Armageddon

Armageddon

Sorcery

Destroy all lands.

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Legality

Format Legality
Tiny Leaders Legal
Commander / EDH Legal
Canadian Highlander Legal
Highlander Legal
Oldschool 93/94 Legal
Legacy Legal
2019-10-04 Legal
Casual Legal
Limited Legal
Leviathan Legal
1v1 Commander Legal
Custom Legal
Oathbreaker Legal
Unformat Legal
Duel Commander Legal
Vintage Legal

Armageddon occurrence in decks from the last year

Latest Decks as Commander

Armageddon Discussion

Almondator87 on Rocks, rocks, and more ROCKS!!!

1 week ago

The more I think about it, the more I wanna do Armageddon + (Second Sunrise or Faith's Reward) to take all the lands away then bring them back to get triggers off Toggo, Goblin Weaponsmith and nobody would be mad at the table since everything comes back so in a sense, i'm not causing any hate lol

PalaCannito on White Prison

1 week ago

Land hate is great when going true prison, but it's actually working against me and my general playstyle. Next planned changes:

  1. Remove all fetchland and replace with Snow-Covered Plains (five out, five in)
  2. Remove Strip Mine and Wasteland for an Ancient Den and a Snow-Covered Plains
  3. Remove Armageddon and replace with Akroma's Will
  4. Remove Crucible of Worlds and replace with a Snow-Covered Plains
  5. Remove Archon of Coronation (fun, but too expensive) and replace with a Snow-Covered Plains
  6. Remove Ancient Tomb and replace with Darksteel Citadel

All totaled - netting two lands positive, removing land destruction spells, lowering the curve, and reducing the self-inflicted life loss. Replacing fetches and the removal lands also helps with Land Tax-type effects. Adding the Ancient Den and Darksteel Citadel to keep and bolster the Inventors' Fair without changing much else.

Peligrad on The amonkhet "last stand" cycle …

1 month ago

Just cast Armageddon after casting one of these and you completely mitigate the downside.

ShutUpMokuba on Hi there, need a bit …

1 month ago

Your deck is good, but 8-9 means almost cEDH territory. Good hands happen, also if your opponents don't include interaction in their decks it's more likely for you to get ahead easily. Looking at your list i don't see anything broken, silly or salt worthy. They probably never got killed by a Triumph of the Hordes, got stuck in Winter Orb shenaninans, getting multiple Armageddon, or simply infinite combos as win cons. They probably don't know what pain really is while playing mtg.

Being serious, the power level issue is actually a thing. Any deck can be tuned down as much as you need (the opposite doesn't work because not every commander can reach some power level). If your friends play just super casual deck you can cut out a couple of cards replacing with worse alternatives or less efficient ones. Theese kind of consideration must be made over several matches. It's not the single match you need to look at. If you consistently stomp your friends, you should consider tuning down the deck. If most of the matches are still balanced then you can keep it as it is. Remember, EDH being a multiplayer format is different from 1 vs 1 because other mechanics step into the game other than the deck lists. It's not unlikely that the worst deck wins because everyone else kill each other ignoring the weakest deck which may ultimately win.

Epicurus on Lands are for Goblins

1 month ago

Land destruction has been a pet theme of mine for nearly 30 years now, and I'm still not an expert at it. The key is to destroy early and destroy often, because otherwise you're stuck casting spells that do little to no good (Stone Rain when someone has 6 lands out helps you as little as Armageddon when opponents have a better board state than you). However, if have too much land destruction, then you get into the situation of "yeah, but how does it win?"

I think that you could fit at least 3 or 4 of the suggestions I gave pretty easily, mostly by eliminating high mana cost spells. You don't want to be stuck deciding between casting Armageddon or saving up resources to drop something big. And you also don't want to be afraid to Raze or something similar on the first or second turn. You're running a lot of mana rocks, and that's good. You'll need those. Land destruction is not a win fast sort of structure. More like win on turn 30 after losing every friend you have, then making them want to quit as soon as they see which deck you're playing.

Kill Switch is a bit risky, because if the game is going well, you'll need your own rocks to keep going. Smokestack might serve the same purpose better. Or other stax cards (see [LIST] EDH STAX Cards copy).

And finally, I wanted to let you know that your deck here inspired me to build another land destruction deck myself, so here's a link to that if you'd like to check it out: BLRM (Bureau of Land and Resource Management)

Sorry for the incredibly long response. I would also add that I myself have a lot of decks, and there are a good number of similar cards in a lot of them. What I like to do is proxy cards that I own, so that I don't have to have additional real copies of them, or have to move cards from one deck to another constantly (for instance, I own one of each True Dual, all of which are in a 5-color deck I play, so when I add them to other decks I proxy them).

Epicurus on Card creation challenge

1 month ago

First, I wanna say that Savannah Lions was my absolute favorite card when I first started playing almost 30 years ago. At one point in time, it was actually worth money. In fact, I still have a Legacy, mono-white, Armageddon deck that runs 4 of them, and it is one of my best decks.


Seedbearer Scout

Creature - Elf Scout

When ~ dies, search your library for a basic land card for each ~ in your graveyard, put them onto the battlefield tapped, then shuffle your library. Then, if there are 4 ~s in your graveyard, untap all lands you control.

1/1


I think that the whole needing multiples of it makes it over cost to be good in commander, and it isn't powerful enough to be good in Legacy or Vintage. But I could see it in Modern or Pioneer.

Next, make a pair of cards that have a similar synergy to Diligent Farmhand and Muscle Burst, but not related to the graveyard.

Apollo_Paladin on Lieutenant Worf, Set Phasers To Stun.

1 month ago

I played a couple of test-games with this deck (using stand-in cards for the stuff I didn't actually have copies of) and I think that, unless you have a specific couple of targets in mind in a regular playgroup that you need Last Breath for, you might be better off dropping them and adding in 1 more Armageddon and 1 more Wrath of God just to increase their frequency and add to the overall control of the deck for longer games.

Those seem like pretty key resets to me (at least in admittedly small handful of games I ran it) so I think some extra copies would do you nicely. Especially since you've done significant revamps to the build and are now rocking quite a bit of control already with the Silences and Mono-White Counterspells.

Just my 2 cents, but I loved seeing this pop up on the Deckcycle rotation again either way.

Apollo_Paladin on Lieutenant Worf, Set Phasers To Stun.

1 month ago

Consecrate Land could be a neat combo with your Armageddons; leave yourself a mana or two afterward to spring ahead.

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