Bane of Progress

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Vintage Legal

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.

kirbysan on [Primer] Helming the Host of Heaven: A Giada Guide

1 day ago

Guerric

All fair points on the cards listed. I think I'll need to keep test playing against more decks to see. I just had an issue of not having the specific hate-bear angel when I needed it and only hoping that I could draw into it. Also I never pulled Crashing Drawbridge in any game so hasty angels never happened for me. I did have Emergence Zone once but I was holding answers in hand rather than large angels.

I was perusing reddit to see how other people built Giada and came across an interesting synergy between Pyre of Heroes & Breathkeeper Seraph. We usually wait for a board wipe to cause our creatures to die and then spend the mana to recur them, but this is one way to abuse it. But sitting at 7/10 wins I'm not sure if it's worth trying to introduce another sub-theme just for the kicks.

Also, I was pondering the Together Forever slot because I feel like The Ozolith may be a better choice. While it doesn't save the angels that died, it does save the counters and that momentum. Also there are now quite a few board-wipes that are exile instead of destroy which would circumvent Together Forever whereas The Ozolith only cares if they leave the battlefield.

Between Pyre of Heroes & The Ozolith you could potentially sacrifice an angel that may not have an adequate body to grab one that helps with combat while not giving up the counters that you've already built on it. Also between Serra Paragon & Emeria Shepherd I'm not as scared when non-creature permanents go to the graveyard by way of Vandalblast or Bane of Progress. I know this would take up a bunch of slots but it's food for thought.

RiotRunner789 on Lands vs Enchantments

2 weeks ago

Any commander with green and white could do with green being more important for mass enchantment removal.

Cards to consider: Aura of Silence, Bane of Progress, Aura Shards, Aura Mutation, Allay, Aura Blast, Farewell, Austere Command, Back to Nature, Calming Verse, Cleansing Nova, Heliod's Intervention and Cleanfall.

If course the best enchantment removal is Disenchant.

Profet93 on Altered Landscape (most fun EDH deck.. ever)

3 weeks ago

R u into infinite combos? Budget per card? Meta? Inherent weaknesses of the deck (I see you've utilized fight mechanics to mitigate green's lack of removal).

Potential cuts....

Devouring Tendrils/Prey Upon/Primal Might - While I'm unfamiliar with all of the fight cards, I feel there are better ones out there, no?

Sandwurm Convergence - I dont see it's purpose here, anti flying? If thats the case, why not add a Nylea's Intervention? That way it can remove your fliers, can search for lands and is more flexible/higher ceiling, all at a lower CMC.

Three Visits > Rampant Growth. Also, Migration Path seems very out of place here. Not sure why it's included.

Oblivion Stone should take the place of at least one of your fight cards. Given your commander makes your creatures lands, it is a one sided wipe which you should take advantage of.

Burgeoning/Exploration - Do you need both of these? I feel one is enough, you are only running 37 lands and you already have both Oracle and Azusa for extra land drops. I run close to 50 lands in my Azusa deck and I dont even run either of these personally. I feel you would be better suited by swapping these with additional mana dorks.

I wanna recommend ancient tomb and mana crypt but am unsure of ur budget. I want to recommend Bane of Progress given your low artifact and enchantment count, adding as another wipe which I feel this build would be greatly assisted by, all dependent on the meta.

Remaining suggestions are creature based which I can review later. Let me know what you think of each idea.

+1 for the name

Profet93 on Her Royal Fluffness

1 month ago

seshiro_of_the_orochi

Are there budget exclusions for this deck? Meta? General weaknesses you want to address? Was gonna recommend survival of the fittest, mana crpyt etc..... but dont wanna get ahead of myself.

Tooth and Nail - Potential wincon, powerhouse otherwise.

