Anguished Unmaking

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Anguished Unmaking

Instant

Exile target nonland permanent. You lose 3 life.

Svinstvo on

3 days ago

I will rather buy basic Counterspell than the denial. I'm not a big fan of filling opponent's hand with new cards to play.

Anguished Unmaking I do have in the wishlist in the main deck page but it wasn't available in my local card shop and I do not want to pay 2€ for a card and 10€ for shipping.

Vigor I do have in the list as well but same problem as Unmaking except this card is expensive by itself.

Ivy Lane Denizen is too monocolor focused.

Scurry Oak is pretty much the Herd Baloth but cheaper so might as well include it in the list but I already have Baloth IRL so don't see much reason to buy oak rn.

Genju of the Realm is pretty much just one of my most favorite cards. Was definitelly the top 3 cards I used 20 years ago. So the reason it is there is mostly nostalgia. Other than that it gives 5 +1/+1 counters on Ramos, Dragon Engine right away and triggers Alela, Artful Provocateur ability. Plus it is a 8/12 trample for 2 mana on demand. And if I put it on the indestructible artifact land then good luck getting rid of it. But sure I could see it replaced. It doesn't have that much synergy as the rest

Belfore on

3 days ago

Personally I would drop the Dispersal Shield, Path to Exile, Genju of the Realm.

Reasons and alternatives: Dispersal Shield, It is too situational / dependent on your CMCs. a better choice would be Arcane Denial in my opinion since it will replace itself.

Path of Exile, Removing a creature or one is good but giving your opponent a land is terrible. I think a much better choice even though the CMC is higher Anguished Unmaking can and will get rid of more problems other than just creatures.

Genju of the Realm, I think I know why your are running it looking at your commander. I would run Vigor instead since if worked right will net you far more counters.

I am also noticing you are wanting to run tokens it seems and have no qualms about infinite combos you might consider Ivy Lane Denizen with Scurry Oak since it is a combo you can end when you want to.

Crow_Umbra on Mardu, meat token dispenser

1 month ago

I would agree that this list looks solid. I have a few suggestions to consider, but nothing super big:

  • If you want an interesting utility land, I'd recommend checking out Den of the Bugbear as a kind unexpected token producer.

  • I know it's already in your Maybeboard, but it could be worth swapping out Inevitable Defeat for Anguished Unmaking. Yes, you lose the uncounterable aspect, but it's 1 mana cheaper & 1 color less intensive.

  • I'd recommend adding a couple more Myriad creatures like Hammers of Moradin and Elturel Survivors. Battle Angels of Tyr are a solid option, but less budget friendly. Since Myriad tokens exile themselves at end of combat, they will trigger Zurgo without needing the extra Aristocrats investment.

  • I think you can swap out Legion Loyalty for one of the other options you're considering. 8 mana is pretty intensive, and also dependent on you having creatures on field.

I hope these suggestions are helpful. Zurgo looks like a fun commander option.

Optimator on Dead Girls Don't Cry

2 months ago

Also, Anguished Unmaking is a lot cheaper now

Crow_Umbra on isshin

6 months ago

Hi there, I saw your comment on the front page feed and figured I'd leave some suggestions. Before I get more specific, I was wondering if you have a general budget or budget per card in mind, and if you have had a chance to play-test the deck irl yet?

I've been playing Isshin for almost 3 years now, and have had a lot of fun with him. The suggestions I'll initially make will be pretty broad & general to start off:

  • I think some of your Artifact, Creature, and Land slots can probably be repurposed for some Instant speed removal and protection effects. Stuff like Swords to Plowshares, Generous Gift, & Anguished Unmaking will be super helpful. Depending on your budget, stuff like Clever Concealment & Flawless Maneuver can all help as well.

  • In terms of creature cuts, I typically suggest cutting from the top end of the curve first. Everyone's play group and preferred play styles are different, but I've personally found that Isshin is at his best when most of his creatures are in the 2-4 mana range, with very few creatures at 5-6 mana or beyond.

  • Since you are already running all of the Talismans and equipment with attack trigger ramp, I think you can probably cut all of the Signets for other more helpful spells.

  • Lastly, I'd recommend asking yourself which attack triggers or play style are most fun or interesting to you, and really focusing on those types of triggers and supporting that theme. I see you have a lot of the creatures for a Tokens and Go Wide Group Slug theme, and other stuff like both Aleshas might not be as helpful here. I love both Aleshas, but I think Isshin thrives more from proactive board protection like some of the instant speed options I mentioned in my 1st bullet.

I know these suggestions are fairly broad, but I'd be happy to offer more specific feedback or suggestions if you have some in mind that you are looking for.

Caerwyn on Fire Covenant or Reckless Assault?

9 months ago

I would firmly put Reckless Assault in the "bad card" category. To kill a 3/3, you have to pay 3 mana and 6 life--and the price only gets worse the larger the creature is. Consider this, would you play a spell that cost 3 mana and 6 life, but had a "only target creatures with less than 3 toughness" rider? Of course not - three mana is already expensive for removal, and the only time you really should be paying three mana for a removal spell is something like Anguished Unmaking or Void Rend, which give you huge degrees of flexibility in what you can target.

As a note, your deck is missing both Swords to Plowsharesfoil and Path to Exile, both of which are great cards your deck could benefit from.

Noire_Samhain on How does card: Commandeer work?

10 months ago

Commandeer is exactly what it says on the tin. By taking control of the non-creature spell, if its a permanent it enters the battlefield under your control, or if it's say, Beacon of Tomorrows you can choose it to target you (when it resolves any cast instants/sorceries will still go into the opponent's deck/graveyard). The Commandeered spell can still be countered. It's a niche form of counterplay. You play it to turn an opponent's advantage into yours, whether its removal like Anguished Unmaking or whatever noncreature spell you'd like for yourself.

Does that help a bit?

FadingReality on Dragons, Dragons, Dragons

11 months ago

I like every single creature in the deck at this point. I have 5 suggestions: 4 for your land base and 1 for removal. Somewhat expensive suggestions but nothing too crazy.

  • I would cut any two of the lands that have "enters tapped unless you control two or more other lands" for Mana Confluence and City of Brass. These lands NEVER enter tapped and give you all your colors. Grand Coliseum is a decent budget option. It does enter tapped, but also gives the option for colorless mana and no damage. You are running a high enough count of the "enters tapped unless you control two or more lands" lands that some will enter tapped in the early game. Reducing them down to 1-2 is better.
  • I'd cut another of the "enters tapped unless you control two or more lands" lands for Polluted Delta but you are already aware you need delta so this is more of a reminder.
  • Yavimaya, Cradle of Growth is an AMAZING card you should consider. It is a essentially an untapped forest itself, but it lets all your lands tap for green, including colorless lands. In your deck, in addition to fixing green mana for the rest of the game, it will 1.) allow your colorless lands like Cavern of Souls, Haven of the Spirit Dragon, and Crucible of the Spirit Dragon to tap for green without a catch 2.) allow all of your fetchlands to tap for green without having to sac them and 3.)allow things like Mana Confluence to tap for green without dealing any damage.
  • I would swap Putrefy for Anguished Unmaking. Putrefy is a good card, but unmaking is pretty much strictly better. Has a wider target selection and exiles. Putrefy is best used in Black/Green decks. When some jerk plays the One Ring against you, you'll be glad to have unmaking.
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