Doom Blade

Doom Blade

Instant

Destroy target nonblack creature.

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Trade

Have (3) Fatalkiller246 , gildan_bladeborn , CompleteWaste
Want (2) evolve , ivaggione

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper EDH Legal
Pioneer Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Doom Blade Discussion

LordBlackblade on Social Contract and LD

6 days ago

I feel like it really has more to do with the psychology of it than anything. Here's the hierarchy as I see it (for a given permanent card I guess, though most steps would apply to non-permanents as well):

I'm going to use Llanowar Elves as my example.

  1. You cast Llanowar Elves , it resolves and survives the turn (Ideal)
  2. You don't cast Llanowar Elves because it isn't in your hand (it is either still in your deck or has been milled. In either case it is not an option at this time. Essentially it is out of sight, out of mind).
  3. You cast Llanowar Elves , it resolves and is then immediately gets destroyed with Doom Blade (You still got to play it, it just got answered)
  4. You attempt to cast Llanowar Elves , it gets countered via Counterspell . (You were able to attempt to cast it, but it got shot down)
  5. You are unable to cast Llanowar Elves because you have insufficient mana (You don't get to even attempt to play the game)

In my opinion, as you go from 1 to 5, things get more frustrating for you as a player. Land destruction increases the odds of finding yourself in situation 5.

I feel like for a lot of players, it's not so much about the impact on the game really, but how much of an opportunity they feel they've had to impact the game. We're all here to play, if you don't get to play, that feels bad.

I hope I articulated this well. Again, this just comes from my own personal experiences as a player and from talking with my playgroup.

MountainWulf on Official missing/incorrect card/token thread

1 week ago

I think this is the right place to put this. I had a deck with a rare count at two but when Strixhaven came out, it jumped up to four, even though I only have two rares in it. It seems to be counting Doom Blade as a rare, even though it's an uncommon. I think it's because Strixhaven has a Doom Blade that's rare.

TriusMalarky on Mono Black

2 weeks ago

Popped in off reddit.

Worn Powerstone , Thran Dynamo , Dark Ritual , plus some of the other mentioned rocks in the reddit comment section.

Crypt Ghast , Nirkana Revenant are amazing. Cabal Stronghold is great, too, although Cabal Coffers and Lake of the Dead are much better if you happen to have a couple hundred lying around.

Definitely pick up some more spot removal such as Doom Blade , Cast Down , etc. Other than that, maybe a few more card draw spells. Read the Bones is amazing.

After that, you just need to tune it to your liking.

Mtg_Mega_Nerds on Lazav Light Mill Deck

3 weeks ago

Add Glimpse the Unthinkable and Maddening Cacophony for some large mill. Add better counterspells like Counterspell , Didn't Say Please , Disallow and Thought Collapse . Take out Bone to Ash , Cancel , and other bad counterspells. Add better removal like Dimir Charm , Heartless Act and Drown in the Loch . Take out Doom Blade and bounce spells. If you still want a bounce spell, add Brazen Borrower . Take out Illusionary Armor and Exquisite Blood for Lightning Greaves and Swiftfoot Boots . You need better ramp so definitely add Sol Ring , Arcane Signet , Dimir Signet and add Command Tower for a land. Add Cloak of Mists and Aether Tunnel for Tricks of the Trade and Way of the Thief . Go infinite with Rings of Brighthearth + Basalt Monolith + Mind Grind . This isn't a mill win condition, but if you want to do something janky, you could do Tree of Perdition + Reduce in Stature + Sovereign's Bite to reduce an opponent to 0 life. Here's a lot of cards to put in. Hope this helps

Grubbernaut on Bring in from outside the …

3 weeks ago

I'm not sure about cards that specifically disallow "wishing" in cards from outside of the game, but typically wish decks are a bit slower. For that reason, cheap counterspells ( Spell Pierce , Force of Negation , Mystical Dispute , Negate , Dovin's Veto , Spell Snare , etc) are often effective.

Alternatively, just go faster!

What are his actual win conditions? Depending on your colors, there's tons of good removal in modern to hit creatures. Fatal Push , Bloodchief's Thirst , Heartless Act , even cheap things like Doom Blade or Go for the Throat if you want budget options. Path to Exile , Oust , Condemn , and of course sweepers like Wrath of God , Damnation , Supreme Verdict , Extinction Event , etc

It really depends on what his deck is specifically trying to do, and also what kind of deck you'd like to play.

StopShot on I need help choosing another …

4 weeks 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.

DrunkManSquakin666 on Kaalia's AngHellic Onslaught

1 month ago

@ BotaNickill

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

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