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Format | Legality |
1v1 Commander | Legal |
Alchemy | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
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Modern | Legal |
Modern Beyond Horizons | Legal |
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Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Pre-release | Legal |
Quest Magic | Legal |
Standard | Legal |
Standard Brawl | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Bone Splinters
Sorcery
As an additional cost to cast Bone Splinters, sacrifice a creature.
Destroy target creature.
kamarupa on Cloaked Whispers
5 months ago
I love the concept of this deck, but it is def not going to be easy to make it work well. You have some obvious needs in 1) getting the combo pieces 2) having enough mana to cast them all before your opponent stops you 3) having room for defense and removal and 4) making sure your cloaked creatures die.
1) You not only need have some way of assembling your combo, you also need a way to put a spell on top of your library. I have to do this with my deck Cover Girl. The only spells I could find that made sense in that deck were: Jace, the Mind Sculptor, Brainstone, and Scheming Symmetry. I suggest running 2x of each of the first. Scheming Symmetry is a pretty big risk, so I advise against that here. The upshot of Jace is that you can cycle through your library 3 cards at a time, so you not only get to control your top card, you also get to filter for what you need.
2) Provided you employ some added filtering with Jace and Brainstone, I think you can remove some of your extra threats. This will allow for a little ramp. I guess I'd probably go with Birds of Paradise unless you're worried it will get bolted for being a bird. Then I'd probably go with a land enchantment like Fertile Ground. I think with the high-ish cost of your combo pieces, a little ramp is going to be helpful in creating a consistency in speed. (not to be fast, just to be as fast as it can be more reliably)
3) It occurs to me that cloaked spells could be blockers IF you both don't have all the combo pieces in place AND you whiffed with Hide in Plain Sight. Those are somewhat narrow conditions, so it's probably best not rely on that. I see you have room for 35 more cards, approx 24 of which will probably be lands, so I'll have to wait and see how much room you have for more defense and removal, but I think you have to include Bone Splinters. It's not as fast as I'd like but it pulls double duty in kicking off the final step in your combo and it does it for 1 MV instead of 3 like Start / Finish. I'd probably throw in 1x Fog, too. And Assassin's Trophy and Abrupt Decay would be excellent additions to the mainboard and sideboard. I'd probably go 4xBone Splinters, 2xAssassin's Trophy, 1xAbrupt Decay in the main and then extra of the instants in the sideboard.
4) Bone Splinters helps make sure you creatures die, but a board wipe like Killing Wave would probably be useful as well late game.
kamarupa on Ally Do Is Win
6 months ago
Why Bone Splinters? It just seems like a bad option for this build. The more Allies you have, the better, so saccing one is kind of painful. AND it's only sorcery speed? Vendetta seems aligned with the deck's strong suits - you don't have any spells like Speaker of the Heavens that has a lifegain threshold, so whatever life you gain is just insurance anyway, right? There's also Path to Exile, Fatal Push, Cut Down, Cast Down, Devour in Shadow... so many more. I know some of those are over $1, but really, the added cost isn't that significant, and there are def plenty of instant speed removal spells for under $1.
Angel_Zero on Ally Do Is Win
6 months ago
Bone Shards is a good upgrade to Bone Splinters, I'd run 4 Scoured Barrens to better fix mana and trigger Cliffhaven more. 4 Shambling Vent could also be worth throwing in.
necromatic on Deep Darkness
9 months ago
Divided into 3 sections:
1.) Demons (12/60; 20%): Abyssal Persecutor, Demon of Catastrophes, Desecration Demon
2.) Sacrifice (16/60; 26.66%): Village Rites, Bone Splinters, Killing Wave, Demon of Catastrophes, Demon of Death's Gate, Xathrid Demon, Westvale Abbey Flip
3.) The Sacrificed (12/60; 20%): Bloodsoaked Champion, Reassembling Skeleton, Typhoid Rats
Crow_Umbra on
10 months ago
Unless your opponents are playing something like Disciple of Caelus Nin, all of your phased out permanents should phase back at the beginning of your next upkeep. Here's a wiki entry for Phasing if you wanted to review the rule details.
Understandable regarding Krenko. Mostly suggesting creature token creators that are pretty commonly utilized in Isshin token decks, and since you have Isshin in the 99.
I don't mind if you're not running the ramp stuff. I'm mostly suggesting running more ramp to avoid getting mana flooded, since you're not playing a strategy like Landfall, which can play more than 1 land per turn. Having some mana rocks can act as like an extra land drop in your early turns.
