Door to Nothingness

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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
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Door to Nothingness

Artifact

This enters the battlefield tapped.

, , Sacrifice this: Target player loses the game.

TypicalTimmy on Card creation challenge

3 months ago

Count Marivold, The Mad

Legendary Creature - Vampire Spirit

All creatures have lifelink.

Whenever a source causes an opponent to gain life, you gain 1 life.

Pay 100 life, : Target player loses the game.

Imagine selling your soul for power, and then losing your soul while still mortal. A paradox to be sure, but one of twice the eternal torment. Enslaved by not only your own ambition, but your sin as well.

3/3


Oh, Door to Nothingness on a stick?

Aetherflux Reservoir on a stick?

Ha, no thank you. I'll take that Tainted Remedy, though ;)

Also Angelic Accord, just for funsies >;)


Repeat

Jakobe3757 on 5-Color

11 months ago

I know you said you like this deck for more fun so I'd suggest adding Door to Nothingness. It can even be fun in big group games too!

legendofa on Cube idea, good or bad? …

1 year ago

Delphen7 Good point about losing combo pieces. I would try to keep this casual and friendly, but letting people know of the risks is a good idea.

I thought about Jace, Wielder of Mysteries + Tainted Pact, but Pact will stop at basic lands. If someone builds a draft deck with no more than one of each basic land and wins, they deserve that win. Demonic Consultation is better, but it slips under my desired 6+ mana. The Malignus one is great, and I had Door to Nothingness and Coalition Victory on the list, so good ideas there.

Sunbird's Invocation triggers on cast, not resolution, so I guess it won't work with Approach of the Second Sun...

Delphen7 on Cube idea, good or bad? …

1 year ago

Thoughts

I think it's an interesting idea, I'd just make sure the people you're playing with are emotionally ready to potentially lose a bomb or combo piece. Otherwise (╯°□°)╯︵ ┻━┻) might happen

You touched on mana fixing, but another way to solve Caerwyn's issue would be to have high quantity of colorless cards, so that everyone can play them regardless of what colors they're actually on.


Additional Combos

I don't think Sunbird Invocation combos with a single Second Sun.

notjinzo on 5 Color Artifact Deck

1 year ago

Second post because I forgot to look for 5 color mana ramp spells like Timeless Lotus or Channel the Suns. Alternatively you have the makings for a Door to Nothingness deck here too.

DemonDragonJ on Commander Masters Previews and Speculation

1 year ago

Righteous Aura has not been reprinted in a long time, so I definitely would like to see it reprinted, in this set.

Akroma's Memorial, Door to Nothingness, and The Immortal Sun could all use reprints, to keep them available an inexpensive.

wallisface on Door to TRON

1 year ago

Some thoughts:

legendofa on Kenrith,the returned king plus door …

1 year ago

Welcome to the club, Mattzr01!

The deck description says it came from the Commander's Quarters YouTube channel. Is it a direct copy, or did you use that deck as inspiration? What lines of play are used or recommended in the video?

If the intent is to win by using Door to Nothingness on each opponent, you want to focus heavily on generating mana and slowing the game down. Since you need two mana of each color and a specific card in play to knock out an opponent, your immediate concerns should be reaching those marks. Ramp, color fixing, and card draw and tutoring should make up most of your early game, using your control elements to protect your key cards and prevent an opponent from getting too far ahead.

On the subject of control, don't waste your control effects on trivial threats. Cast your Plaguecrafter or Foundation Breaker or Austere Command or whatever when you see a major threat or obstacle that must be removed for you to win. Knowing the difference between an annoyance that can played around and a kill-on-sight card/combo is critical for slower decks.

I understand and respect that you're not looking for card suggestions with this thread, but there are a few cards in there that I don't fully see the purpose for. They don't appear to help you win in any significant way, unless I'm missing a combo or something.

Above all, have fun with it!

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