Baffling End

Baffling End

Enchantment

When Baffling End enters the battlefield, exile target creature an opponent controls with converted mana cost 3 or less.

When Baffling End leaves the battlefield, target opponent creates a 3/3 green Dinosaur creature token with trample.

Latest Decks as Commander

Baffling End Discussion

zapyourtumor on Azorius Testudo

2 months ago

Not sure running Moon-Blessed Cleric just to tutor High Alert is worth it. If it had high toughness maybe, but 3/2 stats kind of suck in this deck. Letting you tutor up a Detention Sphere, Rest in Peace, or Baffling End when needed is okay though.

Slaughter the Strong is another one-sided boardwipe that can costs one less than Dusk / Dawn.

I second cutting The Wanderer, it doesn't do enough here. For removal, I'd add some Portable Hole and Baffling End to handle the lower cmc stuff while Detention Sphere hits the bigger targets.

I'd maybe cut a 1-2 copies of Azorius Charm, since the removal option doesn't get rid of the creature for very long.

Yeti_Confetti on Eldrazi Exile

7 months ago

Some cards I've found that you may want to consider: Seal Away is low CMC and has flash for a surprise when they swing, Cast Out comes with cycling to help you draw if you really need it, Brain Maggot has a small body but can grab anything nonland from their hand, Baffling End may be better than silkwrap depending on what creatures you're up against normally. Dire Tactics / Anguished Unmaking are unconditional creature removal, at the cost of some life. Maybe even Bane of Bala Ged for fun. Finally Warping Wail has some flexibility that you may find useful.

I personally would drop Grip of Desolation . For 6 mana you'll want to be doing more than what it offers, could play two or three spells instead even. Maybe add more copies of Utter End in its place, or Vraska's Contempt can hit 'walkers and creatures, and the two life is a nice touch.

I hope you find this helpful, neat deck and best of luck with it!

Oloro_Magic on Walking the Eternities

1 year ago

It's coming a long nicely, there is still some work to be done though, I'd cut both Kasmina, Enigmatic Mentor and The Wanderer for wrath effects, ideally Supreme Verdict but there are other options such as Settle the Wreckage. Both the aforementioned walkers are very low impact and not particularly relevant ability wise, in other words, they are never going to be cards you are happy about drawing really.

I'm also not sold on a full playset of Quench that feels like it will just come back to hurt you as the game goes into the deeper turns you are more or less designed to dominate in. Instead, while I could see playing a single copy of quench I'd like some form of spot removal: Glass Casket, Declaration in Stone, Seal Away, Stasis Snare, Baffling End, and Detention Sphere all strike me as viable options here.

Finally, the mana needs to be re-worked, yes you are a jeskai deck primarily, but the most important thing you can do turn one in this deck is play Oath of Nissa, as such you want to be able to have access to green mana turn one. Ideally that will take the form of Breeding Pool and Temple Garden but that isn't very budget friendly. Instead, simply adding some basic forests to the deck will go a long way to better equipping the deck to succeed in the long game. With that in mind you may also want to find room for Fabled Passage if you have access to it as some form of mana fixing. Finally I'd cut a plains for a Raugrin Triome, just some additional cover as the game goes on, plus it cycles if you don't need it.

amicdeep on Budget GW Casual Cats

1 year ago

for a tribal deck like this i would either recommend ramp or dropping the mana curve a little, so when you get down the second cat anthem effect you have a nice sized board to take advantage with

my recommendations would be 2Qasali Pridemage its cheap and the utility can be pretty useful

4Leonin Vanguard as your a pretty aggressive deck having another one drop would be particularly useful (also this one gains life for pridemate even when not attacking)

3Fleecemane Lion its aggressive body with a cheap cmc, and late game it basily becomes unkillable.

some solid spell wise i would recommend 2 Selesnya Charm, for 2 reasons, first blessed alliance can only kill attacking creatures and not big blockers, and secondly the best way of utilizing a 4/4 double stiker is by pumping it and giving it trample

some other solid budget removal is Declaration in Stone, Baffling End, Winds of Abandon these all have there own up/downsides but may well play better in a agressive list that alliance

crasher121 on

1 year ago

maybe switch 1 Baffling End with 1 Detention Sphere for early pw removal. also works better against tokens.

sergarrick on {PRIMER} Prison Break

1 year ago

I agree with Baffling End . In non-rotating formats, the amount of creatures cmc<4 is way higher than standard.

TheLordStormCrow on {PRIMER} Prison Break

1 year ago

Acer103, thanks for the feedback, I prefer Baffling End because it hits the majority of creatures we want to in the early game, and the big draw to it is that they don't get their creature back if they remove the Baffling End .

In testing, myself and some people from the enchantress discord server found that we rarely missed the flash from Seal Away , and permanently removing the creature was just better value overall, and worth the slight drawback

Acer103 on {PRIMER} Prison Break

1 year ago

I really like this build. I think the inclusion of the GW planeswalker really does strengthen the deck. It doesn't have a place in modern or standard, but I think Pioneer is just right. I also agree that deck selection is very important. The planeswalker also forces the opponent to look at a second target instead of touching the enchantments you're putting on the board.

I'm not a fan of Baffling End though. Would Seal Away be a better alternative?

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