Dismember

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Custom 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
Modern Masters 2015 Edition (MM2) Uncommon
Modern Event Deck (MD1) Uncommon
New Phyrexia (NPH) Uncommon
Promo Set (000) Uncommon

Combos Browse all

Dismember

Instant

( can be paid with either or 2 life.)

Target creature gets -5/-5 until end of turn.

Dismember Discussion

iischris on $60 Competitive Mono-Green Aggro

5 days ago

19 lands with 9 3 drops doesn't seem that optimal. A lot of times you'd be tapping out to play those 3 and even 2 drops leaving your board wide open without a Vines of Vastwood or Blossoming Defense type card for backup. Also, I think Rancor should probably be next on the chopping block for some amount of Dismember . You can find them at a reasonable cost nowadays. Just my two cents though. Keep stompy alive!

Ehsteve on Lord Windgrace Sits Behind A Chasm

1 week ago

Thanks for the input Bighimmy!

So I've gone through the list and my understanding is that you mean proactive interaction/removal. So from the deck list thus far there is:

For boardwipes there are:

Now for some of the other options I've gone through in the past I personally don't feel like a few of them are really worth it, and feel free to discuss these since there's always going to be something that I'm missing or haven't really thought about. My thoughts on:

  • Chaos Warp : This is an attractive option, it deals with anything and you can even use it on your own permanents to try and spin into something more useful. It means that certain threats don't go to the graveyard (for reanimation or death triggers) and can get lost in the deck. However, from past experience I'm much more a fan of Assassin's Trophy as you can then Bojuka Bog to exile the threat along with the rest of the graveyard. This is a less risky option, and I completely understand why people go to it but I know I'll be kicking myself once a Chaos Warp turns a threat into a bigger threat.
  • Gaze of Granite : Pernicious Deed just does everything that Gaze of Granite does that much better with the only exception being planeswalkers. You don't have to sink all your mana into the casting (so if it gets countered it's not a complete loss) and furthermore you can use Pernicious Deed at instant speed, which is a massive way to interact with non-creature permanent-based strategies (such as enchantments and artifacts).
  • Go for the Throat / Doom Blade / Dismember / Abrupt Decay : I'm not a massive fan of conditional removal in commander because my rule of thumb is that the broadest answer is the best answer the vast majority of cases.
  • Putrefy : for the longest time I played this in the deck before Ravnica Allegiances rolled around and Bedevil took its place. The ability to interact with planeswalkers is fantastic, but the key thing I think is that the inability to regenerate clause from Putrefy isn't of massive concern for this deck for a couple of reasons. Firstly regeneration isn't particularly common, and when it is you're dealing with Asceticism in which case you're not Putrefying anything. Otherwise you have access to Damnation which doesn't allow regeneration and Toxic Deluge which also doesn't allow regeneration.
  • Force of Vigor : I started playing this in my Ayula, Queen Among Bears commander deck and in mono green it is the best answer to a lot of early game and late game threats. Current this deck has 42 green cards so there's no shortage of fodder to play this for free on your opponent's turn, but I'm unsure as to what this supercedes in the deck currently.
  • Casualties of War : as a budget option this is fine but the sorcery speed makes this lacklustre.
  • Noxious Revival : This was on the radar for a while when I was concerned about getting Glacial Chasm destroyed and then getting exiled, however there is not really a reliable way to recur this effect, and it is not particularly powerful (though has some utility due to being able to play it at instant speed for nothing). My other concern was that it requires an additional step to get it into hand, so if you draw it for turn, you would need a way to draw an additional card to then get whatever you need from the graveyard to your hand. As a redundant effect for Eternal Witness I understand, however I think it is too much of a corner case and I would be more of a fan of Regrowth -like as you will have access massive amounts of excess mana from Urborg, Tomb of Yawgmoth + Cabal Coffers . I imagine something like this will come along some time in the near future, it's only a matter of time.
  • Red Elemental Blast / Pyroblast / Guttural Response : I find that this angle of interaction is far too narrow to really be applicable unless you know there is a very high chance of versing counterspells in your local meta. This is why I find that Boseiju, Who Shelters All is a better solution to this problem, primarily because it can be searched off abilities and deals with the majority of effects while being difficult to interact with itself. Now the way your opponents can get around this is effects like Venser, Shaper Savant , Narset's Reversal or any other Unsubstantiate -type abilities. I learned to simply accept this as a weakness of the deck given the colours. The archetype is rather weak to its inability to interact with the stack, but I think there are more unconventional ways around this, such as Contamination to punish their mana base or by waiting until your counter-laden opponents are tapped out from trying to deal with each other. I think that this is a fair trade off for this deck being difficult to interact with.

