|Commander / EDH||Legal|
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|2011 Core Set (M11)||Rare|
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Each player sacrifices five lands. Destructive Force deals 5 damage to each creature.
Destructive Force Discussion
5 months 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!
5 months 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?
8 months 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.
10 months ago
11 months 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.
11 months 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.
1 year ago
I'd suggest removing these cards:
Brambleweft Behemoth - It's a 6/6 for 6 with trample, yes it's an elemental but there are far better ones, especially for 6 mana.
Drove of Elves for 4 mana, you'd want something stronger than this, it's not an elemental, and the only real upside is that it has hexproof.
Nissa's Encouragement It's not really worth to have, considering that the cards it gets you aren't that great.
Nissa, Genesis Mage there are better nissa walkers out there
I'd suggest these cards:
Ashling the Pilgrim you can build up a boardwipe, and with omnath triggers, you could easily kill everyone.
Briarhorn gives you either a 3/3 blocker with +3/+3 on target creature for a combat trick, or you can evoke it, get the +3/+3 anyways and then you get to deal damage with Omnath.
Brighthearth Banneret makes your ele's cheaper
Fertilid 2 land for 3 + 4 mana instant speed fetch too.
Flamekin Harbinger topdeck Eletutor for 1 mana. Really recommend this card, plus elemental decks are the only decks which can really run this.
Greenwarden of Murasa It's effectively a big, double eternal witness.
Incandescent Soulstroke lets you cheat out an elemental which then gets sacrificed later.
Multani, Yavimaya's Avatar gives you ways to return lands to your hand for more landfall triggers.
Skullmulcher gives some card draw.
Soul of the Harvest I know it doesn't work with all the tokens you make, buuuut it does give draw.
Undergrowth Champion gives you a nigh indestructible blocker so you can go wild with your attacks.
Walker of the Grove gives you a 4/4 ele when it leaves the battlefield.
Budoka Gardener gives you extra land draws/elemental generation
Flamekin Village gives a creature trample, and is an ele land
Primal Beyond is also an elemental land.
Raging Ravine is also an elemental land
Skarrg Guildmage makes a land 4/4 for 3 mana
Waker of the Wilds does the same thing.
Vivien Reid gives some nice card draw.
Animist's Awakening with the amount of ramp you have, you could easily have a massive awakening.
Chord of Calling is a pretty good tutor in green.
Khalni Heart Expedition Gives you moooooore ramp, but more importantly, double landfall triggers at instant speed.
Crop Rotation is an instant speed landfall.
Harrow more instant speed landfall.
Perilous Forays Sacrifice your free landfall elementals for 1 misc, get a tapped basic, and another elemental.
Sakura-Tribe Elder for more instant speed landfall.
Tireless Tracker gives you 2 mana card draw for landfall.
Forgotten Ancient can be a real all star when buffing up your board.
Grave Sifter could be a nice include to let you replay elementals, but considering that people are bringing tribal decks, maybe not.
If you went down the burn route, Hostility would be a fun card.
Rite of the Raging Storm is a pretty fun card in multiplayer.
Sylvan Awakening is okay, and pretty funny to kill someone with 2/2 lands.
Eternity Vessel Can make you live forever
Indomitable Creativity you can destroy your own elementals to get other creatures.
Kamahl's Druidic Vow upside is that you can get heaps of lands, downside is that you don't have /that/ many legendary permanents.
Constant Mists will protect you from damage all the damn time.
If you wanna be super mean, Tectonic Break to destroy everyone's lands, except that you'd have way more lands out than anyone else. Boom // Bust Destructive Force Devastating Dreams From the Ashes Thoughts of Ruin Tremble Wildfire
Destructive Force occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%