A few suggestions regarding your removal options, but I think that Generous Gift, Swords to Plowshares, Stroke of Midnight, Wear / Tear, and Grasp of Fate could all be alternatives to Archangel of Wrath, Banishing Stroke, and Bone Splinters. All of these options have minor drawbacks, but are a bit faster and more versatile than the options you're currently running.
All that being said, it's no big deal to me if you use anything I suggest or don't. Your enjoyment of your deck on your own terms is what matters most.
Crow_Umbra on Where in the world is Carmen
10 months ago
No prob! Tombstone Stairwell is def a cool recommendation. I'd recommend checking out Scryfall for updated text on older cards.
In terms of stuff that you could potentially swap out:
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I'd recommend swapping Feed the Swarm with Generous Gift, Stroke of Midnight, or Cathar Commando. Gift & Midnight each offer more flexibility in what you can answer, but Commando is a recur-able body. I'd mostly recommend Feed the Swarm if you were playing a color combo that didn't have the type of enchantment removal that White has access to.
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Skrelv's Hive could possibly be a swap out, mostly because the Mites can't block. I get it that they're there mostly for sac fodder and they do have Toxic 1, but you don't really have any other Toxic/poison synergy beyond this & Crawling Chorus. Similarly, Chorus could be another potential swap out.
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Bone Splinters could be a swap for a removal effect on a creature. I think in some cases some of your non-creature spells can be replaced with creatures that fill a similar role, especially in a deck that wants to recur beneficial bodies.
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Speaking of beneficial ETB effects, it could help to have some creatures that can also recur bodies when they die or ETB, so 1) it takes some pressure off Carmen being your primary means of recursion 2) you can recur multiple creatures in a turn, and have an extra body for whatever.
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Sun Titan is kinda like a 2nd Carmen. Karmic Guide and Reveillark can also bring stuff back, and are part of a combo loop when used in tandem (if you're into that sort of thing). This loop can work with basically any free sac outlet.
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Archon of Cruelty is a card I'm always kinda torn on. Strong effect for ETB and attack, but is so steep at 8 cmc. Def seems like an reanimation target more than a hard-cast.
Caerwyn on Lim-Dûl the Necromancer and bone …
1 year ago
You cannot.
Regenerate is an activated ability which confers the following on the creature: “The next time [permanent] would be destroyed this turn, instead remove all damage marked on it and tap it. If it’s an attacking or blocking creature, remove it from combat.” Rule 701.15a.
There are two reasons this does not apply to your situation:
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Sacrificing a creature is not destroying it. Thus, the “next time permanent would be destroyed” language is never implicated and Regenerate simply will not apply. This is actually specifically mentioned in the rules for sacrificing a permanent: “Sacrificing a permanent doesn’t destroy it, so regeneration or other effects that replace destruction can’t affect this action.” Rule 701.17a.
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Less importantly (and really only mentioned to clarify some confusion you seem to have about Regenerate’s timing), you cannot use Regenerate while something is being sacrificed to pay a cost. Regenerate is an activated ability which means it cannot resolve as part of the sacrificing of the creature. You could hypothetically activate a regenerate ability before casting Bone Splinters so the creature has the ability when you cast Bone Splinters, but that still will not work because of the above.
nuperokaso on Ninjas and Rogues
1 year ago
Remember that you are an aggro deck. As such, you want to lower your mana curve. You don't want to give up on card advantage, but you are willing to ignore life gain and pay some life instead.
- Bone Splinters. March of Wretched Sorrow These are card disadvantage. Try Dismember and Fatal Push. Notice that it mentions "permanent left the battlefield". This works well with your ninjutsu.
- Soul Transfer. You have no chance to control both an artifact and enchantment. If you want to destroy planeswalkers, go with Hero's Downfall.
- Assimilate Essence and Scatter Ray. Playing counterspells that hit just creatures is bad if you are playing black. Either play an universal counterspell such as Mana Leak, or play direct removal which can hit creatures that are already on the battlefield.
- Battle-Rage Blessing and Return to Action. Search for a 1 mana alternative with an unside, such as Feign Death, Undying Evil or Slip Out the Back
- Collective Nightmare, Anoint with Affliction and You Are Already Dead. These are garbage. Play any of the good 2 mana black instant removals, such as Cast Down, Doom Blade, Go for the Throat, Infernal Grasp, Ultimate Price, Power Word Kill, Heartless Act
- Ertai's Scorn, Extinguish the Light, Debt to the Kami. These are somewhat a little too expensive. You are an aggro deck, so play more tempo oriented cards. Try something from Remand, Memory Lapse, Undermine, Clawing Torment.
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