Destroy all artifacts, creatures, and enchantments.
Cycling (, Discard this card: Draw a card.)
|Have (3)||, sonnet666 , metalmagic|
Printings View all
|Commander 2018 (C18)||Rare|
|Masters 25 (A25)||Rare|
|Commander Anthology (CM1)||Rare|
|From the Vault: Twenty (V13)||Mythic Rare|
|MTG: Commander (CMD)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Akroma's Vengeance occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%
Akroma's Vengeance Discussion
2 months ago
I love the idea. I think it needs some more divine judgment though. Sunblast Angel , Oblation , Austere Command , Hour of Revelation , Akroma's Vengeance , Descend upon the Sinful , Fumigate , End Hostilities , and of course Wrath of God and Day of Judgment . Ravnica at War could be good depending on your meta. While playing boardwipes just for flavor wouldn't be the best idea, it's also a strategic decision. Angels are slower tribe, so it's a good idea to put everybody else behind.
Outside of boardwipes, Akroma's Memorial spells death for all opponents, Herald's Horn is another cost reducer, and True Conviction is a powerful anthem due to the fact that most of your creatures are big and flying.
4 months ago
After last weekends debacle I've decided to shake things up a bit!
Let's see how things progress.
4 months ago
To make the game last against aggro strategies you could use Ratchet Bomb as your holy hand grenade (it can get rid of tokens the same turn you cast it, or creatures with converted mana cost 1, 2, 3, relatively fast), or else, you can use Sunscour , although I would put it in the sidedeck because you may play against decks wihtout cratures -thats why i prefer Ratchet Bomb -.
You can also use Runed Halo on yourself. It can prevent black cards with "sacrifice" mechanics, or prevent the damage of a creature full of auras, and help with repetitive red cards focused on life damage.
I recommend Angel of the Dire Hour , and make sure you have 4x Resplendent Angel , after all, they can decide the game all alone. You can also have more Shalai, Voice of Plenty if you think it is necessary, although Voice of All with deathtouch ir more elegant.
Adding an extra color you could also think to exchange all your artifacts for board wipe strategies like Akroma's Vengeance , Merciless Eviction along with the Brave the Elements strategy (to save your creatures). And maybe Profane Procession Flip, Kaya's Guile and Vindicate .
You could also find better lands to match this deck. You are only using "plains". I know it demands some researching, but you gonna have to do it sooner or later.
After this you could focus on a sidedeck against discard, blue counter, or something else. Like Luminarch Ascension , which is already there, and more cards related with the graveyard.
4 months ago
I will agree that the ability to untap all permanents, or all lands, or all non-lands is a HUGE advantage. seedborn muse is at the top of the list of cards that go into most green decks I make. That said, not every deck can take full advantage of the benefits, just as not every deck can take full advantage of, say Hypersonic Dragon or Teferi, Time Raveler 's +1 ability. If everyone and their grandmother are building the deck around one card (as we saw with paradox engine), then it makes sense to ban it; behold, to paraphrase the the EDH rules committee: "That $#!t don't fly".
The ability to cast ANY spell at flash, however, is something that every deck can take advantage of. By waiting on specific triggers, certain combinations otherwise impossible become disgustingly good. At the end of opponent's turn? cast Phage the Untouchable , and respond to it with Supreme Verdict . Field wipes, phage resolves, untap & swing. Sure, it's an over-the-top example, but it does illastrate the point nicely. Hell, for ages I had a deck of "bad cards" just so I could run Barren Glory and respond to it with Kaervek's Spite . the ability to flash that at the end of an opponent's turn massivly reduces the chances an opponent can do something about it. I think (or possibly just hope, but who knows) that wizards has discovered that Vedalken Orrery and Leyline of Anticipation aren't what people should have (it may be what they want, but that's another thing entirely). In war of the spark, we saw Vivien, Champion of the Wilds , Teferi, Time Raveler , and Emergence Zone , all good examples of what _should_ work as a flash mechanic - ones that have limitations built in - they have to remain in play, are on attackable, damageable permanents, or are a one-time, sac to activate effect. Quicken , Scout's Warning , and Savage Summoning are all other good examples of this mechanic being used. Now, Wilderness Reclamation is actually _waaaaaay_ lower on my threat-meter for one, simple reason - it only untaps once. Honestly, the Isochron Scepter + Dramatic Reversal combo is far more dangerous in my book, simply due to the ability to untap creatures as well as mana rocks. In a multi-player format, the difference between it and Seedborn Muse or Unwinding Clock is huge. Speaking of Unwinding Clock , this is one of the cards that also don't have as much of a problem with - to get the full effect of this card, you're typically going to have to build your deck as an artifact deck. and in a format with Vandalblast , Bane of Progress , Shatterstorm , Nevinyrral's Disk , Akroma's Vengeance ...well, the list goes on. And since most people run Sol Ring (I'll confess to a love/hate relationship with that card, but thats a story for another time), most decks will run at least _one_ artifact removal (or steal) effect on the assumption that their opponent's will also be running it.
