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.
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Devastating Mastery Discussion
2 months 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.
2 months 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.
2 months 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.