|Commander / EDH||Legal|
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|War of the Spark (WAR)||Rare|
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Casualties of War
Choose one or more —
- Destroy target artifact.
- Destroy target creature.
- Destroy target enchantment.
- Destroy target land.
- Destroy target planeswalker.
Casualties of War Discussion
3 days ago
Thanks for the input Bighimmy!
So I've gone through the list and my understanding is that you mean proactive interaction/removal. So from the deck list thus far there is:
- Assassin's Trophy
- Beast Within
- Windgrace's Judgement
- Pernicious Deed
- World Shaper
- Acidic Slime
For boardwipes there are:
Now for some of the other options I've gone through in the past I personally don't feel like a few of them are really worth it, and feel free to discuss these since there's always going to be something that I'm missing or haven't really thought about. My thoughts on:
- Chaos Warp : This is an attractive option, it deals with anything and you can even use it on your own permanents to try and spin into something more useful. It means that certain threats don't go to the graveyard (for reanimation or death triggers) and can get lost in the deck. However, from past experience I'm much more a fan of Assassin's Trophy as you can then Bojuka Bog to exile the threat along with the rest of the graveyard. This is a less risky option, and I completely understand why people go to it but I know I'll be kicking myself once a Chaos Warp turns a threat into a bigger threat.
- Gaze of Granite : Pernicious Deed just does everything that Gaze of Granite does that much better with the only exception being planeswalkers. You don't have to sink all your mana into the casting (so if it gets countered it's not a complete loss) and furthermore you can use Pernicious Deed at instant speed, which is a massive way to interact with non-creature permanent-based strategies (such as enchantments and artifacts).
- Go for the Throat / Doom Blade / Dismember / Abrupt Decay : I'm not a massive fan of conditional removal in commander because my rule of thumb is that the broadest answer is the best answer the vast majority of cases.
- Putrefy : for the longest time I played this in the deck before Ravnica Allegiances rolled around and Bedevil took its place. The ability to interact with planeswalkers is fantastic, but the key thing I think is that the inability to regenerate clause from Putrefy isn't of massive concern for this deck for a couple of reasons. Firstly regeneration isn't particularly common, and when it is you're dealing with Asceticism in which case you're not Putrefying anything. Otherwise you have access to Damnation which doesn't allow regeneration and Toxic Deluge which also doesn't allow regeneration.
- Force of Vigor : I started playing this in my Ayula, Queen Among Bears commander deck and in mono green it is the best answer to a lot of early game and late game threats. Current this deck has 42 green cards so there's no shortage of fodder to play this for free on your opponent's turn, but I'm unsure as to what this supercedes in the deck currently.
- Casualties of War : as a budget option this is fine but the sorcery speed makes this lacklustre.
- Noxious Revival : This was on the radar for a while when I was concerned about getting Glacial Chasm destroyed and then getting exiled, however there is not really a reliable way to recur this effect, and it is not particularly powerful (though has some utility due to being able to play it at instant speed for nothing). My other concern was that it requires an additional step to get it into hand, so if you draw it for turn, you would need a way to draw an additional card to then get whatever you need from the graveyard to your hand. As a redundant effect for Eternal Witness I understand, however I think it is too much of a corner case and I would be more of a fan of Regrowth -like as you will have access massive amounts of excess mana from Urborg, Tomb of Yawgmoth + Cabal Coffers . I imagine something like this will come along some time in the near future, it's only a matter of time.
- Red Elemental Blast / Pyroblast / Guttural Response : I find that this angle of interaction is far too narrow to really be applicable unless you know there is a very high chance of versing counterspells in your local meta. This is why I find that Boseiju, Who Shelters All is a better solution to this problem, primarily because it can be searched off abilities and deals with the majority of effects while being difficult to interact with itself. Now the way your opponents can get around this is effects like Venser, Shaper Savant , Narset's Reversal or any other Unsubstantiate -type abilities. I learned to simply accept this as a weakness of the deck given the colours. The archetype is rather weak to its inability to interact with the stack, but I think there are more unconventional ways around this, such as Contamination to punish their mana base or by waiting until your counter-laden opponents are tapped out from trying to deal with each other. I think that this is a fair trade off for this deck being difficult to interact with.
The main weakness of this deck I believe is its inability to deal with mill and combo effectively, vulnerability to bounce effects on the stack like Venser, Shaper Savant and counterspells. I've found that these weaknesses can be reduced with a couple of strategies:
- Playing some political cards Pir's Whim + Tempt with Discovery + Rites of Flourishing to try and ameliorate the board (and not draw the ire of anyone who might have a counter available),
- Building up a solid land base from both a deckbuilding and play perspective to support a late-game comeback due to the lack of cards that effectively interact with land-base strategies, and
- The ability to play around counterspells and interaction, such as Boseiju, Who Shelters All and reliance on using abilities rather than just spells.
