Bane of Progress
Creature — Elemental
When Bane of Progress enters the battlefield, destroy all artifacts and enchantments. Put a +1/+1 counter on Bane of Progress for each permanent destroyed this way.
|Have (2)||, CompleteWaste|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Bane of Progress Discussion
2 weeks ago
3 weeks ago
I think you should cut: Brutalizer Exarch, Conduit of Ruin, Frost Titan, Giant Adephage, Myr Battlesphere, Oblivion Sower, Pelakka Wurm, Phyrexian Ingester, Rashmi, Eternities Crafter, Rattleclaw Mystic, Sagu Mauler, Simic Sky Swallower, Sphinx Ambassador, Stalking Vengeance, Tornado Elemental, Plasm Capture, Pandemonium, Sunken Hope, Tezzeret the Seeker, Chromatic Lantern, Darksteel Ingot, Disaster Radius, Explosive Vegetation, Heat Shimmer, Rude Awakening, and Spelltwine. As for lands, I do think you should replace: Izzet Boilerworks, Spawning Bed, and Temple of the False God.
I think you should add: Temur Sabertooth, Genesis Ultimatum, Etali, Primal Storm, Skyshroud Claim, Goreclaw, Terror of Qal Sisma, Sakura-Tribe Elder, Chaos Warp, Klauth, Unrivaled Ancient, Terror of the Peaks, Kodama of the East Tree, Reclamation Sage, Kogla, the Titan Ape, Consecrated Sphinx, Selvala, Heart of the Wilds, Wood Elves, Ilharg, the Raze-Boar, Diluvian Primordial, Prime Speaker Zegana, Release to the Wind, Return of the Wildspeaker, Nature's Lore, Three Visits, Garruk's Uprising, Guardian Project, Unnatural Growth, and Arcane Signet.
If you are able to find more slots, I think you should consider: Hullbreaker Horror, Thryx, the Sudden Storm (dependent on count of spells with 5 cmc or more), Soothsaying, Mulldrifter, Beast Whisperer (dependent on final count of creatures), Rishkar's Expertise, Turntimber Symbiosis Flip, See the Unwritten, Balefire Dragon, Scourge of the Throne, Bane of Progress (I feel like you do not have a ton of high value artifacts or enchantments that would cause this to cripple you), Momir Vig, Simic Visionary, and Genesis Storm.
1 month ago
DemonDragonJ the Aura Shards question. Besides Bane of Progress, that has one of the highest destructive potentials in the game, and it ought to make other players at the table think twice before they play their big non-creature threats until it's off the table.
3 months ago
RAMP: Deranged Assistant, Gilded Goose, Rootcoil Creeper, Sakura-Tribe Elder, Skull Prophet, Solemn Simulacrum, Phyrexian Tower, Binding the Old Gods, Titans' Nest, Cultivate, Kodama's Reach, Nissa's Renewal, Chromatic Lantern, Dimir Signet, Golgari Signet, Lotus Petal, Simic Signet, Sol Ring, Wayfarer's Bauble, Kiora, the Crashing Wave.
CARD DRAW and SELF MILL: Baleful Strix, Deranged Assistant, Glowspore Shaman, Prime Speaker Zegana, Satyr Wayfinder, Sidisi, Brood Tyrant, Skull Prophet, Solemn Simulacrum, Stitcher's Supplier, Underrealm Lich, The Binding of the Titans, Titans' Nest, Vessel of Nascency, Buried Alive, Rishkar's Expertise, Victimize, Aether Spellbomb, Altar of Dementia, Kiora, the Crashing Wave.
REMOVAL: Acidic Slime, Agent of Treachery, Bane of Progress, Cavalier of Night, Hostage Taker, Kraul Harpooner, Massacre Wurm, Polukranos, Unchained, Ravenous Chupacabra, Shriekmaw, Binding the Old Gods, Pernicious Deed, Seal of Primordium, Beast Within, In Garruk's Wake, Languish, Aether Spellbomb, Vraska, Golgari Queen.
