Dissenter's Deliverance

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Dissenter's Deliverance

Instant

Destroy target artifact.

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

doc_frank_18 on Green cat can do that!

1 year ago

Take out Many Partings and put in Dissenter's Deliverance?

lagotripha on

4 years ago

IIRC, Become immense is usually a 1-of, because its another scale up without drawback if you only have 1. I remember seeing Distortion Strike , but I'm not sure where the space in the list is.

Sideboard options worrying about budget (the heirachs are more important); Wilt , Miscast , Dissenter's Deliverance , Aether Gust , Apostle's Blessing , Mystical Dispute . I remember seeing Viridian Corrupter and the spell that makes 2 infect tokens. I saw mono green once with Blight Mamba and Rancor , and b/g with crusader and thoughtsieze.

GamingInTheDark on B/G Fun with deathtouch

6 years ago

I like the concept that you're going for here. I got a few ideas to help improve the deck. I do love me a good list so sorry if this post seems a bit long.

To get the obvious thing out of the way I think you should improve the mana base ever so slightly. Just throw in some Overgrown Tomb and maybe a set of Woodland Cemetery and call it a day.

I would take out Gnarlwood Dryad and put in a Foulmire Knight . You don't have a consistent way of turning on delirium so Gnarlwood Dryad is just gonna be a 1/1 deathtoucher (and nothing else) for most of the game if not all of it. Foulmire Knight at least gives the versatility of giving you card draw and/or providing a deathtoucher.

I like Ambuscade and Clear Shot as cards but since Clear Shot is an inherently better card (because it gives +1/+1 rather than +1/+0) you should be running 4 of it before you start adding copies of Ambuscade .

Moving on to the sideboard, I think you should drop Dissenter's Deliverance in favor of Return to Nature . You lose the cycling ability but gain the power to answer not only artifacts but also enchantments and graveyard strategies.

Would also take out the Majestic Myriarch and throw in a copy of Blossoming Defense to round out your playset and make fighting removal based decks easier.

Between the deck currently consisting of 19 deathtouchers (23 if you count Hissing Quagmire ) and 7 one-sided fight spells the deck has no shortage of creature removal. Because you're in black you should have at least some level of hand disruption for when you end up fighting either control or combo decks. To this end, I would go down some number of the Grasp of Darkness / Dead Weight / Fatal Push in your side and replace them with Thoughtseize (Or Duress if you don't feel like paying $120+ on those).

theshadow2250 on gods

6 years ago

Sorceries: If you need some good board wipes for a reasonable cost (money wise, sadly not mana wise), I would look at something like Heaven//Earth (It couldnt find this card for some reason), You can take out flyers one turn and then save mana and let everyone forget that you have a nice boardwipe to cast right from your graveyard! In that vain of mana sinks Cut//Ribbons (It couldnt find this card for some reason) can also just end games if you can get enough mana for the second half of the spell, and as long as your graveyard isnt exiled you can get everyone at anytime. If you plan on having a good chunk of creatures tapped Harvest Season can be excellent ramp, as long as you are running a decent amount of basics. Never/Return is a good spot removal spell in your set as well, as you can take out any creature or planeswalker if needed. Beneath the Sands is a good ramp spell, that has cycling in case you don't need it. Hour of Revelation is also a great board wipe if needed.

Instants: If you want some counter spells, Cancel and Countervailing Winds are some of the better options available to you. Sadly there isn't a lot in the set to specifically target down artifacts and enchantments, but I do like Forsake the Worldly , Dissenter's Deliverance and Commit//Memory (It couldnt find this card for some reason). Hour of Glory seems like a good option for some creature removal as well, but there seems to be a lot of that from this block in particular

Artifacts/Enchantments: Seems good in these category might want to consider a mana rock like Pyramid of the Pantheon , it starts out slow, but can become a great mana source afterwards, as well as something like Sunset Pyramid for a bit of card advantage then some selection. Same goes for Riddleform , but instead of advantage it gives you a creature for a turn. and Cast Out can help take a permanent out for a bit if needed.

Planeswalkers: This one is a weird category for me to make remarks on. I know that not everyone likes Planeswalkers, but I love them. That being said though, this set has a few interesting ones, that might not be able to help you particularly much on one hand, Nicol Bolas, God-Pharaoh is an insane game closer, but is a bit expensive(both mana and money wise). Samut, the Tested can provide huge versatility, isn't too bad price wise, and is probably one of the better options for you. Gideon of the Trials is a pretty good flavor win, and has some good versatility but you have to pick between him being an attacker or protecting you from something big on board. and the only other one I'd even consider would probably be Nissa, Steward of Elements , not because shes that great, but because she can give you some card selection and even some good value with her [0] ability if used with her [+2]. I would only pick one or two of these though depending on the slots you have left from other stuff, as they give you some good value, but don't always progress your game plan with the deck by themselves.

Creatures: For the most part your creatures are fine. I'll just be putting in some suggestions for other options/utility. That being said Angel of Condemnation can be slow but ultimately help create mana ramp by flickering golos, then taking out some important creatures your opponents might lay down. Dreamstealer can offer some pretty good disruption against your opponents and make them have to keep a couple of creatures back as blockers. Majestic Myriarch might be a good finisher, but you might be good on those. Temmet, Vizier of Naktamun is also great for token decks.

Last but not least: Lands: These seem to be good, but watch out as too many utility lands can hurt your deck, and just make sure you add enough basics in for searches to actually grab the color you need. There are the cycling lands for this set, but they can be pricey :(

mgc974 on Best mono green commander from …

7 years ago

Oh and it's important to play creatures like Reclamation Sage , Woodfall Primus, Acidic Slime rather than cards like Naturalize, Dissenter's Deliverance or Crushing Canopy

Chromatic Lantern has no power here ^^

ALX on Help me make my R/G …

7 years ago

Ok, so after playtesting and trying out various different ideas I've pretty much decided this doesn't really work. I did discover that digging cards like Ancient Stirrings and Commune with Nature and cantrips like Dissenter's Deliverance and Edge of Autumn are a really fun way to put together combos though, so I've changed to the Brood Monitor / Eldrazi Displacer combo. This is better as it has more redundancy (Emrakul's Hatcher can replace Brood Monitor and either Flayer Drone or Altar of the Brood can be the win condition). This also means that virtually all combo pieces can be found by Ancient Stirrings (except Emrakul's Hatcher but Commune with Nature can still grab that if need be).

Birds of Paradise and Abundant Growth provide adequate color fixing.

Its quite consistent and can usually assemble the combo by Turn 5.

if you're interested you can check it out here: Colourless Brood Combo

Any further advice would be greatly appreciated. And thanks again to everyone who has helped out so far...

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