Bontu's Last Reckoning
Destroy all creatures. Lands you control don't untap during your next untap step.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Bontu's Last Reckoning Discussion
2 months ago
Hey sapounos, I have a few suggestions based on my experience with this same deck type.
First of all, 4 Urborg, Tomb of Yawgmoth is too many - it is inevitable that you will draw 2 consecutively and it will slow down your early game. I suggest cutting them down to 2.
zapyourtumor is right on - drop 1 Nether Spirit. And you must run Shrieking Affliction, it is critical. You may even want to run a couple Davriel, Rogue Shadowmage to make it 10-rack. There are times where even with 10 racks you will only draw one, and that is your only way to win.
Another issue is that you have no way to stop creatures other than the Lilianas and blocking with Nether Spirit. If you run Lilianas with no blocking power, they’ll be killed in seconds against aggro decks. Your playset of Pushes are not enough. You need something like Ensnaring Bridge to protect you and/or more board wipes. I like Bontu's Last Reckoning because it is very rare to have over 3 lands in play. Another possibility is Bitterblossom to generate blockers.
Also, the new Grief is a possible inclusion. Maybe run a couple in place of Thoughtseize. I haven’t tested them enough to know if they are worth it yet.
Hope this helps!
2 months ago
Always nice to see more jund lists in pioneer! I agree with a lot of what the two users above me have said about the deck.
That said, I have three general observations about this list that I think should be tweaked a bit.
1) Your curve is pretty high. Currently, you are running 2 5-drop threats and a whopping 6 4-drop threats. I don't think stuff like Rekindling Phoenix is good enough for the 4 mana it costs. Elder Gargaroth is a very strong card, but not having an immediate board impact makes it a lot worse, while Glorybringer can immediately attack and kill off an enemy creature.
2) You don't really have any great card advantage engines (that can play the role of Bob in the deck) which are crucial in long games. Two suggestions I have for this slot are Chevill, Bane of Monsters and Tireless Tracker. The first helps against aggro and usually requires some support from removal, while the second is more mana intensive but plays double duty as an engine and a threat.
3) A lot of your removal is sorcery speed. Excluding the 4 stomps, you only have 3 other instant speed removal spells. Stuff like Angrath's Rampage is versatile, but a 2-mana edict effect is just not that great against a lot of decks. I think it fits better in the sideboard. Bloodchief's Thirst and Dreadbore are both good cards but I think you should cut them to 1-2 copies each. 2-4 Fatal Push is definitely a must, even without the fetchlands of modern it is one of the best spot removal spells in the format. Similarly, I'd recommend some mix of 1-2 Abrupt Decay, 1-2 Assassin's Trophy, and maybe a Kolaghan's Command to round out the removal suite and replace the sorcery speed removal. Bontu's Last Reckoning also would probably do better in the sideboard against highly aggressive go-wide strategies - the card just feels like it would hurt you more than the opponent in a lot of other matchups (don't want to make the combo matchups even worse than they already are right?).
2 months ago
Thoughts on Damn replacing Bontu's Last Reckoning . I tend to struggle with my artifact hating meta that saps my mana resourses and having a turn without untapping my lands is proving ruff even with the low cast.
I also tried the The Tabernacle at Pendrell Vale and Pendrell Mists , but they don't seem to have much impact in the games in my meta that features a lot of ramp, unless I face a token deck...then the token players just focus me down in a rage. So I"m going to take them out. Any ideas for how I can add more ramp into the deck. I did swap Nissa, Vital Force for Nissa, Who Shakes the World as I run the original Dual Lands and when played, the extra ramp from forests are nice.
3 months ago
I've always wanted to build a braids modern deck, but casting a 4 drop in a smallpox deck always seemed a bit risky to me, while running braids without smallpox always seemed too slow. Here are my comments on your list:
You have some cards that don't add enough to your gameplan.
1) Greater Harvester looks cute, but it sucks. A static ability that only affects you, while the only way for it to cause your opponent to sacrifice stuff is to deal combat damage with a 5/6 vanilla creature without any evasion or trample or anything. Even with Braids wiping your opponent's board this card will definitely hurt you more than them. World Queller is still pretty expensive, but has a much nicer effect that lets you choose the permanent type. I probably wouldn't run either but having another 5 cmc Braids is cool.
