Cataclysm

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Tempest Remastered (TPR) Mythic Rare
From the Vault: Annihilation (V14) Rare
Exodus (EXO) Rare

Combos Browse all

Cataclysm

Sorcery

Each player chooses from among the permanents he or she controls an artifact, a creature, an enchantment, and a land, then sacrifices the rest.

Cataclysm Discussion

SideBae on First Oloro, you must learn, stax on stax off

3 weeks ago

Right. Let's talk Stax.

  1. Zur's Weirding : This is a hell of a card to consider when you have a general that gives you a lot of excess life. Being able to deny opponents any relevant spell is great, and because your opponents presumably don't have as reliable a source of life-gain, it is eventually going to be asymmetric-ish.

  2. In a black, three-color deck, I think Painful Truths is better than Ambition's Cost . I run it in my Tasigur, the Golden Fang list, and I've been very impressed with it.

  3. Prismatic Vista is a great fetch to include in a Back to Basics deck. I suggest including Silent Clearing , as having the ability to cycle a land that ETBs untapped is a big deal.

  4. Your curve is consistent at the low end. Counterbalance with Sensei's Divining Top can be very powerful, especially since it is a counter-spell emulator that doesn't cost card-advantage.

  5. Xerox cards are good. Ponder and Preordain are both great cards, since they dig you to lands if you need them or past them if you don't. Brainstorm is especially good with a fetch land, and you run enough fetches to justify its inclusion.

  6. Because you're facing so many opponents, one-for-ones are typically not enough to put you ahead in the game. Swords to Plowshares is one of the only one-for-ones I suggest in EDH (because of its absurd efficiency); I think you should include it. Oblation and Murder are probably not going to put you far enough ahead. I suggest running Supreme Verdict , Toxic Deluge , Wrath of God and friends. If you cut some of your creatures for more enchantment or non-creature artifact-based disruption, these will be especially powerful. If you make all your lands snow-covered, Dead of Winter is also an excellent boardwipe. Also, Cyclonic Rift .

  7. In my Grand Arbiter Augustin IV deck I used to run Approach of the Second Sun as a win-condition... you might want to consider it. However, I think it is probably too slow and too expensive to be a reliable win condition. I think a better win condition would be Jace, Wielder of Mysteries . Planeswalkers are already really good in a stalemate, and Jace, Wielder of Mysteries can produce an insta-win if you resolve Demonic Consultation and name a card not in your deck. (Side Note: You get extra points if you name Atog , Singing Tree or Falling Star with your Demonic Consultation .)

  8. In addition to Demonic Consultation , if you're smarter than me and have the requisite brain-power Doomsday can be a good way to end the game. As implied, I don't really know how to explain Doomsday decks and/or the best way to play them, but I've seen them go off and find it spectacular. Google 'Doomsday EDH Primer' -- I think the first one that comes up (a TappedOut link) is especially good.

  9. As above mentioned, planeswalkers are busted in stalemates or when you have the game on lockdown. Teferi, Hero of Dominaria is a great card-draw engine that effectively costs three-mana, and he doubles as removal. Depending on whether you have ethical qualms about being a monster, he also produces a hard-lock on untapping when paired with Stasis . (Note that Smothering Tithe paired with Stasis also does this). Technically, this can be a win-condition; Teferi, Hero of Dominaria is capable of minus-ing on himself, preventing you from milling out, while you wait for your opponents to concede or draw their decks. Jace, the Mind Sculptor is another great card in a stalemate.

  10. Ashiok, Dream Render and Narset, Parter of Veils are both extremely good in EDH. Narset is especially good if you can pair her with a Windfall , which you should also run. Teferi, Time Raveler is another sort of hate-piece, and I've been very impressed with him. Kaya, Orzhov Usurper can be good in the right meta, and her other incarnation, Kaya, Ghost Assassin is good in a much wider set of situations.

  11. Tutors are a big part of making a good deck great. Demonic Tutor and Vampiric Tutor are the best, but they're very expensive and therefore rather inaccessible. Lim-Dul's Vault , Dark Petition , Mastermind's Acquisition , Diabolic Tutor , Enlightened Tutor and Mystical Tutor are all good, too, and more affordable. Whir of Invention is a good way to utilize your artifacts to find whatever silver-bullet lock-piece you need.

  12. If, as first mentioned in (6), you end up cutting some creatures, Night of Souls' Betrayal is a powerhouse against a lot of decks.

  13. As you're in Stax, you're usually playing for the long-game. This means incremental value is extra important. Search for Azcanta  Flip is a great way to improve the quality of your draws. Bitterblossom is excellent for producing blockers/small bodies to poke planeswalkers with, and it pairs REAL well with your Smokestack .

