Aftershock

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Aftershock

Sorcery

Destroy target artifact, creature or land. Aftershock deals 3 damage to you.

bryanedds on Godo for Shodo

2 years ago

Aftershock for flexible removal?

ClockworkSwordfish on Criminally Underplayed EDH Gems

2 years ago

No shortage of 'em, that's for sure...

Hull Breach: The same card advantage of Return to Dust and at the same speed... but for half the mana. It's a common, too. How this two-for-one superstar was ever forgotten was beyond me!

Blood Frenzy: Mono-Red is somewhat lacking in hard removal. Sure it can throw direct damage at creatures, but EDH is the world of big plays, and sometimes a fattie will come along who is simply too big to burn. Blood Frenzy can kill any attacking or blocking creature for just two mana - while coming with a free Scorching Missile! This type of card takes advantage of the multiplayer format that EDH often is: If Player A attacks Player B with a big creature, you can use Blood Frenzy to make the creature hit Player B for four more points while conveniently disposing of it right after. Whoops, you just did Doom Blade better than black could ever dream of.

Aftershock: Blood Frenzy is cheap and powerful but a little specific in what it can target. Aftershock can flat-out destroy any permanent of the three most common types with no restrictions! This kind of versatility at four mana comes with the acceptable caveat of 3 life, which is a pittance when you start with 40. If you're making a mono-red deck, the flexibility of Aftershock should make it a staple.

Repopulate: Graveyard hate for decks without access to black - and it's an instant, so you don't lose the element of surprise like if you run artifact solutions. It can also fight against milling effects if you're desperate. Don't need graveyard hate? Hey, you can just cycle it away for something else!

Kill Switch: Playing a colour that can't deal with artifacts? Crank this guy every turn and you'll shut them all down! A Blightsteel Colossus is only scary if it can move. You can even still use mana rocks and attack with artifact creatures on your turn, then activate Kill Switch afterwards to keep anyone else from having access to their own trinkets.

Duskmantle, House of Shadow: Does anyone in your playgroup run Cruel, Enlightened, Mystical, Personal, Sylvan, Vampiric or Worldly Tutor? How about Harbingers, Volrath's Stronghold or Momir Vig? It can be comforting to have an anti-tutor just sitting in play, making mana when you don't need it.

Mitotic Manipulation: Monoblue can't do mana acceleration, right? Under most circumstances, Mitotic Manipulation is three mana to put an Island into play untapped - last I checked, that's better than the ever-popular Wayfarer's Bauble. Plus, once in a while you might get to pull out a Sol Ring, Gilded Lotus or other format staple if one of your opponents already has theirs.

Coalition Honor Guard: Long before Spellskite was zooming the toys away from Boggles decks, this unassuming common was doing the same. The Honor Guard is a nightmare for any Voltron-style deck that leans heavily into auras, including the common Zur and Uril builds. It also soaks up removal that would be pointed at key cards, such as your own commander.

Warping Wail: This counterspell can be played in any colour and even has some other modes. Any EDH deck without access to blue can still run this to prevent untimely board wipes, extra turns, and plenty of game-ending cards: Debt to the Deathless, Exsanguinate, Finale of Devastation, Genesis Wave, Insurrection, Rise of the Dark Realms, Torment of Hailfire... any number of effects you never want to see your opponent resolve.

Heat Shimmer: This mundane-sounding sorcery can do some heavy lifting, particularly in a colour pie as shallow as red's. Shimmer allows you to bring the heat by copying not only the best comes-into-play trigger on the field, but also any fun triggers from attacking, dealing damage, and so on. This can be a roundabout way for red to ramp, draw cards or borrow the nasty abilities of Resolute Archangel, Terastodon and other off-colour haymakers. Don't forget you can also get a permanent copy of your token if you Populate it before it's gone.

Bind: The best cards are often not only powerful but completely unexpected. Green isn't exactly known for its countering, but this cheap cantrip lets any mono-green deck stop combos, hose Strip Mine/Ghost Quarter, prevent a planeswalker ultimate or turn Aetherflux Reservoir into a losing proposition. All this for two mana and it even replaces itself!

Arena of the Ancients: We all know Karakas is banned for hosing commanders too hard, but the Arena does a decent impression and is still fair game. This cheap artifact can tap down even commanders with hexproof or vigilance and keeps them locked down - especially useful for colours that don't typically have strong control options, like black and/or red. It's another easy answer to voltron commanders.

