Dismantling Wave

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Dismantling Wave

Sorcery

For each opponent, destroy up to one target artifact or enchantment that player controls.

Cycling (, Discard this card: Draw a card.)

When you cycle Dismantling Wave, destroy all artifacts and enchantments.

griffstick on Which Mass Destruction Spell(s) Should …

1 day ago

I think the board wipes that hit early at a low cost are best here. Also board wipes that make the creatures deal damage to them selves. Since Gisela, Blade of Goldnight splits it in half on your stuff, it will not kill your creatures, additionally it doubles the damage your opponents creatures would deal to them selves.

Some of the board wipes I recommend are

When paired with your cmdr

Other good ones when paired with your cmdr

Moving on to other good wipes, and noncreature wipes, and choice wipes.

Crow-Umbra on Paper Deck #1 Severina Raine

1 month ago

Overall your deck looks really solid. Kudos on the curve, I love to see that slide shape lol.

I'd recommend checking out Scapegoat and Clever Concealment as additional board protection effects. I've also had some decent success with Plumb the Forbidden as a draw option, especially in response to board wipes (bonus points if the wipe is Living Death).

You could maybe swap Mortify for Dismantling Wave, as you can hit multiple targets for the value of just one card. Soul Partition is also pretty cool as a versatile option for removal or protection effect for a single permanent.

Crow-Umbra on Goldmane... The Other Brother

1 month ago

Your primer description is basically what I have going on with my Saryth, the Viper's Fang deck. Just a mono-color showcase that somehow holds its own.

Brave the Elements seems like it could do some work here. An old favorite of mine from my earliest days play Mono white Allies. Dismantling Wave is also some solid removal.

Side note- I discussed your Ankle Shanker suggestion with my good friend, & I've decided to add it in. Might also add Vault of the Archangel & Kaya, Geist Hunter as some additional pieces to that package.

Crow-Umbra on Michigone

1 month ago

Hi there! I thought I'd try my best to answer the questions you left for me on my wall. I mostly play the "typical" 4-person EDH pod, with the occasional 5 person game here or there. All of my decks are built with a multi-player setting in mind. To answer your other questions as best as possible:

  • 1 - What is my win rate with Isshin? - This is something I haven't kept close track of, unfortunately. In the past year, I've played at least 20 games with the deck, so I'd have a rough guess that it's won about 25% of the games it has played, and threatened wins another 15-20% of the time, but couldn't quite close it out for one reason or another. My primer has some game logs in the long list of updates if you want to try to read through those. I tried to capture the summary of some of my more memorable games, win or lose.

  • 2 - How do you win with Isshin in multiplayer? - Damage, whether combat or group slug/drain damage. Any aggro or damage based strategy has to find a way to pump out at least 120 damage over the course of a game, or capitalize on openings made by other decks in peoples' defenses. My Isshin deck wins by making swarms of tokens, and antheming them up with Battle Cry, Melee, or some other static power/toughness boost. The times I've won with combat damage, was typically off the back of Iroas, God of Victory because I had a board that could swing away and was hard to block. This is why I also have the damage effects of Purphoros, God of the Forge, Mishra, Claimed by Gix  Meld, Commissar Severina Raine, Impact Tremors, and Brutal Hordechief. The group damage and combat damage help each other out. They both soften up your opponents and help make each other more viable. These damage effects also help you get "around" blockers.

"So what do I do? Lean more into group slug, i.e. put in Impact Tremors? Lean away from wipes and focus on ramp and draw? More protection for my creatures?"

These are all generally good ideas. Adding in more ramp and draw can help your deck with consistency, especially for staying gassed up in the mid-late game. While board wipes are helpful, I've found that sometimes it can get annoying to reset the game too many times. At some point someone has to win, and wiping the board 3+ times in a single game can make it tedious instead.

