( can be paid with either or 2 life.)
Target creature gets -5/-5 until end of turn.
|Have (2)||metalmagic ,|
Combos Browse all
|Commander / EDH||Legal|
Dismember occurrence in decks from the last year
Latest Decks as Commander
13 hours ago
@Raging_Squiggle, the cards you suggested removing have benefitted me countless times in cEDH though. Personally, I'd rather remove Terminate first. Holding up less mana every turn to address multiple threats is better as it gives me more flexibility. If you want to advance your boardstate it's better to hold up two 1's and a 2 than two 2's and a 3. Finding ways to do things cheaper without need for ramp is in a way card advantage as I see it and it mitigates how severe a discard cost is when you build your deck around flexibility than tempo. As I said I like playing more reactively than proactively. As for my experiences Lightning Axe 's removal capabilities in commander I find to be on par with Lightning Bolt 's capability in 60 card formats - not capable of removing everything but efficient enough to not get in the way of doing two things at once. Sinister Concoction is telegraphed removal which is incredibly undervalued in multiplayer settings as no one willingly wants to have it proc on their best card in hand, and having that kind of chilling effect on a whole table for one mana is pretty strong. And then there's Molten Vortex which is probably the best thing on earth for removing hatebear after hatebear and bypassing counter spells in blue combo decks. Losing lands to it may seem steep, but the cost is nothing when your opposition is locking you down and locking you out in the first place and if its a dead card I pitch it to the Lightning Axe or Sinister Concoction anyway.
Personally I've grown to loathe "non-black" removal spells. It's not just this combo but its also The Gitrog Monster and Kaalia of the Vast and Nekusar, the Mindrazer and Opposition Agent . I acknowledge there are a lot of non-black targets I can use it on instead, but picking between a Doom Blade and a Murder when Lightning Axe / Dismember takes out more of them for less mana sums up my approach to this. And I do run Chaos Warp , Anguished Unmaking and Generous Gift along with a slew of boardwipes for anything bigger - I just didn't mention I ran them here when the focus of my thread is on small and early game threats where the heavier removal isn't as apt at addressing these problems.
Still, even without the mana ramp the combo can come down on turn three by casting the cards on consecutive turns or on turn four by playing them all at once, and we are talking about competitive black which has plenty of tutors. In the early game holding up 2 or 3 mana for only one answer every turn I find to be a waste. It's not just this combo either as I'm in the company of decks that are looking to end or lock the game before turn six if left in a vacuum. At the same time I still want to acknowledge other non-aggressive strategies do exist and striking the balance is difficult when one set of cards is too slow for my current meta and another set don't go far enough for everything outside of that meta. Personally, I think the small spells still have some merit in all cases whereas the larger spells become an annoying liability when you're put on the clock. It's another reason why I value being reactive than proactive, to value flexibility over tempo, because I'd need to pick a different commander entirely if I want to match the speed my competitors play at. However, my opponents lose much more value than I do when they go headfirst into certain strategies only for them to be thwarted such as with the Witherbloom Apprentice + Chain of Smog combo or with the Auriok Salvagers + Lion's Eye Diamond combo or the Worldgorger Dragon + Animate Dead combo or anything that relies on Doomsday . My deck is built to address this kind of madness, but when I make card decisions I still want to keep more normal metas in mind when picking cards. Cards like Magma Spray and Fatal Push are incredibly narrow, I know that, but what I need to know is which card of that set is the best for taking on problems outside of my own meta.
15 hours ago
I enjoy playing competitive EDH and one of the recently spoiled Strixhaven cards I already know is going to shake-up my meta and make things difficult for me. Namely Witherbloom Apprentice is the card I'm dreading as it can close out a game if it's controller casts Chain of Smog as it can be copied infinitely if the controller always targets themself with it. It's very likely every BGx deck in my play group is going to run this combo given how easy it is to setup and when you pair the possibility of closing out the game on turn two through Dark Ritual or Sol Ring into a mana rock, it becomes a lethal threat I can't ignore when making deck building decisions. As such, I feel I need to add another one mana creature removal spell in my deck, but I'm stumped over which spell I should include not just to address this potential combo but also have the most practical use outside of it as well.
My current list of removal spells are: Path to Exile , Swords to Plowshares , Sinister Concoction , Dismember , Lightning Axe , Molten Vortex , Red Elemental Blast , Pyroblast and Terminate (I enjoy playing more reactively than proactively.)
The removal spells I'm considering are: Dark Betrayal , Fatal Push , Human Frailty , Lightning Bolt , Magma Spray , Weight of Spires and Seal of Fire . (The last one I'm considering for its use around counterspells by casting it early.)
