Destroy target artifact, target creature, target enchantment, and target land.

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Decimate Discussion

Polaris on Double Major with no target

6 days ago

No. If a spell has targets, you can only cast it if you can find something for all of its targets. You can't cast Double Major or for that matter pretty much any counterspell without anything on the stack, though you could cast Whirlwind Denial on an empty stack since it doesn't have a target. You can also use abilities like Vivien, Champion of the Wilds' +1 ability without targets, since they specify "up to one target," which means you can choose to have zero targets.

This is also why cards like Decimate haven't been the most popular in tournament play, but power up significantly in multiplayer formats where it's easier to find all of its targets and less likely you'll have to hit something of your own and/or just be unable to cast.

GangstaFranksta on Red Green Black EDH

3 weeks ago

Cheap permenants that you can lay down with Vaevectis or other similar cards that then also give you mana: Wood Elves, Farhaven Elf, and Solemn Simulacrum and Yavimaya Elder also lets you draw so you can sac him with Asmadi for a profit. For similar "when permanent enters the battlefield" effect maybe Reclamation Sage and Acidic Slime.

Consider creating tokens to sac with Asmadi as well: Dragonlair Spider and Grave Titan

Asmadi is always a huge threat so you'll have to keep him safe with cards like Sylvan Safekeeper Swiftfoot Boots and Whispersilk Cloak.

Chaos Warp is a staple of jund and you could use it if someone tries to get rid of Asmadi. Deathsprout and Decimate are really good jund removal cards as well. Primal Surge is a lot of mana but a good alternative win condition.

Also assuming that Asmaldi gets to stay on the field then here are some good cards that let you make sure whatever you get with him is good: Augur of Autumn, Haunted Crossroads, Hua Tuo, Honored Physician, Varragoth, Bloodsky Sire, Brutalizer Exarch, Courser of Kruphix, Vizier of the Menagerie, Crystal Ball, and Call of the Wild. On the other hand, here are some cards to make sure whatever your opponents get from Asmaldi isn't good: Painful Memories, Agonizing Memories.

Then here are some big creatures you could get for free with Asmaldi: Woodfall Primus, Borborygmos Enraged, Kodama of the East Tree, and Artisan of Kozilek. Lurking Predators is also useful for this feature as well as setting up what's on top of your deck.

Mortuary Mire is probably a good addition to the deck as well.

discipleofgary73 on Yurlok, Enchantress Group Slug

1 month ago

What a great approach to slug! It's always great to see the return of mana burn haha.
If you're feeling like adding a real sucker punch, Spreading Plague + Darkest Hour could be fun, especially with elephant grass already in your mainboard. Shiny Impetus might also be worthwhile, depending on the group. Even more defense-focused could be Chaosphere. Decimate is decent spot removal. Defense of the Heart has never done me wrong, and can be helpful getting some creature-based ramp or card draw out. I could also see a place for Seizan, Perverter of Truth and Mirage Mirror, but maybe not more than what you already have in. And one final suggestion - Mirri's Guile is always nice

LandoLRodriguez on Windy Kitty's Landfall Engine

2 months ago

Changes, 31Oct2021:

-1 Zendikar's Roil, +1 Scute Swarm. Roil may crank out larger tokens, but Swarm has a chance to get simply silly with the amount of tokens it makes, plus it's less expensive. With the biggest drawback being that the Swarm will be easier for opponents to get rid of, it's still a better card in this slot.

-1 Worm Harvest, +1 Phylath, World Sculptor. I'd been on the fence about including Phylath for a while. With a few other sources for plants as well as Doubling Season and Ancient Greenwarden now in the deck, Phylath is a very real threat. Only 1 CMC slot higher than Worm Harvest as well. While I'd love to include more retrace cards in this deck, Worm Harvest just costs too much for a card that will only be good situationally. Phylath should be good every time he makes it on the battlefield.

-1 Centaur Vinecrasher, +1 Wrenn and Seven. Vinecrasher is pretty underwhelming. W+7 does everything I want this deck to do. This was a super easy call.

-1 Walking Ballista, +1 Druid Class. As I mentioned before, I want to include every extra land drop card available. So I needed to find a slot for Druid Class. Walking Ballista is probably good in every deck that exists, but I mostly wanted it in here for the way it interacts with Retreat to Hagra. Any turn I can get a land drop with RtH out, Ballista turns into a targeted removal machine at instant speed (especially fun during opponents' turns with a fetch land usage). I can get this same effect with Akoum Hellkite, however. So, while the Ballista will be missed, one more card that lets me drops more lands will win me more games in the end.