PROTECTION and RECURSION: Eternal Witness, Genesis, Gisa, Glorious Resurrector, Glen Elendra Archmage, Siren Stormtamer, Spore Frog, Animate Dead, Kaya's Ghostform, Pattern of Rebirth, The Binding of the Titans, Rise of the Dark Realms, Victimize, Kiora, the Crashing Wave.
ATTEMPTS TO WIN: Avenger of Zendikar + Fabled Passage ... Eternal Witness + Time Warp ... Avenger of Zendikar + Altar of Dementia ... Massacre Wurm + Thassa, Deep-Dwelling ... Muldrotha, the Gravetide + Kaya's Ghostform + Lotus Petal + Altar of Dementia ... Rise of the Dark Realms + Eternal Witness ... Vraska, Golgari Queen emblem ... Underrealm Lich + Prime Speaker Zegana OR Rishkar's Expertise
3 months ago
Took about 2 hours, but finally finished any analysis of my deck and maybe board. What I've done is compared every card in my board against my deck and calculated the amount of interactions that card has to "Go off" or to "do something". Just because a card has a low interaction does not mean it's bad, but it helps us pick out what "feels off".
The lists read like the following, What the cards does, how many interactions it has, what it's function in the deck is.
Resource: A card that it's goal is to let me play heavier things more often and thins to make drawing more powerful
Draw: Draws cards, this is very valuable in Azusa. Azusa likes draw more than anything else. Drawing gets you closer to winning the game much faster than thinning with resources
Kill: These cards have some way to win me the game. I will have to eventually go into detail into all of them. They have a known synergy that lets me setup lethal or are lethal.
Prevent: Prevents me from losing the game. Be it killing something, preventing something, etc
???: Does not fit any category, if this is met then the card should be reassessed.
Card Synergy Type
- Wordly Tutor 24 Tutor
- Finale of Devastation 24 Tutor
- Tooth and Nail 24 Tutor
- Green Sun’s Zenith 23 Tutor
- Natural Order 22 Tutor
- Avenger of Zendikar 17 Kill
- Rishkar’s Expertise 17 Draw
- Augur of Autumn 17 Resource
- Courser of Kruphix 17 Resource
- Oracle of Mul Daya 17 Resource
- Ramumap Excavator 16 Resource/Kill
- Ancient Greenwarden 16 Resource/Kill
- Return of the Wildspeaker 16 Draw
- Scute Swarm 16 Kill
- Tireless Tracker 16 Draw
- Tireless Provision 16 Resource
- Lotus Cobra 16 Resource
- Titania, Protector of Argoth 15 Kill
- Fierce Empath 15 Tutor
- Garruk, Primal Hunter 15 Draw
- Azusa, Lost But seeking 14 Resource
- Woodland Bellower 12 Tutor
- Crucible of Worlds 11 Resource/Kill
- Exploration 11 Resource
- Life From the Loam 10 Resource
- Sylvan Library 10 Draw
- Sensei’s Divining Top 10 Draw
- Rude Awkening 9 Resource/Kill
- Scapeshift 8 Kill
- Ulvenwald Hydra 7 Kill
- Craterhoof Behemoth 7 Kill
- Akroma’s Memorial 7 Kill
- Regal Force 7 Draw
- World Breaker 6 Prevent
- Shamanic Revelation 6 Draw
- Sol Ring 6 Resource
- Nylea’s Intervention 6 Tutor/Kill
- Sylvan Scrying 6 Tutor/Kill
- Horn of Greed 6 Draw
- Greenwarden of murasa 5 Prevent
- Eternal Witness 5 Prevent
- Constant Mists 5 Prevent/Kill
- Vorinclex, Voice of hunger 5 Resource
- Kozilek, the Great Distortion 5 Draw/Prevent
- Genesis Wave 5 Kill
- Bane of Progress 5 Prevent
- Kozilek, Butcher of Truth 4 Kill/Draw
- Blightseel Colossus 4 Kill
- Multani, Yavimaya’s Avatar 4 ???