The main weakness of this deck I believe is its inability to deal with mill and combo effectively, vulnerability to bounce effects on the stack like Venser, Shaper Savant and counterspells. I've found that these weaknesses can be reduced with a couple of strategies:

  • Playing some political cards Pir's Whim + Tempt with Discovery + Rites of Flourishing to try and ameliorate the board (and not draw the ire of anyone who might have a counter available),
  • Building up a solid land base from both a deckbuilding and play perspective to support a late-game comeback due to the lack of cards that effectively interact with land-base strategies, and
  • The ability to play around counterspells and interaction, such as Boseiju, Who Shelters All and reliance on using abilities rather than just spells.

Other thoughts

So after a little more testing, Elvish Reclaimer is an absolute house in being able to effectively Crop Rotation each turn to more reliable tutor out either ramping or utility land. The summoning sickness issue means that again this does not pull this deck back from the brink in the late game, but as an early game drop it provides access to both stocking the graveyard for Lord Windgrace and fixing mana for the later game. I regret my initial skepticism on this addition and think it is a great upgrade for the deck.

I am planning on adding in Korvold, Fae-Cursed King shortly because I think another Gitrog Monster will be welcome here. I think I'll finally have to pull the trigger on cutting Zuran Orb , it's been there since the start...

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Spirits on Kaalia, Mirror Breaker EDH

1 week ago

Hi again realsoupersand,

Had to fly out to Ottawa, ON in Canada for a bit, so back in action.

50% of the time, I win with my primary win-con, which is Buried Alive + Reanimate , generally between T1-4 depending on how much tutoring and mana ramps I have available. It's CMC4, which happens on T1 occassionally, T2/T3 more realistically.

Karmic Guide is a critical component of that combo, also, yes she is playable with Kaalia of the Vast . Also enables Razaketh, the Foulblooded from the graveyard, and provides for sac/tutor. It's usually never a dead draw, and at CMC5 is still playable from hand, on occasion if the game is going on, and the Protection: with Flying also has assisted occasionally. Other than her obvious CMC as just a recursion tool, she's generally been good, and a requirement for the primary win-con.

Angel of Despair is just a Vindicate for CMC7, its ridiculous and only 5/5 flying. However, it's what I ALWAYS Tainted Pact to when Show and Tell + Omniscience , unless they have Leyline of Anticipation it's "usually" good enough. I can tutor Anguished Unmaking , however, I have to give priority up with an Omniscience on the table, so it's far too late by then. Can also destroy other random threats if needed too. She's borderline for sure. Red Elemental Blast is too slow in this case.

Angelic Arbiter was answering the Jeleva, Nephalia's Scourge but now it's always Kess, Dissident Mage . Also for Tooth and Nail type encounters (eg: Craterhoof Behemoth ) or any type of haste/recursion. All together stops a few. I usually just put 1 response to any situation, because I just tutor the exclusive solution needed.

Avacyn, Angel of Hope protects against MLD type situations, but she's not difficult to remove anyway, everyone's removal deals with her no problem. If she buys me an extra turn though, it's worth it. Can also put a player on a turn timer or make them act before prepared (no Force of Will for example), sometimes... Not the strongest for sure. Or like a The Gitrog Monster looping destroy maybe...

Balefire Dragon is again, just to solve specific issues or eliminate high value ground targets. Like the others, Tainted Pact to hand whenever, a situation calls for it. I tried to cut back on creature controls (ex: Damnation ) just because its not a creature world, but often creatures can be enablers.

Baneslayer Angel cut, served no purpose other than lifelink for the Hatred but the CMC5 was too much, and only removed a single opponent. Serra Ascendant T1 "usually" puts enough pressure on 1 player (usually )), who is now on a turn timer, spending life for tutoring becomes harder, and sometimes waste time removing it. Statistically found, I was usually nearly 1 turn earlier to win with Serra Ascendant , plus overcharges me for an early Necropotence or Razaketh, the Foulblooded win or Doom Whisperer win.

Phyrexian Arena is tough, high CMC, no return. It still the second highest played card in commander, and I don't know how else to draw? Mardu is a drawing nightmare. Have to think on it, how to deal with it but agreed, same issue is with Bloodgift Demon . I've had Skyline Despot recommended has a same turn impact (draw at EOT), but also, might be ramping oppponents draw too, especially if I have no way to reconnect on attack as Skyline Despot doesn't have trample.

