Abrade

Abrade

Instant

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

Have (1) gildan_bladeborn
Want (3) BookerCatch , Sipiel , abaileyjr

Printings View all

Set Rarity
Double Masters (2XM) Common
Hour of Devastation (HOU) Uncommon
Promo Set (000) Uncommon

Combos Browse all

Legality

Format Legality
Leviathan Legal
Commander / EDH Legal
Oathbreaker Legal
Duel Commander Legal
Highlander Legal
Tiny Leaders Legal
Pauper Legal
Historic Legal
Casual Legal
Vintage Legal
Arena Legal
Canadian Highlander Legal
Modern Legal
Pioneer Legal
1v1 Commander Legal
Unformat Legal
Limited Legal
2019-10-04 Legal
Pauper EDH Legal
Block Constructed Legal
Legacy Legal

Latest Decks as Commander

Abrade Discussion

GalaxyCat on Kaza, Roil Chaser! Draw, Turn, and Burn!

16 hours ago

I absolutely love that suggestion. I completely forgot that card existed in all honesty. Minamo, School at Water's Edge is getting an immediate spot in the deck. For suggestions on taking out extra turn spells I think just about anything can be put in from the maybe board. Especially some more removal like Abrade and Chaos Warp since so far in my play testing of the deck I’ve had issue with artifact removal. But overall just removal in general. But if that’s not what your looking for, putting in extra wizards is always good to up the probability of you having sufficient wizards on the board. Or just adding some more good burn spells like Fireball . You can really do some damage with a high cost X burn spell and Kaza! burnaish

Poseidon31 on Mardu Reanimator

1 week ago

Damping Sphere against Tron and Storm. Fulminator Mage against Tron and other Decks with special lands, like an Azcanta. Infernal Reckoning against tron or Eldrazi. Pithing Needle or Murderous Rider against Planeswalker heavy decks. Nihil Spellbomb against Dredge or just for grave hate. Ashiok, Dream Render for grave hate. Damping Matrix against Affintiy/Eggs. Dash Hopes for surprise Counter Magic (I Like this alot, espacially in aggro styled decks). Spellskite against Burn, Boggles or Infect. Abrade against Artifacts. Disenchant against Artifacts and Enchantments. Leave No Trace against Enchantments. Kambal, Consul of Allocation against Burn or Control. Collective Brutality against Burn or Control. Rakdos Charm against creature heavy decks like Elfes or Tokens or Artifacts or for grave hate. Wear / Tear against Artifacts or Enchantments. Crumble to Dust Against Tron.

Depends on your meta, what decks you want to side against and what do you need in addition to your main 60. Which Match ups are bad for you and ho to play against that. I play the following Sideboard in my Mardu Vehicle Deck: 1x Chandra, Torch of Defiance 1x Collective Brutality 3x Duress 2x Kambal, Consul of Allocation 1x Nahiri, the Harbinger 2x Nihil Spellbomb 1x Rakdos Charm 1x Settle the Wreckage 2x Wear 1x Wrath of God

RNR_Gaming on Rakdos - Devil in a Midnight Mass

2 weeks ago

DeinoStinkus Thank you. I have considered Lightning Bolt but opted to use Abrade instead as it offers more versatile and answers more threats. Mana Vault was also considered but to get the ball rolling we really need our commander out and the pips make generic rocks not as good; granted, we could ramp into a nice pay off eldrazi but for the most part I wanted colored rocks. Spawn of Mayhem may replace Plague Spitter after a bit of testing; admittedly I'm not a huge fan of the art on it - but this is meant to be an optimal deck so it could see an inclusion eventually. Rift Bolt is way too slow and doesn't do enough. Perhaps you meant Flame Rift?

