Exile target nonland permanent. You lose 3 life.
|Have (4)||gildan_bladeborn , , CompleteWaste , metalmagic|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Anguished Unmaking Discussion
2 weeks ago
Ah, I had long-tinkered with an Alesha list for quite the meiny of months, whereupon I have a fair number of suggestions for consideration in your ranks.
Meseems Callous Bloodmage is one of the best cards in the new set for inclusion, as it does three relevant things for any given circumstance. Choose wisely.
Any aristocrats list is incomplete when bereft of Skullclamp . Overplayed? Overrated? Too powerful? Is it too efficient? Perhaps you are tired of acknowledging its existence? Is this jest overlong all for the sake of an ensuing sentence? No, no, yes, maybe, and yes. (Just play it.)
Yawgmoth, Thran Physician is a particular powerhouse. He does everything. Maugre the cost of one life, he enables a draw engine and sacrifice outlet. So much for so little.
False Prophet is a most splendid wrath, for, ere his calamitous demise trigger, you may sacrifice your board and ravage all others.
Feldon of the Third Path , however sorrowful his tale, is quite the potent artificer. Bringing back many and wreaking havoc upon all is a brutal combination that can act as a backup version of the commander.
Rummaging effects are perhaps something of which I am too fond, yet here we are. Rummaging Goblin , Anje Falkenrath , Plargg, Dean of Chaos Flip, Deal Broker , Smuggler's Copter , and Mad Prophet are all ones I would seek to add.
Retribution of the Meek is a splendid wrath, typically decimating the opponents' populous.
Thus is all, dear folk. But, might all of your foes be met with a despairing shriek as Karmic Guide has her fun casting demise.
Lastly, the deck name could use a little work. Yes, it may be forthright, but, opt for something with flare. Let it be histrionic! Brutal! WONDERFUL!
Thence I leave.
Here is my own list, if you deign to care: Quondam Foes
3 weeks ago
@Raging_Squiggle, the cards you suggested removing have benefitted me countless times in cEDH though. Personally, I'd rather remove Terminate first. Holding up less mana every turn to address multiple threats is better as it gives me more flexibility. If you want to advance your boardstate it's better to hold up two 1's and a 2 than two 2's and a 3. Finding ways to do things cheaper without need for ramp is in a way card advantage as I see it and it mitigates how severe a discard cost is when you build your deck around flexibility than tempo. As I said I like playing more reactively than proactively. As for my experiences Lightning Axe 's removal capabilities in commander I find to be on par with Lightning Bolt 's capability in 60 card formats - not capable of removing everything but efficient enough to not get in the way of doing two things at once. Sinister Concoction is telegraphed removal which is incredibly undervalued in multiplayer settings as no one willingly wants to have it proc on their best card in hand, and having that kind of chilling effect on a whole table for one mana is pretty strong. And then there's Molten Vortex which is probably the best thing on earth for removing hatebear after hatebear and bypassing counter spells in blue combo decks. Losing lands to it may seem steep, but the cost is nothing when your opposition is locking you down and locking you out in the first place and if its a dead card I pitch it to the Lightning Axe or Sinister Concoction anyway.
Personally I've grown to loathe "non-black" removal spells. It's not just this combo but its also The Gitrog Monster and Kaalia of the Vast and Nekusar, the Mindrazer and Opposition Agent . I acknowledge there are a lot of non-black targets I can use it on instead, but picking between a Doom Blade and a Murder when Lightning Axe / Dismember takes out more of them for less mana sums up my approach to this. And I do run Chaos Warp , Anguished Unmaking and Generous Gift along with a slew of boardwipes for anything bigger - I just didn't mention I ran them here when the focus of my thread is on small and early game threats where the heavier removal isn't as apt at addressing these problems.