Gisela, Blade of Goldnight has the added benefit of removing 1-damage win-cons like Impact Tremors , Blasting Station , Goblin Bombardment , Dragon Tempest (with 1 dragon), Etc... Also puts pressure on. Usually just for a specific application though. I think my interaction package is more similar to a Thoughtseize type application, where if I can't win early, I tutor what I need to address the specific threats, instead of using Instant spell to do them? If that makes sense. Gisela, the Broken Blade i've cut.

Hellkite Tyrant was specifically answering an almost consistent Breya, Etherium Shaper deck. It's been a while since C16 set now, so definitely seeing it less and less. Might help with Teferi, Temporal Archmage or Urza, Lord High Artificer on occasion. It wasn't enough on it's own though, it also needed a Linvala, Keeper of Silence to go with it. Prior to this, I had nothing to compete with Breya, Etherium Shaper , had no way to win.

Lyra Dawnbringer is on my cut list now, might become the Sire Of Insanity or something like that. Mother of Runes works good with Master of Cruelties , also can protect Kaalia of the Vast , makes guys like Balefire Dragon unblockable too, or protects a Razaketh, the Foulblooded and becomes Tutor mana, or blocks an early Infect attack. Slow yes, but has some utility. Also can protect my Kiki-Jiki, Mirror Breaker or Worldgorger Dragon causing me to win (instead of lose). It's borderline for sure, have to think about it. Aven Mindcensor feels good, looking for a way to include him as well as the Sire Of Insanity .

Steel Hellkite I tried for over a year, I would either, not be able to connect (no trample), or when I did, not enough mana to get the threat that I really needed to remove. I gave up on Steel Hellkite , also needs a Mother of Runes for support.

Ancient Tomb is back in, can't recall why I removed it. Think it screwed me one game with the colorless, but now that I've removed most of the colorless, it makes sense. Prismatic Vista isn't great, only 2 basics (can put in the snow's but for why), I like that it filters a land out (lower probability of drawing a land), but also destroys my mana-fixing as well, so agreed, unnecessary in this build, but feels weird.

I'm probably going to continue reducing CMC and reducing land counts as you've recommended, but needs some expensive 0-CMC rocks which I don't have, or some resource planning around alt. mana sources.

Overall goal is still to build for cEDH, understanding that consistency isn't going to push into more than a Tier-2.5/3 categorization, so I'll go over High Power again later lol.

Thinking about Interaction, I really don't want to go heavy into that with things like, Dismember or Lightning Bolt would rather let the opponents use their removal, and PRAY that I can sneak through a combo. If I combo T1 it has a fairly high success rate (other than a Pact of Negation which eliminated themselves) usually don't get stopped (Odd Force of Will or Swords to Plowshares here and there), T2 is still decently good, often others are still tutoring for a T3 win, but outside of T3 or beyond, usually I need to wait until someone tries to combo, and then is stopped, before I have a chance. I just go for it whenever I can though, increases winning % over trying to strategically go for it and being too late.

I think perhaps Red Elemental Blast or Pyroblast or both perhaps will be handy, Silence I wish it had Split Second (like Teferi's Protection ) because most combos don't have a "sorcery" speed interaction so doesn't stop. Can protect me on the turn I'm going for it like another Grand Abolisher but outside of that not highly useful. Will do some playtesting with it and see if it improves my completion % for combo and increases my combo win % because that's all that matters.

I decided not to go MLD, can Stax/MLD certainly is a strategy, but prefer just to ignore others, and just go for the win myself, win or lose. Plus I don't repopulate my hand nor ramp, so probably just slowing myself down instead of the opponents. Plus I don't have a Ravages of War so would require a financial commitment, would rather focus on finding a way to go for the win on T1-T3 more consistently.

I think if you found Kaalia of the Vast wasn't competitive using MLD before you dissolved that strategy, don't think it's the right course to go down either. Would rather try some out-of-the-box planning, and see if we can get her into a cEDH, which your comments are VERY helpful, and VERY appreciated. Think I've made some decent strides, still waiting for my card order to come in the mail so I can make some more cuts/adds to the deck!

I'll reply on high power shortly since it's lower priority, and hopefully you'll see my deck going in a stronger direction. Pushing that T1 probability up is key. I keep thinking there must be a T1 with Entomb and Goryo's Vengeance that I can do somehow? Razaketh, the Foulblooded would need another enabler, but there must be someone (like Griselbrand aka Griselbanned) to win with? Hmm.

Kjartan on Simic is Cool

1 week ago

Cutting some of your clunkier cards for some interaction and some faster ramp would do you well.

As for mana: Elvish Mystic , Llanowar Elves or if you can afford it Birds of Paradise ... Or I guess Noble Hierarch if you're a big spender

As for interaction: You don't have a lot of options in simic, but you do have some counterspells. Mana Leak , Remand , Spell Snare for example. Your best consistant removal option, sadly, is Dismember . But there is also Ulvenwald Tracker and Brazen Borrower and alike... Less consistent but just really good.

