Abrade

Abrade

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

Latest Decks as Commander

Abrade Discussion

Steven89 on Perv”R”Us, the Fat Sling (EDH)

1 week ago

Thank you for your thorough explanation. I guess I missed some cards while writing down my comment (indeed, you have many more wheel effects than I initially thought), sorry for that^^

That clone shell play you described is indeed very elegant. I never thought about in that way, thank you.

My comment on the mana rocks was not meant to say that you need to play more manarocks. I just wanted to point out, that I like the rocks more as they give you mana continually. Which is extra helpful after wheeling the hand. But after having a look at your list, I would recommend Hedron Archive. It cost 4 mana and it probably won't help you cast Purphy B. sooner. But it gives you more reach in the lategame. Another option would be Lavabrink Floodgates. I tested the card and I was pleasantly suprised. Again, at 4 mana, it probably wont help you casting your commander on turn 4. However, it is a nice political tool which might drastically change the way your opponents play. Any deck that runs creatures is hesitant to further develop the board because they cannot be sure if the other 3 people will put a counter on it or not. Granted, your friends can and will talk about it and they might find a way to never let it blow up (which is also fine, it still nets you RR). However, if the board gets wiped by some other card you will lose the floodgates very fast. Nevertheless, I really really like this card as it is so much fun dropping this and seeing how your opponents play around or with it. And your board almost always will be unaffected by the 6 damage. Though, both of those recommandations do not go very well with your gameplan of turboplaying Purphy B. on turn 3 :/

Have you ever considered War Room or Bonders' Enclave? These lands also give you more reach in the lategame essentially for free regarding card slots in your deck.

The "best" line happens very, very rarely, but is very satisfying: turn 1 Mana Vault, turn 2 Purphy B. and on turn 3 swinging Blightsteel Colossus :D Apart from that, getting that 2 cmc mana rock on turn 2 is great and always desirable. I usually aim to get Purphy B. out on turn 4. Next turn I also pass with Purphy B. to either be able to interact (e.g. Chaos Warp, Abrade, Mirage Mirror) or to potentially cheat to block) or to cheat the creature at EoT just before I get my next turn. And from then on, it is all about reading properly the politics and the dynamic of the table to navigate around the hate of the opponents. I always seek to side with the table to hopefully take someone out (the less opponents the better our deck gets). This is why it is so important to not become the archenemy. With our commander being so resilient I try to squeeze every inch of value out of my Purphy B. activations and to have them be as effective as possible. I consider it normal to not activate Purphy B. at all, when I dont get anything useful done with the activation. This barely backfires as the thread of activation usually prevents my opponents to attack me. And this leads to the best case scenario I want to be in: The best case scenario is when the opponents use their resources/attacks among them and not at me which happens naturally. Opposing counterspells are less effective as I mainly use the mana and cards in the activation of my commander. This alone leads to more counter spells of my opponents targeted at spells of my opponents. The same is mainly true for any creature removal spells. Granted, the removal can hit my creatures to prevent damage, but if the damage of the creature is not life threatening, what usually happens is that the creature won't get hit by the removal if it would die anyway. This leads to removal spells being spend at opposing creatures.

One final word on Valakut Exploration. Even without fetches, this card provides needed value in monored. It also synergizes niceley with Fires of Invention and more importantly the cards end up in the grave and not in exile while pinging the opponents face. Having the cards in the graveyard is not that bad, as we can reccur many cards in the graveyard.

Here is my list: https://tappedout.net/mtg-decks/sneaky-purphy-b/?cb=1609782125

maxbiatch on Rakdos DS

2 weeks ago

Pretty cool build! Have you thought about changing the land base a bit (more fetches, are Dragonskull and Castle working well?) and I am not a huge fan of Angrath's Rampage in the Sideboard. It can hit different things, but can be pretty worthless as well. I tend to run Abrade, Dreadbore or Feed the Swarm in the Sideboard. They are a little more limiting, but instant speed and making you target what to destroy can be a big advantage. Or change cards like Watery Grave into Overgrown Tomb so you can fit Assassin's Trophy or Abrupt Decay into the Sideboard. Depending on your meta, Cleansing Wildfire could be a nice pick (dismantling Oops and Belcher, which Kolaghan's Command fails to do most times). Rain of Gore can turn into a boomerang against Heliod, Sun-Crowned, it's not a bad card but isn't an auto win against these decks either, but I've not found a better solution myself yet. Noxious Revival seems interesting and I think I've never seen it in Shadow ever before. Is it working for you? Are you usually targeting yourself with it or your opponent?

