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Devastating Mastery
Sorcery
You may pay rather than pay this spell's mana cost.
If the cost was paid, an opponent chooses up to two nonland permanents they control and returns them to their owner's hand.
Destroy all nonland permanents.
legendofa on Are Worldfire and Bearer of …
1 year ago
I'm not sure there's a place for "destroy everything" or "exile everything" in the current color pie. "Destroy everything nonland" and "exile everything nonland" have recently shown up in with Ruinous Ultimatum, with Ondu Inversion Flip and Devastating Mastery, and flavor/Universes Beyond approaches in and (Urza, Planeswalker Meld Meld and Exterminatus, respectively). is more or less the color of full board clearing at this point.
So from the point of view of the current color pie, I guess they are out of pie by default, since the effect doesn't have an associated color or color set. At the time, was the best fit. This is more a sign of color pie evolution instead of deliberate bend/break.
multimedia on Minions & Magic token deck
2 years ago
Hey, nice card changes, but you now have less lands than before and are below 30 lands? You shouldn't cut lands to add other cards since you need lands for your deck to function. If you need more room to fit other cards in then some advice is to streamline the mana curve by choosing the best cards at 4 CMC or higher and cutting the others. Chatterfang is a great upgrade especially because you have Plunderer. Cutting The Ozolith was the right choice; great that you see that.
Making a basic structure for your deck would help you're deck building:
- 35-36 lands
- 25 creatures
- 10+ ramp
- 10+ draw includes tutors
- 10- removal includes board wipes, counterspells
- 5+ flex spots includes combos, win conditions, unique cards with your Commanders, special tech against your playgroup, etc.
This is just a basic structure to start, not all areas are covered and some areas can have different amounts. The most important part of this structure is the amounts of lands, ramp and draw since these areas that make your deck function. Some cards can go in many areas which is really what you want from the cards you play. The combos you're trying to assemble take a lot of mana (made up of four and five drops) thus it would help gameplay having 35-36 lands and 10+ ramp sources.
Some cards that could be cut to add lands, improve the deck structure and streamline:
- Victory's Envoy
- Drizzt Do'Urden
- Dramatic Finale
- Tendrils of Agony
- Archon of Sun's Grace
- Leonin Warleader
- Felisa, Fang of Silverquill
- Icingdeath, Frost Tyrant
Some cards that could be cut to add more ramp and draw:
- Serrated Scorpion
- Vorpal Sword
- Shaile, Dean of Radiance
- Indulging Patrician
- You Happen on a Glade
- Banishing Light
- Trelasarra, Moon Dancer
When you streamline you cut the lesser cards that are at the top of mana curve. Ghave, Guru of Spores and Sporemound are two best five drops here because they're part of combos. Shadrix Silverquill can be tons of repeatable value. Wandering Archaic Flip, Mirari's Wake and Inkshield are powerful for five mana. Victory's Envoy is not needed because one of Shadrix modes is to put a +1/+1 counter on each creature you control. Envoy and Drizzt Do'Urden aren't good enough to replace any of the other five drops. Ikra is also a five drop which have to keep in mind.
Pitiless Plunderer and Life and Limb are the two best four drops here because they're part of combos and Akroma's Will is powerful. Damn and Devastating Mastery are also four drops since consistently they'll be cast for four mana. Rhox Faithmender is fine, but you're not really going for life gaining strategy. All the other four drops could be cut since most of the three drops here are better. Prava create a token costs four mana which should keep in mind.
One drops are great in Commander, but even a one drop has to be worth one mana which Serrated Scorpion and Vorpal Sword aren't. Vorpal may be one mana, but it takes more mana with strict color requirements to actually use it and you have much better equipment here that you would rather spend mana to equip. Scorpion is not needed because you have Blood Artist. These two are examples of cuts to add more ramp or draw.
TheBanker on Orzhov Aggro
3 years ago
Sorin_Markov_1947. Yeah took out that fractures for two more commands and replaced sparring Regimen for 2 Luminarch Aspirant and it runs a lot smoother.
Still like the Devastating Mastery because like you said I almost never wanna board wipe. But this is magic and things don't always go how I want. If they are keeping my board presence down while building theirs up it's a great way to reset the game. Especially after an Emergent Ultimatum
Also I ment to touch up on plumb the forbidden, you say it's grindy but it pairs so well with Sedgemoor and pest, or just as an extra instant to cast for magecraft triggers. But with a Sedgemoor on the field I can still sac my pest and be one pest up from what I started or with 2 on the field double my army. Which I think is humorous to sac a bunch of pest and still end up with twice as many as I started with! But this is why I run plumb instead of Village Rites because you HAVE to sac a creature with village rights and sometimes I just want an extra instant to cast for magecraft triggers.
And Show of Confidence is nice cause cause each copy triggers Clever Lumimancer so imagine turn one Lumimancer, turn 2 killian, turn 3 Heartless Act a creat for 1b, or 2 creatures, then show of confidence for one. So 1 magecraft off each heartless act and he's and he is a 4/5. Thenn3 more triggers off each show of confidence so now he's a 10/11 plus the counters is a 13/14 turn 3 and odds are you've killed their creatures with act and they can't block.
Sorin_Markov_1947 on Orzhov Aggro
3 years ago
This doesn't feel like an aggro deck. This feels more like midrange, but trying to play small threats.
You have a good plan with the creatures, although it maybe isn't quick enough. Take a look at mono-white aggro decks if you want to look at white-based aggro in Standard.
There are several more grindy spells in this list for an aggro deck. You don't want to be worrying about non-creatures really, so Fracture is almost a dead card. Plumb the Forbidden is definitely a grindy card. You don't want to be sacrificing your creatures since you're relying on those to win quickly. Sparring Regimen is okay, but still slow. You'll maybe get 2-3 counters out of it before your opponent stabilizes, and that's just not enough for a three-mana spell in aggro. Same for Show of Confidence , really. The whole learn mechanic is more grindy and plays for card advantage. Not as good for an aggro deck.
Devastating Mastery is a very odd choice. You're an aggro deck. If the game goes long, you've almost definitely lost. You don't want to ever be in a position where you want a boardwipe. You have to win with small creatures and wiping those means a game loss 9/10 times.
I think there are two paths for this deck. 1, you keep some of the cards I mentioned and become Orzhov midrange, but give up your fast creatures and put in bigger ones. Or 2, remove most of the aforementioned cards and add in things like Maul of the Skyclaves , Luminarch Aspirant , Seasoned Hallowblade , Elite Spellbinder , and more (again, check out mono-white aggro decks) and become a full aggro deck.
Minousmancer on Abzan Stoneblade
3 years ago
My first suggestion would be to take out your "Shock" 2020 lands. Thin some of your pain lands with Temples. Maybe add a couple Mazemind Tome or Spare Supplies . I'd try to add more Maul of the Skyclaves and some Valkyrie's Sword s.
I think Nahiri, Heir of the Ancients would be amazing since she's an all powerful Stoneforge Mystic .
Possibly add several boardwipes such as Shatter the Sky , Extinction Event , Doomskar , or Devastating Mastery whick reminds me you might think about some of the "Ultimatum's" as well.
Now, I think your Sideboard I have no idea. Maybe some Necropanther s or Venerable Warsinger s and a Nine Lives to start.
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