Enchanter's Bane

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Enchanter's Bane

Enchantment

At the beginning of your end step, target enchantment deals damage equal to its converted mana cost/mana value to its controller unless that player sacrifices it.

_Kane_ on Valgavoth, Harrower of souls (HF-1)

1 week ago

Hey, welcome to TappedOut.net! I would recommend listing you basic lands under one art image so the counts are more accurate. We can chat about the mana base another time.

Here are a few quick suggestions;

Sulfurous Springs - Replace Ash Barrens

Basilisk Collar - Lifelink to keep your HP at a healthy amount and deathtouch for a decent chump-blocker.

Razorkin Needlehead - Ping dmg on opp turns.

Blasphemous Edict - Board wipes are needed along with targeted removal.

Stormfist Crusader - Card draw

Roiling Vortex - This reads, "Yes, yes, and more please."

Scrawling Crawler - Yes, you have your opps drawing more cards, but they will pay for it with their life. You will also draw more cards. Taking advantage of the "symmetric" card draw by making it weighted in your favor.

Florian, Voldaren Scion - Card selection and Card draw.

Underworld Dreams - Ping dmg on opp turns.

Withering Torment - Enchantment removal is extremely rare in Rakdos Colors.

Ankh of Mishra - Ping dmg on opp turns.

Rug of Smothering - Ping dmg on opp turns.

Nightshade Harvester - Ping dmg on opp turns.

Magebane Lizard - Ping dmg on opp turns and keeps spell decks in check.

Cemetery Gatekeeper - Exile someone's fetch land from a GY. Then, whenever a player play a land you ping for 2 dmg.

Malakir Rebirth  Flip - A tapped land with a great spell on the backside.

Reanimate - Any graveyard...

I believe you opened a Bloodthirsty Conqueror!!

Expensive:

Sheoldred, the Apocalypse

Bloodchief Ascension

Orcish Bowmasters

Ob Nixilis, Captive Kingpin

Deflecting Swat

Jeska's Will

Deadly Rollick

Solphim, Mayhem Dominus

Zo-Zu the Punisher - I may have one of these for trade. I'll check.

Dauthi Voidwalker

Opposition Agent

As far a cuts:

Vile Entomber - Easy cut.

Olivia, Crimson Bride I would lose the graveyard reanimator subtheme.

Valgavoth's Lair - With your deck only being in two colors and with no add value for the land being an enchantment (the extra card type becomes more of a risk than reward), I would cut this land.

Enchanter's Bane - Just not strong enough and the damage isn't on your opponents turns.

Mask of Griselbrand - Too expensive to cast/equip and requires the creature to die for the card draw to trigger.

Temple of the False God - Easy cut. The pay off isn't there and the number of times you won't be able to tap this land for mana isn't worth the upside.

Light Up the Stage - There is better card draw.

Braids, Arisen Nightmare - The group slug effect is nice, but a potential cut due to being non-targeted removal/group sacrifice.

Massacre Girl - Black has better board wipes that can't miss.

Ash Barrens - Easy cut for a land more suited to your deck build.

Bloodfell Caves - Easy cut for a land more suited to your deck build.

Asder on Card creation challenge

1 year ago

Redeemed Sapling

Creature - Plant

Defender

When Perditous Sapling enters the battlefield, your life total becomes equal to the greatest life among your opponents.

: Transform Perditous Sapling. Activate only if you have the lowest life total.

0/2


Perditous Sapling

() Creature - Tree

When this creature transforms into Perditous Sapling, each opponents life total becomes equal to the lowest life total among them.

0/4


Tree of Perdition and Tree of Redemption pet cards of mine so I jumped at a chance to make an homage to them.

Create red card that interacts with enchantments. Keep in mind that this is something outside of reds colour pie. The only card I'm aware of that does it is Enchanter's Bane.

TanhelNet on The Worst Tribal Idea(Syrix, Carrier of the Flame)

1 year ago

A really cool idea. I know the difficulties of that "tribe" very well, too.

Don't know your budget, but how about some permanent damage multipliers? Curse of Bloodletting, Dictate of the Twin Gods, Bitter Feud, Gratuitous Violence, Insult / Injury, Fiery Emancipation, City on Fire, Molten Echoes. And if you're playing against enchantment-heavy decks, how about Enchanter's Bane?

Furthermore, i personally think that the curses, like Curse of Shaken Faith or Curse of Fool's Wisdom or Curse of the Nightly Hunt are really good options to disrupt your opponents, especially those who play strategies that work a bit too well against BR.

Good luck with your deck, hope i could help you!

DemonDragonJ on How is Camaraderie a Bend?

2 years ago

TypicalTimmy, TheOfficialCreator, I enjoy EDH very much, but I do not want one format to warp the entire game, as that would not be fair to every other format. For example, I can accept Enchanter's Bane, as that is a way for red decks to punish enchantments without actually destroying them, but not Feed the Swarm, as I feel that that simply is too different from what black has done, before. I think that Mire in Misery and Extract the Truth are acceptable, however, because they allow a player to choose which enchantment that they lose.

Optimator on You break it you buy it.

2 years ago

Also, consider Chaos Warp and Feed the Swarm. Some of the very few ways a Rakdos deck can reliably remove enchantments, other than running colorless stuff like All Is Dust and Oblivion Stone. Wild Magic Surge seems okay. Definitely not a bad card--it can destroy problem lands too.