RNR_Gaming on Adeliz leads some angry Wizards

3 weeks ago

More interaction, cantrips spells and draw engines.

Budget interaction package

Counterspell

Delay

Swan Song

Dispel

Negate

Abrade

Lightning Bolt

Chaos Warp

Narset's Reversal

Spell Pierce

Mental Misstep

Muddle the Mixture

no budget interaction

Force of Will

Pact of Negation

Force of Negation

Snapcaster Mage

budget cantrips

Gitaxian Probe

Preordain

Ponder

Brainstorm

Windfall

Narset, Parter of Veils

engines

Mystic Remora

Rhystic Study

Underworld Breach

Cut all the cards that are dead if you dont have a board state. Pump cards are situationally great but have a very low floor.

Specter_Of_Communism on Budget Kess

1 month ago

Спасибо за пояснения по Wishclaw Talisman, жаль, что сам не догадался.

На сколько понял, основное применение Simian Spirit Guide это выставить раньше манакамень, остальное скорее дополнительные приятные бонусы. Надо потестить, спасибо за совет. Хотя, На задворках сознания покоиться мысль, что на этом месте должен быть мокс и что Lotus Petal лучше, т.е. это карта категорией ниже по вэлью.

Красные ритуалы считаю слишком ситуативными, если у тебя нету двух двухмановых манакамней, то не вижу большого смысла. Три красных единовременно мало в каких игровых ситуациях могут пригодиться, раньше играл, не помогало. Аналогично хочу выкинуть Dark Petition, такой тьютор должен использоваться для закрутки, а три маны не всегда удаётся удачно утилизировать, потраченная лишняя мана на розыгрыш этого заклинания может похоронить, т.к. не хватит маны на прикрышку. Раньше этого не замечал, т.к. в основном играл через изохрон, а там цвет не имеет значения.

Сколько не играл такой сборкой Кесс, почти всегда High Tide себя окупает, а на столе 2 острова + синий манакамень. Думаю, 8 островов для колоды + какое-то число фечек вместе с шоками достаточно для того чтобы играть стабильно этой картой. Да, и отличный фарм потенциал под Underworld Breach + Frantic Search

Касательно Abrade, Drown in the Loch, Serum Visions, Faithless Looting у нас в мете успевают(чаще всего тир-2 бюджетные аналоги), я бы ещё добавил к этому списку Feed the Swarm. Нету засилья дорок чтобы играть в большее число аое, в связи с чем ремувалы выполняют свои функции, как и адвантаж. Будут лучше карты, заменю.

Geralda on Budget Kess

1 month ago

Wishclaw Talisman сейчас кладут не только в бюджет (кстати, у тебя этот лист так называется ;)), талисман сейчас довольно популярно класть комбо-дэки независимо от бюджета, тут на таппедауте таких листов действительно не много, но на других ресурсах она лежит даже в праймерах https://www.moxfield.com/decks/dMasagRsTEic6t0sWoBGkg

правда, я пока использую её только как прикрышку - на закрутке можно найти за бесплатную контру и это меня уже дважды спасало как ни крути - это всё-таки тутор за (технически, конечно за , но обычно она выходит раньше чем появляется достаточно ресурсов на закрутку с консультацией), с удержанием приоритета можно выйграть на третий ход в твоём случае я бы 100% заменил Dark Petition или Night's Whisper на лапку (более того, из-за игры Ad Nauseam, Necropotence, Toxic Deluge, Grim Tutor, шок- и пэйн-лэндами я уже давно отказался от лишних трат и заменил Night's Whisper на Omen т.к. он позволяет "копать" глубже да ещё и шафлить, но это тестовый вариант который я в ближайшее время заменю на See the Truth (карта в пути)

Simian Spirit Guide как ни странно, за десяток последних партий так ни разу и не приходил, но в теории он позволяет:

  • раньше ставить Кесс
  • раньше ставить мана-камни
  • на закрытой мане играть Pyroblast/REB

и у меня чуть больше красных заклинаний чем у тебя: Pyroclasm, Fire Covenant (- последний я собираюсь заменить на Rolling Earthquake, у нас очень много колод с зелёным = много дорков, уфов и т.д.) более того, во многих сборках кладут красные ритуалы (вместе с чёрными) т.к. в некоторых сборках красный источник примерно так же важен как чёрный, вот например, в твоей: 3 чёрных заклинания; 8 красных заклинаний; 16 бесцветных (+11 заклинаний с бесцветной маной в оплате) при этом относительно дорой резервуар итого ты имеешь 35 заклинания для реализации красной маны - это довольно много возможностей для реализации красной маны, а вместе с Кесс - это ровно половина твоих заклов с таким листом я бы скорее всего хотя бы попробовал поиграть с Pyretic Ritual и/или Seething Song