3) I know you run Thalia, Guardian of Thraben to tax your opponents and make it even harder for them to cast spells along with braids, but you have so many noncreature spells that it's probably not that good here either.
4) Leyline of the Meek synergizes with your token plan, but doesn't help you stretch out the game, deny your opponent resources, or create more tokens for yourself. If you really want to play something to buff your tokens I'd use Intangible Virtue , but I don't recommend it.
5) Timely Reinforcements definitely doesn't fit here. There's a reason it usually isn't played in decks with a lot of other token producers - because then its effect would be useless. Add in braids wiping the opponent's creatures and it becomes even worse. 4 Souls + 4 BB already seems like a good token package to me. It could maybe be a one-of in the sideboard though against hyper-aggressive decks.
6) Cabal Coffers is very questionable, since your land count is probably not going to be that high. If you are going to keep it, definitely add more Urborgs. Also 25 lands is a little high even for a pox deck like this one, I think 24 is the perfect number.
7) Crucible of Worlds does have nice synergy with sacrificing lands (and replaying Flagstones is pretty cool) but a lot of the time you would probably be sacrificing tokens instead. I don't think the card is that great here unless you have Flagstones of Trokair on the field, so if you need space for other cards I would recommend cutting these.
You should probably have more early game resource denial, lower your mana curve, and have more pieces that break symmetry.
1) Braids is a four drop, and doesn't have any impact on the board unless she survives a turn. You definitely need something early game that has a similar effect to braids. I don't think this deck can function without 4x Smallpox .
2) 4x Flagstones of Trokair . No questions asked. Also 2-3 Urborgs (esp if you keep Cabal Coffers). T1 Urborg, Inquisition/Thoughtseize into T2 flagstones + smallpox is backbreaking.
3) Bloodghast gives something to discard to pox, and you can repeatedly sacrifice it to braids as well. Nether Spirit is another option but I don't think it works well here.
4) Multiples of Braids suck, so I'd go down to 3 copies.
5) You could consider Sedgemoor Witch as a token producer instead of Bitterblossom. Not quite as sure about this one; it does something even if you only use the tokens to feed braids and gains life while BB loses life, but it also costs 1 more mana and acts as a juicy removal target. However, with braids on the field you already have removal targets so it probably isn't as much of an issue as it seems.
Your only early game disruption is Thoughtseize. This is definitely not enough.
1) I'd run 6-8 discard spells total between Thoughtseize and Inquisition of Kozilek . Honestly, In my opinion the best is a 4 IoK/2 Seize split, since IoK is better early game and you should be able to prevent your opponent from casting 4+ cmc spells anyways.
2) I understand that you are running Vindicate so you can blow up your opponent's lands, but you should definitely have some cheaper removal. I'd probably cut one and run 2-3 Fatal Push . Bloodchief's Thirst or Prismatic Ending could also work, just anything that isn't Path to Exile .
About the sideboard cards
2) Some boardwipes are probably needed, even though they don't synergize that well with tokens or braids. Without them, you'll just get run over by aggressive decks. Best ones are Damn and Bontu's Last Reckoning (first one is more of a 1-2x mainboard card, while second one is probably a 2-of in the sideboard).
4 months ago
4 months ago
Hot takes from a randomer who plays a lot of mill: Meta is pretty fast at the moment with decks like DS, UR aggro and heliod combo. Control is not doing well to keep those decks in check, so Mill has to adapt to become a little more aggressive with cheap spells to deal with them. Luckily, with the printing of the new crab and madenning cacaphony, this has become the natural progression.
So personally, I would consider the following. These are my own opinions based off of playing and seeing which decks are doing well.
- Shelldock Isle is awesome but too slow considering the number of 1 and 2 drops. Most people have stopped playing them. I run one max.
- Darkslick shores is very good, would run at least 2 (you can cut a couple islands or a swamp)
- Ensnaring bridge is sadly too slow. If you cut it you can run Lurrus in the sideboard which is really good when you run out of steam
- Inqui is not that good right now. By that I mean I'd rather be running pushes or drown. When the format becomes slower, I would consider running it, but not now.
