Day of Judgment

Day of Judgment

Sorcery

Destroy all creatures.

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Printings View all

Set Rarity
Explorers of Ixalan (EO2) None
2012 Core Set (M12) Rare
2011 Core Set (M11) Rare
Zendikar (ZEN) Rare
Promo Set (000) Rare
Promo set for Gatherer (PSG) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Day of Judgment occurrence in decks from the last year

Modern:

All decks: 0.05%

Commander / EDH:

All decks: 0.04%

White: 0.55%

Day of Judgment Discussion

RiotRunner789 on The Equalizer & Co.

1 day ago

Looking at it again, you have quite a few ways to grant your team indestructible. You could slot in a few destroy-board wipes which will be one-sided on your second main phase.

I would recommend Wrath of God, Day of Judgment, Cleansing Nova, and/or Planar Cleansing.

To fit them I would say you could cut Oppressive Rays, Triumph of Gerrard, and Celestial Flare. Oppressive rays and Celestial flare aren't the best removal. One-sided board wipe will give you way more advantage. Triumph is fine, it's just too temporary and you should have all/most of those keywords by the time it goes off.

slashdotdash on 5 color no theme deck

3 days ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

hungry000 on WhAT, BUdGET ConTROL? (Esper Control Ft. Snow)

2 weeks ago

Heya, hows it going. So in my experience, I've found that a control deck is made up of 3 general parts: Removal, Card Advantage, and Win Condition. Looking at your deck, it seems like you're loaded up on removal and less so on card advantage.

Let me give you a little lesson on control (a very opinionated one, mind you) since I feel like it. No matter what, a control deck's greatest strength is its ability to get ahead on cards. When you see a hardline control deck win, it isn't by a thin margin; either they're at a high life total with cards in hand, or they're at a low life total with a clear board and cards in hand. Either way, they have cards in their hand.

Now, the reason you see Esper control decks that play a myriad of one-for-one removal spells and cantrips like Opt which don't really generate card advantage on their own is Snapcaster Mage. Snap turns cantrips into card advantage and removal spells into 2-for-1s, which is a form of card advantage. If Snap didn't exist, I guarantee you pure control decks would opt for a higher density of sweepers and cards that otherwise generate value on their own, like Think Twice. Not having access to Snap makes your one-for-one removal spells far less valuable in the grand scheme of the game, since the most you will ever get out of them is a single card.

Of course, that's not to say that dealing with threats one-for-one is bad, but in general you want to 1+X-for-1 whenever you can get away with it.

So let's come back to your deck. You have a lot of removal, but without Snap your only real card advantage is two Kaya's Guile, two Esper Charm, and two Day of Judgment. I would suggest cutting Street Wraith, which doesn't really do much for the deck since it doesn't impact the board or make card advantage, for something like Omen of the Sea or just more Esper Charm if you think your mana can support it. I'd also cut a Logic Knot for a third Day of Judgment.

As far as other details go, I'd play two more On Thin Ice over Condemn. Maybe cut the single Path and play Condemn there instead, just to lower the cost a little. I also think you should rework your mana base for more white and less black, since your white splash seems to be dominant here.

GoblinElectromancer on WhAT, BUdGET ConTROL? (Esper Control Ft. Snow)

2 weeks ago

Looks pretty good! +1

I wouldn't play 4 Countersquall maybe cut one or two. I would replace 1 or 2 Chaplain's Blessing with Condemn. This deck probably needs 2 or 3 wraths. Supreme Verdict is the best but if that's too expensive Day of Judgment is good. Maybe as another win condition play Gideon, Ally of Zendikar.

Good Luck!

GVDT on Kentaro, the Smiling Weeb

1 month ago

First off, you'll want a couple more lands, commander when you can't play anything sucks

A quick note: The commander you have chosen gives you the ability to run a lot more colorless "utility" lands, some fun ones are: Arch of Orazca Blighted Steppe Buried Ruin etc.

I think you'll want some card draw and some more removal as well as any ramp you can get. Here are some budget options for each:

(Note: most of these are not auto-includes, with you needing to build the deck into them a little, except for ramp, just take some and go)

Card Draw Mentor of the Meek (if it fits with the other cards), Bygone Bishop??, Monarch cards like Palace Jailer will be easier for bushido to defend netting you extra cards per turn, but drawing fire from opponents

Removal Generous Gift, Settle the Wreckage, Day of Judgment, Dusk(most of your creatures duck the board wipe), Urza's Ruinous Blast, Slaughter the Strong, Harsh Mercy (Look at this one if nothing else)