Righteous Aura: This card doesn't read as too impressive, but performs a lot better than you might think. 2 life is a pittance in the face of some of the steroid monsters you'll see in any given EDH game, and it allows you to ignore Commander damage entirely as well as any other non-creature or even non-permanent threats that might take a chunk out of you. Best of all, it doesn't even target, allowing it to bypass hexproof, shroud and protection.

ClockworkSwordfish on The Art of War || Fumiko || EDH || BTTW

2 years ago

This looks like a solid build for a chaotic, multiplayer-minded game! Most of the key cards for such a strategy seem to be here, so well-done on that regard.

If you're hoping for some more steady card-draw, one of the best options available to a monocolored deck is Endless Atlas. to play and to use is a heck of a good rate. Since you're only running a mere two instants, it might be worth finding room for the underrated Bottled Cloister as well. It scores you an extra card per turn at the cost of not having your hand on your opponents' turns. Not having access to instants is usually a tradeoff, but it looks like you wouldn't be missing out of much opportunity-wise. It also renders you mostly immune to discard effects! Another card drawing artifact worth considering could be Grafted Skullcap. So long as you can reliably play two cards per turn, it doesn't really have a drawback - and since you're so instant-light, you wouldn't much miss the opportunity cost, either. It's probably the weakest of the three artifacts listed here, but still worth consideration!

Otherwise, it would probably be wise to cut a mountain for War Room. Paying 1 life is nothing for another card, and lands are much more resilient than the ever-popular artifacts. Arch of Orazca isn't bad either, since generally you'll end up with a lot of permanents in a big multiplayer game, but it's more mana-intensive.

Now, there is one highly underrated card for the kind of strategy you're piloting that I think you ought to consider. If you're goading your opponent's creatures left and right anyway, Blood Frenzy is a particularly cruel trick. If Player A attacks Player B with a big creature, you can use Blood Frenzy to make the creature hit Player B for four more points while conveniently disposing of it right after. Whoops, you just did Doom Blade better than black could ever dream of. Two mana to blow up any attacking or blocking creature is pretty nice in a colour lacking in hard removal.

While Blood Frenzy is a little specific in what it can target, Aftershock can flat-out destroy any permanent of the three most common types with no restrictions! This kind of versatility at four mana comes with the acceptable caveat of 3 life, which is a pittance when you start with 40. If you're making a mono-red deck, the flexibility of Aftershock should make it a staple.

seshiro_of_the_orochi on Momo: Twice the horns, twice the fun

3 years ago

Omniscience_is_life: These are some interesting upgrades, thanks a lot for the comment and the upvote.

I'm not too fond of the mana rocks. Giving instead of is cool, but the upside seems minor. I'll still consider it.

I like Introduction to Annihilation, I'll try to get one. Aftershock is fine, but Scour and Golem are mainly to get rid of Planeswalkers and Enchantments, so it doesn't fill a comparable slot.

Omniscience_is_life on Momo: Twice the horns, twice the fun

3 years ago

Scour from Existence and Meteor Golem seem a little too expensive, how do you feel about Introduction to Annihilation and Aftershock?

Coldsteel Heart seems like an upgrade to Prismatic Lens, Commander's Sphere seems like it could be cut for Ornithopter of Paradise, and maybe Thought Vessel could come out for Star Compass. That should get you better access to colored mana, which it seems like you don't have much of.

If you can afford fetches... you know they're good. Enough said lol

TheSlowestBro on I got a bad feeling about this..

3 years ago

Hello! Sorry for the late reply, had some issue with my service provider.

So let's see, I think I've considered most of these already, they are all really cool ideas, the main issue is making deckspace for them. Do you see anything that sticks out to you as potential cuts? Aftershock has generally been really good, people don't see it coming and being able to hit a broken land if needed is really powerful.

  1. Sensei's Divining Top : the main issue here is $$, I actually bought a copy not too long ago, but I put into my Titania, Protector of Argoth deck as it's just way too good there to go anywhere else. Feel free to check it out, The Entmoot if you have any interest. When I feel I can justify buying another copy, of course I will highly consider it for this deck.

  2. Ignite the Future : THIS is interesting and I had not considered it. Nice little synergy you pointed out there with Top as well. Great tip! I'll definitely give it a try when I get the chance.

  3. Light Up the Stage : I like it, don't get me wrong, but do I like it more than a recurrent value generator like Treasure Map  Flip or Mimic Vat ? I don't think so.. Has it performed for you?

  4. Jeska's Will : You're right, this should probably have a slot. Again, what to cut, if I shave anymore from the goblin package I don't think it's worth running them anymore.