Notable exclusions are: Deadly Rollick , Defile , Dispatch , Force of Despair , Galvanic Blast , Murderous Cut , Mutual Destruction , Necrotic Wound , Pyrokinesis , Reckless Rage , Skred and Tragic Slip as I feel I don't have the means to meet these card restrictions consistent enough to be useful in my deck, especially in the early game. I'm also not considering two mana removal spells like Go for the Throat because I feel at this point cost effectiveness matters more than removal range.
Of course the best removal spell is going to depend heavily on the meta, but I'm generally trying to figure out which of the spells I'm considering is the best in a competitive environment in general. I'm looking for feedback and second opinions on whether you think any of the spells shines well above the rest through your own play experiences. I appreciate any insight I can get, thanks.
3 days ago
Two-brid mana is inherently balanced. It takes work and building around it to be able to pay instead of , but it also takes work to be able to pay . The two-brid cards available are pretty bad outside of mono color(and even then, it tends to be Spectral Procession in Modern and Beseech the Queen in EDH that are the only ones that see play) for that reason. However, if new cards were printed, there would be no real problem outside of some annoying people complaining about color pie breaks online.
For example, Lightning Bolt but twobrid. Giving ALL colors access to Lightning Strike isn't broken at all. Does it help decks like Tron or Monoblue who typically have problems removing creatures? Yep. But will it break any format? Most definitely not. Well, it will make Modern Burn and Pioneer Red Aggro lists a lot better in this specific case.
Compare this to . You are almost always paying life instead of the mana cost. You will only ever not pay life in very specific situations. In fact, if you pay mana for it when you have enough life, people question you. They wonder what the hell you are doing in your deck. Phyrexian mana is like having a multicolored Simian Spirit Guide in your hand at all times, except it costs 2 life. It's raw, unfettered mana advantage, which quickly and easily turns into advantage in the action economy.
Also, take a look at the banned Phyrexian mana cards. And the playable ones. Gitaxian Probe is Peek , which is basically unplayable. Mental Misstep would be unplayable if it cost instead of . Gut Shot , Postmortem Lunge , Mutagenic Growth , Dismember are all horrible if they didn't have the Phyrexian mana attached. It's the fact that they cost the generic cost only that makes them good. Dismember is a 1-mana spell, that costs a bit more later on if you have mana to spare but not the life. All the 1 mana Phyrexian Mana cards are actually zero mana.
4 days ago
You have a lotta situational spot removal. Not sure what your meta's like, but I'd take out Go for the Throat and Doom Blade at least... Possibly Dismember . It largely depends on what your meta's like, but four or five spot removers and three-to-five sweepers tends to be enough... particularly when you have some good card draw. Unfortunately, Kaalia's best card draw comes in the form of demons. Most notably Vilis, Broker of Blood .
In terms of creatures to take out, Firja, Judge of Valor looks like your most expendable one to me, but it's hard to whether or not that's just my personal bias talking, lol. Never much liked her myself.
Here's my Kaalia deck, in case it gives you ideas: Hardcore Heavenly Inferno
4 days ago
There's a few Legacy Ninja lists running around, same idea with the 0 CMC creatures! I'd recommend giving Modern Horizons a look through, they printed a LOT of ninja support in there!
Just a few creature upgrade suggestions, Yuriko, the Tiger's Shadow can put in a lot of work, drawing you cards and draining your opponent (I think a lot of people overlook this due to "Commander Ninjitsu," but it states you can either play it from your hand or the command zone, so it's all good!). Same goes with Ingenious Infiltrator .
If you end up going that route, Changeling Outcast is another unblockable ninja enabler.
Depends on how cutthroat of a playgroup you're playing against, but I would suggest cutting the bounce lands for some fetches (whatever you can afford). A LOT of legacy decks run things like Strip Mine , and having your bounceland destroyed is setting you back almost two turns, making it a steep climb to catch back up.
Overall, the ninja strategy is pretty quick! In your current build, I don't see a lot of interaction with what your opponent is doing. Since you're running Dimir, you have a PLETHORA of interaction options, from Counterspell to Go for the Throat or Dismember and Thoughtseize . I'd recommend at least having some permission, removal, and hand control effects in your sideboard. If you'd like to double down on the aggressive ninja strat, Smoke Shroud can help with evasion and a small power boost.
In terms of specific cuts, I'd recommend cutting Minamo Sightbender , Sinister Possession Bladed Pinions Shuriken . I think there are more recent cards out there that do the same thing these do with a lower CMC!