So after a little more testing, Elvish Reclaimer is an absolute house in being able to effectively Crop Rotation each turn to more reliable tutor out either ramping or utility land. The summoning sickness issue means that again this does not pull this deck back from the brink in the late game, but as an early game drop it provides access to both stocking the graveyard for Lord Windgrace and fixing mana for the later game. I regret my initial skepticism on this addition and think it is a great upgrade for the deck.
I am planning on adding in Korvold, Fae-Cursed King shortly because I think another Gitrog Monster will be welcome here. I think I'll finally have to pull the trigger on cutting Zuran Orb , it's been there since the start...
1 week ago
If you want to have a commander, you can go to the page where you would add new cards, and add CMDR to the end of Vraska, Golgari Queen and you will a spell that you can cast from the command zone (an Instant or Sorcery), if you want to do some good zombie shenanigans, you could add Hogaak, Arisen Necropolis . I don't have much experience with Oathbreaker either, but I know that you have a planeswalker as your commander, and can cast it from the command zone, you can have your commander return to the command zone when it would leave the battlefeild, and you have an Instant or sorcery that you can cast from the command zone as well, but can only cast it if your commander's on the battlefeild. Both the commander and the spell cost 2 mana more to cast from the command zone for each time they've been cast from the command zone. Another card I would add is Casualties of War .
1 week ago
I agree with the previous comment: Llanowar Elves , Elves of Deep Shadow , Deathrite Shaman , Elvish Mystic , Fyndhorn Elves , Birds of Paradise and Arbor Elf are all good enough to run. I suggest running at least four of them, if not more.
Outside your enchantments, you seem rather light on card-draw. Including the Diabolic Intent from the Maybeboard would begin to solve this problem, as would running other tutors like Demonic Tutor , Diabolic Tutor , Dark Petition , etc. Other ways you can combat this are by running things like Night's Whisper , Sign in Blood and Sylvan Library . Thought that last one is expensive nowadays, you can combo it with Underrealm Lich and get three cards a turn (the replacement effect means you never actually 'draw' a card).
Veil of Summer is an excellent second-order counter to include in a green deck.
You may have luck with Pox / Smallpox killing your opponents' creatures. As far as I can tell, Smallpox is a lot better in that it doesn't decimate you the way Pox does (thus it's easier to build around), but Pox can be funny, too. Innocent Blood is similar.
1 week ago
Hey man! I got some suggestions. Feel free to ignore any/all of them:
There's a reason Ponder and Preordain are banned in Modern, and it's because they're good. I highly suggest running both in any blue deck -- they may not look like much, but being able to dig to what you need and past what you don't for one mana is a deal I'll take any day. You're running a good number of fetch lands, so Brainstorm is one you may want to add in there as well.
I don't know what your meta is like, but in general people need to draw a bunch of cards to win the game. Narset, Parter of Veils brings back thoughts of when Leovold, Emissary of Trest was legal... I think almost any blue deck should run her, especially since if you run Windfall (I think you should), she can win you the game. Or your Wheel of Fortune .
I don't know how this deck plays, but I suspect you'll have at least one or two creatures out at a time. If you do, Azra Oddsmaker can be a good source of card-advantage; Edric, Spymaster of Trest is similar, though better if you have dorks (see (5)). Painful Truths is another favorite of mine, as are Treasure Cruise , Dark Confidant , Dig Through Time and Thirst for Knowledge . Faithless Looting can also be pretty good.
A lot of decks run a lot of artifact ramp. Dack Fayden is a great way to capitalize on that, and if you run Notion Thief (which also pairs with your Windfall ), targeting your opponent with Dack's +1 can produce a four card swing.
Dorks. You're in green, so you have access to the best ramp in the game, aside from Sol Ring (which I think you should run). I highly suggest including any/all of the following in addition to your Deathrite Shaman : Birds of Paradise , Elves of Deep Shadow , Orcish Lumberjack , Llanowar Elves , Fyndhorn Elves , Elvish Mystic , Bloom Tender , Arbor Elf ... Though they may not be 'dork'-ramp, I've also been impressed with Utopia Sprawl and Wild Growth , not least because these double the mana from Arbor Elf . If you end up running Edric, Spymaster of Trest , the dorks will draw you cards when you're not using them for mana.
If you're looking for the best way to generate infinite mana with your general, I think Isochron Scepter with Dramatic Reversal is the best way. You'd need to run either artifact ramp or dorks (I highly advise the latter), but it's a pretty busted combo and I think you should put some ramp in anyway. This lets you draw your deck with Thrasios, Triton Hero and then win through Torment of Hailfire or the like.