  5. Zealous Conscripts : Precisely not in here because it combos with Kiki a bit too easily! I'm just not a huge fan of infinite combos in EDH that are too easy to pull off, and I have so many ways to search for Kiki.

  6. Dockside Extortionist : You're right, this guy would be totally nuts, but it comes down to $$ and I'm kiiinda hoping on a reprint before I splurge, we'll see how long my patience lasts heheh.

  7. Homeward Path : Absolutely if I find a slot for the Humble Defector this would be so cool. Again, slots. But perhaps I should prioritize the defector more than I currently am, haven't really tried it out, should try to proxy it up, but you know, not much going on where I live unfortunately on the gaming side because of covid :/

  8. Outpost Siege : it's cool and I definitely considered it, but I think there are other value/ping options that are far better, though the utility of being able to choose is nice ofc. I think if I do find I need another ping-style card this will be the go-to.

Thanks for your thoughts and such a in-depth comment on my deck. Really useful and appreciated!

Edit: I was gonna edit my own comment but deleted your original one by mistake! Ooops! Also I did not realize that Confusion in the Ranks triggers in that matter and neither has anyone in my group ever noticed hahah! But I think this just makes the card even more interesting, so thank you for pointing it out.

TheSlowestBro on I got a bad feeling about this..

3 years ago

Hello! Sorry for the late reply, had some issue with my service provider.

So let's see, I think I've considered most of these already, they are all really cool ideas, the main issue is making deckspace for them. Do you see anything that sticks out to you as potential cuts? Aftershock has generally been really good, people don't see it coming and being able to hit a broken land if needed is really powerful.

  1. Sensei's Divining Top : the main issue here is $$, I actually bought a copy not too long ago, but I put into my Titania, Protector of Argoth deck as it's just way too good there to go anywhere else. Feel free to check it out, The Entmoot if you have any interest. When I feel I can justify buying another copy, of course I will highly consider it for this deck.

  2. Ignite the Future : THIS is interesting and I had not considered it. Really interesting synergy you pointed out there with Top as well. Great tip! I'll definitely give it a try when I get the chance.

  3. Light Up the Stage : I like it, don't get me wrong, but do I like it more than a recurrent value generator like Treasure Map  Flip or Mimic Vat ? I don't think so.. Has it performed for you?

  4. Jeska's Will : You're right, this should probably have a slot. Again, what to cut, if I shave anymore from the goblin package I don't think it's worth running them anymore.

  5. Zealous Conscripts : Precisely not in here because it combos with Kiki a bit too easily! I'm just not a huge fan of infinite combos in EDH that are too easy to pull off, and I have so many ways to search for Kiki.

  6. Dockside Extortionist : You're right, this guy would be totally nuts, but it comes down to $$ and I'm kiiinda hoping on a reprint before I splurge, we'll see how long my patience lasts heheh.

  7. Homeward Path : Absolutely if I find a slot for the Humble Defector this would be so cool. Again, slots. But perhaps I should prioritize the defector more than I currently am, haven't really tried it out, should try to proxy it up, but you know, not much going on where I live unfortunately on the gaming side because of covid :/

  8. Outpost Siege : it's cool and I definitely considered it, but I think there are other value/ping options that are far better, though the utility of being able to choose is nice ofc. I think if I do find I need another ping-style card this will be the go-to.

Thanks for your thoughts and such a in-depth comment on my deck. Really useful and appreciated!

plakjekaas on What, Exactly, is Wrong with …

3 years ago

JeanYass Yeah, apart from Aftershock , all your suggestions depend on other cards to actually suffice for the proposed goal.

To get back on track, the reason people say white is the color of removal is because Alpha had Swords to Plowshares and Wrath of God . Which are the best at what they do because they're cheap, and they're unconditional. They don't need you to have X instants and sorceries in your graveyard, they don't need you to have a big, or many small creatures in play, they don't need you to have 6 expendable cards in hand you have the luxury of being able to discard and don't miss. You just pay the mana cost and the threat is dealt with, with usually that spent mana being just a fraction of the mana cost of the threat(s) it removed. Leaving you with a great tempo advantage and the opportunity to rebuild firstto get ahead.

And I understand that inexperienced players fear the 3/3 they give away with a Pongify , because they started in Standard or 60 card casual kitchen table, where an opposing 3/3 can be a problem. But in Commander, where creatures are mainly played for their utility, not their power/toughness, and you have life to spare and are not in danger of bleeding out to a single small creature, especially when there's more opponents that can be attacked, Pongify is the most efficient single target creature removal spell in Temur colors, no matter how long the pole is you won't touch it with.

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