  • 3 - "Is it mean/distasteful to eliminate the player that is the biggest threat, then finish off everyone else? Am I a bully?*" - Personally, I don't think so. I guess it depends on how well you know the people you are playing with. If the "threat" you eliminated has a deck that consistently pops off if it isn't dealt with, then I don't think it's wrong for them to sit one out. I've been a similar position numerous times with Isshin where I'll eliminate the player that might be the biggest threat to me specifically or could be the biggest threat to the table. If I become archenemy of that game, then so be it. Being archenemy can be fun, and it can be a compliment. Congrats, your deck is now the Big Bad Scary Thing. This is a game, and someone has to win each match up. Yes, EDH is supposed to be a "casual format", and that means a variety of different things to players, but after all is said and done, someone has to win. Ideally it can be you.

  • 4 - "As the only deck in the meta with a robust removal suite..." - I will address the rest of the statement you left, but woof, it sounds like the group you played with this time around was maybe very casual? I found that when some of my friends first started playing EDH, they didn't run a whole lot of removal, often to their own detriment. As one friend and I like to echo, "removal wins games". I think you were correct in removing the Ghired's Anointed Procession, but left their other enchantment alone so they could have fun. Ideally, you shouldn't have to be the "Removal Police" and manage every threat you have the capability to. I typically use my removal to A) Address threats most pressing to me B) Address threats that are most detrimental to the table, but will buy me some good will and time to build afterwards. You can utilize removal for achieving parity as you see fit. In terms of this being a good strategy, I think a better question is more about was a fun game environment created? Being "Removal Police" is fun for some and not as much for others. Eventually, everyone else around the table might have to reconsider running more removal to stay relevant and interactive in games, if that's the type of play they want.

  • 5 - "Board wipes made our games longer" - Going back to what I said a couple paragraphs up "While board wipes are helpful, I've found that sometimes it can get annoying to reset the game too many times" - I personally run 2 wipe effects in each deck. Most of my removal is single target, or can hit multiple things, but isn't quite a board wipe (Wear / Tear, Dismantling Wave, Grasp of Fate, Ashes to Ashes, or Druid of Purification). This is all personal choice though.

  • 5.1 "How do I recover more quickly after a board wipe than my opponents? Do I need more card draw? Do I need more protection to keep my creatures around? " - Card draw is always more helpful. Upping the amount of card draw is typically helpful. The tricky part is tuning the type of draw utilized and finding the balance that feels right for you. For me I have about 14 effects in my deck that can draw cards in either cantrip single instances, in multi-card bursts, or in consistent but slow manners. It takes plenty of playing to see what feels right for you. I also run about 11 different effects that protect my board. I've found that Flawless Maneuver and Teferi's Protection have saved my board and kept them in tact enough to maintain momentum the times I've successfully pulled them off. Clever Concealment is a new option that is especially good in token decks. Scapegoat is another cool and cheap option for token decks, and also lets you redeploy your board strategically. I also keep my overall average CMC of my deck as low as I can, so in the event that I don't have a protection effect, but have drawn into plenty of material, I can play cheaply costed creatures and removal/interaction/protection while everyone else is still rebuilding.

  • 5.2 "when is the right time in an aggro deck to play a board wipe?" - This requires more nuance and playing IRL to determine what feels right to you. I typically board wipe when someone else is building a bigger board than me, and is out-pacing me in that regard, but I have things in hand to quickly rebuild with afterwards, or have a protection effect to spare my board from my own wipe. It also depends on the types of wipes you are playing. White has a ton of options such as Promise of Loyalty, Slaughter the Strong, Retribution of the Meek, Vanquish the Horde, Farewell, Austere Command, and By Invitation Only to name a few. I've found it can be helpful to maybe have 1 wipe that is somewhat asymmetric, usually by presenting each player a choice on what they get to keep. This is a double edged sword since.... people get a choice on what they get to keep. While this may not solve the threat you were looking to eliminate, this may at least make things more manageable. I know Ruinous Ultimatum is a popular option because of how one-sided it is, but the restrictiveness of the mana cost can be annoying. Isshin doesn't necessarily win in 1 big flashy play that seemingly comes out of nowhere, like a combo deck might, but does build up a board presence and aggro momentum over a few turns. If you can continue to build and maintain a momentum, and add in more damage modifiers or Impact Tremors effects, it may then open up the opportunity for a big alpha strike turn, or a turn where you make a bunch of tokens with krenko tin street king pin because it stuck around long enough and you also have Impact Tremors and/or Hellrider and will either make a metric ton of goblins when Krenko swings, or you already have a metric ton of goblins to swing with for Hellrider.

