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| Format | Legality |
| 1v1 Commander | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| PreDH | Legal |
| Quest Magic | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Damnation
Sorcery
Destroy all creatures.
They can't be regenerated.
Unlife on
Jank Jund
3 months ago
poulak I'm glad you like the concept. I'm sorry to say I never did get around to actually playing the deck, it was an idea I ways playing around with as a break from infect, but ended up going with LD instead.
Everything has pretty low toughness, and this was before things like Orcish Bowmasters, so I'm not sure how well it will fare. Maybe some instant speed protection spells, like Blossoming Defense of Tamiyo's Safekeeping in the sideboard for matches with a lot of targeted removal. Possibly moving Damnation to the sideboard, and adding in more removal for yourself in the main, or some draw/discard like Demand Answers
Sorry I couldn't be more help, but let me know how it preforms, hopefully to your liking
nuperokaso on
JUNK
3 months ago
- Play one Ziatora's Proving Ground for fetching.
- Play one surveil land for fetching, such as Commercial District.
- Your deck is 3 colors and plans to play both Ball Lightning and Groundbreaker on curve, which requires absolutely flawless mana base. I am aware that Blood Moon and Path to Exile exist, but this deck may be the one in which you don't want to play basic lands at all. Playing just dual lands is not enough - consider your opening hand is Blackcleave Cliffs, Swamp, Thornspire Verge and Blooming Marsh. You have 4 lands and yet can't play your elementals. Increase number of Cavern of Souls, play some lands such as City of Brass and Fire-Lit Thicket. Reflecting Pool
works well with those "any color" lands. - Fling costs 2 mana. Go with Callous Sell-Sword, which costs only one mana and may be played as a creature. Your plan is to fling after combat anyway. Village Rites also exists.
- Damnation is too slow for Modern. Try some combination of Toxic Deluge and Brotherhood's End. Another problem is that it's reactive card - it may be better worth to play some proactive card such as Bloodbraid Elf. If you won't play 4 mana spells, you can decrease the number of lands.
- One Spitebellows may be fun inclusion.
- In the end, your deck is a burn deck. Go with full playset of Lightning Bolt and go down to two Fatal Push.
DemonDragonJ on How Many Players Use the …
6 months ago
wallisface, I use the term "mass destruction" to refer to cards or effects that can destroy all of a specific type of permanent, such as Wrath of God, Damnation, Fracturing Gust, and so forth.
RiotRunner789, plakjekaas, if the majority of players use the terms "mana ramping" or "ramping," then I suppose that I should use those terms, as well, even if I dislike them, since I fail to see why Rampant Growth is so popular or powerful that an entire term was named for it.
pyyraus on
Yurlok of Scorch Thrash Mana Burn
7 months ago
The mana base needs some improvement. Playing only 33 lands is not enough in a deck that cares about lands as much as this one does. All the land mana doublers are more and more powerful with every additional land- up to a point, but you're well away from that. I'd try to go to at least 37 and up to 39 with the current amount of lands-matter cards. Specifically adding some basic lands so you can get more out of cards like Lavaleaper which currently only works with three cards in your deck. This would also encourage adding more land ramp spells like Cultivate and Kodama's Reach. I would recommend switching to these spells independent of any other details of the deck because you can easily remove cards like Arcane Signet and Chromatic Lantern to make room for instants and sorceries; I personally almost never run Chromatic Lantern in green decks because of these spells. I also think you can drop Animist's Awakening for a more consistent spell like Three Visits, Skyshroud Claim, Migration Path, or even Hour of Promise. It's an okay mana sink but it's not great when in the early turns when you need to get lands but don't have mana to put in. And when you have a lot of mana, you don't necessarily more lands. I think the few mana dorks you have are good and you're not running the more redundant ones like Elvish Mystic, etc.
I think the deck's removal package is solid but could use a few more targeted non-creature removal spells to work with Assassin's Trophy- currently, the only card that can really hits those; maybe good ol' Beast Within? I do like Comet Storm as a mana sink & removal in one card but I don't think it fits the wrath slot as it's more of a multi-targeted removal spell. That doesn't necessarily drop it but I strongly recommend at least one more consistent wrath for a more passive deck like this; Blasphemous Act and Damnation off the top of my head are solid.
Apart from that, I feel like there is a good mix of mana sinks and sluggey effects at the core and the card draw and is good. However, I think it can be improved by dropping some miscellaneous cards to make room for improvements to the aforementioned categories.
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Vexing Shusher/Destiny Spinner: this is a good ability but Hexing Squelcher is better and I don't think you need this much redundancy especially since these only protect from a single, impactful granted, type of threat
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Heartstone: this doesn't reduce Yurlock's ability due to the wording- does it work with something else I'm missing?