SynergyBuild on Staples of the Format

1 month ago

Key Cantrips:

Ponder, Preordain, Brainstorm, Gitaxian Probe

Key Draw:

Mystic Remora, Rhystic Study, Sylvan Library, Dark Confidant, Ad Nauseam, Mindblade Render, Oakhame Adversary, Waste Not, Notion Thief, Sensei's Divining Top

Key Wheels:

Wheel of Fortune, Windfall, Timetwister, Dark Deal

Key Tutors:

Enlightened Tutor, Mystical Tutor, Vampiric Tutor, Demonic Tutor, Gamble, Worldly Tutor, Lim-Dul's Vault, Eladamri's Call

Key Recursion:

Yawgmoth's Will, Underworld Breach, Noxious Grasp, Reap, Eternal Witness

Key Mana Rocks:

Mana Crypt, Sol Ring, Mox Diamond, Chrome Mox, Lotus Petal, Mox Opal, Mox Amber, Mana Vault, Grim Monolith, Basalt Monolith, Arcane Signet, Fellwar Stone, the Signets and Talismans, Mind Stone, and Thought Vessel

Key Mana Dorks:

Deathrite Shaman, Birds of Paradise, Noble Hierarch, Avacyn's Pilgrim, Elves of Deep Shadow, Elvish Mystic, Llanowar Elves, Fyndhorn Elves, Arbor Elf, Boreal Druid, Bloom Tender, Priest of Titania, Faeburrow Elder

Key Mana Ramp (Other):

Dockside Extortionist, Kinnan, Bonder Prodigy, Smothering Tithe, Carpet of Flowers, Curse of Opulence, Derevi, Empyrial Tactician, Wild Growth, Dark Ritual, Cabal Ritual

Key Stax/Hate:

Collector Ouphe, Notion Thief, Ashiok, Dream Render, Narset, Parter of Veils, Null Rod, Linvala, Keeper of Silence, Cursed Totem, Grafdigger's Cage, Chains of Mephistopheles, Rest in Peace, Aven Mindcensor, Drannith Magistrate

Key Blue Countermagic:

Swan Song, Spell Pierce, Flusterstorm, Miscast, Dispel, Force of Will, Force of Negation, Mental Misstep, Fierce Guardianship, Pact of Negation, Mana Drain, Dovin's Veto, Drown in the Loch, Counterspell

Key Non-Blue Countermagic:

Silence, Veil of Summer, Autumn's Veil, Red Elemental Blast, Pyroblast, Deflecting Swat

Key Removal:

Chain of Vapor, Swords to Plowshares, Nature's Claim, Dismember, Fatal Push, Vandalblast, Winds of Abandon, Cyclonic Rift, Gilded Drake, Oko, Thief of Crowns, Legacy's Allure, Abrade, Abrupt Decay, Assassin's Trophy, Drown in the Loch, By Force, Shattering Spree, Natural State

Key Wincons:

Demonic Consultation, Tainted Pact, Thassa's Oracle, Jace, Wielder of Mysteries

Lands are Fetches, Horizon Duals, Og Duals, Shocks, Pain lands, sometimes triomes, sometimes the castles. Command Tower, City of Brass, Mana Confluence, Exotic Orchard, Forbidden Orchard, Gemstone Caverns, Gemstone Mine, Ancient Tomb, Gaea's Cradle, Wirewood Lodge, Mystic Sanctuary

Nemesis on Cube additions

1 month ago

Xica on Deck Help with Temur ramp …

1 month ago

Ditch blue, and use a fetcheless RG mana base, look up fetchless. storm for reference.

Stop using ramp cards that have a cmc higher than 1. Its bad enough to loose 1 mana ramp cards to removal, don't make the issue rose by losing even more tempo with them. Cards like Goreclaw, Terror of Qal Sisma
Even cards like Sakura-Tribe Elder are so weak that they don't really see play outside valakut decks, where the fetched land acting as Lightning Bolt is a huge upside. Similarly Sylvan Caryatid is played only in Soulflayer decks, as it grants a relevant keyword on top of ramping, and Jeskai Ascendancy decks, where your combo piece being hexproof matters a LOT.

Don't run "do nothing" cards, like Electrodominance.

If you feel the need to run card draw, run something like Life's Legacy, or even just Combustible Gearhulk, that way you avoid having to splash blue, and get a card that plays better in most situations. (gearhulk is 4-8 damage, or you draw 3, life's legacy can be played after some value plays baited counterspells)

And for the sake of all thats good run some unconditional interaction, be it Lightning Bolt, Bonecrusher Giant, Abrade or whatever else you like.