- Boundless Realms 4 Resource
- Beacon of Creation 3 Kill
- Harmonize 1 Draw
- Jeweled Lotus 1 Resource
- Force of Vigor 0 Prevent
Multani, Yavimaya's Avatar with the over changes to the deck feels like it's falling off. It has a good interaction with Greater Good, but getting both of those cards off is unlikely. I also feel that every time I want to grab for an X creature it's hydra. This card is potentially on the chopping block.
Jeweled Lotus Feels dead sometimes in this deck. If you draw into it the card is great, but otherwise it's been falling off. Turn 0 Azusa is great in all, but the extra land or creature might be better.
Having trouble finding one more potential cut with this information. Will think about it more.
Card Synergy Type
- Momentous Fall 14 Draw
- Earthcraft 14 Resource
- Greater Good 14 Draw/Prevent
- Chord of Calling 12 Tutor
- Wrenn and Seven 8 Resource
- Mana Crypt 6 Resource
- Defense of the Heart 5 Tutor
- Kamahl’s Will 5 Kill/Prevent
- Realms Uncharted 3 Resource
- Allosaurus Shepherd 3 Prevent
- Nissa, Vital Force 3 Resource/Prevent/Draw
- Void Winnower 2 Kill
- Beast Within 1 Prevent
- Song of the Dryads 1 Prevent
- Concordant Crossroads 1 ???
- Kenrith's Transformation 0 Prevent
- Lignify 0 Prevent
Kamahl’s Will is a wincon, a defensive option, amplifier for draw, and has potentially other combo's. Given how many lands I get, this is highly likely.
Momentous Fall I feel like i take it out and put it in a lot, I like the card but the sacing hurts. With the drop of Multi this might feel weaker now. Testing needed.
Greater Good might be a hard add, prevents exile even at the cost of cards. It's an engine otherwise. Testing.
+1 Beast Within
+1 Greater Good
Testing needed, these are no official changes at this time.
4 months ago
For me it’s the mentality.
Not from just a play perspective even, but also a deck building perspective.
Within my Sharuum the Hegemon deck, I run what I call the “path of exile” combo of Cataclysmic Gearhulk + Portcullis. The combo works such that, if I drop Cataclysmic Gearhulk after the Portcullis is active, I not only wipe most of the board, but I also can stick gearhulk into the Portcullis so that it clears anything that gets locked behind the portcullis. When Portcullis is removed and gearhulk comes back, I can cast Sharuum the Hegemon bringing back Portcullis and lock up the board with my 2 creatures. It’s a 5 turn clock per player from there.
That clock doesn’t change for commander damage vs normal combat.
Basically: even if I build the entire rest of my sharuum deck to win on turn 4, I can actively choose to tutor for this durdle-fest of a combo against decks that I can tell are much weaker, and still create an interesting board state that demands some interaction from my opponents. Even the most casual of decks run something like a Bane of Progress or Austere Command, so they can interact. There’s some allowance that of course must be made (like not Force of Willing your opponents’ removal if their decks are significantly weaker), but you can approach just about any table with a gameplay line that allows for some level of fun and friendly competition.
If you build a deck to only win in the most competitive way possible, it’ll do that. If you play to win every game, you’ll do it. But if you intentionally build a way to play at a variable level into your deck, and actively choose to play according to your table’s level… well that’s where the magic happens
4 months ago
I really like the idea of more colors getting access to interact with the stack and I really think White is a good color to add some additional design space. Obviously it cannot get on par with blue so it needs some additional conditions or costs associated to get this effect.
I think this is a very good example to fit that space. Nice work.
Just a side note, for the sake of reducing word count could it be written as "... costs less for each spell cast and each ability activated by your opponents this turn." ?
I get the point in being specific about only caring about your opponents' actions but I think it would be consciously misinterpretation of the above line to think it isn't specifically for your opponents' actions.