- 2x push and 2x drown is not enough. I'd run a combination of at least 6. Which ones depend on your local meta. Generally it's more pushes, but drown has more versatility if you're struggling against combo decks.
- With this mana curve shift, you can go down to 20 - 22 lands.
- Also depending on your local meta, you can move a surgical to the sideboard.
- Sideboard looks quite old - I'm guessing you took it off Sqlut's guide :D a lot has changed since. Generally you need faster answers, like Soul-Guide Lantern , Mystical Dispute , Aether Gust , Bontu's Last Reckoning , Extirpate and of course Lurrus of the Dream-Den !
- Mission briefing is awesome and I love it. A lot of people would argue it's too slow, but I like it.
IMO the toughest part about a mill deck nowadays if finding the right balance of cards. We no longer are looking for cards to supplement our strategy, but finding which cards to cut! As you can tell by my points above, they're all very minor (except maybe the lurrus point). All these cards are powerful and awesome and you have a good deck here. It's just about adapting to the meta. From your deck here, it's going to be about 95% how you play, and 5% the minor adjustments.
Best of luck pal!
5 months ago
Hey Mtg_Mega_Nerds! I like your build! I am no super friends expert, but I have a few suggestions you may like. I don’t see a budget tag so I’m making recommendations regardless of cost.
I would run about 6-8 total fetchlands ( Scalding Tarn , Flooded Strand , Bloodstained Mire ) instead of Fabled Passage. And shocklands over the Temples ( Watery Grave , Steam Vents , Blood Crypt . Adding these cards will greatly increase your speed and consistency. You don’t have to play the shocklands untapped if you want to save life, but at least you have the option. Running these cards will make the Signets basically unnecessary, as you can just fetch the lands you need. Same with Crumbling Necropolis, which comes into play tapped and is too slow for my taste. Another good land is Fiery Islet for card draw.
I agree with TriusMalarky that your mana base does not support Counterspell. Remand would be a better fit. Also 4x Thoughtseize will be a great fit, since it will help remove threats preemptively and scope out your opponent’s hand. You have no other way of dealing with problematic artifacts or enchantments and you are running relatively few one-drops. Angrath’s Rage only covers artifacts. Inquisition of Kozilek is a decent substitute.
I would run 3x Damnation over Ritual of Soot, since the former is strictly better. Languish is ok if your meta has lots of small indestructible creatures. Dismember is a viable alternative and costs less mana. Another alternative is Bontu's Last Reckoning , since you can use loyalty abilities regardless if your mana is tapped.
You may also want to consider 4x Feed the Swarm on your sideboard to combat enchantment decks.
6 months ago
From your current sideboard i would only keep the 3x Feed the Swarm - its a great card for creature AND enchantment matchups.
Seeing that you run Agadeem's Awakening Flip i would surely play some creature based hate cards.
- 2x Blight Beetle - hates out heliod, humans & hardened scales & decent blicker against green fatties like Tarmogoyf , Elder Gargaroth , Tireless Tracker ... etc.
- 2x Yixlid Jailer - good grave hate
- 2x Plague Engineer - against tribal, tokens (and bloodghast)
For the rest 6x slots i would play:
- 2x Ashiok, Dream Render - good against grave decks,tutor decks (tron to a degree, titan, heliod, STORM ...etc.)
- 2x Bontu's Last Reckoning - fastes boardwipe in the format, you should only need languish in situations where you give up your board for better topdecking - in such situations, the drawback is minimal, while the cmc 3 means you can play it in time (for example even if you fail to hit land drops, or thalia is on the field ...etc.)
- 2x Damping Sphere - decent against storm, tron, izzet blitz, and the now OMNIPRESENT boros blitz.
In your maindeck you can do much better.
Viscera Seer is very underwhelming if you only have bloodghast to go with it - i would repkace them with 1x more fatal push, 1x targeted discard & 1x Vampire of the Dire Moon / Vampire Cutthroat / Shadow Alley Denizen (latter gives evasion).
And for now maindeckable lifegain is king, so contemplate running a number of Feast of Blood or Collective Brutality (i recommend the former, as its harder to partially fizzle with prowess & less punishing when countered)
And since you run fetches, i woul advise getting 1-2 Witch's Cottage for more recursion.