P.s.: If you want some fine budget powerhouses you may want to tinker around with cards like It of the Horrid Swarm, or Decimator of the Provinces - while they require a very specific mana curve among creatures in the deck to accomodate them, they are brutal if those conditions are fullfilled.

plainsrunner on Hammer Time!

1 month ago

This is a toughie! A couple cards I'd cut right off the bat:

Chandra, Torch of Defiance There are better sources of draw and ramp for you, and her other two abilities don't really synergize with the deck.

Sparkhunter Masticore There aren't that many problem planeswalkers in our meta, and if you put enough into going wide, you should be able to take care of the ones that show up with combat damage anyway.

Fling the idea seems to be to go wide with a lot of small creatures, so fling doesn't fit super well

Lodestone Golem this is just a stand-in for most of the stax pieces here. As I understand it, the idea behind stax is to break parity, so things that seem to be bad for the whole table aren't as bad for you. It doesn't seem like you're really breaking parity here for most of these cards. Purph cares about creatures, not artifacts, so punishing everyone, including yourself, for not playing artifacts seems bad. The same is true for cards like Price of Glory and Defense Grid, given how many instants you have in here (though you might have a lot less instants by the time the deck is done).

Heraldic Banner and Altar of the Pantheon While these have good secondary effects, I always assume the main point of ramp in a deck is to get the commander out a turn early. These don't help with that, so I'd get rid of them.

Basilisk Collar You're playing red, you don't need lifegain-you need your opponents to die faster than you. I know it's a combo with Goblin Sharpshooter, so maybe keep it in just for that? But I've never been a fan of cards that are great in one situation and pretty bad the rest of the time.

Cut down on the card draw. I only have 4 cards that draw or tutor in my krenko deck, and while you'll probably want more than that, you don't need 15. I'd stick with repeatable sources of draw and impulsive draw, like Slate of Ancestry, Outpost Siege and Idol of Oblivion

Abrade You need to cut down on the artifact hate, and this is the worst of the bunch imo-remember this is a multiplayer format, and you should try to get your opponents to take care of threats for you. I generally only put 2-3 pieces of artifact removal in a deck.

Lightning Bolt Three damage just isn't worth much in a format where we start at 40 life and threats often have higher than three toughness.

This is obviously just a starting point, as you need to cut a total of 175 cards, but I hope this helps!

Masss on [cEDH] Krenko Combo [[Primer]]

1 month ago

Hi everyone. I play the same deck and I find it very strong :) I recently made some changes due to the new cards released, which are going to create a lot of problems for our beloved commander goblin. Let me know what you think ..

Changes:

Sanctum of Eternity out - in Strip Mine

Darksteel Citadel out - in Wasteland

Sanctum of Eternity is a valid card, but the fact that we can return our command to our hand only in our turn makes it a little less strong. Cloudstone Curio already replaces it at best. Strip Mine and Wasteland allow us to eliminate lands that create problems for us (for example The Tabernacle at Pendrell Vale) or protect Cavern of Souls or Homeward Path from other lands that destroy lands.

Mogg Catcher out - Expedition Map in

Mogg Catcher is slow and it is often difficult to make the best use of it. Expedition Map allows us to tutor land cards as needed: do we have to destroy a land? Tutor Strip Mine or Wasteland. Do we have to be immune to counters? Tutor Cavern of Souls. Do we have to get the commander back in hand? Tutor Homeward Path. No mana red? Tutor land for mana.

Goblin Chirurgeon out - Abrade in

Last Chance out - Deflecting Swat in

Abrade provides more combat flexibility (also to deal with the feared 3hp body Drannith Magistrate). Deflecting Swat is a must in every red mono both in defense and attack (you can delete some black tutors :)), unlike Last Chance which is unfortunately a bit slow since it is a sorcery.

Price of Glory out - Defense Grid in

Price of Glory is valid, but it does allow the enemy to play spells using mana ramps. This makes it immune from land loss. Defense Grid always complicates the opportunity life. And for this it is simply stronger.

I am currently testing the snoop - kiki combo. Stay tuned :) regards

Stephen

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