Endbringer

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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
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Endbringer

Creature — Eldrazi

Untap Endbringer during each other player's untap step.

: Endbringer deals 1 damage to any target (creature, player, planeswalker or battle).

, : Target creature can't attack or block this turn.

, : Draw a card.

trippy_mcfly on Cumly Cube

2 months ago

Introducing Cumly Cube 1.4.1! 4 months ago, Cumly Cube 1.4 was released. This was the final major update. As promised, minor tweaks would continue, both to fix any remaining imbalances and keep the card pool fresh. The following 19 swaps should help remove some dominant strategies, specifically by curtailing the power of the “green slop” archetype. The additions also add a lot of new excitement to the cube in only 19 cards; there are multiple cards that introduce the monarch into the game, making this a more central mechanic of Cumly Cube, and there is one card that can be used as a niche combo finish with a Cumly Cube staple.

Here are the changes, provided with brief justifications:

REMOVED:

  1. Artifact Mutation: too powerful
  2. Aura Mutation: too powerful
  3. Captain Sisay: too powerful
  4. Chromatic Lantern: mana fixing should not be this easy
  5. Druid of the Anima: too obvious a choice of Cumly
  6. Endbringer: too powerful in multiplayer
  7. Explosive Vegetation: mana fixing should not be this easy
  8. Firemind Vessel: mana fixing should not be this easy
  9. Gilded Goose: too obvious a choice of Cumly
  10. Gilded Lotusfoil: too much ramp
  11. Glissa Sunseeker: too hateful against artifact decks
  12. Growth Spasm: too much ramp
  13. Growth Spiral: too much ramp
  14. Jetmir, Nexus of Revels: too obvious a choice of Cumly
  15. Joiner Adept: too obvious a choice of Cumly
  16. Karakas: too powerful
  17. Library of Alexandria: too powerful
  18. Muldrotha, the Gravetide: too powerful
  19. Worldfire: an iconic Cumly Cube card, but sadly too unbalanced due to the ability to float mana and cast your Cumly after, almost certainly winning the game. This strategy still exists with Apocalypse, but is less of a guarantee now

ADDED:

  1. Afterlife Insurance: supports the Spirit creature type and instant synergies
  2. Arcane Encyclopedia: supports artifact decks
  3. Court of Ardenvale: the monarch is now supported more heavily in Cumly Cube
  4. Eldrazi Confluence: supports Eldrazi decks
  5. Fiend Hunter: supports the Human creature type
  6. Horizon of Progress: a utility land to help with mana fixing
  7. Moira, Urborg Haunt: supports the Spirit creature type and graveyard synergies
  8. Palace Sentinels: the monarch is now supported more heavily in Cumly Cube, and supports the Human creature type
  9. Papalymo Totolymo: supports the Dwarf creature type and noncreature synergies
  10. Refocus: supports instant synergies
  11. Rile: supports instant synergies and works well with Dinosaurs
  12. Sage of Hours: supports the Human creature type and +1/+1 counter decks
  13. Secluded Courtyard: encourages creature synergies
  14. Sigarda, Champion of Light: supports the Angel creature type and the Human creature type
  15. Staunch Throneguard: the monarch is now supported more heavily in Cumly Cube, and supports the Construct creature type
  16. Thassa's Ire: supports enchantment decks and can do some very powerful things with certain creatures
  17. The Golden Throne: supports sacrifice decks and facilitates possible great comebacks
  18. Three Tree City: encourages creature synergies
  19. Wizard's Rockets: a utility artifact to help with mana fixing

trippy_mcfly on Cumly Cube

5 months ago

Introducing Cumly Cube 1.4! Two months ago, Cumly Cube was updated to Cumly Cube 1.3, which was touted as balanced and without any notable flaws. There is no more insidious poison than hubris! Many cards remained that were too strong, or close to unplayable. Many archetypes existed in the cube but had too little support to ever be worth drafting. Many cards failed to fit the ethos of Cumly Cube. With 89 more cuts and adds, I am now pleased to announce that, this time, Cumly Cube has reached a final form! Perhaps a few cards are still too strong, too weak, or out of place, but the vast majority of the draft pool is now in an acceptable state. Any further changes to Cumly Cube 1 will exist as minor updates, swapping out only a few cards at a time. This means that there will never be a Cumly Cube 1.5, only 1.4.1, 1.4.2, etc.