Still, even without the mana ramp the combo can come down on turn three by casting the cards on consecutive turns or on turn four by playing them all at once, and we are talking about competitive black which has plenty of tutors. In the early game holding up 2 or 3 mana for only one answer every turn I find to be a waste. It's not just this combo either as I'm in the company of decks that are looking to end or lock the game before turn six if left in a vacuum. At the same time I still want to acknowledge other non-aggressive strategies do exist and striking the balance is difficult when one set of cards is too slow for my current meta and another set don't go far enough for everything outside of that meta. Personally, I think the small spells still have some merit in all cases whereas the larger spells become an annoying liability when you're put on the clock. It's another reason why I value being reactive than proactive, to value flexibility over tempo, because I'd need to pick a different commander entirely if I want to match the speed my competitors play at. However, my opponents lose much more value than I do when they go headfirst into certain strategies only for them to be thwarted such as with the Witherbloom Apprentice + Chain of Smog combo or with the Auriok Salvagers + Lion's Eye Diamond combo or the Worldgorger Dragon + Animate Dead combo or anything that relies on Doomsday . My deck is built to address this kind of madness, but when I make card decisions I still want to keep more normal metas in mind when picking cards. Cards like Magma Spray and Fatal Push are incredibly narrow, I know that, but what I need to know is which card of that set is the best for taking on problems outside of my own meta.
3 weeks ago
If you’re playing competitive, you need to ditch some of the removal you have for ones with fewer drawbacks/requirements or ones that straight up kill something. Namely Sinister Concoction , Lightning Axe , and Molten Vortex .
Typically 2 or less suffice fine. Free spells are most important. Snuff Out , Force of Despair , and Slaughter Pact . Heartless Act , Devour in Shadow , Victim of Night , Fatal Push , Vendetta are all solid cedh removal spells because they either go for wider range of targets at 2 mana, or only cost 1, though may not be able to hit some things. This is usually the suite I run in Bx decks.
the likelihood of this player having Chain, the creature, a green and a black land, dark ritual, or Sol Ring+Rock in their opening hand is very low.
Don’t build around something that might happen once every 20 games. And don’t restrict your removal suite to only cards that deal with a little creature like that, you want to have cards that can deal with a multitude of potential threats.
3 weeks ago
Blue is the transformative color. Given the Clone family of cards and things like Unstable Mutation . Polymorph is one of the most powerful transformation cards you can play. Blue is also, mostly, the only color that can easily change creature types of unwilling targets.
3 weeks ago
In blue I tend to favor counterspells to deal with artifacts, like Dovin's Veto , but since you're in Esper you also get the best of "black and white can remove anything": Anguished Unmaking , Conclave Tribunal , Fractured Identity , Utter End are all good, flexible options.
1 month ago
Extirpate is better in a mill or discard deck, where you can forcibly fill your opponent's graveyard.
Anguished Unmaking is good general-use removal, but not required. I find 1-2 aren't as punishing with the lifeloss, but that again is a personal choice. Use whatever removal you're happy with and fits with the rest of the deck.
1 month ago
legendofa: I'll do that, thanks a lot. I have another question I'd like your opinion on:
I pulled a copy of Extirpate from TSR. As I have never played it before, I'm not sure how much of a drawback the restriction of having to choose a card from a graveyard is. Would you play it instead of Lost Legacy ?
One final thing regarding your suggestions: I actually have some copies of Anguished Unmaking , I always forget it's such an expensive card. I've removed it after playing it for quiteva while. The lifeloss can actually be quite taxing.
1 month ago
Hey, a Turbofog deck! First couple things I see: in the Fog package, switch Haze of Pollen for Angelsong for a cheaper cycling card. Thwart the Enemy doesn't do anything that a straightforward Fog doesn't do for a third the cost; Thwart the Enemy is better for creature-on-creature combat. Even with the Seasons Past recursion, if you've been careful with your Fogs, pulling back a 1-mana fog and a 2-mana fog should be enough, especially since you only have two of them. If you're set on the 3-mana Fog, consider Sudden Spoiling .
For the removal package: Abrupt Decay is solid. Vraska's Contempt is a little more mana-hungry than I personally prefer, but I can respect it. I would switch it for something 3-mana, maybe Anguished Unmaking or Maelstrom Pulse for broader removal.
Win condition: I've never used Approach of the Second Sun personally, so I'm interested in that choice. There's an earlier suggestion about adding a backup win condition, and I agree with that. Something resilient and difficult to interact with. I see Dragonlord Dromoka in the maybe board, and I like Sigarda, Host of Herons , but those are questionably budget.
Other: Adding some ramp that comes down before turn 3 might help you reach your late game faster. I also like a small discard package; even a handful of Duress can preempt a lot of problems. Leyline of Sanctity has dropped in price a lot, and it's practically required if you see a lot of burn or 10-rack or anything like that.
So that's what I get out of my first pass over this deck. Use your Fogs carefully and use your life total as a cushion, and this could get some good results. More comments to come later.