Ultimately this is about finding what is most fun and engaging for you to play, and balancing that out with what is fun for your group. Unfortunately, not everyone has the same definition of fun. Some people will think its unfun or boring to get token swarmed or killed with Impact Tremors, and that's okay.

Takeaways:

  • Definitely add more draw and ramp. Cut down your mana curve and on splashy, but inconsistent effects where possible.

  • Running robust removal and interaction is helpful, but don't think you have to be "threat/parity police" because of it. Other people can choose to step up their removal/interaction suites too. Less board-wipes can be a good thing.

  • A variety of board protection effects will help you maintain the momentum you are building. A lower mana curve helps you go into aggro mode faster, and hopefully rebuild more quickly after wipes. Ideally, this also helps leave a little mana leftover for your Clever Concealments, Boros Charms, and other protection effects.

  • Group Slug and combat damage help each other out and make each other more viable. You are trying to land 120 damage around the table to take out 3 other players, so ideally you should maximize your damage output and find what works best for you, and what is most fun and dynamic for you.

Best of luck and hope you continue to have fun playing this awesome commander.

Crow-Umbra on Isshin, Two Heavens As One - Eiganjo Uprising v1.0

1 month ago

I wish the update boxes had an actual like button on them lol. Your updates are solid. I'm a bit surprised you cut Generous Gift and kept Feed the Swarm. I get it's one mana more than Feed the Swarm, but I tend to prefer the instant speed and target versatility a bit more. I usually use Feed the Swarm in black adjacent color combos that don't have much other access to enchantment removal otherwise. Mardu has plenty of other permanent versatile options:

I think any of the options above can help you deal with more threats than Feed the Swarm.

Crow-Umbra on Alesha, who keeps playing cards

2 months ago

Totally understandable, goldfishing can only tell us so much. Any time I've had some sluggishness in my decks, it was usually because I wasn't playing enough ramp, and/or enough draw.

If you like the utility of Duergar Hedge-Mage, I'd also recommend checking out Dismantling Wave and/or Wear / Tear. I used to run Hedge Mage in one of the earliest versions of my old Alesha deck, but eventually swapped it with one of those two options. I found that I wanted consistency in my removal, and there were occasions were I'd only meet 1 of the 2 clauses for Hedge Mage.

Crow-Umbra on Attack-harmonicon

3 months ago

No prob, Worrad75 , happy to help. Lol yeah, I've been playing and play-testing Isshin a lot since he was initially spoiled.

I figured you might get a bit more mileage out of Through Investigation with the other Venture stuff in your 99. I think Tocasia's Welcome really shines in decks that are more creature token focused. The Clue tokens are helpful for getting that cantrip in a pinch.

Emberwilde Captain is a fun one too. I had him in earlier versions of my list that had some of the other pillow-fort effects like Revenge of Ravens & Marchesa's Decree. For me, they were effective deterrents at first, but my regular play group would just remove Isshin, and tank through the standard triggers as needed. It's part of what eventually caused me to shift to including more creature token creation. Druid of Purification and Dismantling Wave are removal regulars in the group as well.

Inquisitorial Rosette is a cool one. It replaced Captain's Claws in my list. I liked the Menace from Iroas, so figured I'd get a bit more in the deck. I also had Goblin War Drums in for a bit.

Hammers of Moradin is underrated for Isshin lists. The double Myriad opens up some politicking opportunities for how to direct the attacks.

My meta has a lot of token go-wide strats, and any of the token decks running Red usually feature some combination of Impact Tremors, Purphoros, God of the Forge, Goblin Bombardment, and now Witty Roastmaster. I can see how it would be win-more, but for us the ETB damage from consistent token creation can help close games without having to spread attacks out as much. It helps our token strats by letting them focus the player with the softest board presence, and still "punch" the other two players to some degree. Definitely a meta call for sure.

Although Mishra doesn't have draw stapled on like Severina Raine, I like that Mishra doesn't have to attack for his trigger. Severina is cool and all, but she needs a bit more investment from a decent board and preferably some Haste enabler.

