Choose one —
- Abrade deals 3 damage to target creature.
- Destroy target artifact.
|Have (2)||orzhov_is_relatively_okay819 , gildan_bladeborn|
|Want (2)||PenguinVenom228 , PhynX|
Combos Browse all
|Commander / EDH||Legal|
Abrade occurrence in decks from the last year
Latest Decks as Commander
3 days ago
Hello! I feel bad for drawing you into this deck but I figured I needed a second opinion and good testing cannot happen without events. Do not feel bad if your responses seem to all be negative. This is a combination of two lists so it will look like yours but vary. For the future, I can test this deck on occasion with an aggro list I have but, to test against anything else would not work as I am not the original pilot of any other deck. Anyway, I love the criticism and I'll start my responses in order, but do remember, I haven't tested anything. So I will be taking consideration but not making any changes yet until I have been able to play enough to decide. Sorry for the long response. Without further ado:
I really like Kroxa, Titan of Death's Hunger. The ability to remove a card from their hand, more notably a nonland card unless they take life as well, is great. Having a 6/6 beater seems a little less important as there are many other creatures in the deck. There is great value in the choice to escape the card while maintaining Grim Flayer and fueling the escape cost. At this point I can see a direct swap of Tasigur, the Golden Fang and Kroxa, Titan of Death's Hunger. While Kroxa reduces the opponents recourses Tasigur gains resources in the opposite manner. It is more by choice of the opponent but by exiling the graveyard with it's delve ability the choices are better. Tasigur's ability can be activated multiple times in a late game setting at end of turn after holding up responses but not needing to activate them, it's another thing to do. I could see this getting in the way of say clue tokens but we have yet to test that out as I see this issue coming in against late game which aggro does not go to. I do like that Kroxa is a recurring threat. All said and done I see the choices being keep how the deck is or swap 1x Tasigur for 1x Kroxa. I say only 1 because the recursion on Kroxa is just so strong if she gets milled she can come back, dies can come back sometimes the next turn if a Grim Flayer is on the field. In the end it comes down to testing but it is a wonderful consideration.
Vraska, Golgari Queen rounds out the 4 drop slot with more removal on a stick and I would have to argue the token generation of Tireless Tracker is exceedingly wonderful for her. In testing against my aggro deck she honestly comes down to -3 then dies the next turn fueling delirium for Grim Flayer so it's hard to say what would go in this slot but it appears as though she is definitely not great in the aggro match up but I could see her excelling in other match ups with her continuous ability. Perhaps another planeswalker would fit the bill better but we have tried Liliana, the Last Hope and she does not make the cut. It's ideal if her +1 could kill something every turn but it typically would not happen and if it does the game is heavily in our favor already. For now I would keep her in but I feel there may be other options out there other than the discussed walkers. I'm not entirely sure any walker is good in the aggro match up so the answer to this question will have to wait until different testing can commence but if I do find an answer I will let you know.
I like Bonecrusher Giant, but I feel only hitting for 2 damage hurts a lot more than it helps. Having another big body is great too, but I feel like that role is already played even in your list with all the other creatures we share and Kroxa. It's basically a direct swap of Bonecrusher Giant and Oath of Chandra. The most we have Oath acomplish in the deck is to bolt something then hit the graveyard (Vraska typically sacrifices Oath, the 2 damage at end step is a trigger that if it would occur is a forgotten trigger). So in this way it's with an instant speed shock or a sorcery bolt. I feel as though we have enough instant speed threats and could use these sorcery speed slots. It's just a unique card to fuel delirium at worst and a bolt with upside at best. I see the reasoning to remove it for something better as most other cards have many modes behind them but I have to admit the amount of multicolored cards in the deck hinder it and having more mono colored removal really helps the deck out in the event of multi colored protection. I find that due to the redundancy of Giant in the list and lackluster damage vs a unique card type that can enter the graveyard fairly easily is a little better. Against aggro it is a good card but I would say otherwise the card would get taken out for something else which isn't necessarily a bad thing it makes cutting cards easier for sideboarding.
Speaking of which, a disclaimer: the sideboard is not complete I just threw in cards and was somewhat in the process of removing some. We want the sideboard to work on match ups where we have difficulty but the hard part at this present moment is trying to figure out what match ups are the tough match ups. You can see we have some cards for aggro: (Abrade, Radiant Flames, even Scavenging Ooze). We have cards for midrange / control: (Agonizing Remorse, Shifting Ceratops). We have graveyard hate: (Scavenging Ooze and Soul-Guide Lantern). And lastly we have cards against combo: (Necromentia and Slaughter Games). Some of these cards can overlap for different needs we just don't know what needs need to be met.
I have had the discussion over Anger of the Gods and we are playing Radiant Flames because of the modular capabilities (playing it for 2 damage or 3, hardly ever 1 as explained here) and getting double red on turn 3 is much harder than getting all colors by turn 3. That, and the off chance we hit our own creatures they remain exiled and not destroyed. That is why we have Radiant Flames over Anger of the Gods. This slot in the sideboard is basically filled. Otherwise I agree Anger is the card to have.
Lastly about Necromentia and Slaughter Games. It is very much redundant to have both of these in the list we just haven't figured out which is better and would only run one, and not sure the amount of that one meta dependent. For Necromentia it can hit a turn earlier, and the off-chance it makes a token we can very much kill it with anything and possibly get value from it with Chevill, Bane of Monsters. For Slaughter Games it can't be countered but hits a turn later. I'm not sure if the ability to get non-basic lands with Necromentia is very relevant but Slaughter Games can only get nonland cards but as mentioned Slaughter Games can't be countered. So for now both of them sit in the sideboard until we can figure out which is better.
Perhaps you may have some insight on the topics mentioned above? If not I do appreciate the constructive criticism and all mentions will be placed in the sideboard for further testing with. Thanks!
2 weeks 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 :/
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
3 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?
1 month ago
More interaction, cantrips spells and draw engines.
Budget interaction package
no budget interaction
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.
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.
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...
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.
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.