Bontu's Last Reckoning
Destroy all creatures. Lands you control don't untap during your next untap step.
|Have (3)||CompleteWaste , , metalmagic|
Printings View all
|Hour of Devastation (HOU)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Bontu's Last Reckoning Discussion
1 month ago
You need Removal.
Then you have your full sideboard to edit. Here are some nice Black Sideboard cards and maybe a way to split those cards: 3x Ashiok, Dream Render 2x Kalitas, Traitor of Ghet 1x Bontu's Last Reckoning 2-3x Collective Brutality 1x Infernal Reckoning 2x Murderous Rider 2x Noxious Grasp 1x ElderSpell 1x Pithing Needle
1 month ago
The thing about land removal is that you have a free spell anyway. I'm going to have to ban Bontu's Last Reckoning, though. It seems broken.
2 months ago
MrKillStar Yeah I see, you got fair points there, regarding Liliana and infect, I'll reconsider both cards for sure.
As for Royal Assassin, yeah I get it. I wasn't sure about adding him but at the same time I like having an instant way to kill a creature without paying mana to allow me to cast a creature from the grave.
Oathkeeper, Takeno's Daisho is a thematic card that also protects Toshiro from removal, for example if I am forced to use a wrath he comes back without me having to spend extra mana to recast him. Basicly it is there as a safety net and for flavour (a samurai with a katana/daisho), plus it's one of those cards people stop to pick up and read to know what it does, it's always nice. Another thing is, Whispersilk Cloak is a bigger target for removal, while the Daisho people don't bother removing most of the times, they just leave it there and save their artifact removal for something more impactful, and Kaya's Ghostform only works once.
The intention of having Castle Locthwain is to draw if I end up with no cards in hand, so I'd lose 1 life to draw 1, basicly, but yeah most times I won't be using it probably. Emergence Zone is a nice addition for sure, even for that instant speed Bontu's Last Reckoning right before my turn starts for example, would make the drawback of the lands not untapping a little less punishing.
2 months ago
This deck performs very well with some decently large deficiencies. I think you need to cut some weaker cards (sorceries and creatures mostly) and add in more Ninjas and ninja synergies.
Artifacts, Enchantments, Instants, Planeswalkers, and Lands: I would definitely cut Briber's Purse, Fatal Push, and Vraska, Scheming Gorgon while also giving thought to the merits of including Skygames, Bontu's Monument, Forge of Heroes, Unclaimed Territory, and of, or at least the Amonkhet, cycling lands.
The cards I have recommended are either slow, have low to zero synergy with the rest of the deck, or are typically weak in commander.
Cards to Add Creatures: Ninjas, ninjas, and more ninjas (plus some cheaper unblockables for good measure). There are 19 Ninjas in mtg history (excluding changelings). You have 11 in this deck. I think you ought to have more. The cheapest are Mistblade Shinobi, Okiba-Gang Shinobi, Skullsnatcher, Throat Slitter, and Walker of Secret Ways. Higure, the Still Wind and Ink-Eyes, Servant of Oni are both reasonable splurges in terms of powerful Ninjas to acquire. Now for other creatures to enable Ninjitsu. First off, I could have included Changeling Outcast in the last section since it is also a Ninja and you should absolutely be running it in here. Other small unblockables for you to Ninjitsu into are Gudul Lurker, Slither Blade, Tormented Soul, Faerie Seer, Mothdust Changeling, Gingerbrute, Dimir Infiltrator, Baleful Strix, Invisible Stalker, Augury Owl, Sage Owl, Spire Owl, and Cloud of Faeries. All of these cards are less than 3 cmc, and are either entirely unblockable or have good etb/ltb or dealing combat damage synergy (and are mostly pretty cheap too). I'd recommend adding at least 3 or 4 of them in addition to the above ninjas.
Other cards: This section is mostly for general things that you could do to make this deck more consistent and enjoyable to pilot, but there are a couple specific synergies I think you're missing out on. They're both pretty intertwined so I'll just address them together. I think you could be putting in a few more cards that are good to reveal off of Yuriko's trigger and ways to manipulate the top of your library so you get those card when they are most impactful. I am referring to cards like Treasure Cruise, Sibsig Muckdraggers, Temporal Trespass, Dig Through Time, Draco, Consign / Oblivion, Murderous Cut, Far / Away, Curtains' Call, Into the Story, Submerge, Commandeer, Commit / Memory, Discovery / Dispersal, Rags / Riches, In Garruk's Wake, and any other high cost card that has an alternate mana cost, mana reducing ability, split card, or is a high impact card. Then you could also throw in a few ways to manipulate the top of your library like Brainstorm, Ponder, Serum Visions, Tamiyo's Epiphany, and Crystal Ball. The only other synegystic thing you could put in here is making your other creatures Ninjas as well with Conspiracy, Xenograft, Arcane Adaptation, and Amorphous Axe.
Otherwise, you could probably add in some more ramp (Sol Ring, Mind Stone, Star Compass, etc.), card draw (see cantrips above and Last Thoughts), board wipes (could probably replace Bontu's Last Reckoning with some of the ones from the last section or just add those ones or some other good boardwipes) and spot removal or counterspells (I don't see a lot of good ways to deal w/ non-creature permanents in here).
2 months ago
Naksu, your deck is very similar, if not the same, to what I was trying to do and I got a lot of hints out of it. I'm probably going to run one Westvale Abbey Flip and Ghost Quarter which are also good for the theme (really important to me). I upvoted it btw. Since you have surely more experience with this kind of deck, I've got a couple of questions:
do you think Doomed Traveler is worth it? I find that it's very easy to play around him. Probably it's better to change it for a 1-cost removal like Path to Exile or Inquisition of Kozilek/Thoughtseize rather than another 1-cost spirit creature. The only one I like is Kami of False Hope cause it can proc Promise of Bunrei at any time.
Last question: I see you use Bontu's Last Reckoning with Selfless Spirit, but since it keeps your lands tapped, couldn't it stop you from playing a maybe topdeck Devouring Greed? Isn't it better to play a 4-cost boardwipe spell?
Anyway, thanks for the interest and for the help.
3 months ago
3 months ago
This looks fun!! First thing here I see you have 2 ghost quarters listed.... lol This deck really needs Ogre Slumlord and Piper of the Swarm (because stealing commanders is fun) Along with deathtouch and with as many rats that go to the yard I think Dictate of Erebos and Grave Pact which will make it hard to attack you.
I would also put in some board wipes, Damnation is great for black, Bontu's Last Reckoning is the budget version but I don't prefer it, also Deadly Tempest is also really good for late game as well as In Garruk's Wake is really good, then to support all of the things going to all the graveyards you can use Rise of the Dark Realms
Hope this helps!!!
3 months ago
I'll share my experience with you. I tried a competitive UB mill in Pioneer for a while, but it was far too slow. There are not many great mill cards in Pioneer. So, I changed my build to combo-based with 4 Fraying Sanity and 4 Traumatize. And it started to work.
I think you oughta try and see for yourself. Because, let's be frank Mind Sculpt is pretty meh. And the 0/4 creatures to stop aggro don't always do the job. The only real good card is Thief of Sanity and even him is too vulnerable. The opponent won't waste removal on a wall if he can wait to target the Thief.
My best bet is that the best version of this deck is focused on combo and a possible alternate wincon with a planeswalker or a manland. Think of all the slots you'll free if you abandon the non-combo mill cards and how much you'll gain by adding cards like Cry of the Carnarium, Languish, etc.