Spells like Mire in Misery, Pharika's Libation, and Extract the Truth can be unreliable. Sometimes they're good though.

Enchanter's Bane I think is a bit underrated. Not sure it fits the deck but I just remembered it. It keeps working every turn.

TheoryCrafter on Blood Moon Debate

2 years ago

Personally I see little difference between playing Blood Moon and dropping a board wipe on an opponent whose topdecking. You win a war by depriving your opponent of resources.

Not to mention we're approaching 30,000 cards with different names and we have the ability to purchase online. There's no reason why you can't adapt your deck(s) to turn your opponent's strengths against him. That includes, but not limited to, restricting your nonbasic lands to ones that can produce red mana, adding creatures with Mountainwalk, and playing cards such as Conversion, Enchanter's Bane and Mind Bend.

In Casual there's no reason ANYTHING should be banned.

patmurphy1986 on Lathliss Commander

2 years ago

Ok here is my take on the budget side. TLDR: Land total and Ramp increased. A lot of subpar removal taken out, and better ones put in. Some cheaper dragons/shapeshifters added to smooth out curve and provide cheap dragon drops for commander ability. Most importantly is added some value for getting extra dragons from cards, either by creating tokens or playing them for free from hand/deck. Added in 3 additional wincons similar to Terror of the Peaks to make it easier to win just by populating board and swinging in. Note that the wincons also can serve as creature removal, which is why so many of the outs are instant/sorcery removals

Wuzibo on Questioning the Iona Banning

2 years ago

ZendikariWol

Any removal spell that can give your opponent that same permanent back for free, or an eldrazi titan for free, is not good or efficient. Even if it is successful, it goes back into their library, where they can just draw it again and put it back out, or tutor it out. I have chaos warped leyline of the void only for it to come right back out.

Enchanter's Bane is also not removal, and it at best puts the leyline player on a 10 turn clock. the RIP player will be on a 20 turn clock. That's assuming they don't have any lifegain, which they probably do because they're playing white, and they have plenty of ways to respond to an enchantment like that, so they could kill it before it becomes a problem to them. They start with 40 life. Having to pay 2 per turn cycle to keep me locked down isn't so bad. It's not a bad card, but it doesn't do what red needs, which is get rid of the enchantment. It's not an answer to enchantments. It's a tax on an enchantment. If they can pay the tax, it doesn't really do anything. They can also just get rid of the thing causing the problem for them/taxing them. You can't just Generous Gift a Disenchant. So, really, the options available to red to deal with enchantment based hate pieces are only colorless.

Chaos Warp and Enchanter's Bane are efficient? Compared to what? 2 or 4 extra mana to exile something as opposed to just putting it back in their library and potentially giving them something for free is more efficient. It's commander. There's usually so much mana flying around, you need good effects, not cheap effects. Efficiency is important, but, it actually being a solution to the problem and not just a bandaid is important too. Beast Within, Generous Gift and Anguished Unmaking are more efficient for the same cost as chaos warp. Seal of Cleansing is more efficient in the same card type and for the same cost as Enchanter's Bane. i can't run any of those in mono R, though. Introduction to Annihilation is more efficient since it actually gets rid of it permanently. Destroying something is efficient at about 3 mana. Exiling it is definitely efficient at that level, and is maybe efficient at 5 mana. Shuffling it back into their deck would be efficient at like, 2 or 1 mana, but not at 3. For three mana, it needs to be destroying it. On top of that, it gives them a permanent- and not a generic 3/3 - so it should be cheaper if it was "efficient". Efficiency is effect over cost, not just cost. If it was just cost, Shock would be as efficient as Lightning Bolt.

Snap157

I'm fine with silver bullets. They're good for the format. People should have to build around them. That's why i didn't like the rule change where people couldn't lose access to their commanders by having them shuffled away. That was a silver bullet to people who built a deck overly dependent on the commander. Voltron - the archetype built around commander damage - can build around this by just including some other creatures in the deck and throwing all their voltron equipments on them and winning with regular damage in the event their commander got Condemned or Chaos Warped. Yisan can play around Stranglehold even without removing it by just being a good green deck in the traditional sense, having strong creatures and the ramp to cast them. I build around "everything" to the degree it's possible. My daretti deck could play around graveyard hate by just being a good artifact deck in general. Get some ramp, throw Winter Orb Vedalken Orrery and Unwinding Clock out and just cast stuff on their turns to keep growing your board. Kaalia functioned without Kaalia because i played in a pod with marath who could blow her up in response to me trying to equip her. So I ran enough ramp to just hardcast everything and "Angel, Demon, and Dragon Tribal" is good enough on its own.

Iona is a silver bullet, yes. She's not "insta lose" though. You could still hit her with anything colorless. Her + painter's servant is actually "Insta lose".

fadelightningmm

Yeah that's exactly it. In 2012, this ban would have made sense. Now it just doesn't. There's so much more to do in magic now. There's so many more answers. I know people hate on them, but Scour from Existence and Introduction to Annihilation are two of the most important cards ever released for this format because they now give exile type removal of any permanent to all the colors. It is watering down the color pie a little bit, but, they're expensive enough it doesn't really detract from white. They still get to do it for much cheaper. They're not really better options than most other things, but, to colors that don't have access to those effects, it's huge. It gave every color a way to deal with problematic indestructible stuff, and a way to deal with problematic things that keep coming back.

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