anyway, just my two cents as a response.
5 months ago
In re Anguished Unmaking : I think it depends on your meta. If you need to be policing a wide range of "must answer" threats (value engine pieces; voltron pieces; combo/recursion pieces that are threatening to take over or end the game), it might be worth including as nothing is as flexible at instant speed save for Assassin's Trophy . I still like trying to keep the CMC on my interaction suite down to 1-2 CMC, since the deck is so mana hungry. My heavy tutor package can allow for a smaller suite of narrower answers in a pinch, but I'd almost rather try, for your list, testing with Abrupt Decay and Despark alongside Assassin's Trophy , instead of Anguished Unmaking . My list is a little greedy/more focused on facing opposing creature-based strategies, as a lot of the interaction/removal is stapled to a Dragon and only can hit creatures, but really I think it comes down to both decks needing a LOT of mana/to tap out on our turn to function on curve (hence prioritizing the most cheap and efficient removal is key).
I'm also looking at putting in one more expensive blow-out sweeper for games where I know I'll be behind and likely am sandbagging; probably something like Akroma's Vengeance , which can at least cycle if it is dead in hand. But that's more for pods where we're playing at 75% or lower.
In place of some of the more expensive tutors, since we're not a combo deck and blue is a splash color, I would look first to Lim-Dul's Vault , then to cheaper tutors like Scheming Symmetry , Eladamri's Call , Diabolic Intent , Dimir Machinations , Beseech the Queen , Praetor's Grasp , or Muddle the Mixture , which are all $10 or less.
6 months ago
6 months ago
I would cut these cards for more Tutors, Clones, Draws, Counters and Mana Rocks. You are aiming to be a combo deck, but has a few value cards in there that doesn't really fit the idea or simply go in an opposing direction.
As a combo deck, you need to be able to dig your library for the combo pieces and answers. Creature Clones with Felidar offer another way of comboing with Knight and Altar that doesn't need Aminatou, while also being generally useful.
Call for Unity
-> Doesn't help your game plan
Future Sight -> 5 mana is a lot, UUU is a lot and you can't abuse this
Scheming Symmetry -> if anyone answers your tutored card, you just gave a free tutor to an opponent
Rite of Replication -> Clone tokens can't combo with Felidar
Finale of Revelation -> Sorcery, you probably won't be paying x=10+
Akroma's Vengeance -> 6 mana for a wipe with no extra is too much, even more so considering you like your mana rocks.
Ashiok, Dream Render -> not having flash hurts this a LOT, while also making you a target for the rest of the table.
Tidehollow Sculler -> discard isn't that great on multiplayer and can't be abused by your usual flickers
Thalia's Lancers -> Too slow for a tutor, few impactful targets
Sphinx of Uthuun -> Flickering this is nice, high CMC isn't
Oona, Queen of the Fae -> Not very useful unless you have infinite mana, which you won't be having most of the time
Cavalier of Gales -> UUU is heavy, payoff is OK
Agent of Treachery -> high CMC
Reliquary Tower -> You don't really need this effect
Eldrazi Displacer -> You have 5 cards that generate Colorless and little ways of tutoring them, will be useless in quite a few matches. Of those 5, 4 are lands, so your chance of comboing with Peregrine Drake are even lower. The card is really strong, I wouldn't cut him, but I would adjust your manabase to have more Colorless sources. The panoramas for example are nice ways of having Colorless sources while still being able to fetch your colored lands.
7 months ago
Commenting here rather than on your page.