Reflecting Pool is an often-chromatic land you may wish to consider, and Exotic Orchard is frequently at least a tri-land. I may be missing something, but running Strip Mine and Wasteland to pair with your Crucible of Worlds and Ramunap Excavator seems... good.
You're running two artifacts (three, if you run the aforementioned Sol Ring ): You should give strong consideration to things like Collector Ouphe (if you don't like the Isochron Scepter loop) or even a janky Energy Flux . These'll make sure opponents don't do nasty things with their own Isochron Scepter while hardly touching you. Also, things like Ancient Grudge or By Force are powerful magic cards.
Spell Snare is a counterspell you may want to consider, as it counters a wide range of frequently played cards in EDH like Demonic Tutor , Cyclonic Rift (overloaded or not), Winter Orb , all the talismans/signets, Counterspell , Mana Drain , Arcane Denial , Sylvan Library , Chains of Mephistopheles , Abeyance , Baleful Strix , Nature's Lore ... Also, if you're in an Ad Nauseam -heavy meta (I sure as hell am), consider things like Dispel to keep those decks in check.
If your meta is blue-heavy (most are), consider some second-order countermagic. Things like Veil of Summer and Vexing Shusher can both make sure your spells resolve. Similarly, Carpet of Flowers is a good way to get free mana from blue opponents, and Pyroblast tends to be good as well.
Personally, I've found Mystic Remora to be better than Rhystic Study , if only because it is one mana. People are way less likely to pay four mana than one, and in less experienced metas people tend to let you pull off an Ancestral Recall or two in two-ish turn cycles. In more experienced metas, Mystic Remora slows the game down as your opponents wait for it to go away and you just make sure you hit your land-drops.
Multi-for-ones are pretty important in a format with three opponents. Fire Covenant has been a favorite piece of removal in my meta since it'll clear out opponents' creatures while leaving yours untouched. Hull Breach and Decimate are also good, although it is important to bare in mind that Decimate requires a bunch of different targets in order to be castable. Windgrace's Judgment and even Casualties of War are also good.
If you want to go deep into magic history, there's another way to make infinite mana in your colors in addition to (6): Worldgorger Dragon . Entomb , Buried Alive or Faithless Looting to the graveyard this mo-fo, then cast Animate Dead , Necromancy or Dance of the Dead targeting him, and BOOM you win. (In case you aren't familiar with the combo, Animate Dead returns Worldgorger Dragon to the battlefield, and then Worldgorger Dragon triggers to exile Animate Dead . Animate Dead leaving then makes you sacrifice Worldgorger Dragon , bringing back Animate Dead and then Worldgorger Dragon ... rinse and repeat. Tapping your lands for mana in between each exile trigger yields infinite mana. WARNINGS: 1. You need a second creature in a graveyard to end the loop, or the game is a draw; 2. If someone Nature's Claim s your Animate Dead while the Worldgorger Dragon is entering the battlefield, you lose everything and you're boned. So make sure either your opponents are out of mana/counterspells or you've got your own protective backup.)
I think that's all I got. Good luck!
1 week ago
Thanks for the suggestions guys, I’ve bitten the bullet and have bought the green cards needed to upgrade the original Scorpion King deck to this Golgari beauty.
However, due to budget and certain cards being unavailable I need some potential cards to consider instead of the following.
- Assassin's Trophy (I’ll wait for it to rotate out so it drops in price)
Any ideas would be great
3 weeks ago
Do me a favor. Grab one of your Commander decks at random, and tell me how much Artifact and Enchantment hate is in it. Then count how many artifacts are in it.
On my side, for my Thelon of Havenwood deck, I have Casualties of War , Status / Statue , Putrefy and Abrupt Decay . Yes, they can take out those cards, but that's not their primary use. Each of those also takes out Creatures, which is their primary use. In colours that are really good at taking out Creatures, Artifacts and Enchantment. As for my artifacts, Golgari Signet , Golgari Locket , Lifecrafter's Bestiary and Coat of Arms . None of which even come close to being cards that require dedicated removal. Not even a Sol Ring because it doesn't do what I need.
Well, I take that back with Coat of Arms . That can get overboard. Especially in a dedicated Tribal deck like that one.
My point stands. Cards that require a response are, by definition, format warping. Paradox Engine required a response because it was too powerful, and warping. So did the Prophet. And with those out, Vedalken Orrery is the next best thing, as you so cheerfully point out.
And as for my comment about mono-? You have it backward. I chose my example, not that person.
3 weeks ago
3 weeks ago
Do you have any solid recommends? I saw Impending Disaster for a possible budget option, any other fun/effective includes?
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