Here are the changes, provided with brief justifications:

REMOVED:

ARTIFACT

  1. Basilisk Collar: equipment is not part of Cumly Cube 1
  2. Hedron Archivefoil: cut to weaken the artifact archetype
  3. Mox Diamond: cut to weaken the artifact archetype
  4. Mox Opal: cut to weaken the artifact archetype
  5. Mox Tantalite: cut to weaken the artifact archetype
  6. Sensei's Divining Top:cut to weaken the artifact archetype

CREATURE

  1. Academy Manufactor: cut to weaken the artifact archetype
  2. Archfiend of Spite: madness is not part of Cumly Cube 1
  3. Arsenal Thresher: too weak
  4. Augmenting Automaton: too weak
  5. Autonomous Assembler: Assembly-Workers have been cut from Cumly Cube 1
  6. Baleful Force: too weak
  7. Battleground Geist: cut for a better Spirit card
  8. Belligerent Hatchling: too weak
  9. Bloodpyre Elemental: too generic of a red card
  10. Bloom Hulk: there are better proliferate engines available in Cumly Cube
  11. Copperhorn Scout: cut to weaken the Elf creature type
  12. Crosis, the Purger: too annoying to play against
  13. Deathrite Shaman: cut to weaken the Elf creature type
  14. Deus of Calamity: too weak
  15. Dutiful Replicator: Assembly-Workers have been cut from Cumly Cube 1
  16. Dwynen's Elite: cut to weaken the Elf creature type
  17. Emperor's Vanguard: cut to weaken green
  18. Farhaven Elf: cut to weaken the Elf creature type
  19. Fear of Exposure: cut to weaken green
  20. Fertilid: cut to weaken green
  21. Galazeth Prismari: cut to weaken the artifact archetype
  22. Geyserfield Stalker: too weak
  23. Greater Gargadon: suspend is not part of Cumly Cube 1
  24. Hallowed Priest: cut for an identical card to support the Cat creature type
  25. Heedless One: cut for a similar card to better support the Elf creature type
  26. Hematite Golem: too weak
  27. Hunted Horror: too weak
  28. Impetuous Devils: too generic of a red card
  29. Jeskai Student: too weak
  30. Junktroller: too weak
  31. Lashweed Lurker: emerge is not part of Cumly Cube 1
  32. Llanowar Visionary: cut to weaken the Elf creature type
  33. Lodestone Golem: we have seen enough of this card in other formats
  34. Lunar Avenger: too weak
  35. Maze Behemoth: cut to weaken green
  36. Mishra's Self-Replicator: Assembly-Workers have been cut from Cumly Cube 1
  37. Morselhoarder: too weak
  38. Night Incarnate: too generic of a black card
  39. Omnath, Locus of the Roil: cut to weaken the Elemental creature type
  40. Phantom Nishoba: too weak
  41. Quirion Ranger: cut to weaken the Elf creature type
  42. Scalding Devil: cut to make room for more interesting Devil creatures
  43. Self-Assembler: Assembly-Workers have been cut from Cumly Cube 1
  44. Seton, Krosan Protector: cut to weaken green
  45. Soul of Zendikar: cut to weaken green
  46. Teferi's Sentinel: too weak
  47. Thought Monitor: cut to weaken the artifact archetype
  48. Torbran, Thane of Red Fell: too generic of a red card
  49. Ulamog, the Infinite Gyre: cut to make room for more balanced Eldrazi creatures
  50. Walking Ballista: cut to remove an infinite combo payoff accessible from the Cumly Zone

ENCHANTMENT

  1. Aura Shards: too powerful
  2. Blood Moon: we have seen enough of this card in other formats
  3. Impending Disaster: too weak
  4. In Bolas's Clutches: cut for a similar but more expensive version of this effect
  5. Night Soil: cut due to the presence of two other very similar cards
  6. Revel in Riches: too powerful
  7. Urban Utopia: cut to weaken green

LAND

  1. Ancient Tomb: too powerful
  2. Flagstones of Trokair: too weak
  3. Mishra's Workshop: too powerful
  4. Urza's Saga: too powerful

INSTANT

  1. Accelerate: too generic of a red card
  2. Bedevil: spot removal has been removed in favor of removal found in commands, charms, and confluences
  3. Fading Hope: too generic of a blue card
  4. Fissure: spot removal has been removed in favor of removal found in commands, charms, and confluences
  5. Fracture: spot removal has been removed in favor of removal found in commands, charms, and confluences
  6. Frazzle: too generic of a blue card
  7. Inside Out: too weak
  8. Lens Flare: spot removal has been removed in favor of removal found in commands, charms, and confluences
  9. Schismotivate: too weak
  10. Seize the Initiative: too weak
  11. Volt Charge: spot removal has been removed in favor of removal found in commands, charms, and confluences