Another couple of cards I would suggest are Scavenging Ooze . I doubt I need to explain this. Card's insane and a pretty good fit in here.

Increasing Savagery ... I don't know. It's not great, but damn if it's not a good fit. Combos the crap out of Gyre Sage

Primordial Hydra . Same as Savagery.

heckproof on Flavor of the Month

1 week ago

(My list, in case anybody wanted to come laugh at the guy running the Dismember in a mono-Red deck: Skred Red!

heckproof on Flavor of the Month

1 week ago

Skred Red has been pretty fun because it’s a red deck that doesn’t play like a red deck, and nobody ever knows how to play against it. Plus, there’s just tons of sneaky good synergy. Exiling Eternal Scourge to Chandra, Torch of Defiance ’s +1 to get the 2 damage and then casting it, using Koth of the Hammer ’s +1 as a ramp spell, tapping out for Mind Stone turn 2 and then using Dismember when your opponent lets his guard down and slams his best dude...I could just go on and on!

(Also, the new Chandra, Acolyte of Flame is stupid good in Skred Red as a 1-of and you should play it if you play Skred.)

Dwarfinside on black jank modem

1 week ago

Looks good so far, I like Banehound . Just need to smooth out the curve, if you need more 2-drops, maybe go with Collective Brutality and drop a Thoughtseize and a Fatal Push . 4 push, 4 Dismember and 4 Murderous Rider seems like overkill. Gatekeeper of Malakir has been working pretty well for me so far, gives you that creature removal while adding devotion. You already have a creature with built-in removal though...I'm interested in hearing how Murderous Rider works out.

Need some way to draw cards. If you don't have Phyrexian Arena , maybe think about Castle Locthwain .

Good luck!

Spirits on Kaalia, Mirror Breaker EDH

2 weeks ago

Wow, thanks realsoupersand, appreciate all the work you put into this review and comment. I have lot's to work on here.

I spent about an hour making a reply earlier today, but when I clicked preview forced me to login and it was gone forever. So I decided to make some updates to the deck before responding again, here it is.

I understand and appreciate your comments about Kaalia of the Vast and cEDH, of course, your correct the play analytics certainly support the position. The meta is fairly narrow on cEDH, however, like most formats (eg: Modern), there are non-meta decks that can be competitive in the format, but perhaps not with a high degree of consistency. I feel that the ability to have T1-T4 win-cons can make it competitive in the cEDH format, and with your help if we can get avg turn win under 4 or improve T1/T2 win %, it certainly can play although being mardu, it doesn't have access to the core strengths of the Tier1 decks.

I reduced my lands count a few. I read an article and ran their statistics through a bunch of models I created based on the raw data. Their conclusion, and my analysis verified, there is a co-relation between playing or missing a T3 land drop and your winning % in commander. At my previous lands, I still miss the T3 land about 20% of the time. I'll see how the reduction in lands impacts those statistics. I removed Rugged Prairie , but the other 2 filter lands, provide additional conversion avenues for a Turn 1 win, so although not the best lands, the higher T1 win % benefits from their inclusion.

I also hate any land that ETB tapped like Hall of the Bandit Lord . The way I was thinking about it was, Dragon Tempest is CMC2 (but active that turn if I have mana to play something), if I play Hall of the Bandit Lord tapped on T2, it is only CMC1 because I still have my T1 land available (although it doesn't do anything that turn). Haste is important for utility, I didn't include it for a long time, then added it back to see if it brought my avg win turn down, will do some testing with it in and out.

Yawgmoth's Will mostly has been beneficial. Although its CMC3 (terrible), assuming I have a Fetch land in the graveyard, and don't have a land drop in hand, it can play the fetch, so in some cases it's a modular ramp. Also, it can cast a Karmic Guide (we'll get to her) to start the Infinite Combo, also, it can cast a Reanimate or Animate Dead to do the same, or be a Demonic Tutor /modular tutor/removal, etc. Also, with the inclusion of Worldgorger Dragon Infinte Mana, going to allow me to play my entire graveyard in a single turn. It helps with improving the T3 and T4 land drops % and provides as good a ramp as mardu is going to get.

Mox Diamond unfortunately I don't have one, I have several decks including this one that need it, but it's not budget friendly either, so going to be a future add whenever I can get my hands on some. I'll see what I can do with artifacts to get to a reasonable consistency on Mox Opal going to take a while to make all the updates and buy some cards. Arcane Signet still shows as Illegal in commander, I assume the Brawl decks will be released soon or else tapped out will update their system. It's the best CMC2 rock, it will be in there whenever legal.

