This spell can't be countered.
Destroy target nonland permanent with converted mana cost 3 or less.
|Have (3)||, , metalmagic|
|Want (4)||gaiden.17 , ThatAngryDwarf , ChairmanMeows , peace82|
Printings View all
|Guilds of Ravnica: Guild Kit (GK1)||Rare|
|Modern Masters 2017 Edition (MM3)||Rare|
|Return to Ravnica (RTR)||Rare|
|Promo Set (000)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Abrupt Decay Discussion
3 days ago
This deck is super light on interaction. I would say you don't really need Animation Module or Winding Constrictor and you could think about adding in cards like Abrupt Decay or something instead. Also, just throw in an Urborg, Tomb of Yawgmoth because why not.
3 days ago
marcsman, great list-I was going to make a more moderate power level version of this deck until I saw your build.
What do you usually get when you transmute Muddle the Mixture?
The deck seems very light on removal. I know some of the CEDH favorites are not in your colors-Abrupt Decay, or Assassin's Trophy. But Chain of Vapor is an option as well as a something like Force of Vigor which is not seen in CEDH circles but is good.
4 days ago
Vinman- Granted, my experience with the newer build of the deck is still limited thanks to COVID, but Eliminate can be better in certain situations. Instant speed means it can handle manlands and haste creatures better than Thirst, but for me against a deck like the new RB Scourge/Shadow, I like the mana efficiency more. The important spells in mill often cost 2 mana, so having more plays for a single mana makes your turn 3 better in comparison. Your main interaction in Drown in the Loch is already 2 mana, and it can handle most things later in the game. It's those crucial early turns where the aggro decks can get under you, so I feel that the 1 mana answer is worth it over the instant speed. The flexibility of thirst is good since if you draw it later in the game it will still be able to handle a large creature or PW in case you need it to. Eliminate is still a fine card, but it will depend on the meta you play in. I know that's the cop-out answer regarding SB choices, but it's honestly true.
Also Ensnaring Bridge is straight gas in the deck. If jund (read: Kolaghan's Command and Abrupt Decay) continues to go on the decline, it might even be worth adding to the main deck again. If your opponent can't answer it, it will buy you near infinite time to draw into the mill spells you need to win. It's not good against T3feri decks or Cryptic Command either, but against decks like humans it can single-handedly win. The rise of Skyclave Apparition in multiple decks makes it risky to run now as well, so once again it will depend on what you think you'll come across as far as if you want to run it in your SB. Historically it has won me many games, but the current meta may be hostile towards it so I'm not running many copies. Bontu's Last Reckoning might be what you want in its place if you decide to really hate on creature decks.
Stern Dismissal isn't worth a slot imo. It's worse against the heavy aggro decks at killing creatures, and many of those creatures have good ETB abilities or haste anyway. It actually is better against leylines than Feed the Swarm, but Maddening Cacophony, Mesmeric Orb, and Ruin Crab get around leyline naturally, so leyline isn't as much of a death knell as it used to be against us. Feed only loses life equal to the cmc of the creature, so it's worth killing a large goyf, Scourge of the Skyclaves, or even Uro, Titan of Nature's Wrath for a little life. This is the slot you might prefer Eliminate in if you don't forsee the need to remove enchantments. I like the unconditional flexibility it offers just in case I come across the random enchantment deck, so that's why I use it in my SB.
As an aside, I agree with all of the land changes SentinelElf2711 suggested. I'd even consider swapping the mikokoro and another card for another 2 blue fetches or Prismatic Vistas for extra landfall triggers.
5 days ago
Hot take here, but I actually really hope that Imperial Seal doesn't get reprinted now or ever. Seal is much more of a collector's item, and I'd hate to see it pop up in every single black deck I sit down against. Vampiric Tutor is the card that should receive reprints and be in the medium budget range ($25-$50) for decks to acquire. I'd also dislike to see Personal Tutor, Sylvan Tutor, and other valuable Portal cards like Capture of Jingzhou receive reprints as well. All of these cards have equivalents that are much more affordable, and those cards should be receiving the reprints. I also think it will help the player base more to have common staples like Vampiric Tutor and the mirage tutors at budget prices ($10-$25 if I'm dreaming) rather than drop an expensive card like Imperial Seal from $500 down to $200 or $150. Even if Imperial Seal were to drop down to $75 which I consider extremely unlikely, it would still be out of the price range of many of the players who wanted the reprint.
That being said, I believe Imperial Seal will get a reprint in the next 2-5 years with almost 100% certainty. It will be a mythic rare to chase in some premium product.