Greater Good - The best card you can add to this deck, handsdown. Another user above suggested it but you did not reply to that card, please do not overlook as it allows you to recover from a wipe, prevent exile, prevent theft and is a discard outlet

Song of the Dryads - Not 100% needed, but nice to have. Good to use on mono red/black commanders as they usually lack enchantment removal. If you wanna be spicy, LD effects can be used in response to their enchantment removal (not necessarily yours even but other opponents/politics).

Sylvan Library - Not 100% needed, but helps set up draws, works well with topdeck effects and is draw in a pinch.

Bane of Progress - Given less than 10% of your deck is artifacts and enchantments, it might be worth considering. Meta dependent for sure, but most playgroups utilize a slew of artifacts.

Kozilek, Butcher of Truth - Not 100% needed, draw and removal. Also acts as a GY Shuffler (for better and worse).

Nissa's Pilgrimage - Albeit off curve, might be worth considering, potentially over cultivate/kodamas.

Life's Legacy - Similar to momentous fall but cheaper to cast but can't be used in response to removal. Also, folds to blue like momentous. Should you feel you need more draw, I would greatly recommend it.

Green Sun's Zenith - Tutor, very useful.

The Great Henge - Ramp, life gain and draw! Seems to synergize pretty well with the deck, don't sleep on it.

Selvala, Heart of the Wilds - Ramp and draw, very powerful.

Sakura-Tribe Elder - Creature form of rampant growth, definitely swap.

Elder Gargaroth - Versatile beater, I use him for draw and tokens mostly.

Sakura Trible Elder > Rampant Growth

Nissa's pilgramige > Kodama's

Tooth and Nail > Shared summmons - For 4 more mana, u get a higher ceiling albeit a lower floor. The higher ceiling more than makes up for it

Primal Order - Dealing damage via non-basics is okay, but it costs a lot of mana and doesn't synergize with the rest of your deck. It also doesn't do much against mono colored decks. Lastly, you're limiting your own non-basics because of this card which I view as a mistake. Given you are mono colored, green at that, you have more flexibility than others to include non-basics in your mana base. Something like Yavimaya hollow for protection, ancient tomb for ramp and more...provide far more value than maybe hurting someone through non-basic land hate.

Apex Altisaur - It fights, its expensive removal. Too much IMO

Bellowing Tanglewurm - Not great evasion, given siege behemoth, I dont think you need the redundancy, do you often find yourself with creature stalemates?

Brooding Saurian - Meta inclusion? If you had more non-basics, Nylea's intervention and crop rotation would be MUCH better. Homeward Path could fix this while providing you with an additional card slow

Kozilek > Desolation twin - Same mana value, with removal draw and GY shuffle.

Elemental Bond > Garruk's Packleader - Cheaper to cast, less susceptible to removal. You have a lot of creatures, 1/4th of your deck. Cutting back 5 - 7 creatures would make your deck less likely to overextend into a wipe.

Spring-Leaf Avenger - 4 or 5 mana for a body and return 1 card, or you can get something like Seasons Past to recur several cards for 1-2 more mana and not reliant upon combat damage which is very helpful.

The Tarrasque - I'm on the fence about this card, seems cool but a bit costly. Why not just get another Eldrazi card like Ulamog Cease Hunger/Infinite Gyre. For 1-2 more mana, you get permanent removal and indestructible which is arguably better than ward

Topiary Stomper - Off curve for early game, low ceiling for late game, low floor. I dont see it's purpose here given green has better ramp. By replacing creatures that provide subpar effects for sorcerries/instant versions which provide a greater level of the effect, you can greatly increase the power and resilience of the deck.

Whiptongue Hydra - Is this a meta call?

Ulvenwald Oddity - I noticed you mentioned you use it as a haste outlet primarily. If that's the case, why not consider Concordant Crossroads or Akroma's Memorial? The former is cheap to cast but a double edged sword. The latter is more expensive but provides a myriad of benefits.

Looking forward to your response and thought process :)

Profet93 on Azusa, lost but seeking

1 month ago

I've never been a fan of dorks personally. They are only good under the 2 scenarios you mentioned, in Turn 1 (maybe Turn 2) or with skullclamp afterwards. The issue is, neither of these are consistent. Rather than utilizing dorks, IMO, your slots would be better suited adding additional lands (or other cards you feel you need).