(у меня красного хоть и больше, но у меня и чёрного побольше, причём в ключевом слоте - на комбе, но я всё же думаю попробовать красный ритуал тоже, особенно когда придёт Rolling Earthquake)

а вместо чего их класть... - Abrade, Drown in the Loch, High Tide, Narset, Parter of Veils, Serum Visions, Night's Whisper, Faithless Looting - все эти карты в нашей мете (и в моих играх в частности) показали себя довольно слабо, напрмер, тот же Faithless Looting в средней и поздней игре чаще бланк, High Tide аналогично, т.к. во многих партиях у меня всего 1 остров, а Drown in the Loch у меня вообще не заиграл...

LeaPlath on Jeskai Phoenix - Current Decklist

2 months ago

OK so this deck has some major issues. Also if you are posting a deck for help please stop putting cards on seperate lines. If we are helping which dont need to know which version of a card it is and it makes looking at the deck so much worse.

I would cut the white. You don't have any of the high impact whits cards and 2c would improve your mana base no end. For 3 colour in modern you need fetches and shocks as otherwise your mana base comes online too slow and doesnt allow for removal on curve versus say aggro.

Cut the walkers. Scions is very low impact. Ral is 5 mana and doesnt win the game. Modern is a turn 4 format in terms of when you want to be ahead and turn 5 Ral then they leave it alone for multiple turns isnt gonna happen.

You need to be playing 4 Lightning Bolt. Manamorphose. Thought Scour. Pheonix. Dreadhorde if you are playing dreadhorde, Opt, Serum Visions, Merchant. Personally I would then run 2 Lava Dart and some Izzet charms. Gut Shot and Lava Axe sometimes see play as 1-2 ofs. Surgical Extraction is one of the best cards you can play in the deck as a free spell, information, disruption and hate. So get some of those. Finale of Promise as a 1-2 of reads "return all pheonixes from your gy and cast a spell"

Ideally you wanna play 14 bodies max with 4 of them being Merchant, 4 Pheonix. From there I would consider Thing in the Ice  Flip and Magmatic Channeler as a board wipe and a beatstick/CA card. Stormwing might be OK but its UU which taxes the mana base a little bit more.

I would also consider playing 2 engine cards. Pyromancer's Ascension rewards playing 4 of and managing your spells well. Aria of Flame rewards you for casting a shed load of damage spells.

For sideboard, Abrade is removal and artifact hate. Mystical Dispute is solid anti-Uro cards. Stopping that first Uro really helps prevent snowballs. If you had a stronger 2c mana base Blood Moon could really help. Dragon's Claw versus burn and aggro and scapeshift is a solid plan as you can get out of death range. Flusterstorm versus combo is quite nice and has added utility with your flurry of spells. Chandra, Torch of Defiance comes in and grinds the game out when your opponent goes to drop GY hate versus you, as can Jace, the Mind Sculptor. Surgical Extraction is once again great and if you run 2-3 copies main deck run the extra copies here. Card is great.

LeaPlath on Felidae Cult

2 months ago

I think you are misunderstanding some of the fundamentals of good deck design.

So basically you do not want random hate cards or situational cards main board. You want a strong game plan and every card should contribute to your game plan. Flexibility is good but cards have to serve multiple purposes in a wide range of common situations. For example a card like Abrade is good because it is both removal for creatures and artifacts, where as Sundering Growth is not good as the populate only happens if your opponent plays artifacts or enchantments.

You also want to never be presenting a 2 for 1. So those auras are pretty lackluster. You say they are for a flyers deck but a deck that is purely fliers isnt a realistic thing to be attacking? Generally the decks are doing something else with their flyers and it is better to attack that angle.

This is not a toolbox. A toolbox needs a solid engine card that lets them see the cards they want at little cost and repeatably. Birthing Pod, Fauna Shaman and Survival of the Fittest are example of toolbox enablers because they let you find the cards you need and if you draw a card that doesnt help you such as your artifact hate creature against a deck with no artifacts, you can turn it into a card that does help you.

The creatures you are playing suggest a more aggressive deck, not toolbox. I would advise cutting Crypt, Fissure, Growth and Fountain and reconsidering your ratios. Cut the top end. Cap at 4 mana. 23-24 lands. Maximize the things your cats do well which is be a bit above curve and rewarding you for playing cats.

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