Destructive Revelry

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Hero Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Theros (THS) Uncommon
Duel Decks: Heroes vs. Monsters (DDL) Uncommon

Combos Browse all

Destructive Revelry

Instant

Destroy target artifact or enchantment. Destructive Revelry deals 2 damage to that permanent's controller.

Destructive Revelry Discussion

wallisface on Bare Bone Werewolf

1 month ago

Some thoughts:

1) Silverfur Partisan doesn’t seem worth it... maybe better as a sideboard card. Destructive Revelry should defo only be in your sideboard and not the mainboard.

2) for the number of 3-and-4 drops you’re running, i’d suggest a 22nd land.

3) Howlpack Resurgence is garbage and you should aim to instead run more of your good cards like Full Moon's Rise . I’d also ditch Domri, Anarch of Bolas as he just isn’t useful (he doesn’t help you if you’re behind, and doesn’t help you stay ahead well either).

4) for sideboard, the main threats you want to be able to deal with is tron-lands, storm-like-spellcasting, artifacts, and graveyards. In your case you probably also want a way to prevent boardwipes. Damping Sphere is a great option, as is Scavenging Ooze and Tormod's Crypt .

heckproof on Sideboard help for W/U Terminus

1 month ago

Thanks for the input! Yeah, I’m a huge fan of the Sphinx, but he is really narrow as far as versatility goes. He’s a nuclear megaton bomb in the mirror but does jack everywhere else. I’ll put in a Disdainful Stroke in his place, with the caveat that he comes back if it’s Stoneforge all day every day meta.

I’m also not really a super believer in Leyline of Sanctity because it feels like Burn jams in 4 Destructive Revelry in the side every time I put them in. I’d consider two though

Snowmen1 on Dreadhorde Arcanist Deck

1 month ago

Hey thanks for the comment TitaniumChopstick. If you look at the decklist I linked you will see that the deck I have constructed is a jund style deck that involves powerful one for one removal to disable the my opponents while playing powerful creatures such as Dark Confidant and the new card, Dreadhorde Arcanist , to generate value and win the game. the main use of Dreadhorde Arcanist is to flashback powerful one cmc spells, which is why the deck is in rakdos colors as it has some of the best like Thoughtseize , Inquisition of Kozilek , Lightning Bolt , Fatal Push , Unearth , and Surgical Extraction . Since the deck is mostly cmc one cards that are powerful to play, the deck has no discard outlets and plans to simply cast the spells to put them into the graveyard for Dreadhorde Arcanist to reuse. While the deck is mostly cmc 1 spells, there are a few 2 amd 3 cmc cards like Kolaghan's Command and Collective Brutality which cant be flashed back with Dreadhorde Arcanist on its own. The deck mostly runs higher cmc spells because of their sheer power, but utilizing other multifunctional cards such Funeral Charm and Sword of Light and Shadow , you can pump Dreadhorde Arcanist and allow the option of flashing these spells back as well. While these cards are used to flash back these powerful spells, it is pretty easy to see that these cards are also individually powerful, and are not only in the deck for the purpose of increasing Dreadhorde Arcanist 's power. It is in a deck like this that I think Dreadhorde Arcanist is most powerful, and Id like to know your thoughts on the build.

As an update for everyone else who saw this thread before, I took out one Fatal Push and my one-of Slaughter Pact in favor of two Flame Slash , and I also took the two Shadowfeed out of the 75 altogether in favor of playing Collective Brutality . I may also find room for an additional Collective Brutality in the mainboard.

I added flame slash because I found that the deck still has a problem with removing big creatures. A creature four or more toughness is actually very hard to deal with, and if that creature also has a high converted mana cost, there is almost nothing that the deck can do. Additionally, with Dreadhorde Arcanist , casting and then immediatly flashing Flame Slash back increases the range of damage the deck can do to a creature with one spell from six, with Lightning Bolt , to eight. This gives the deck more of a fighting chance against a Hogaak, Arisen Necropolis , which the deck could deal with previously, but only as long as Hogaak, Arisen Necropolis did not enter the battlefield before being in the graveyard for it can be hit with Surgical Extraction .

I added Collective Brutality for the sole purpose of combating burn. Once testing against burn, I found that Shadowfeed did little to nothing against it. While I found the card to actually be very useful in graveyard matchups, the main purpose of the card was to deal with burn, so I cut and looked for a better card. Rakdos does not really have much in the way of lifegain, and most burn hate that could be feasably played would be artifacts such as Dragon's Claw and Sun Droplet . I think I would run dragons claw since it can allow the deck to gain more life than it loses, especially with Dreadhorde Arcanist allowing for you to cast red cards twice, but burn has a lot of ways to deal with artifacts, and I feel that a Dragon's Claw would quickly get destroyed by a Smash to Smithereens or Destructive Revelry . Though I can see reason to run Dragon's Claw or another artifact to deal with burn, I opted to play Collective Brutality because it allows me to discard two additional cards and use all of its modes to disable burn more efficiently. Additionally, while dragons claw is only really good against burn, Collective Brutality can be used against Storm decks, and also helps to solve wrong half problems that interractive midrange decks often face.