PLANESWALKER

  1. Karn Liberated: too generic and powerful of a draft pick
  2. Nissa of Shadowed Boughs: animating lands is not part of Cumly Cube 1

SORCERY

  1. Broken Bond: spot removal has been removed in favor of removal found in commands, charms, and confluences
  2. Chain Reaction: too generic of a red card
  3. False Dawn: too weak
  4. Grim Tutor: too powerful
  5. Ice Storm: spot removal has been removed in favor of removal found in commands, charms, and confluences
  6. Lava Flow: spot removal has been removed in favor of removal found in commands, charms, and confluences
  7. Sinkhole: spot removal has been removed in favor of removal found in commands, charms, and confluences
  8. Tezzeret's Gambit: too powerful
  9. Wildfire: too generic of a red card

ADDED:

ARTIFACT

  1. Banner of Kinship: encourages building around creature types
  2. Conduit of Worlds: supports graveyard synergies
  3. Pillar of Origins: encourages building around creature types

CREATURE

  1. Aetherjacket: supports the Thopter creature type
  2. Ajani's Pridemate: replaces Hallowed Priest to support the Cat creature type and lifegain synergies
  3. Akroan Conscriptor: supports spellslinger synergies
  4. Alibou, Ancient Witness: supports the Golem creature type and other artifact decks
  5. Ancient Cellarspawn: supports the Demon, Horror, and Nightmare creature types
  6. Angelic Aberration: supports the Angel and Eldrazi creature types
  7. Axgard Artisan: supports the Dwarf creature type
  8. Bloodwater Entity: supports spellslinger synergies
  9. Brass Herald: supports the Golem creature type and encourages building around creature types
  10. Campus Guide: supports the Golem creature type
  11. Chief of the Foundry: supports the Construct creature type and other artifact decks
  12. Chrome Courier: supports the Thopter creature type
  13. Cursed Wombat: supports the Nightmare creature type and +1/+1 counter decks
  14. Darksteel Colossus: supports the Golem creature type
  15. Duergar Hedge-Mage: supports the Dwarf creature type
  16. Eidolon of Blossoms: supports the enchantment archetype
  17. Endbringer: supports the Eldrazi creature type
  18. Essence Depleter: supports the Eldrazi creature type
  19. Gimli, Mournful Avenger: supports the Dwarf creature type
  20. Gishath, Sun's Avatar: supports the Dinosaur creature type
  21. Herald of Slaanesh: supports the Demon creature type
  22. Hunting Velociraptor: supports the Dinosaur creature type
  23. Immaculate Magistrate: replaces Heedless One to support the Elf creature type
  24. It That Heralds the End: supports the Eldrazi creature type
  25. Kozilek's Channeler: supports the Eldrazi creature type
  26. Mayhem Devil: supports the Devil creature type
  27. Patrician Geist: replaces Battleground Geist to support the Spirit creature type
  28. Petravark: supports the Beast creature type
  29. Pillardrop Warden: supports the Dwarf and Spirit creature types
  30. Precursor Golem: supports the Golem creature type
  31. Prosperous Pirates: supports the Pirate creature type
  32. Quandrix Pledgemage: supports the Merfolk creature type and spellslinger synergies
  33. Roaming Throne: supports the Golem creature type and encourages building around creature types
  34. Rootwater Hunter: supports the Merfolk creature type
  35. Shambling Suit: supports the Construct creature type and other artifact decks as well as enchantment decks
  36. Shantotto, Tactician Magician: supports the Dwarf creature type and spellslinger synergies
  37. Smokebraider: supports the Elemental creature type
  38. Solarion: supports the Construct creature type
  39. Species Specialist: encourages building around creature types
  40. Squealing Devil: supports the Devil creature type
  41. Tayam, Luminous Enigma: supports the Beast and Nightmare creature types
  42. The Balrog of Moria: supports the Demon creature type
  43. The Lady of Otaria: supports the Dwarf creature type
  44. Three Tree Mascot: adds mana fixing and encourages building around creature types
  45. Titans' Vanguard: supports the Eldrazi creature type
  46. Torch Fiend: supports the Devil creature type
  47. Ulamog's Dreadsire: supports the Eldrazi creature type
  48. Vengeful Devil: supports the Devil creature type
  49. Venomcrawler: supports the Demon creature type
  50. Wavecrash Triton: supports the Merfolk creature type and spellslinger synergies
  51. Zara, Renegade Recruiter: supports the Pirate creature type