  14. Mana-rocks are the best form of acceleration in your colors. Talisman of Progress , Talisman of Hierarchy , Talisman of Dominance and Dimir Signet are all worth adding, and Thought Vessel , Mind Stone , Prismatic Lens and Coldsteel Heart are all worth at least thinking about. Two-mana rocks are especially good if you pair them with an Ancient Tomb , which is another land to consider. Sol Ring , the best ramp in the game, should go in now. If you increase your artifact-count, you can also run Mox Opal in addition to your Mox Diamond .

  15. Long games tend to produce large graveyards. Consider Treasure Cruise and Dig Through Time in order to capitalize on this.

  16. You seem a little light on counter-magic. Mana Drain and Force of Will are the gold-standard here, but as such they cost a fortune. Other, more accessible counterspells include: Counterspell , Dovin's Veto , Negate , Dispel , Spell Snare , Spell Pierce , Flusterstorm , Swan Song , Delay , Remand and Cryptic Command .

  17. If you choose to run more mana-acceleration, like those mentioned in (14), cards like Armageddon and Ravages of War can end games. This is perhaps the most brutal effect in EDH, but... you know. Is fun. Cataclysm is a powerful board wipe, though its effect extends past lands and therefore does not leave your board intact. So consider carefully.

  18. I should mention Pox , as I see you're running Death Cloud . Pox is right up there with Armageddon in terms of brutality, though I haven't had as much luck with it -- costing triple black is a bit of a nuisance. I've had a better experience with Smallpox or just straight-up Liliana of the Veil .

  19. Mystic Remora is great for slowing down a game if your opening seven isn't really fast. In more inexperienced metas, it can easily be an Ancestral Recall or two.

  20. I think Rule of Law is strictly better than Arcane Laboratory , as it cannot be killed with Pyroblast or Red Elemental Blast . In my experience, most red decks run at least one of those cards, and being able to dodge them if possible is a not-insignificant bonus.

  21. Thalia, Guardian of Thraben is a strictly-better Glowrider , if you want to keep this effect in the final list.

  22. Finally, the Words cards may be worth it. Words of Wind with Wall of Omens makes a three-mana-an-iteration loop that can, if you're in a favorable position, clean your opponents' boards. Words of Waste is usually good in Erebos, God of the Dead and other direct card-advantage generals' decks, but it may be worth including if you cast Oloro, Ageless Ascetic and draw with him often enough. It'll keep pressure on your opponents' hands real well.

Aright. Good luck man! Oloro was my first general, so I got a soft-spot.

SideBae on Ob Nixilis, unshackled

4 weeks ago

Hello! So a lot of my suggestions will depend on budget/card access; since I don't know what yours is, I'll just leave all of the suggestions I think of. Feel free to ignore me.

The first thing I think of when I think of a 'demon' deck is Shadowborn Apostle . With a critical mass of these lil' buggers, you can just tutor out whichever demon is good for any given situation. Pair them with Thrumming Stone for instant fun. To take that strategy a little farther, you might consider running Shirei, Shizo's Caretaker as your general. I know he's not a demon, but his synergy with the Shadowborn Apostle s makes him an honorary demon, as far as I am concerned.

Ramp is a premium in EDH. I notice you have a few rocks already in your deck; however, I think there're better ones you can run. In general, two-mana mana-rocks are going to be a lot better than three-mana mana-rocks, if only because once you're at three mana you typically want to be doing more than just ramping. I like your Jet Medallion ; consider Thought Vessel , Mind Stone , Charcoal Diamond , Coldsteel Heart , Prismatic Lens , Mana Vault , Mox Diamond and Mana Crypt . With as many artifacts as you have, Mox Opal is usually going to be online, too.

Land-wise, I must confess confusion as to why you're running Command Tower . If I am not missing something, it's a Swamp that dies to Wasteland , Back to Basics , Blood Moon , Magus of the Moon , Ruination , Dust Bowl and friends. I think you should replace it with a basic Swamp . Temple of the False God is a land I have mixed feelings about, as it isn't exactly the sort of land you want to see in your opening seven; that being said, it can be powerful late-game. Consider Ancient Tomb , as (since it was reprinted recently) it is at a relatively low price, and it can cast two-mana mana-rocks on turn one. Additionally, in mono-black, Cabal Coffers and Cabal Stronghold are very powerful mana sources. Pairing them with Deserted Temple works pretty well, too. Consider Lake of the Dead , Shizo, Death's Storehouse and Phyrexian Tower as good utility-lands. Also, you could probably use two to four more lands in your list. Twenty-eight is pretty much were I tend to bottom out on land-count, at that's when I'm running all the zero-mana mana-rocks.

