said red has no enchantment removal, you were wrong, and wilfully so, because you have examples at the ready of how you used it before! When you need to make your case, however, red has no enchantment removal, and when you're called out, your removal is suddenly too important to use on the card that you say single-handedly disables your entire deck. Of course it can backfire, it literally has chaos in its name. Say, 8/85 chance of hitting something worse, vs. 100% chance of not playing the game when you don't. You even mentioned Mycosynth Lattice as a way to deal with Iona, that also makes the Leyline Abradeable. Liquimetal Torque does the same. That, plus all the colorless removal spells you listed in the original post, is an awful lot of ways to do something you say you absolutely can't. Most of which you've already shown you're familiar with. That's hypocrisy.

Now how relates all of that to Iona? "The one difference between Iona and all other problematic cards you named, is that Iona can be your commander, making sure you still have access to it after Oblivion Stone. That's where it differs from Leyline of the Void which, yes, can be in play from turn 0, but there's going to be a lot of games where it won't, and it probably won't return after the O-stone."

"The rationale for banning Iona is that it leads to a play experience the rules committee wants to discourage, which is locking people out of playing the game. That's paraphrased from the ban article. Not locking out from winning, which is what you're talking about. Also, discourage, not prevent. You can still do it, but a flagship commander for that strategy that, no matter how you build her, it's gonna cause that bad time, that gets banned. Braids, Cabal Minion is banned for the same reason."

But you cleverly ignored the commander part in every response, only replying to what you thought I said was wrong. Y'know, refuting an argument, whereas the real subject of the argument was not addressed or refuted, but instead replaced with a false one. That's the textbook definition of that strawman, that you tried to ban a commenter for. With a little ad hominem on top. It's ok for you to do, but when someone else does it to you, it's suddenly a bannable offense? I like that projection, in relation to the original topic. Hypocrisy.

"I'm not saying that others shouldn't be able to lock me while i can lock others. I'm saying that if i can't lock others in a way that is very difficult for them to respond to, they shouldn't be able to lock me in a way that is very difficult for me to respond to." Exactly. You're arguing an either/or situation and you swing against whichever one you're challenged on. You don't have an opinion, you're fine with anything that's not the way things are now. You want to argue, you don't want to understand. Like a toddler whose toy was taken away and vindictively wants their friend's toy taken away too if they're not getting theirs back.

YamishiTheWickedOne on Sangre Por Sorin

2 months ago

Lietenant looks nice on paper at a glance, but tbh I feel like he's for vamps with a very low, fast curve, and imo at least 8 turn 1 creatures.

Reasons to play Orzhov would also include Edgar, Charmed Groom  Flip, Blood Baron of Vizkopa, Adanto Vanguard and Welcoming Vampire. Edgar is the same base effect as Lietenant for twice the mana but Edgar has a much better body, being out of bolt range immediately and immune to Vanishing Verse, and even if he eats a Push or Unholy Heat he doesn't STAY gone. White also gives you access to some of the best sideboard cards ever made including things like Stony Silence and Rest in Peace.

Reasons to play Rakdos are numerous. Stromkirk Noble, Stromkirk Captain, Olivia Voldaren, Insolent Neonate, Falkenrath Pit Fighter, and from the non-creature side, Lightning Bolt, Terminate, Dreadbore, and a whole host of sideboard options like Rakdos Charm, Abrade, Shatterstorm, Boil, and so on.

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