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Regrowth: Eternal Witness is honestly just better because it comes with a body
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Leyline of Abundance: I don't think this is really worth it with only four creatures that add mana; I think 8 mana is a bit awkward for a mana sink and the counter aren't super great in a deck that doesn't like combat that much
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Scytheclaw Raptor: I'm not definitively recommending you to drop this but it seems a bit weak on paper
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Torment of Hailfire/Exsanguinate: at least one pls :(
psionictemplar on
Mono black infect
7 months ago
Ok, I am back (obviously). Focusing on your main plan of infect I think it would be best to decide if you want to use several infect creatures or just a few to deal your damage. Going bigger allows you to run fewer creatures (that are bigger ex: Skithiryx, the Blight Dragon) and more board control but comes at the cost of having to protect your creatures more. Going small with several creatures gives you more likelyhood of getting that infect damage in but then you dont have much impact on the overall board and your creatures are easier to deal with. Personally I like the go bigger route but obviously go with what suits you best.
If you go the small creature route then I would suggest moving Thoughtseize to the main and cutting any 2 costing discard spells since you will want to be playing your infect creatures from then on. Your general plan would look like turn 1 discard, turn 2 play infect creature, turn 3 another of each maybe. If this is the route you want to take a card suggestion is Demonic Embrace as a recurring way to deal larger amounts of infect. Demonic Embrace + Phyrexian Crusader can mean a 2 turn win. Another card along the same vein is Nightmare Lash but I wouldn't play more than 1 or 2 copies if you did.
If you wanted to go the big route you could follow the same idea just push winning back a few more turns while you prepare the win. This might mean playing discard and then a board wipe like Damnation until you are ready. This could also open up the land destruction idea for the early turns since you won't be looking to cast a bunch of creatures. Like I said earlier, choose the one that suits you better.
If you want more feedback later, let me know.
NV_1980 on
Jin Sakai
8 months ago
Excellent looking deck. Jin will allow you to attack with impunity and reap some nice benefits from this. Adding cards like Elbrus, the Binding Blade Flip or Vorpal Sword would make him even more deadly in this regard. Also, in its current form, the deck will have a hard time dealing with mass tokens, so perhaps you can add a few things to make that easier on yourself. I was thinking wipes like Damnation or Wrath of God, but also cards that destroy/negate the use of mass tokens like Archfiend of Depravity, Crawlspace and Silent Arbiter.
TheVectornaut on
Fast Demons
8 months ago
I'm not sure what format this is intended for so I'm sorry if any of my suggestions aren't legal. Most decks aiming for big demons opt for reanimation over other turbo out options, but I think you can make it work for a casual deck. I like Quicksilver Amulet for instance and I think you could also consider Heartless Summoning, Ancient Cellarspawn, or Crypt Ghast
. Nykthos, Shrine to Nyx makes Coffers slightly worse but I can't imagine it being a bad inclusion with so many black pips. Another option would be to include more demons in the low mana range so that you have some board presence early. Some that came to mind are Varragoth, Bloodsky Sire for tutoring, Master of the Feast if you want to lean into a Underworld Dreams/Orcish Bowmasters plan, Desecration Demon for stats and potential board denial, and Nightmare Shepherd for removal insulation. Really though, if you want more consistency, the best thing you can do is add more copies of your best cards. This does incentivize picking a clear direction and you don't want to consolidate too much here lest you get too low on unique names for Contract. If I was building this, I think I'd go to 4 copies of Spawn of Mayhem and 2-4 The Speed Demon with a focus on dealing damage or life loss to get their relevant triggers. Changeling Outcast is perfect for this so I'd up them too. Removal like Smallpox or the safer Geth's Verdict can incur life loss, and I do recommend upgrading from Sorin's Thirst and Cremate anyway. Fatal Push, Dismember, and Feed the Swarm are all options with varying strengths and weaknesses. That's just one direction too. You could just as easily build around foretell with Dream Devourer and some symmetry-breaking Damnations, Rite of Consumption effects with overstatted guys like Abyssal Persecutor, or pure devotion with Gray Merchant and Bloodletter alongside tools like The Meathook Massacre or Leyline of the Void. If you pick the handful of demons you enjoy playing the most and run more copies, you'll have more games actually playing with them and can save your tutors for emergencies more often.
theNeroTurtle on
Phage the Uncastable
1 year ago
I have Phage the Untouchable as one of my win conditions in my favorite build (shadow deck). She is so cool. I would recommend Hatred or Vorpal Sword, but you don’t really have any creatures. He costs a bit much to cast, but doubling your mana is nice with Nirkana Revenant. I’m surprised you aren’t playing Damnation. What about Sanctum of Eternity? It might help, might not.
Here are a few tutors that aren’t too costly. Seems like this deck should use some so that it is a little more consistent.
Demonic Consultation – a little risky, but it works.
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| Want (1) | TechNoble |















