Day of Judgment

Day of Judgment

Sorcery

Destroy all creatures.

Latest Decks as Commander

Day of Judgment Discussion

jakeyuki12 on Akiri's Arsenal

3 days ago

Hiya! A few suggestions.

First off, your land count. You have an 8-cmc card, a 7-cmc card, plenty at 6-cmc, etc. If you want to keep that, you need more than the 34 lands you play. I recommend adding in two more lands.

Next is a few cards that I don't think should be in the deck. First off, Mind's Eye. You have access to early, reliable card draw in your command zone (Akiri even protects herself!) so you don't need to play bad card draw options like Mind's Eye. Mind's Eye works really well in ramp decks, this deck is not one of those. Next is Cathars' Crusade. This card synergizes really well with decks that pump out a ton of creatures (typically tokens). This deck is not one of those, so I suggest cutting it. Finally there is Open the Vaults. The amount of games that this is going to be really good is going to be less than the amount of games that this does nothing (or even helps your opponents more!).

Now for cards I recommend. For creatures we have Fervent Champion (another free equip creature) and Danitha Capashen, Paragon (makes equipment cheaper to cast!). Next we have some incredible pieces of removal in Path to Exile (just got reprinted so it's cheap!) and Winds of Abandon (hits one thing when you need it to, one-sided board wipe when you need it to be). Lastly, I recommend some more (and better) board wipes. Blasphemous Act, Wrath of God, Day of Judgment are all better than Rolling Earthquake and Akiri can even turn these board wipes into one-sided board wipes using her ability to give indestructible.

Other than these, I think you've got solid equipment, I think you got sooooolid interaction, and I think you've got some pretty threatening creatures.

jakeyuki12 on Akiri takes on three dudes at once!

4 days ago

Hiya! A few notable exclusions I see. Fervent Champion and Kazuul's Toll Collector are both excellent holders of equipment.\ Dowsing Dagger  Flip and Mask of Memory are both equipment that provide a lot of value when held. Sunforger is arguably the best Boros card in EDH. It is a must as it provides a tutor-able piece of equipment that can get you to answers. Speaking of tutors, Open the Armory is still cheap. Steelshaper's Gift has unfortunately gotten more expensive but is the best equipment tutor. Next is removal. Akiri synergizes with white's wrath effects really well since she can make those board wipes one-sided. I suggest running those Wrath of God and Day of Judgment effects. Additionally, Winds of Abandon is a recent piece of white removal printed that I find to be as much of an auto-include in white decks as Swords to Plowshares and Path to Exile. Finally, if you've been liking Flawless Maneuver then I highly suggest Deflecting Swat. This card is amazing and is excellent when your general only costs 3 mana.

jakeyuki12 on Budget Akiri Equipment

1 week ago

A few departments I think this list can use some work in: 1) There are two creatures who hold can equip for free that I think are essential in these kinds of decks. One is Fervent Champion, the other is Kazuul's Toll Collector. 2) Creature board wipes that destroy are really useful as Akiri can take really good advantage of them. Additionally, every deck wants board wipes. Wrath of God, Day of Judgment, Rout, Fumigate, etc. Additionally, I consider this card a new staple in white decks since it doubles as single target removal and as a one-sided board wipe- Winds of Abandon. One of the best white cards printed in recent years. Oh, and Dispatch is excellent in artifact decks. 3) I'm really sad to see that Sword of the Animist has spiked so much recently. If you can make the concessions in the budget I cannot recommend an equipment more. It is amazing with Akiri since it ramps you really well and draws you plenty of cards.

Wasabi413 on Gain life, lose friends

1 week ago

Valengeta I think I got it fixed pretty well. Replace Smothering Tithe with Kambal, Consul of Allocation, Authority of the Consuls, or Land Tax if playing in a 1v1 otherwise keep it for multi-player. Take out Crypt Incursion and replace it with whatever if need be, though I think it works well against most decks, especially since I have Day of Judgment and Wrath of God. Could swap some stuff out if I needed to like Rune-Tail, Kitsune Ascendant  Flip but I think overall it's a lot better. Could use some more utility lands if I want though I don't its super necessary. I would put it as modern but Dark Ritual isn't modern legal and there's no real good replacement for it so I think I'll leave it as legacy for now. I'd love too hear about what you think! Thank you for all the suggestions, it really helped a lot!

StopShot on Counteracting large hexproof creatures.

1 week ago

The subject of this thread revolves around dealing with and counteracting against the commanders: Uril, the Miststalker, Sigarda, Host of Herons, Dragonlord Ojutai, Lazav, Dimir Mastermind, Thrun, the Last Troll as well as commanders that consistently or typically give themselves hexproof through various equipments/auras.

While it may not be the most prevalent strategy these types of commanders can be annoying to deal with. I'd like to create a discussion on what are the best ways to deal with these commanders. Given how niche these commanders can be, running cards that exclusively dedicate themselves to their removal may be detrimental to draw into when playing a game where none of your opponents run them. Therefore cards that can both combat massive hexproof creatures as well as still being useful to have if none of your opponents are playing with big hexproof creatures should be taken into consideration when deciding what is the "best" or "most practical" solution to combating hexproof strategies.