ENCHANTMENT

  1. Destructive Flow: offers a land destruction engine that can provide a large advantage in some decks
  2. Efficient Construction: supports the Thopter creature type
  3. Keldon Twilight: offers a creature destruction engine for aggressive decks
  4. Lay Claim: replaces In Bolas's Clutches as a more expensive control spell
  5. Might Makes Right: encourages large creatures and can be used in conjunction with sacrifice synergies as a creature destruction engine
  6. Porphyry Nodes: offers a creature destruction engine for slower decks
  7. Retreat to Kazandu: supports landfall synergies
  8. Shivan Harvest: offers a land destruction engine and supports sacrifice synergies
  9. Sunken Hope: offers a creature bounce engine for slower decks
  10. Whirlwind of Thought: supports spellslinger synergies

LAND

  1. Foundry of the Consuls: supports the Thopter creature type

INSTANT

  1. Atarka's Command: commands have been added to Cumly Cube to provide interaction and versatility
  2. Aura Mutation: quite similar to Artifact Mutation
  3. Brokers Confluence: confluences have been added to Cumly Cube to provide interaction and versatility
  4. Cabaretti Confluence: confluences have been added to Cumly Cube to provide interaction and versatility
  5. Dromoka's Command: commands have been added to Cumly Cube to provide interaction and versatility
  6. Kolaghan's Command: commands have been added to Cumly Cube to provide interaction and versatility
  7. Lorehold Command: commands have been added to Cumly Cube to provide interaction and versatility
  8. Maestros Charm: rounding out the charms in Cumly Cube to provide interaction and versatility
  9. Maestros Confluence: confluences have been added to Cumly Cube to provide interaction and versatility
  10. Obscura Charm: rounding out the charms in Cumly Cube to provide interaction and versatility
  11. Obscura Confluence: confluences have been added to Cumly Cube to provide interaction and versatility
  12. Ojutai's Command: commands have been added to Cumly Cube to provide interaction and versatility
  13. Pulse of the Fields: supports lifegain synergies
  14. Quandrix Command: commands have been added to Cumly Cube to provide interaction and versatility
  15. Riveteers Charm: rounding out the charms in Cumly Cube to provide interaction and versatility
  16. Silumgar's Command: commands have been added to Cumly Cube to provide interaction and versatility
  17. Silverquill Command: commands have been added to Cumly Cube to provide interaction and versatility
  18. Siren's Ruse: supports the Pirate creature type and blink synergies

PLANESWALKER

  1. Saheeli, Filigree Master: supports the Thopter creature type
  2. Vraska, Golgari Queen: supports sacrifice synergies

SORCERY

  1. Renegade Tactics: replaces Accelerate as a less typical red card
  2. Roar of the Crowd: encourages building around creature types
  3. Temporary Insanity: stealing creatures is a small but important part of Cumly Cube
  4. Witherbloom Command: commands have been added to Cumly Cube to provide interaction and versatility

Veghelia on Combat Superiority

1 year ago

Crow_Umbra, thank you for your feedback and suggestions!

If you're interested in sparring a bit, I've looked into your feedback and I have some thoughts. If any of this brings up other ideas or you have other suggestions, I’d love to hear it.

Regarding using more goad and embracing "being the villain":

I'm very much still experimenting with being as "supportive" with this deck as I can be, since that is really the desire I have that got me to make this deck. I derive enjoyment from seeing the table enjoy what I do and playing with me, and not forcing them to play along is an important part of that. I've made another deck (Death or Mogis) that a lot of my friends love to play against or play themselves, and I'm trying to do a similar thing here, but more combat-focused. I’ll leave the idea of embracing "being the villain" open, but I first want to figure out if I can make the "I'm your best friend in a game without allies" approach work before I fully switch (or more honestly, probably retire the deck).

Regarding Boros Battleshaper and Endbringer:

Yeah, you're right. I've noticed in goldfishing already that they don't feel good enough. Boros Battleshaper just feels like a cool idea that could work but doesn't, and Endbringer really is a remnant of the older version of this deck where I was more going for a mafia-style “broker” vibe, capable of “solving problems” on other people’s turns. Sadly, that’s a couple of steps removed from what the deck is now. I want them to be cool, but you’re right in that they really don't work in the deck.