I will make an update to the decklist shortly.

VaultSkirge on

2 months ago

Sarkhan420X: I will accept your point about RR not being hard to produce in a 2c deck. Clayperce is right when he says that Shivan Wumpus is bad, especially when compared to Thragtusk . To begin with, it’s a 5/3 that gains you 5 life for 5 mana. On top of that, it’s resilient to removal because you’re going to get a 3/3 when it dies (or gets exiled, for that matter). That is just so much better than Shivan Wumpus in Modern where decks don’t need many lands to function. Even if the opponent does sacrifice the land, that’s a Stone Rain for 4 where you’re not even choosing the land being destroyed. There are so many things that you could be playing instead of Beast Within . Those 4 slots aren’t worth dedicating to removal if the removal is an Assassin's Trophy that costs 1 more and has a bigger drawback. What did you say about Cindervines not being instant speed? That ability with paying 1 and sacrificing seems pretty instant speed to me, and that’s disregarding the noncreature spell part of it. Everytime that Control player casts Cryptic Command or Logic Knot or even Serum Visions , they’re taking 1 damage. That’s going to build up against decks like Phoenix, Control, Jund, and Grixis Urza. The color intensity argument is moot because if you don’t have RG consistently available on T2 in an RG deck there is something wrong with your manabase. Return to Nature is not good just because it’s versatile. Replace it and Feed the Clan in the sideboard with 4 Cindervines and 4 Ravenous Trap . Why Feed the Clan ? Because you’re gaining life in the MB already with that Thragtusk that you so prudently replaced Shivan Wumpus with. Why would you have Back to Nature in the SB? If you side it in against decks where you need artifact/enchantment hate, it’s a subpar Destructive Revelry / Cindervines . If you side it in against GY decks, it’s a subpar Tormod's Crypt / Ravenous Trap . Finally, leaving out menace when describing Goblin Dark-Dwellers was not an “attempt to strawman.” Menace is an unimportant keyword that doesn’t actually give your creature much of an advantage. If Dark-Dwellers had trample, or first strike, or sone other good keyword, I would be willing to listen. But menace just does not make a creature very scary. It’s also not a “4/4 with menace for 2.” You’re still paying 5 mana, and by the time you cast a 5-mana creature (turn 4-5 on average, even with Utopia Sprawl ) I don’t think your opponent will care very much about one land. The vast majority of spells in Modern are 4 mana or less. I challenge you to name one spell in Modern that costs 5-6 mana and is an integral part of a Modern deck other than Tron. I agree with clayperce on lands. Just play Copperline Gorge or basics instead of Rootbound Crag because Gorge is coming in untapped when you need it to (turns 1, 2, and 3) and Crag doesn’t come in untapped until T2 and after.

Optimator on Dig Up Her Bones

3 months ago

Yeah, your list looks great. Seems a little light on interaction but that might be inevitable considering how many dinos you need to run and the ramp spells to support them. Rite of Passage is some sick Enrage tech!! Crush Contraband is a great new card. Glad you included Runic Armasaur --seems awesome. I count twelve ramp and discount cards and that's probably where you want to be! It's a lot but dinos.

I know your slots are tight but here are some cards worth putting in the memory banks/maybeboard.

Duelist's Heritage is half-price since the reprint. Might be worth considering. Double triggers and no equip cost, after all. Small upside of being usable in political ways.

I know it's not cheap but Smothering Tithe is great in this deck. Land Tax obviously too.

True Conviction would be castable for you if you're looking to upgrade later. The lifelink might be great since your strategy is a bit slow to start.

You might want to consider putting Swords to Plowshares and/or another instant-speed removal card for when Polyraptor and Marauding Raptor start to combo because without stopping the chain the game ends in a draw. Being 1 CMC is very attractive since you've likely cast a spell once the chain starts.

Nahiri's Machinations might be a good budget way to use your commander liberally. Also worth noting would be Prowler's Helm and Trailblazer's Boots . Key to the City and Manifold Key too.

Kinjalli's Sunwing seems worthy of consideration. I now you're going for Enrage-tribal but the effect shouldn't be underestimated. Worth putting in the maybeboard IMO.

Colossal Majesty is a good one for this deck (most likely). Don't forget Harmonize

Where it me I'd include one more silver-bullet board wipe, like Planar Cleansing , Cleansing Nova , Austere Command , or Hour of Revelation . If you're worried about your enchantments you could do Hallowed Burial or Descend upon the Sinful .