Crow-Umbra on Musashi's Mosh Pit [Primer]

3 months ago

Thank you for the suggestions CommanderNeyo, also cool user name. Kind of a shame we didn't see more of Commander Neyo in later seasons of Clone Wars.

You have some pretty interesting suggestions, mixed in with a couple of cards I have played before. I'll do my best to address my thoughts on each. Of your suggested cards, I do have Breena, the Demagogue & Mardu Ascendancy in my obnoxiously convoluted Maybe List. A long response for a long post:

  • Mardu Ascendancy has been on my radar since the earliest days of this deck's creation. I agree that it could fit right on, but haven't been able to decide what to swap it for.

  • Breena, the Demagogue used to be in earlier versions of this deck. I swapped it out for Tymna the Weaver a few months ago. I think I swapped it out because there are 2 Breena decks in my meta that I play against semi-regularly, and I wanted to cut down on potential confusion with multi-Breenas out. Agreed though, I have had rotations in the past where I'd draw multiple cards. Might revisit this and swap Tymna back out, especially since Professional Face-Breaker fills a similar function as Tymna.

  • Fiery Emancipation is cool, but I'm a bit more inclined to play that in something like Tor Wauki the Younger, which is more pinger damage focused. The triple color pip investment is not my favorite for 3 color decks. Cool card though, I can definitely see the value as a rec.

  • Dismantling Wave and Wear / Tear - I've been running both of them in my 99 for this deck since its inception more or less. I like removal options that are versatile, and/or can hit multiple targets at once without necessarily being a wipe. I like both cards. Dismantling Wave feels helpful and relevant each time I've played it, & usually takes care of at least one value engine per board.

  • Death Tyrant is an admittedly funky inclusion. Definitely a more experimental and flex spot that I've changed around the most over the past 10 months. I do play in a pretty token heavy, go-wide meta. I frequently play against the likes of Jetmir, Nexus of Revels, Xyris, the Writhing Storm, Wilhelt, the Rotcleaver, Chatterfang, Squirrel General, and Krenko, Mob Boss. I've seen Death Tyrant pop off for the Wilhelt deck. I've tempered my expectations that it would do a fraction of that here. Definitely a spot I could try something else. Possible landing spot for Mardu Ascendancy?

  • Boros Charm is great. I liked it a lot in my Osgir, the Reconstructor deck when it was still built. I think between Teferi's Protection, Akroma's Will, and Flawless Maneuver I feel pretty decent on instant speed protection. Definitely something I've considered, especially with the other modal options. I love modal spells lol.

  • Ramp overall feels fairly solid. Admittedly, I don't like the Signets as much because of the activation cost. My deck is fairly low to the ground, and rarely have felt the need for it. Zhentarim Bandit and Captain Lannery Storm can really gas things up with 1-2 swings each. Each time I've played Sword of the Animist, I wasn't the biggest threat until a couple turns later, and most of my Basics are on board now.

  • Austere Command is a top end removal option I've gone back and forth on. I recently added Ruinous Ultimatum to the deck as my top end nuclear option. It sat in my hand during a game I played this past weekend where I had the 7 mana, but one of the mana generators was Liquimetal Torque lol. On paper, I like Ruinous Ultimatum as a problem solver, but am not a fan of the very specific color pip investment.

  • Segue to Liquimetal Torque - I run it in most of my decks as just a rock. There's been a couple of occasions where I was able to turn something into an artifact when a Vandalblast went off. Not often, but still cool to know the option is there.

  • Guild Artisan and Veteran Soldier - I honestly hadn't considered them at all. I don't attack with Isshin often. The times I do, he's wearing Boots or Greaves, Dolmen Gate or Iroas are on board, or I have some kind of protection in hand ready to go. I try not to risk him in combat if I don't have to.

  • Combat Calligrapher was in one of the earliest versions of the deck that had more "pillow" effects like Marchesa's Decree. I played it once or twice, but my opponents would swing with it a couple times to get their Inklings, then kill the Calligrapher so they could then attack me with the creatures I gave them. One of the aforementioned Breena decks in my meta runs Calligrapher. They have had similar things happen to them lmao.

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