Card-draw, card-selection and tutoring are all also very important in EDH. Demonic Tutor and Vampiric Tutor are the gold-standard for tutors, though their prices tend to make them rather inaccessible. Scheming Symmetry is a good tutor if your general is out; similarly, Maralen of the Mornsong seems... worth trying. Presumably, someone is going to take thirteen and kill her, but she's probably pretty good anyway. Diabolic Tutor , which I see you run, is a good option; Dark Petition , Mastermind's Acquisition and Beseech the Queen also come to mind. In the vein of card-draw, consider Night's Whisper , Ambition's Cost , Read the Bones , Phyrexian Arena , Twilight Prophet , Staff of Nin , Ancient Craving , Sign in Blood , Necropotence , Harvester of Souls , Null Profusion , Succumb to Temptation and friends. Graveborn Muse is good even as just a second Phyrexian Arena if you only have one zombie out. If you pair Waste Not with Words of Waste , you can also generate card-advantage. Almost as good as card-draw is preventing your opponents from drawing cards -- unfortunately, in mono-black this is pretty much just Chains of Mephistopheles , which costs about as much as a used kidney these days. Usually I'd suggest Narset, Parter of Veils or Spirit of the Labyrinth .

In terms of removal, you typically don't want to settle for one-for-ones. In EDH, you're generally facing three opponents, which means you're facing three times the number of creatures/threats that you would be facing in a one-v-one. So trading a card for just one creature is often times just not enough. I don't think Ob Nixilis's Cruelty or Unholy Hunger are very good, for that reason. You may have more luck with Ashes to Ashes , Toxic Deluge , Damnation and the like... perhaps even Hex , though keep in mind you'd need six targets on the field to even cast it. Decree of Pain , Overwhelming Forces , Mutilate and Rain of Daggers are also worth considering. Black also has access to some fun pox-style cards. Innocent Blood , Barter in Blood , Liliana's Triumph or Smallpox can all be powerful in the early-game, if you're ramping with artifacts and don't have any important creatures out yet. Similarly, I should mention Pox itself -- this is easily one of the most brutal cards to resolve in EDH, right behind Ravages of War , Armageddon and Cataclysm . I haven't had much luck with it, but depending on your meta Pox may be a powerhouse.

In the Stax/Pox vein, you might consider Night of Souls' Betrayal . Doing away with some of your X/1s would make this a powerhouse, and it is an insta-kill against elf- or goblin-decks. In the right meta, Yixlid Jailer is good; though bear in mind it's a straight nonbo with Night of Souls' Betrayal .

I see you're running Leyline of the Void . Consider pairing it with Helm of Obedience . If you activate Helm of Obedience targeting an opponent while Leyline of the Void is out, the mill from the helm will be replaced with exiling the card. Thus, Helm of Obedience just makes the opponent keep trying to put the top card of their deck into their graveyard and keep exiling it instead. This results in exiling your opponent's library, and leaving Helm of Obedience tapped on the field. This combo only takes out one opponent at a time, is sure to draw a lot of hate, and requires several tutors to make it consistent, but I figured you might be interested in it. If you're good at politics (I'm not), it can be a pretty powerful A-Bomb.

In mono-black, you should consider a reanimator package. Buried Alive or Entomb combined with Animate Dead , Reanimate , Necromancy , Victimize , Dance of the Dead or even Exhume can get a fatty on the table real fast. Entomb -ing Lord of the Void turn one and Reanimate -ing him turn two (or even turn one, if you run Dark Ritual or Lotus Petal ) seems pretty good to me. Whip of Erebos is also a form of permanent-based reanimation, which has the added bonus of gaining you life.

If you're having trouble killing opponents, consider Helm of the Host . This'll add a new threat to the board every turn, provided you can keep one on the table. Bloodchief Ascension also puts down one hell of a clock. Doom Whisperer , Herald of Anguish , Carnifex Demon and Desecration Demon are all additional demons to consider.

Finally, in terms of what to cut: Start by looking for inefficient cards or over-redundant/unnecessary/underwhelming effects. Keep an eye on those cards when you play, and if you're often seeing them, wishing you could just discard them and draw another card, that's a card you should cut. It might be a baller effect, but if the cost is too high or the effect to narrow, it isn't worth running.

Good luck, man!

SideBae on My (probably) sad attempt at something strong

1 month ago

So this is not a bad first draft at all -- having the dorks, like Llanowar Elves and Avacyn's Pilgrim , is a big deal. I have a few suggestions:

Good luck!

Caerwyn on The Wheel of Time's Rand ...

1 month ago

I do not really see how untapping represents building alliances, and I still think it is far too easy to enable untap abilities. With a whole host of enabler cards, your ability pretty much reads "whenever a creature enters the battlefield, put a +1/+1 counter on it and Rand."