-1 Decimate, -1 Constant Mists, +1 Demonic Tutor, +1 Chord of Calling. Also as mentioned before, I wanted to find room for these tutors at some point. Thank you, Strixhaven Mystical Archives for providing me with a $4 Demonic Tutor. For this deck to really get going, it's imperative that I get both The Gitrog Monster and something with a Crucible of Worlds effect (also available on Ramunap Excavator and Ancient Greenwarden, of course) out there together. Adding these 2 along with the tutors I was already running should dramatically increase the number of games I can successfully get the engine humming. Plus they can help me pick and choose what else I might want from my landfall toolbox if I've already got things going. While it did pain me a bit to take out one of very few cards that can deal with enchantments in Decimate, its demanding targeting requirements and overall strategy of my deck made it expendable. Mists falls into the same boat strategy-wise; I love that I could keep it with a land sac (which itself can be very advantageous for me), but in a game with anything good happening for me, I should be able to deal with combat damage other ways, so Mists went on the block.

multimedia on Werewolf Raid - Tovolar Commander Werewolf Tribal

2 months ago

Hey, well done, nice version and foil Huntmaster. You're a better deck builder than you think, but you did forget Sol Ring ;)

There's some cards here that aren't as good as others. The only sorcery speed removal you should play are board wipes that can kill more than one thing. Single effect removal is always better as instant that way you can respond to something an opponent does. Rabid Bite is not good when Beast Within and Chaos Warp are options. Decimate is fine since it can target more than one thing among many players. Blasphemous Act is an example of a strong creature board wipe in muliplayer Commander where it can be consistently cast for only one mana. Vandalblast can destroy all your opponents artifacts.

Human Werewolves who are 5, 4, 3 CMC who only have one ability such as trample or reach and don't give you anything else when transformed or on the backside of the card are really subpar compared to all the other much better Werewolves here. Tavern Ruffian  Flip, Tireless Hauler  Flip, Harvesttide Infiltrator  Flip, Bird Admirer  Flip, Ulvenwald Mystics  Flip, Burly Breaker  Flip could all be cut. Some Human Werewolves who could replace these: Reckless Stormseeker  Flip, Realmwalker, Breakneck Rider  Flip, Village Messenger  Flip.

There's 5 sources of ramp here which is low amount with only 33 lands. With 33 lands then you really need more ramp, 10 or more sources. 0-2 CMC ramp is best because ideally you want to cast ramp in the early turns of the game when you don't have very many lands. 0-2 CMC ramp can replace lands since getting two lands is not as difficult as getting three or more. Sol Ring and Arcane Signet are staple budget ramp sources in Commander. Thought Vessel is helpful for more no max hand size and/or Crop Rotation to get Reliquary Tower.

Some colors have problems with having enough ramp options, but when playing green that's not a problem and you can take advantage of land ramp spells that can get a dual land Stomping Ground or Cinder Glade: Nature's Lore, Three Visits, Farseek and Harrow is nice basic land ramp. These ramp sources could replace: Bounding Wolf, Howl of the Hunt, Unnatural Moonrise, Mage Slayer.

Some changes to consider:

Good luck with your deck.

griffstick on Should I Use Board Wipes …

3 months ago

Decimate is really good

Profet93 on The Xenabro Force

3 months ago


From one My Not Updated Xenabro list (my copy list of my Xenabro, even though it's supposed to be an updated test version of my Xenabro, it's not updated since March 2020) deck to another, +1

I disagree with the above user regarding your CMC. Very surprisingly, your CMC is good for a Xenagos deck (for the most part). I do agree with their statement regarding more ramp. Without a cheater like Elvish Visionary, Sneak attack or Defense of the heart, you're going to have a hard time casting your creatures. We also have a different style of Xenagos, perhaps due to our metas. What level does your meta play at?

What do you feel your deck is lacking most? Do you have any budget restraints?

I know you like the deck where it is. That being said, I do have some suggestions I want to run by you. Only suggesting cards that I feel provide enough impact...

Yavimaya Hollow - Protection

Ancient Tomb - Ramp and T3/T4 commander

Berserk - Fun on malignus, another beater, or on an opponent's creature taking another opponent. Also fun on Selvala to get ramp in a pinch.

Deflecting Swat - Extremely powerful. Counter counterspells, redirect targetted removal, draw, extra turns and more!

Decimate - 4 for 1, can target commander if there is no other enchantment

Rishkar's Expertise - I usually shy away from cards like these because of the huge risk involved, but the payoff is too great to ignore. This risk is mitigated by having hexproof creatures such as Carnage Tyrant, Siege Behemoth or an indestructible creature such as Stone Chieftan

Elder Gargaroth - Draw, lifegain and creature fodder all in 1. Vigilance is nice as well.

Inferno Titan - Even if they destroy him, his ETB puts in work. Not to mention pumping prior to Xenagos for massive damage.

Old Gnawbone - Ramp!

I would love your thoughts on each suggestion as well as what specifically you are looking for in your deck so that I and others can offer you suggestions that you would enjoy

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