I don't mean to sound so overbearingly critical, but your deck is overall lacking in substantial board presence. Oathbreaker is a format in which you want to protect your Planeswalker at all viable costs. You have four creatures. That does not make for a very strong base. I'm going to rip into this deck, but I am also going to offer you suggestions on how to greatly improve upon it :) I hope that you don't take offense to anything I am saying, but I felt like I can do you some good here.
Next, I notice that a lot of your lands are either bounce lands or lands in which you can sacrifice them to get an additional mana for that turn. I am concerned with this style of play, because the bounce lands sort of equal out to the same amount of mana for the turn, and in some cases don't even move you ahead. Sacrifice the lands for extra mana sets you back. Allow me to explain:
- T3: You have two lands out. You tap both to add to your pool, then play Boros Garrison . The rest of the turn doesn't matter, we are merely focusing on land presence and mana potential.
- T4: You replay the land you just bounced last turn. Now you have a total of three lands that can produce a total of 4 mana.
The issue here is that you set yourself back on tempo on T3 to become caught up on T4. Rather than producing 3 mana on T3, you only produced 2; And for your efforts on T3, you are no better off on T4 than if you had just played a basic land.
Dormant Volcano and Karoo are even worse, because you have 16 of your 26 lands that contain specific subtypes, each one only being represented on 10 Plains and 8 Mountains. So if you have a Dormant Volcano in your hand but you don't have any lands with Mountain as their subtype, you literally can not play it. Even worse, it has to be an untapped land you return AND it still enters the battlefield tapped. So not only do you lose a land, you don't even get the mana from it and it's highly more restrictive than Boros Garrison .
Additionally, Temple of the False God literally does you no good if you get it out before you have five total lands. Shrine of the Forsaken Gods is better absolutely all around because at least it produces you something.
Now we need to discuss your "pay-to-play" lands; Crystal Vein , Dwarven Ruins & Ruins of Trokair . The issue here is that you may have immediate access to ramp, but you trade that for immediate downfall as you slip farther and farther behind because you no longer have lands on the battlefield. These cards should never go in any deck that doesn't have some means to return them, such as Crucible of Worlds / Ramunap Excavator or Wrenn and Six .
Dwarven Ruins and Ruins of Trokair for Heart of Ramos and Tooth of Ramos . This is because on T3 you can play your 3rd land and play an artifact to ramp with. On T4 when you play your fourth land, you now have 5 mana available and therefore are in ramp mode. You can also sac the artifact to generate another mana if need be, and it won't hurt your land base. These are under appreciated artifacts, and to be honest you don't need 26 lands in a 58 card deck. Yes, 58. Ajani and Mudhole are outside of your library.
Dormant Volcano and Karoo for Boros Signet and Boros Cluestone . Signet gets you two mana for the cost of one (Tapping two permanents equals out to 1 mana per permanent, but now you get one of each color) and Cluestone gets you one of any color, but also gives you draw options if you need it later on.
This sets you down to 22 lands, which in all of my playing of Oathrbeaker is ideal. This also increases your stones up from 4 into ~6. We will be working on this in a moment.
I get it, you want to blow up lands so your opponent can't play the game. But do you need 10 cards that do that? 11 with Ajani?
Cut out the following, for their listed reasons:
As mentioned before, you want more artifacts that produce mana. You currently have the following:
Now we still have four card slots open from before. We are sitting now at a total of six stones. We want eight. We will use two slots to add the following:
We now have 22 lands and 8 stones. 30 mana producing cards in a 58 card deck. This means you will SERIOUSLY ramp in Boros.
- Faithless Looting : Because it can be played twice, due to Flashback
- Dawn of Hope : Another 2 CMC permanent that can be used in conjunction with Ajani Vengeant 's -2 for card draw on non-specific colors of mana. Then you can also use it to create tokens with self-fulfilling conditions since they have lifelink. This means you don't have to rely on Ajani going down, and you can still progress the boardstate.
As for a win condition outside of Form of the Dragon , there is also Martial Coup . Since you are snuffing out all of your opponent's lands anyway, as well as their creatures, why not create a literal army of tokens that now stand unopposed?
You may also want to consider replacing Mudhole with something more viable. Perhaps Lightning Helix ? It burns and gets you life. Acts as another win condition, makes it harder for your opponent to win in the process as your life totals grow farther and farther apart, and plays nicely with the aforementioned Dawn of Hope .
This took me like 40 minutes, so I hope it helps.