Swords of X&Y are a personal choice. I personally don't like them, the only one that makes remote sense is Feast and Famine as it denies them a card, and untaps all of your lands which is huge. Not to mention that Pro green helps protect against a lot of creatures and black for most removal.

Your only other options for T1 Azusa are Mana Crypt or Jeweled Lotus, I prefer to the former. Exploration also works too should you feel you need it even with Burgeoning.

Cultivate/Kodamas - Not really that good in an Azusa deck. Your commander among other resources already allows for you to play lands. You should substitute this with card draw. That way, early game you get lands and late game you can get actual helpful cards rather than just lands.

Hunter's Prowess - You dont have enough creatures to make this work IMO. More importantly, the issue is that it's reliant upon combat damage. Given you are playing mono green, smarter players/your usual pod would usually hold removal for your turn, thus providing a 2 for 1 loss

Rain of Thorns - Way too expensive for what it does. Green has much better artifact and enchantment removal (namely Bane of Progress), and LD in the form of Strip mine, and others

Seek the Horizon - Used to run this but changed it to Scapeshift and 75% of the time, its the better swap given landfall triggers with field of the dead, other landfall triggers as well as tutoring. Imagine getting Yavimaya + Eye of ugin + eldrazi temple + Castle of garenbrig + whatever else you want. I understand you don't go land positive, but the benefits for the high ceiling outweigh the consistent and minimal 3 basic lands (which you might be out of once you use boundless realms)

Karn Liberated - Too much mana for what it does. You don't have enough creatures to protect it either

Vedalken Orrery - Not a reactive deck, nor can you play lands on their turn.

Planar Portal - WAY too expensive, might as well use Planar Bridge by that point, but honestly, neither are worth it.

Temple of the False God - Subpar

Sprouting Vines - Not a storm deck, nor do you have a low enough CMC to justify playing it. Lastly, you want to draw cards with Azusa, not put them into play

chivalruse on Ohabi, Kiss My Arsenal

3 months ago

I don't understand all of the equipment choices, but Arc Spitter seems really bad. If you want to make your creatures hard to block, there are far better ways: Cliffhaven Kitesail and Maul of the Skyclaves are two cards that immediately come to mind.

Also if you're already doing tap/untap shenanigans, why not run the Pili-Pala + Careful Cultivation combo. You already have some infinite mana outlets like Walking Ballista.

I don't like Bane of Progress in this list when you have so many key pieces that you don't want to destroy. Better just playing Heliod's Intervention.

everestmbm on Omnath’s Elements Incarnate (URG Elemental tribal)

3 months ago

I like it, seems strong and on point and is probably better than mine.

Personally I think Scute Swarm / Scute Mob / Rampaging Baloths and Zendikar's Roil are actually pretty decent and can explode quickly if you like going wide and big. Also, Bane of Progress might be better or equivalent to Structural Assault because it gets enchantments and counters. You already have that wipe in addition to Blasphemous Act, having two might be better, but Star of Extinction is stupid with Vigor. Tilonalli's Summoner is more on theme than the beast or insect tokens and is better with Locus of Rage but you could theoretically use Arcane Adaptation if you really want to commit.

Eh just some thoughts, its obviously strong, but you have an easy chance to go wide for a few changes.

DreadKhan on Life-sucking Witch

3 months ago

If you don't want to go heavy on lands, you can run stuff like Llanowar Elves, Elvish Mystic and Fyndhorn Elves. There is also Wild Growth and Overgrowth, which can be really strong. Usually people run creature ramp or land ramp in Golgari decks, and don't go very heavy on artifacts (and may well run stuff like Bane of Progress that make artifacts feel bad). You can use Dockside Chef too, or Viscera Seer to generate advantage while using creatures that you can also sacrifice in a pinch.

Load more