Diabolic Intent has only screwed me once so far, outside of Grand Abolisher there isn't anyone (including Kaalia of the Vast ) that I won't sacrifice to pull my combo piece and go for the win. It usually finds the last piece. Mausoleum Secrets works nicely with Buried Alive and Entomb to pull the Reanimate card. They are not the best, they were includes for testing purposes, I just find I need more tutoring to be consistent so having CMC1 and CMC2 tutors with conditions is still useful, I wish there was better options for mardu. I'll keep evaluating them, if they are unplayable when drawn in too high a % of circumstances they do not add value to the deck.

To replace the Swiftfoot Boots I added Idyllic Tutor , I know you didn't suggest, but with Worldgorger Dragon in, any way to pull Dragon Tempest for haste or Infinite damage or Animate Dead feels right? Steelshaper's Gift with just Lightning Greaves does feel weird. I'm wondering on the Swiftfoot Boots though, the Equip 0 is key certainly on Lightning Greaves , but usually just throw it on Kaalia of the Vast maybe a Grand Abolisher so Steelshaper's Gift + Lightning Greaves is similar CMC to Swiftfoot Boots and equip () but of course not playable on T1 (boo). I'll try with boots out and keep the tutors in, see how consistently I get to haste when I need it to drop a Razaketh, the Foulblooded , would never want to be waiting for haste when I have a win-con in hand.

As you mentioned Sensei's Divining Top works well with Dark Confidant , but mostly I use it to enable same turn Vampiric Tutor / Imperial Seal or to ensure I get the lands I need or try and find an ADD to resolve if Kaalia of the Vast is available and don't really need the mana. Also, if I have nothing else, it's a good random draw chance to stop a win-con or pull a tutor (and shuffle it away! happens so often).

I'm thinking on Tymna the Weaver seems not bad, I don't play to her strengths but still viable as mardu can't draw properly.

About 40% of my wins are my primary win-con of Buried Alive + Reanimate , Karmic Guide is the enabler. Even when I draw her to hand, CMC5 is still playable, or cheat-able with Kaalia of the Vast . She did combo with Reveillark but that wasn't working, Reveillark was too high CMC. She re-pops a Razaketh, the Foulblooded then he sac's her, outside of the primary win-con, its never a dead draw usually. I put Dance of the Dead in, but now, I'm thinking Necromancy is better, because it also works with Kiki-Jiki, Mirror Breaker as well. Might swap the Dance of the Dead to Necromancy if I have one, I'll check tomorrow.

Dismember I like, play it in Modern even, Fire Covenant makes sense, but feel I would rather just Tutor Toxic Deluge which can remove indestructible and not have the duplication. Usually, I just try and win instead of disrupting, just let the Counterspell players stop the others, that opens a windows sometimes for me to try going for combo. I hate how Red Elemental Blast and Pyroblast are potential dead draws, but realistically always of value. Similar to a more generic Silence (wish it had Split Second), probably need them, need to review for more cuts. Path to Exile is a CMC1 exile, so it's good for decks that rely on commander (understanding they often don't care if they are removed because that is too late), I also use it as a modular ramp card, CMC1 to pull a land into play. I haven't found it hurts me most of the time, it's usually stopping a go for the win (like a Laboratory Maniac or something), usually wouldn't play it to enable a win.

Thoughtseize and the like, one of my favorite cards BTW, I found just hurts me and 1 player. Gives a wide opening to the other 2 players to go for the win, and now I'm short on card advantage, draw poorly, and disabled a player potentially that could have stopped the win. If it's pre-emptive (like Silence ) before going for the win, do I really want to increase my Win-Con by CMC1 or wait that extra turn to have the mana, or just go for it now, and maybe win? Tough to tell. Again too, wherever I can would rather go for my win than stop others win.

I'll have to go over creatures responses tomorrow as I'm out of time tonight, my earlier message addressed everything plus a bunch of cards I'm considering putting in and your opinion on those. For another night!

Thanks again for the fantastic input, I'm really working on making the changes. I ordered a bunch more cards on Card Kingdom today, so in 7 days free shipping, should see some more changes coming down the pipe. Also going to continue reviewing your recommendations and deciding on cuts tomorrow and over the upcoming weekend.

Cheers!

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Dismember occurrence in decks from the last year

Modern:

All decks: 0.34%

Green: 0.41%

Black: 9.35%

Blue: 0.72%

Legacy:

All decks: 0.35%

Commander / EDH:

All decks: 0.02%

Black: 0.16%

Golgari: 0.09%