Regarding your suggestions:

  • Xantcha, Sleeper Agentfoil creates a bit of a weird situation. I have to give it to someone, making me the bad guy in their eyes, and then they do get to benefit from my attack triggers (forcibly), but they are also the victim of the "drain and draw" ability. I think it's a bit too much of a mixed bag emotionally, and although it is not a bad card, I'll probably leave it out of the maybeboard, at least for a while or until I switch to embracing villainhood.
  • Slicer, Hired Muscle  Flip is just not my jam aesthetically. I can appreciate some Universes Beyond stuff, but this is a no-go for me. I also think he might be too good and closing out the game himself, drawing too much ire as a result.
  • Assault Suit has been on my list for a long time, and I've only really removed it from this deck's maybeboard because I'm thinking of trying it in a different, more equipment focused deck. I might re-add it later though.
  • Ghostly Prison feels spot on. I hadn't considered it yet, and it feels like it would slot in reaaaaal good.
  • Emberwilde Captain goes back on the maybeboard. It also gives a reason to attack me, and that's anti-syngery, but it could also be good recurring draw + punishment for trying to take it from me, and the deck is likely good enough at taking the crown back if necessary.
  • Kardur, Doomscourge also goes back on the maybeboard. By far the best way to force my opponents to fight each other and have them break parity rather than have to try doing it myself :P. I had removed it together with some other goad cards, but he could be one of the few that still make the deck.
  • Vengeful Ancestor has my doubts, mostly because its effect doesn't really excite me. I'm leaving it out for now, but I'll look down here if I ever can't find other good options.
  • Brutal Hordechief is probably also a great suggestion. As I mentioned, I want Boros Battleshaper to work, but I've already noticed that it doesn't really, and I'm currently more fighting with the copium than leaving it in for good reasons. This would probably be the replacement. Both having some drain to add to the combat damage pressure is nice, and I could also force blocks on somebody else's turn, which is pretty cool.
  • Enduring Courage is a great option. I've mostly not included it yet because it feels a bit off aesthetically, but it might just be the best option. The deck can use more haste enablers, and I’ve really just not found the one that feels the best yet.
  • Hellrider probably doesn't make the cut, since the deck doesn't go-wide enough IMO, and the tokens I put in during combat don't trigger this effect, where I can buff them to hit harder.

Again, thanks for the feedback and the suggestions!

wallisface on Need help from Tron-Eldrazi experts

1 year ago

Trying to optimise option 1 while still trying to keep things reasonably close to an average of $1-per-card:

Note both Oblivion Stone and Ugin, the Ineffable give you potential mainboard answers to Blood Moon (albeit slow)

wallisface on Need help from Tron-Eldrazi experts

1 year ago

My first thought is that it looks too much like you’re doing two things here, and you need to pick a lane. Tron decks either only do ramping/assembling-tron early, and then win with their impactful large-mana cards, OR the deck sticks relatively low to the ground, gaining potential speed from assembling tron, but primarily just trying to be aggressive and win the game fast.

By trying to enact both parts of that plan I think you’ll struggle to do either - so personally i’d first suggest picking a lane, and ditching the other half of the cards that don’t help you achieve that.

Here’s some very-loose examples of what i’m getting at. I’ve tried to mostly use cards already in your current list:

Option 1, Ramp Eldrazi Tron

Option 2, Aggressive Eldrazi Tron

It feels like on an ultra budget, the first ramp option is going to be more viable - its hard to find decent low-money cards for option 2.

Grimgrinner on Kruphix, God of the Beatdown

2 years ago

Cards i think can be cut:

Darksteel plate, orbs of warding, simic locket, seek the wilds, lifecrafter's bestiary, batterskul, opt, predator's rapport, plasm capture, giant adephage, titan's presence.

Suggestions: Talisman of Curiosity, Mind Stone, Arcane Signet, Garruk's Uprising, Hydroid Krasis, Aesi, Tyrant of Gyre Strait, Eye of Ugin, Conduit of Ruin, Endbringer, Kiora's Follower

DrukenReaps on Liberating Surprise

3 years ago

Grind, Profet93 it's no Sculpting Steel and certainly not Mirage Mirror but it still turns into any of my creatures, instants, or sorceries. I mean I guess I'm unlikely to have a reason to copy All Is Dust or a legendary creature, still feels like a decent number of targets and utility to it. Some of those are still not optimal really leaving me with the following- Conduit of Ruin, Endbringer, Junk Diver, Meteor Golem, Wandering Archaic  Flip, Scour from Existence, and Titan's Presence. I can even use it along side Mirage Mirror to grab a permanent copy of an opponent's creature. Alternately with Wandering Archaic to double up on some instant or sorcery my opponent's let me have.

A few Wastes still might not be a bad idea but I'm just not convinced cutting Mirrorpool is correct. It certainly doesn't seem like my weakest land to me. I think I'd sooner cut Eldrazi Temple, Tomb of the Spirit Dragon, Command Beacon, Winding Canyons, or/and maybe even High Market. Even the Urza lands, as my personal experience with them is that they are just non-basic Wastes lol. Though, I do want to give them another go since I only just put them back in the deck.

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