1 week ago
First, can I state the the conversation is about Hybrid, not or . Those should not be used in any argument, because all three are vastly different. For example, something with in its cost is definitely a Green card. It was built to be a green effect on a green card that had a weird casting cost to help some players out when their mana is weird. Additionally, Dismember is 100% a black card.
And can I say that I absolutely hate the "slippery slope" argument, especially in Magic. It's entirely irrelevant. It isn't even capable of holding water.
Now, the Hybrid mana thing is weird. The design of the mechanic allows mono-colored decks to use effects that are supposed to be 2-color. Technically, you can also use them in 2-color decks that don't line up, like Nightveil Specter in a deck, but that puts a lot of strain on your manabase and I don't recommend it.
The problem comes down to, do we actually want some of these cards in certain monocolor decks? Looking through the cards, most of them wouldn't even be played in commander. And honestly, oh no mono blue gets Overbeing of Myth is not all that scary. There's a couple minor pie stretches and breaks that would happen, but for the most part very few of the cards are playable and very few of them actually change much about what the mono color decks already have access to.
The only cards I can see actually being crazy are Guttural Response , which is a third member of green's Autumn's Veil and Veil of Summer package and another anti-counterspell in red's gang of Red Elemental Blast , Pyroblast , Ricochet Trap .... etc. Or maybe Vexing Shusher ? Hmmm, well . . . no. Again, red and green on their own are perfectly capable of saying "screw you blue" without either of those cards.
Or Waves of Aggression in mono white? Oh, wait . . . most mono white lists are stax or janky creature mcSlappies. And them getting one Extra Combat effect is honestly meh. It wouldn't break anything. Honestly, I don't even think it's all that powerful.
Or Dovescape in mono white? Oh, wait, monowhite has better stax pieces. In monoblue? Nah, monoblue is spellcaster. It loses to Dovescape.
The impact of making such a change is so small that, for those campaigning for the change, it is entirely an ideological victory. The impact is quite literally restricted to "now I have to explain why I'm allowed to run this card". Which honestly is no worse than having to explain some of your more complicated turns to newer players. Which I have to do all the time.
I don't have a stance here, because there isn't actually a compelling reason to make the change or to refuse the change. Actually, check that, there is one reason to refuse the change, and that is "actually bothering to make the change". So this change will not happen, because the single point awarded to either side is against it.
2 weeks ago
Have you considered Dismember over Cast Down ? With all the vampires with built in life link, in addition to Vampiric Link , I’d wager it’s worth it to have a less restrictive creature removal spell for one less mana (it can sneak around Indestructible too). Just an idea; Cast Down is pretty on point as is.
3 weeks ago
I tried making a list of creatures alone to cut but it's too large. Basically, the majority of your creatures cost too much and their effects are not worth the cost you are paying. Moreso, the effects don't seem to interact with each other.
For example, you have some token based effects such as Drana Liberator, blood artist, ayara, but not enough token producers in the deck despite grave titan and wurmcoil. Bloodgift, burning and archfiend are all subpar demons that don't matter to an infect strategy. Tymaret is not the best grave yard hate piece in black.
Before I give you a long list of potential cards, do note, you need to work on black's weakness of interacting with artifacts and enchantments. I will create options for that in another comment later, if you are interested in that lmk. Now for potential suggestions....
Sword of Truth and Justice - Synergy, protection. Not needed but fun
Magus of the Coffers - Ramp rarely hurts. Lack of haste, weak body makes it less playable, but ramp is needed after they kill your commander a few times
Murderous Rider - Removal
Nirkana Revenant - Ramp, this and magus, while expensive, actually help you cast the other spells you need (Draw, removal, etc...) as opposed to having a cool creature that doesn't give you the best benefit
Dread Presence - Draw/removal
Mikaeus, the Unhallowed - Another target for removal aside from your commander
Vampiric Tutor - Tutor, not needed but helpful
Malakir Rebirth Flip/ Supernatural Stamina - Oh no, you destroyed my commander, whatever will I do....ooh, nice ETB creature you killed, Eminem's guess whose back plays. Notice how these 2 cards help mitigate a large weakness of the deck, commander removal.
Soul Shatter - Removal
Swiftfoot Boots - Not needed, but redundancy rarely hurts
Opposition Agent - Nice fetchland, tutor, ramp spell, etc...
War Room - Draw in a pinch
Feed the Swarm - Removal that targets enchantments, one of black's weaknesses
Yawgmoth, Thran Physician - Not needed, but profilerate is cool if you can't close out through combat
These are just general suggestions that have some immediate impact of being strictly better than current cards included as well as more synergistic.