Ramp Sol Ring (I hate that this is a card that goes in any deck, but it pairs really nicely well with your commander's ability), Solemn Simulacrum, Oketra's Monument, Knight of the White Orchid, Marble Diamond, Heraldic Banner, Caged Sun is cool, Kor Cartographer, Gold Myr

Other interesting stuff: Mirror Entity could be fun and interesting, Irregular Cohort really helps pump your samurai numbers, Brave the Elements pairs with all the white critters, Reveillark can get two of your samurai back or be a flying body if needed, Thalia's Lancers can go get an important legendary cards you want, I think Eidolon of Rhetoric may be interesting, maybe good, maybe not, Elspeth, Undaunted Hero's Ultimate is maybe achievable with so many blockers and potential very big with all of your white pips, Heliod, God of the Sun, Changeling Hero

Boomcat12B on Tuvasa enchantress figuring it out

1 month ago

You have a pretty good base already. A couple of things I notice-

One is your lack of removal. I would suggest 3-5 board wipes (Depending on your meta and how many creatures are played. My meta is high power, combo heavy so I only run 2-3 wipes in most of my decks, but if you play in a creature heavy meta I would suggest running 5)Austere Command, Day of Judgment, and Settle the Wreckage are all good ones, but there are plenty of others out there in white. If you ever get a Cyclonic Rift it is one of the best ones out there. Next I would suggest adding some more single target removal. Around 5-6 single target removal pieces is a good place to be. Beast Within, Krosan Grip, Disenchant, an Return to Dust are all great options. While the enchantment route is not a bad way to go for removal and provides good synergy with your commander, most of them are easily removed, and when they leave the battlefield whatever was exiled comes back. With that said I have found effects like Imprisoned in the Moon and Frogify work well to shut down troublesome creatures/ permanents and usually stick around for awhile for some reason. EDH is a very interactive game and being able to remove threats, or stop someone from going off is pretty big and when you face stronger decks the instant speed removal will be much more valuable than using enchantments to remove threats.

Next I would suggest pumping your ramp up a bit. Looks like you are running around 4 or so ramp pieces, so maybe add about 3-4 more pieces. Kodama's Reach, Cultivate, Dawn's Reflection and Fertile Ground are all good calls. Adding more ramp will improve the consistency of the deck and help speed it up as well as make sure you have your colors. Consistency and speed are big factors in making a deck stronger as well as just making sure you enjoy the deck because it does not shit out on you as often (Being mana screwed/flooded or not getting your colors. This will happen sometimes no matter what you do, just the nature of the game but you want to try to do as much as possible to smooth things out to have it happen as little as possible)

Finally just a few cards I would suggest removing since they add little to the synergy of the deck and or the cmc is just a bit to high for what the card does and what the deck wants.

Thorn Mammoth- It has a high CMC, double green cost and the state based effect is not enough to justify taking up a slot.

Ephara, God of the Polis- High CMC, requirements to get it online, and the card draw aspect is just redundancy the deck does not really need.

Banishing Light- Not a bad card but I would switch out for instant speed removal

Cast Out- same as Banishing

Oblivion Ring- Same as above

Sandwurm Convergence- High CMC, and just does not add enough value to justify a slot. Sure it is an enchantment but for it's cost and what it provides it is really a win more card.

Last few thoughts. Do your best to keep your curve low to help speed the deck up, when you can replace the lands that come on tapped. This helps speed and consistency and honestly the longer you play (And the stronger power levels you get to if you choose to do so) you will learn to say fuck tap lands. I have 9 decks running from super weak to CEDH (I like to be able to play at any power level when I sit down at a table if I am not playing with my main playgroup) and the only tapped lands I run in any of them are lands that provide a huge upside to coming in tapped Mosswort Bridge and Path of Ancestry for example, otherwise tapped lands just slow your deck down and there are better options. Pain lands and check lands are great cheapish alternatives, then of course there are the fetches and shocks and duals and the like but they are not cheap sadly.

Overall your deck is fairly solid and looks good. A few tweaks and changes and it will be even stronger. Here is my Tuvasa list - Little Nicky it is a very strong deck and has been highly optimized to play in high power meta. I run multiple combos, but usually I just load up Tuvasa with a few auras and swing her out. It gets rather dumb quick and I only run a small handful of combat auras, everything else is synergy, protection, and degenerate shit. Feel free to take a look and pull some ideas. Also feel free to let me know if you have any questions on anything I have suggested, or my deck, or just deck building in general. Always happy to help newer players since commander can get complicated and confusing stupid quick. LOL

lonesentinel on Sram jets

1 month ago

Approach for that 'instant win' still requires 14 mana in 1 turn (or 7+7 mana over 2 turns). Something which is hard to do in mono-white.

I suggest removing

adding in

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