Instead, you could just make it a Tap ability - from a flavour stance, I think that works better, given that gaining all those alliances was a fairly slow process, better represented by the creature having to spend a turn out of commission.

Also, as written, I don't think this card necessarily needs Green - it is a lot like a super Bolster, which is a White-based ability. Also, from a flavour stance, Rand was not really a Green character at that time in the books.


I think the addition of Black would both be flavorful and would help with the card's colour identity. would probably be a good cost.

When White has abilities which cause a sacrifice as a wrath effect (rather than the common "sacrifice an attacking creature") they're flavoured such that the focus is on what can be saved, rather than what is going to die. Cataclysm , Balance , Balancing Act ,, Cataclysmic Gearhulk , etc.

This should be an exile effect. After all, this card is presumably regarding the period of time where Rand is a bit off his rocker--to include the time he uses balefire to "exile" an entire fortress and its inhabitants from existence.

I think the addition of Red to the last card would be apt from a flavour perspective and would work well with your abilities, as discussed above.

2gherkins on The Wheel of Time's Rand ...

1 month ago

Caerwyn: what if you added 1 to The Dragon Reborn, 1 to Dragon Isolated and 1 to dragon savior? The untap ability on Dragon Reborn was meant to represent him forming alliances in the earlier books as he unites the kingdoms. I feel like Dragon isolated's ability is more white than you would think. Destroying things of a color is very white ( Iona, Shield of Emeria and the sacrificing of permanents is very à la Cataclysm . As for dragon savior, I think the "can't be sacrificed" ability is probably too much.

SideBae on Uril, the Murderer

1 month ago

I’m really surprised you aren’t running mana dorks; this is what makes green a color worth playing in EDH. Llanowar Elves , Elvish Mystic , Fyndhorn Elves , Avacyn's Pilgrim , Arbor Elf , Orcish Lumberjack and Bloom Tender all ramp harder than artifacts ever can — these should be strongly considered, and likely played. Note that Arbor Elf gets a lot better with Utopia Sprawl or Wild Growth on a forest. I advise removing Coalition Relic and/or Talisman of Conviction to make room.

If you choose to add dorks, thirty-six lands will be too many. I’d cut at least three or as many as five, depending on your preference.

Second Sunrise and Faith's Reward offer some protection from boardwipes. I’d only run one or the other though.

Swords to Plowshares is better than Path to Exile in EDH. Ramping an opponent is very dangerous in a format where people routinely go big, and 5 or so life points don’t typically matter — especially if you aim to kill with commander damage.

It says in your description you find this deck too slow for cEDH. While the current build may be, there’re ways to slow down opponents to the point where you’re winning the long-game. Root Maze , Rule of Law , Stony Silence and Blood Moon are all powerful enchantments to slow down your opponents, though the last one does need a crafted mana base. Since you’re not playing off-color fetches or planeswalkers, Suppression Field is on the table. Gaddock Teeg is infamous among my friends for holding off pretty much every boardwipe, with the important exception of Toxic Deluge . Other hatebears (like Aven Mindcensor or Spirit of the Labyrinth ) should also be considered.

Card draw/filtering in Naya is typically pretty difficult. Faithless Looting is a card you should consider, as it makes a lot of marginal opening hands significantly better. Adding Gamble is typically an improvement for card-selection. However, GSZ+ Argothian Enchantress , which you already have, is a real good draw-engine in this deck.

This seems like a good deck to run Cataclysm . With Uril out and an enchantment on him, it’s likely to seal the game in your favor. Same goes for Armageddon / Ravages of War . Fair warning, though: All three of these cards tend to produce salt, and even if they don’t, they’re hard to play with and need practice using.

Punishing Fire with Grove of the Burnwillows is a synergy I’ve always wanted to pull off in EDH, but I don’t typically play Gruul. I recommend trying it, as it seems that it could be very powerful in the right sort of meta, though also very week in the wrong sort.

Good luck, man. I gotta go, but if you need more help I’ll take another look.

rdean14 on Card creation challenge

2 months ago

Ashiok's Dream Realm

Whenever a spell is cast, if it was cast from a player's hand, exile it.

At the beginning of each player's upkeep, they may cast one spell exiled with Ashiok's Dream Realm.


I'm genuinely unsure how to destroy it. I guess Cataclysm , Apocalypse ...I mean Merciless Eviction , Austere Command , Cleansing Nova , and all spot removal require a sizable amount of coordination.

Perplexing Chimera and Knowledge Pool , but slower and able to be played earlier.

I'd like to see someone else's most annoying card!

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Cataclysm occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%