Each player sacrifices five lands. Destructive Force deals 5 damage to each creature.
Printings View all
|2011 Core Set (M11)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Destructive Force occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
Destructive Force Discussion
9 months ago
You're going to have to run a lot of symmetrical effects (hit all players) and then run cards to get around them yourself. In a 4 player pod, if you 1 for 1 trade cards from hand for opponents lands, you're going to be really far behind. You start with 7 cards, while your opponents collectively have 21 cards. 1 for 1 trades are not the way to go about building this deck.
Now, some ways to negate the drawback
- Boros Garrison and other bouncelands -> lets you get more from untapping just 1 land, and the bounce resets a land to enter untapped again
- Lands that tap for 2+ mana -> Ancient Tomb City of Traitors Gaea's Cradle most of these are expensive-ish. Also check out depletion lands Remote Farm its a full cycle and they cheap.
- Permanent untap effects -> Seedborn Muse and similar
- Lots of artifact or creature based mana. Signets and Talismans are great in five color budget.
Next, some cards that destroy lands or hate on lands. Armageddon Boil Choke Flashfires Acid Rain Ravages of War Destructive Force Contamination Blood Moon Magus of the Moon Tsabo's Web Omen of Fire Strip Mine Wasteland Impending Disaster Tectonic Break Ruination Wildfire
Then we run some cards that let us recur lands, or like when lands break Ramunap Excavator Crucible of Worlds Life from the Loam Terravore The Gitrog Monster Titania, Protector of Argoth Splendid Reclamation
Add some lands matter cards, some ramp, and some good beaters, and you have a deck.
1 year ago
In short, if none of your creatures have greater than 5 toughness prior to resolving Destructive Force , they will all die. This would make no difference if it had a "then" clause, or even if it were on a separate line of text. Here's the in-depth explanation:
Official rule by Wizards: 8/15/2010 - First the player whose turn it is chooses five lands to sacrifice, then each other player in turn order does the same, then all chosen lands are sacrificed at the same time. After that, Destructive Force deals 5 damage to each creature.
Nothing can happen in between sacrificing the lands and dealing the 5 damage, because nothing can interrupt a spell that has already begun resolving. As Destructive Force resolves, state-based actions will be checked before the active player (presumably you) receives priority again and before triggers are put on the stack, and all creatures that have damage equal to or greater than their toughness marked on them will die. After that, you will place triggers from Mazirek, Kraul Death Priest onto the stack for each land sacrificed. This does not matter if it lived or not, as it was in play as the lands were sacrificed - which is when Mazirek's ability was actually triggered, although the triggers don't go onto the stack until this point. If anything you controlled is still alive when the triggers start resolving, those creatures will get the counters.
I may have broken it down a bit more than necessary, but I hope that is intelligible and answers your questions!
1 year ago
Since Destructive Force doesn't have a 'then':
- Would the damage and sacrifices happen at the same time?
- Would the sacrifices happen first, and therefore grant the counters before the damage?
1 year ago
I kind of expected this to be a Wildfire / Destructive Force deck. Throw in Crucible of Worlds and some tutors, remove the <5 toughness fatties, and add in more mana rocks like Khalni Gem , Veinfire Borderpost , Kyren Toy , Thran Dynamo , Basalt Monolith , Dreamstone Hedron , and Worn Powerstone , and you're off to the races.
1 year ago
1 year ago
You already have most of the budget staples but a simple, game winning combo is a traditional kiki-jiki infinite loop with either conscripts or celebrant to get either infinite combats or 3/3s. As of now the components for this combo are at around 30 dollars total.
If you think Tooth is too expensive, substitute Samut, the Tested.
Any amount of creature tutors you include in your deck will substantially increase the competitiveness. They are usually expensive.
Finally, since radha can generate resources for you in combat, employing land destruction and resource denial can be a solid strategy as well. With a Vigor spells like Wildfire and Destructive Force become advantageous mass pump spells. Boom / Bust or cycling Decree of Annihilation can strip opponents of their only mana sources leaving you with a usually insurmountable advantage.
1 year ago
Last night I played an Animar, Soul of Elements deck against a Zo-Zu the Punisher deck as well as a Gyrus, Waker of Corpses deck. Right off the bat I had a tough time setting up with the land drops I started with, but finally my board was getting ready for me to storm off and get beefy creatures on the field. The Zo-Zu player does what he does best and punished me by blowing up both of my non-basic lands on the field and killing two relevant creatures on my board, including Animar with Volcanic Offering. A couple turns later and he Destructive Forced and I was left nearly landless. These are both incredibly powerful cards that I found set me back quite a lot, but thankfully I was able to resolve a Bane of Progress to blow up the Punisher's board state and have a 10/10 on the field when I did so haha.
1 year ago
After playing my own version of the deck, you might want to include Wildfire, Ember Swallower, and Destructive Force as ways to wipe the board and put yourself ahead in the game - they can hate you all you want, but if they can't cast spells, then it doesn't matter.
You might want Dryad Greenseeker to compliment your Courser and Oracle, dropping the Borderland Explorer, since leveraging/knowing the top card of your deck can be pretty useful. More ways to dig further into your deck would be Harmonize and Reforge the Soul.