The first cards that come to mind are Arcane Lighthouse, Detection Tower, Bonds of Mortality, Shadowspear and Glaring Spotlight. These cards entirely dedicate themselves to combating hexproof strategies, and while this may be a detriment when used against non-hexproof strategies, these cards do lend themselves some extra utility. Arcane Lighthouse and Detection Tower can be seeded into your manabase so at worst they're just a Wastes however they can be more inefficient in comparison. Given that both are lands, tapping them costs you an extra mana resource effectively making their abilities cost to activate. Not only that, but they have no effect at stripping indestructible which can be a common keyboard which may be used alongside most hexproof strategies. Cards like Bonds of Mortality and Shadowspear cost only one to activate and they can bypass indestructible, however given they're not lands you have to dedicate a nonland slot in your deck to accommodate either of them which means taking out a card that may better synergize with your deck's main strategy in their place. They also lend themselves targets for counter spells and given hexproof decks contain white and/or green, artifact/enchantment removal will pose a high potential risk. This is all not to mention you still need to provide a removal spell in tandem with these cards in order to remove the threat.

Another solution is board wipes. Cards such as Wrath of God, Damnation, Day of Judgment, Supreme Verdict, Blasphemous Act, etc. Mass creature removal is incredibly strong given that its always relevant in most metas making it a highly flexible solution that isn't too narrow to rely upon. It's biggest drawback however is if the massive hexproof creature that needs to be dealt with has indestructible, totem armor or Gift of Immortality. Even a card such as Toxic Deluge can be a risk as you may have to pay a huge amount of life if the creature is incredibly big. Cyclonic Rift is another effective card. One thing to note about boardwipes are they affect the whole table which makes them also more likelier to be countered than by effects that impact a single individual.

A more narrow solution would be through damage prevention effects such as Story Circle, Forcefield, Runed Halo, Rune of Protection: White, etc. Given each card never "targets" they can be used to infinitely "Fog" a problem creature that you can't put up with. These effects are more narrow than boardwipes but broader than hexproof removal. Cards like these still run into problems with artifact/enchantment removal and they don't run enticing side effects such as drawing a card upon entering the battlefield like Bonds of Mortality or giving a creature lifelink and trample like Shadowspear, however you won't need to exhaust your removal spells to keep the large creature(s) either. In more broader metas such as combo, stax and prison, these effects may not be as useful however. More broader variants of these protection cards exist as Ensnaring Bridge, Divine Presence, Peacekeeper and Meekstone though these cards may make multiple opponents unhappy enough to remove them than the more narrower options.

The last effect used to combat large hexproof creatures is sacrifice effects such as: Fleshbag Marauder, Innocent Blood, Vona's Hunger, Liliana's Triumph, Doomfall etc. These effects can bypass not only hexproof but also indestructible, regenerate and totem armor. Their drawback lies in if the player with the large hexproof creature has any other creatures to sacrifice in their place. Because of this caveat this effect isn't too strong unless ran in multiples which can be difficult to commit to in a 100-card format. Instead selective sacrifice effects may be the best way to devote to this solution with cards like: Crackling Doom, Soul Shatter, Slaughter the Strong, Council's Judgment, Renounce the Guilds and Wing Shards. While these cards won't always guarantee the large hexproof creature will be removed, they provide a stronger case than not compared to most traditional sacrifice removal.

Lastly there are counter spells to remove hexproof creatures. While they may be the best all purpose solution they can be rendered ineffective if a Cavern of Souls or some other can not be countered effect is in place. With exception to Withering Boon, the biggest downside to counter spells are they are entirely exclusive to blue meaning other color combinations without blue do not have this option available.

Which method do you rely on to stop massive hexproof creatures? Is there a card or solution set not listed here that you use? If you happen to play EDH decks with big massive hexproof creatures, which effects annoy/counter you the most?

zapyourtumor on Kefnet The Equiped

3 weeks ago

The deck does seem a bit all over the place though. I'm not really seeing the synergy between Kefnet the Mindful and equipment? Why is stacking equipments on kefnet good besides the fact that it has indestructible? Plus, what do you do if your hand has less than seven cards? (which will happen a lot) This makes all ur stuff on kefnet useless if it cant attack or block.

Porphyry Nodes is one of my favorite cards, but here it'll just kill off ur PP (haha funny yes) which we sort of want to keep on the battlefield as a draw engine. Not sure why there's 4x Fact or Fiction either.

You should probably include some spot removal like Path to Exile. Budget option is Condemn. Some sweepers better than fumigate are Wrath of God and Day of Judgment.

Problem with equipment on a budget is that most of the only decent equipments (Batterskull, enemy-colored mirrodin swords like Sword of Feast and Famine, Sword of Fire and Ice etc) are all expensive and basically only work well with stuff like Stoneforge Mystic. If you're leaning into the Puresteel Paladin 0 equip cost, you can run stuff like Colossus Hammer. Dunno

Valengeta on Gain life, lose friends

1 month ago

Hello! For starters I think your land count is a bit low for your average CMC. You should either add more lands or replace some spells with cheaper and more efficient ones. Vampire of the Dire Moon and Gifted Aetherborn are great cheap drops, giving you life and deterring attacks and blocks with deathtouch. Vampire Nighthawk has the same effect, with flying to boot. Exsanguinate might be easier to play than Debt to the Deathless. Another Wrath or the cheaper alternative Day of Judgment should also be easier to cast than Garruk's Wake. Diabolic Tutor is better than Razaketh's Rite.

If you wanna play a 6 CMC spell, how about Beacon of Immortality instead of Winged Shepherd? Even Sunblade Angel is better. Kothophed, Soul Hoarder might be fun as well.

For removal you can use Go for the Throat, Victim of Night, Fatal Push, Tragic Slip, etc. I think you have a lot of 1 of's and you could focus your strategy more with better cards and more copies of them. Still, this looks fun to play in multiplayer with friends

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