Destructive Tampering

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Destructive Tampering

Sorcery

Choose one —

  • Destroy target artifact.
  • Creatures without flying can't block this turn.

lhetrick13 on Beckett's Privateer's

2 months ago

God-Eternal-Magic-Player - You have a point, people tend not to remove things they do not perceive as a threat. Destructive Tampering is a single turn "now this is a threat card". I will add that to my list of thing to pick up and play around with it. Thanks for the suggestion!

God-Eternal-Magic-Player on Beckett's Privateer's

2 months ago

I've always had lots of fun with Destructive Tampering, just making the majority of creatures unable to block. Having creatures that are unblockable I feel like puts more of a target on their backs, but if you can make the unblockableness a combat trick, people tend to not remove your stuff. That's just my thoughts.

God-Eternal-Magic-Player on Frantic Archaeology [Infinite Graveyard Jank]

1 year ago

I've put Destructive Tampering in, just for the unblockableness, and it works pretty well if you've got some big Monastery Swiftspears and Runaway Steam-Kin to attack with and the opponents are sitting on some big Colossal Dreadmaws

Avlex on Pauper EDH Zada

3 years ago

Thanks for the input. I have actually tested the deck and found it to be oppressively fast and resilient in a very uncomfortable environment. Here are my thoughts on your suggestions:

I will check for a slot for Goblin Tinkerer. It has to stick around for a turn and in cases where I actually care about artifacts of my opponents, I usually require at least sorcery speed. If I don't need the removal, Goblin Replica is the bigger body. However, in the context of what this deck wants to do, the difference is negligable. The Replica actually opens me up to artifact removal, so exchanging it may just be worth a try. I am actually thinking about not playing either and slotting in Destructive Tampering, as I can recur it via Anarchist or Ghitu Chronicler and another option at getting evasion may actually be nice.

I'll also try Boiling Blood, since I managed not find any of my draw spells during the last game and only managed to kill a single opponent because of it. I previously decided against it because of the choice between forced attack or being restricted to play it on my second main phase. Usually, I want to draw into ramp and draw in my first main phase and then decide to go off or not, which in this deck requires an attack phase. Being committing before having the whole picture seems rather dangerous, but then... it's a gambly red deck anyways and I guess I'd rather have the draw spell.

I opted against Titan's Strength, as it will only fix one single draw in a limited (gambling) way, so the slot went to a large buff spell instead for consistency.

I also decided against Raid Bombardment, because I wasn't ever happy to draw it instead of a buff, draw or ramp. It always always seemed like win-more or not doing enough. Raid Bombardment essentially ends up being a +1/+0 buff for the big turn, because the deck rarely attacks before going off, if an opponent has any blockers and in Pauper EDH, they usually do.

Hissing Iguanar and Impact Tremors didn't make the cut, because they just don't do enough in the deck either. They rarely deal more than 5 to 10 damage each and any decent pump spell does more. Pinging your opponents also draws more attention to you, endangering your board state somewhat. I would rather have one more token generator, buff or draw spell in those cases. Also, before going off, enchantments open you up to another kind of removal and while going off, both usually end up being strictly worse up to being dead draws and. I may try Impact Tremors again at some point though, as it has the biggest potential.

Considering the creature count, I am actually playing around 40 creatures (only 2 less than your deck, before storm, doubling and recursion) in those 23 slots, but opted to prefer token generators like Hordeling Outburst instead of actual bodies (successfully, I might add). The reason being, that one card that creates 2-4 tokens will let me recover from a board wipe or focused fire way easier than having to draw and play one goblin a turn. At the same time, potential spot removal in my opponents hands is devalued. This helps me recover and race my opponents into another big turn more easily and heavily increases success rates. Many token generators are instant or sorcery and cards can also be retrieved from the graveyard, in case I need to, adding resilience and recursion. I do lose some nifty goblin abilities, but I found the compromise acceptable. It also opens me up to a bit more board wipes in Pauper EDH though, but since board-wipe pingers seem to not be very popular for their limited usability, I'm not too worried. Crypt Rats and Pestilence being the exceptions, but those rarely trigger for 1 and will usually wipe all goblins off the table anyways.

And lastly, the "Threaten" slots and lands (which kinda go together). The goal of this deck is to: "be quiet and build a board state of small, non-threatening guys that aren't worth the removal and then in one turn draw into ramp that will allow more draw and ramp, then buff the whole team and kill everyone at once (ideally) or just the biggest threat and set up the next big turn". I found, that 6-7 lands in play are quite enough to get the ball rolling as long as you can draw enough buffs and ramp. If anything, I'd actually rather play some artifact ramp to be honest, to accelerate the deck by a turn instead of putting in more lands. Up to now, the deck was consistent enough at 35 lands though.

