Destroy target creature or planeswalker with converted mana cost 3 or less.

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Format Legality
Commander / EDH Legal
Unformat Legal
Highlander Legal
Arena Legal
Block Constructed Legal
Modern Legal
Custom Legal
Standard Legal
Pioneer Legal
Leviathan Legal
Casual Legal
Legacy Legal
Brawl Legal
Pre-release Legal
Canadian Highlander Legal
Historic Legal
Duel Commander Legal
Oathbreaker Legal
Limited Legal
Gladiator Legal
Vintage Legal
Tiny Leaders Legal
1v1 Commander Legal

Latest Decks as Commander

Eliminate Discussion

Yuri200X on Mono black vehicles

1 week ago

Hey, homie!

Decided to take a look at what kind of shenanigans you're up to :)

I think you can swap Desert of the Glorified for Barren Moor since you're not using the Desert tech.

And since you're running a low land count maybe you could swap a few of your removals for some Hagra Mauling  Flip (this way you'll be able to keep more hands that you'd have to mulligan). Or maybe find some room for Blackbloom Rogue  Flip in case you feel it'd be useful.

Other than that maybe just 1 Castle Locthwain could be good.

I like your maindeck Inquisitions. I think maybe you could add 1 more to the sideboard. Distress is a good card, if you need to discard opposing creatures I say go for it, but if you see yourself facing against noncreature cards Duress may be better.

I think that now you can find room for Bloodchief's Thirst because it's awesome.. Even Eliminate is a good choice as well.

Why are you running Drain the Well in the sideboard?

relic of progenitus is a pretty solid choice.

cheer, mate :D

loricatuslupus on The Demise of Aggro in …

1 week ago

That's fair enough, but my point is that I enjoy playing these decks and don't want them to just get completely more often than not just because I haven't optimised them against one or two cards. I'm not expecting to win all or even most the the time playing jank but I'd still like to have fun and losing the same way to the same cards without even feeling like my opponent has any interest in what I'm doing categorically is not fun. I think my point also stands for more optimised aggro decks who would need a good hand to outpace ramp before Ugin drops on turn five. I know it can be done and my complaint isn't that he or the archetype is unbeatable, rather that the format itself is becoming more hostile and less interactive (which I personally find less enjoyable). Interestingly, the card you bring up as being poor - Haunt - is IMO one of the best cards in that deck and I defend its inclusion having played extensively with and without it. Yes, it's expensive but I never plan on casting it unless things have gone very wrong: Sorin cheats it out. That clause "from anywhere" is extremely important considering how many decks use the graveyard, dodges Fatal Push/Eliminate/Cast Down/Heartless Act and quickly grows beyond what burn can deal with. Wins games if it comes down T3 and isn't answered immediately. Yes Knight is an oversight, should be four of them and two Vampire of the Dire Moon - my mistake!

Tropical_December on Lose Condition Becomes Win Condition, …

1 month ago

As far as decks with similar gimmicks, there used to be a deck that would use Illusions of Grandeur to gain 20 life and utilized Donate to give an opponent a card that they had to pay an ever increasing oppressive tax, lest lose 20 life. As far as cards liken to your lose-con the aforementioned Illusions of Grandeur does a similar job, however, it is a relatively pricy card. A newcomer to the Magic cardpool is Nine Lives, this card may be too slow, requiring a donation affect and also requiring a way to get rid of a hexproof enchantment.

Oh and I just remembered there was a pretty recent deck that made use of Hive Mind in conjunction with Slaughter Pact or any of the other pacts(there is one for each color), simply cast the Hive Mind, cast a Pact, pass the turn and win.

Doom Blade, and Eliminate are great for killing aggressive beasts.

Draly on Munch

2 months ago

Always happy to see Sui-Black ! It used to be my deck of choice when I first started playing legacy competitively, it's a nice budget option for beginners. It has been a while since I last played it but I still have a good grasp of the format as a whole, so, if I may, I'd like to give you some advice. I think an ideal version deck can reach about 40% winrate when played perfectly (you probably won't win tournaments but you will not get destroyed either), but I also think yours may need a few tweaks. I'll try to be mindful of the budget constraint.

What strikes me when I look at your deck is the lack of interaction, one of the core components that makes Sui-Black viable in legacy is the access to efficient discard. If toughtseize is too expensive Duress and Inquisition of Kozilek can play the role just fine. I also don't think you should neglet Hymn to Tourach, on turn 2 it can sometimes be an instant win if for example you hit your opponents lands.

I'd get rid of Cremate and some number of Rouse and Aphotic Wisps, those cards simply don't do enough. Cremate, unless you know your meta is incredibly graveyard centric is too inconsenquential; yes it's card neutral but you still pay mana and tempo to essentially do nothing. If you still want to have access to this kind of effects for whatever reason I advise you to play Cling to Dust instead which can serve as card advantage later in the game. Regarding the other two, first you seem a little creature light to me, then they are an horrendous top deck, they open the door to 2-for-1s from your opponent and, even in the best case scenario, they're simply not that good. Rouse's kind of effects especially are usually not worth a card.