Since you're running so few artifacts it might be fun to include some hosers like Stony Silence , Creeping Corrosion and Shatterstorm (my favs), or Fracturing Gust . Pulverize is on-flavor! By Force and Vandalblast are good too. There are tons of other great interaction cards but with so few slots and with all your ramp you may as well go for the big ones. Purify is good but you may want to keep your enchantments around. Seeds of Innocence is a funny one. Collector Ouphe is good but it's not a dino and it'll probably get killed by your Enrage stuff. Rampage of the Clans is a fun new one. Slight flavor fail though.

Wear / Tear , Ancient Grudge , Destructive Revelry , Hull Breach , Nature's Claim , Unravel the Aether , Deglamer , Dust to Dust , Return to Dust , and Ray of Distortion are solid in case you need something

clayperce on I shall name you.... DemiVine of ReVenge!!!

3 months ago

Doombeard1984,
Looking at your manabase ...

Based on Frank Karsten's classic article, our target is 19x B, 14x R, and 12x W sources. This will give us a 90% chance of being able to have R or B on Turn 1, BB on Turn 3, and W on turn 3 (postboard). Your current manabase (as I type this): 19 Lands, but with only 15x B, 13x R, and 5x W sources. Here are a few thoughts:

Good luck (and skill) with the deck!

abbatromebone on Advertise your MODERN deck!

5 months ago

Akromathia you need 4 immerwolves, to keep them from flipping back. Id consider more copies of Moonmist because it flips everyone, and its a good combat trick. - You want the human version to be not as weak so cards like Reckless Waif  Flip are good to run 4 copies. Thats why Wolfbitten Captive  Flip is also good. - Cheaper creatures is also amazing so I would run 4 Duskwatch Recruiter  Flip - Mayor of Avabruck  Flip gets out of control if you dont deal with him, as well as keep your humans alive before they transform. - Huntmaster of the Fells  Flip helps you keep the battle field so 4 of him is not bad also - Instigator Gang  Flip is an interesting card. I would run 1 or 2. - Moonlight Hunt this card is run sometimes. I like it in the SB for when you have to deal with big creatures. - IF you can afford it Cavern of Souls is amazing,. - your maybe board contains lots of spells. I love the want for burn but here is bad. You want to keep your cards flipped and you wont always have immerwolf sadly. Id pull out every spell that isn't bolt (simply its the best red removal). Keep Moonmist as well. Isochron Scepter is a mainboard card and not great in this deck. - Destructive Revelry is a good card. Just think of the enchantments that hurt you. I don't forsee to many. Maybe only run 3. I say enchantments because there are better artifact hate cards.
- SB suggestions: Grafdigger's Cage is always good for grave hate for non-white decks. Pithing Needle can really help in some games. Blood Moon can win games, just be careful so you don't screw your self over. Choke if you really want to piss blue players off.
- Rhythm of the Wild might be a good replacement for your current enchantment.

Squirrelbacon on Dripping-Gargadon

6 months ago

Another way to get some value off of your Zubera idea is to run 3 or 4 Viscera Seer or even Hidden Stockpile for fun. Lets you scry and get some extra value over time. However, in terms of your sideboard there's a few options you can go with... I think the most broad I'll put below with small explanations and then it can be altered as needed? Maybe?

4x Leyline of the Void --> "Best" graveyard hate since it can come down turn zero and help to hose out dredge, all versions of Phoenix decks while also slowing down a few other strategies.

2x Destructive Revelry --> The card is good, however, not needed as a 4 of. Leyline of Sanctity isn't played nearly as much, Leyline of the Void is awkward to bring in against you since you still get Zubera value from the death trigger and Rest in Peace is the same. Other key artifacts or enchantments you can try to go around/under due to smaller creatures being annoying.

2x Damping Sphere --> Slows down both tron and storm and just helps for the most part...

4x Death's Shadow --> Honestly, I don't know if I like this selection but it does give you another angle of attack... Speaking of angles, Gurmag Angler may also be worth considering due to the nature of Greater Gargadon doing his thing. May also want to consider other wincons here in split numbers ( Liliana of the Veil , Liliana, the Last Hope , Kaya, Orzhov Usurper , Kalitas, Traitor of Ghet etc.)

3x Path to Exile --> Kill it, kill it dead.

This is 15, and it should be broad enough to help in several match ups, but it can also be tuned to be better/stronger for what you need. I feel that the options here are easy enough to understand when you'd bring them in and makes choices easy when playing against opponents, however, I also threw this together real quick before work so I'm sure I missed a few things. Either way, this gives an idea of a few cards to look into. Other options include Surgical Extraction , Crumble to Dust , Fulminator Mage , Thoughtseize , Nihil Spellbomb and it can just keep on going.... Rakdos Charm is a personal favorite of mine for Sideboards in X decks!

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Destructive Revelry occurrence in decks from the last year

Modern:

All decks: 0.01%

Commander / EDH:

All decks: 0.0%