Now, if I can actually manage to go off as described, my guys usually already have haste via one of the other spells or I have ramped into enough Mana to cast any of the "Threaten" effects on Zada to get there. They aren't that expencive. On the other hand, taking over another creature for its abilities for a turn or to just not have to deal with it in combat on a big turn has shown to be very effective. Additionally, occasionally killing someone with their own commander is hilarious as hell. And finally, 3 of the 5 "Threaten" cards do actually buff your team aside from haste, when cast on Zada, Traitorous Instinct with Menace evasion and Mark of Mutiny actually putting a +1/+1 counter on the whole team, which can also be very useful when you want to cast stuff like Zap on your guys, when you need to save your team or when you need to set up another turn. Both effects you can't get efficiently any other way in red. For this utility, I found paying the premium to be an acceptable compromise.

I'd love to discuss it further. These were my design considerations, any thoughts, found any BS? Let me know!

Spell_Slam on Pauper EDH Zada

3 years ago

Great start! Have you tried the deck out yet? I think you will find that you do not have enough creatures in the deck. You need to have a critical number of creatures out in order to really take advantage of the synergy with Zada and the mana ramp as well. You are running too many pump spells, in my opinion. With a large board, you only need 1-2 pump spells to win.

Enchantments like Impact Tremors and Raid Bombardment can deal a significant amount of damage over the course of a game that bring the opponent closer to being finished off. Tremors in particular hits all opponents simultaneously, which adds up to a lot of damage. Hissing Iguanar is also a great way to deal tons of damage in a game of Commander.

I'm a big fan of Destructive Tampering as artifact removal, since it also doubles up as a way to force through a finishing blow.

Goblin Tinkerer seems way better than Goblin Replica. You have to wait a turn to use it, but it is overall much cheaper to use and can potentially survive to destroy more artifacts if you focus on smaller ones first.

Having a critical amount of mana is super important in this deck. I never cast Zada unless I think I can either protect her or win the same turn I cast her. I would recommend going up to 37 lands to get to the land drops. It is unfortunate that they do become bad draws with the card draw engine. I had some bad running in the past, but it's made the deck much more consistent overall.

I don't fully understand the Threaten theme here. I get that it will remove blockers and add to your attackers, but it seems really expensive to cast on the turn you want to win and could be better used as more of your own creatures.

Titan's Strength is an excellent pump spell just for the free Scry. 3 power for 1 mana is also a great deal.

You are missing Boiling Blood in your card draw section.

Take a look at my own version of the deck. There are a lot of creatures there that could give you some ideas: Zada, Card Advantage Grinder

Spell_Slam on PDH(BRG) - The Master of Slaughter

4 years ago

This was my first ever PDH build. I built it with 21 commander damage in mind, which isn't actually that hard to obtain on turn 3. I'm considering picking it up again.

You could use some more value lands, I think. Khalni Garden is a good way to get a body in play for edict cover. The same could be said for Dwarven Mine , but it might not be easy to get to three mountains.

I found I didn't like the regenerating protection spells that much, because it removed the Slaughtermaster from combat. I would like to see something like Rush of Vitality over Boon of Erebos any day, for example.

Tainted Strike is the perfect card in your deck. You could probably also use Phyresis . It loses the surprise factor, but it works a lot better than many of your pump spells.

Wicked Reward could be good, depending on your board. Wielding the Green Dragon (if you can find a copy) could also be just another Titanic Growth effect. Wild Might is excellent in the early game, but loses value quickly. Phytoburst is better than Larger than Life. How about Screaming Fury ?

I always suggest this card in red decks: Destructive Tampering is an overpriced Shatter or Falter, but being able to do both makes this card super versatile in a game of PDH.

Spell_Slam on PDH - Zada Hedron Grinder

4 years ago

Looks like a great start!

You're missing a few of the card-draw cards that really make this deck competitive. I'd recommend you add Renegade Tactics and Panic are the main ones you're missing, and the deck can't get enough of them. I even considered running Rile , but it's a bit risky.

I just wanted to make sure you knew that copied spells off of Zada won't trigger Prowess and other "Cast" triggers. They're still fine cards, but maybe not as effective as you maybe thought.

When playing Red PDH, I don't leave home without Destructive Tampering . That card is so good as an overcosted Shatter or Falter effect.

I see you're also playing Goblin Freerunner . Since Zada doubles up as an ally, I take advantage of that by also playing Akoum Flameseeker and Ondu Champion for some recurring fixing and trample-giving. They are pretty reliable with Zada.

It's not necessarily synergistic with Zada, but Rites of Initiation is an awesome finisher with all the card draw we do.

Here's a link to my list. I went with a more Goblin Tribal theme that has been shredding through opponents so far. I'd like to see what you think! Zada, Card Advantage Grinder

Gidgetimer on Does Masterful Replication affect only …

4 years ago

Please link all cards in your question using double brackets.

Masterful Replication

Myr Turbine

It only affects artifacts on the battlefield as it resolves. The easy way to tell if permanents that enter the battlefield later in the turn will be affected is to think about if the properties of a group of permanents were affected or if the rules of the game were. Masterful Replication changes the properties of permanents, so it only affects permanents that already exist. Destructive Tampering 's second mode changes the rules of the game for a turn. So even creatures without flying that enter the battlefield later that turn can't block.

Load more
Have (1) reikitavi
Want (0)