Why is white a good fit? (wall of text) Show
First of all it seems like counter magic is a vital tool to interact with combo strategies especially when considering the Commander format, and it is the reason we've seen so many "free"-to-cast counter spells especially for Commander and why they drive sales so much. However that is only accessible to Blue, so the rest of the color pie is borderline useless in attempting to interact with most combos. I mean a Silence could work to interact with some combos, but that is such a narrowly applicable card in the rest of the game that it remains a tech card with a heavy drawback. And it might just eat one of the aforementioned "free"-to-cast counter spells and there's not much redundancy available either.
There's a reason why most competitive cEDH decks are including Blue. Coincidentally a lot include Black and Green as well as the three most powerful colors in Magic - at least for single-ton formats.
White used to have some affinity for artifacts but that seems to have been handed over to blue/red. Right now White is mostly concerned about Equipments within the artifact realm and the synergies are not that widespread nor that powerful.
White used to be the best or on par to deal with artifacts and enchantments with Disenchant and Purify and similar effects but green has mostly taken over in acquiring design space for this mechanic - Bane of Progress Broken Bond You Find a Cursed Idol. The best improvement on the mechanic that white has is Austere Command due to flexibility and Heliod's Intervention to snipe multiple without harming yourself. And that's one of the bigger differences. White leans more on Enchantments and Artifacts than Green does, so Green doesn't have much drawback in including Bane of Progress. Whereas White leans on Artifacts for mana ramp and Equipments and they lean on Enchantments for strong synergies.
White once had their card advantage through ensuring their board survives, either through protection, prevention, regeneration, then shroud to a lesser degree, then indestructible - but only on creatures. However Black has gained exile mechanics, red has "burn to a crisp" mechanics and blue Cyclonic Rift or Curse of the Swine. So indestructible as a safety measure is getting worse and worse. Not to mention they get outdone by Green - again. Only exception is the ever increasing price on Teferi's Protection but that has its drawbacks too - namely you remove yourself from the game and can't interact further - unless you somehow can cast spells without mana from permanents.
Cards like Rebuff the Wicked or Lapse of Certainty are interesting to expand upon within the design space for white and will grant it back some strengths and uniqueness it used to have. However to be able to properly interact with the stack it cannot just be conditioned behind being the one targeted - that would equate it to hexproof/protection and also make it useless against board wipe or the infamous Cyclonic Rift one-sided board sweep.
Possibly the design space could include some "punisher" mechanics loaned from red but transformed instead of inflicting pain on the opponent, you gain a benefit - for instance:
Choose target spell or ability an opponent controls. That opponent may have Inspection counter the chosen spell or ability. If they don't, choose one:
- Create three 1/1 white Human Soldier tokens.
- Create two Treasures then gain 4 life.
- Search your library for up to two basic land cards and put them into your hand, then shuffle.
The flavor being to pass the spell you have to pay the toll (chosen by the Inspector for their benefit) or be rejected.
Taxing is the most recent mechanic that white has expanded upon and embraced but that is usually done on permanents as static or triggered abilities. This means WotC have to water down these cards' immediate impact and make the mechanic less enticing in the short run, which is often when it matters the most. Drawing Thalia, Guardian of Thraben on turn 5+ is often not that impactful, whereas on turn 2 you can cripple some decks. It would be refreshing if WotC would expand on the mechanic for ETBs or instant/sorceries with a here-and-now benefit rather than dragging it out.
Additionally the taxing mechanic could utilize other taxes than just paying mana to do stuff. Inflexibly taxing mana has a good chance to affix unfriendly eyes on you whereas gaining a taxing benefit - say Smothering Tithe is less likely to breed anger toward you but may instill fear.
Anyway, I think it would be good for White to gain a little more design space and I think more colors being able to interact with the stack would be a good thing - even if that means Blue has to share some of their mechanics to a degree with another color.
5 months ago
MTGesus90X true, but the best removal in multiplayer is mass removal. I've played plenty games where my board got wiped over and over again, even when I wasn't the threat. You'll want your Dryad of the Ilysian Grove, that you play for a Valakut, the Molten Pinnacle combo you're not close to assembling yet, back even if it dies to a Bane of Progress that was played to answer a Sigil of the Empty Throne that wasn't yours.