Similarly I don't really understand the presence of Village Rites... Your deck does not synergize with this kind of effects and I'm not sure you want to sac your already few creatures. If it's there to cash in targets of opposing removal, it's not really worth it. And, once again, terrible top deck. It's the kind of trap cards that feel good when they work but that we don't blame for losing because we usually don't think about what would have happened if we drew something else. You'd better be playing Sign in Blood (which also can double as a burn spell) or Cruel Bargain. Similarly I think Spoils of the Vault is somewhat of a trap too, but the card is both fun and unique enough that I won't complain :p

You could probably play more removal. There are the usual suspects Fatal Push, Dismember, Eliminate, Bloodchief's Thirst... But being mono-B you also have access to more niche options like Gatekeeper of Malakir, Geth's Verdict or even Spinning Darkness.

I won't touch on the SB too much, it needs to be tuned to your meta, but right now it looks more like a "maybe board" to me.

I hope you'll find this useful and I'd encourage you to take a look at this forum http://www.legacy-france.org/index.php?showtopic=13440&st=0 It's in french but decklists are in english and you may find interesting choices of cards in there. I especially like the first list, though it's a bit old and more on the controlling side than yours.

StopShot on Opposition Agent needs a preemptive …

2 months ago

Also if you’re running green you should be using Abrupt Decay over Eliminate or both.

jaymc1130 on Opposition Agent needs a preemptive …

2 months ago


My group had already been slotting Eliminate in a bit more often for testing as it handled the ever present Narset/Ashiok duo that every U/B deck is assured of running in every game and it could be a nice spot removal piece for things like Mindcensor or Tymna at times. But in a world with OP Agent the value of Eliminate goes way up. It's going to hit the offender and most of the complementary hate pieces to the strategy at the same time so it should be very very flexible. I think if I have to choose between Pongify and Eliminate for a final card slot it's a tough choice. U is easier to cast than 1B, and it works as a win condition when looped, but it doesn't hit Ashiok or Narset or Oko. Kind of a non issue for, say, Tasigur or Yuriko, but for T&T it's a rough, agonizing debate between the two for a card slot if there's only one slot available.

SynergyBuild on Opposition Agent needs a preemptive …

2 months ago

jaymc1130 Tbh flash sorta sucks in an OP Agent meta xD

StopShot YES!, I have raved about a bunch of those, specifically Molten Vortex and Dismember.

Since Fatal Push needs revolt to hit Breacher and OP Agent, I think options like Ulcerate could actually be relevant.

Path to Exile as well as Swords to Plowshares off will quite possibly be run a lot more together, and actually is really good of you and an opponent have OP Agents out, so you can remove theirs and steal a land simultaneously. Exiling removes Unearth/Reanimate shenanigans so white has a massive leg up in the removal category.

Rapid Hybridization/Pongify feel more akin to the red or black removal spells, and bounce is so-so, but obviously countermagic and steal effects are possibly the best ways to deal with OP Agent. Gilded Drake has gotten a ton better with cards like Kinnan, Breacher, and OP Agent being powerful options for any deck, often especially ones outside of the colors.

I think green decks like Yisan are the worst off, while Ulvenwald Tracker is probably the best, it doesn't have many options past that, so I think they are hurt by this shift a lot.

jaymc1130 new comment, actually really enjoy Eliminate, feels akin to Abrupt Decay, despite obviously being worse, and ofc Assassin's Trophy is really good too, like Path to Exile

Edit: Trophy&path are may abilities, so it's not a free card.

jaymc1130 on Opposition Agent needs a preemptive …

2 months ago


The single best piece of removal to find it's way into lists in the coming months is Path to Exile as this deals with the offending threat pretty permanently. It also combos very nicely with OP Agent itself to net a land to ensure a land drop when you miss a land draw to keep up the pace of tempo. Path is going to be the single most added card to deck lists in the next 6 months for these reasons. Pongify and Rapid Hybridization are the next two most effective removal pieces that will see additions to lists. Eliminate (and maybe Smother/Fatal Push) will be run in the 2 cmc removal slots more so than any card similar to Go for the Throat because it's restriction is usually slightly less problematic plus it can hit some of the very important complementary pieces (Narset, Ashiok, Maralen, Mindcensor, etc). Both Dark Betrayal and Human Frailty are fringe option considerations and while Snuff Out is no good but Deadly Rollick should be excellent for some deck archetypes (such as Yuriko).

The problem with most removal spells is that they tend to "destroy" the Agent and this doesn't really solve the problem. In my Maralen deck, for example, I'm already running Reanimate, Dance of the Dead, Necromancy, Animate Dead and have at times included for testing Unearth, Oversold Cemetery, plus a few other recursive elements. Just destroying the Agent is not a good way to deal with it, it's just going to come back (Noxious Revival, Regrowth, etc). You need to exile it. Swords and Path are the best bets, Winds of Abandon isn't terrible but it's also not instant speed. But the point here is that you want to exile the dude or find some sort of more permanent solution to the problem a la Gilded Drake/Oko than just spending some spot removal on a card that's going to make a return from the yard (Underworld Breach just to replay an Agent is a totally valid line to take in competitive settings, you'll just steal some one else's Breach to combo off). Can't stress this enough, you'll want to exile the Agent, not destroy it.

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