I'd love to see any and all land reprints outside of ABU Duals. By far the least fun and least sexy part of assembling a deck, but absolutely necessary for 3+ color commanders. Shocklands, Checklands, Filterlands, and Painlands should all be affordable so players can build various decks. I'm even on board for fetchland reprints. I'd also like to see more fast mana reprints, specifically Mana Vault and Mox Amber. I'd also like to see efficient answers reprinted, always down for a Force of Will reprint and even Force of Negation, and I also think Abrupt Decay Assassin's Trophy Toxic Deluge Vandalblast Wrath of God Damnation and more.
I'd also love to see another cycle of Magus creatures. I've always thought they were very tastefully done, and excellent for EDH.
3 weeks ago
3 weeks ago
Hey I saw your comment and I wanted to help you out with your list! Hopefully my suggestions are useful in budget (I think a couple of them might push the line there) but I’m glad there’s another gifts modern player.
The very first first thing you should do is swap out redundant copies of cards. By this I mean there are a certain number of slots in your deck for each type of card (I.e. removal, countermagic, win conditions, etc) and you want those slots to be filled up with as many differently named cards as possible so gifts can function at full capacity. Also, since you can only have 4 gifts in your deck at a time, you also need to make sure your deck can hold its own until you draw gifts. This means making sure you have the correct amount of card type slots.
As a general rule the only card in your deck that you have 4 of is gifts ungiven.
First is lands. I think you should diversify your lands, but I don’t think you should increase the number. In a normal gifts deck, you should have 25 lands minimum, because fetchlands thin the deck out and Crucible of Worlds makes land-based strategies more effective. Since you have access to neither of these on a budget, definitely keep the land count at 23 maximum. I think something necessary in any gifts deck is either Ghost Quarter or Field of Ruin, especially field since it gives you the land back. I think you should split your basic lands between normal and snow-covered since snow-covered lands are just as cheap but have different names from normal lands. I think you should have more lands that function like Caves of Koilos and Glacial Fortress since early tapped lands can lose the game in modern, but you should still keep at least one copy of every land you have just to retain diversity in card names. If you can push the budget a bit, Fabled Passage is a really good card for this deck, and the cheapest option if you want to have fetchlands.
Second is removal. I think you should definitely have more individual removal spells, with less counter magic and less discard spells. Not including the sweep spells, you only have 5 removal spells, and they are not especially diverse. Dismember and Fatal Push are both pretty cheap, and fatal push is especially necessary in holding off your opponent early on. I actually prefer fatal push over path to exile because it doesn’t give your opponent anything back. Also, Maelstrom Pulse use to be like 18 bucks but now it’s just a dollar and it’s pretty op, but unfortunately it’s in green. Kaya's Guile is a great situational removal card because it also supplies defense. It would Be good in a gifts pile with lingering souls and another removal spell I think. Again pushing budget a bit, Abrupt Decay is a worthwhile card to have because it can hit more than just creatures. Unfortunately, it’s also green. You definitely need something that can deal with noncreature threats, but abrupt decay specifically isn’t necessary for this purpose. Last random add on: Deputy of Detention could be good idk. With regards to sweeper spells, I think Supreme Verdict could be good, it’s kinda mid range in price but it would definitely be good to have more diversity in your sweepers.
Third is utility. With regards to draw spells, you should probably diversify and have more of them. Sleight of Hand, Opt, and one other that I’m forgetting rn are all good choices. I think one aspect that is necessary in your utility toolbox is more graveyard interaction. One or two copies of Mission Briefing would be really good here as a way to either force a choice in a gifts pile or make graveyard stuff recursive. Noxious Revival is green but that doesn’t really matter cuz you can pay the life, but it is five bucks so idk. I think Body Double could be an interesting pick as a utility creature. This way, if your first unburial rites fails and they somehow make it so you can’t bring Ionia or grave Titan back, you can play body double and you still get the ETB effect. Treasured Find’s usefulness is iffy at best, but since you kind of need recursiveness in a gifts deck it could be good. Narset, Parter of Veils is cheap and good, and if you are a real try hard you could add in Day's Undoing. Then the gifts pile could be Ionia, grave titan, day’s undoing, and narset. Either they give you a massive threat or they give you the ability to make them discard their hand, which is cool and good. That’s just a random idea idk if it would work for real in a gifts utility deck.
That’s everything I can think of rn but I prob forgot something so hope this helps
1 month ago
1 month ago
TriusMalarky you can find removal in the rare slot. theres tons of it. like Abrupt Decay, Assassin's Trophy, and Mythos of Nethroi. i definitely think the format has problems, but i don't think a lack of removal is one of them.