Extirpate

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Tiny Leaders Legal
Vintage Legal

Extirpate

Instant

Split second (As long as this spell is on the stack, players can't cast spells or activated abilities that aren't mana abilities.)

Choose target card in a graveyard other than a basic land card. Search its owner's graveyard, hand, and library for all cards with the same name as that card and exile them. Then that player shuffles their library.

wallisface on I have created a deck …

1 month ago

Mill is already a really well-known archetype. The current MtgGoldfish Meta deck is here. My own competitive build is here.

I see Caerwyn has already left you some really good advise on deck suggestions, but I'll list below some general good mill-ethos:

  • It's good to treat mill cards as if they are burn cards. In the same way that Shock is unplayable in Burn decks, and card that mills ~7 or less cards is pretty unplayable in mill (I'm looking at Tome Scour specifically as being too weak). The problem is that if your mill cards aren't efficient enough, then you just end up empty-handed, and with your opponent still having a deck (in the same way that if Burn decks only play Shock, they run out of cards before they can kill the opponent).

  • It's good to try and assume the game will be over within 5 turns. In that way, cards like Traumatize are pointless - either the game is already over before you get to cast it, or your opponent has soo few cards left in their deck that you're effectively paying 5 mana to mill ~6ish cards. As a rule of thumb, these cards that mill variable quantities of cards for excessive quantities of mana, aren't worth it. I would put Fraying Sanity in the same boat of "just not being useful" - by the time you could cast it you could just be casting a mill spell instead and getting equal-or-better results.

  • Mill decks just aren't good at winning races. They generally need some way to disrupt the opponents plans (with stuff like Drown in the Loch, Fatal Push, Surgical Extraction). Just letting your opponent do what they want will almost always end in failure, so ensure your deck has a good-quantity of disruption, to make sure you can secure the win. Cards like Surgical Extraction and/or Extirpate are particularly good, because you can turn-off many decks completely, giving you a LOT more time to enact your plan. And those decks that aren't shut down so easily, will usually suffer to cards like Crypt Incursion, Ensnaring Bridge, or Profane Memento. The general gameplan approach for mill is to let the opponent taste it, then disrupt their tempo so they can't do much-of-anything useful, and then finish them off.

wallisface on Venture Deeper

1 month ago

Blue has pretty much no good options for removal unfortunately, so you’d probably need to splash into black or white.

I suspect you “haven't had a problem with three costs” only because your playgroup are also playing mostly slow/clumsy spells… anything 3-mana or above is generally slow to play regardless of the decks land count (because playing such a card usually means that’s your only spell for the turn).

If i were making a mill deck on an ultra-budget, as you are, it’ll probably look something like this:

IKavalier on [CEDH]K'rrik, Son of Yawgmoth : TUTOR K'RRIK

1 month ago

Hey Profet93. I have been laying low with work and just barely keeping up with new cards. Haven't been wasting much cash on MTG cards in general since I don't have much time. This deck was last updated technically a year ago(it is still good regardless). But there are new cards I know im going to be putting in/trying out. Like plaza of heroes and pact weapon are ones I'm thinking of putting in.

Anyway, here's your answers:

Mana Web is mostly in the deck as a way to protect myself on other turns. No one will want to tap their mana as much since they have to now use it all at once(usually). If they need mana to cast on main phase 1 and then after combat play something, they probably cant. It just doesn't hurt my game plan that bad since when its not my turn, i'll be using my life as a resource and minimal lands will be tapped if any. I'd just save my mana rocks for when i need colorless/want to save life. Mana Web is just annoying to my opponents than it is for me. Mono decks get a choice of "choose which turn to play spells" basically. I originally wanted it so people are less likely to be able to do things against me on my turns, or wont be able to since they had to use all their mana.

Profane Transfusion is just a very expensive lifegain spell that is more for a causal K'rrik deck. Repay in Kind isn't used often and has been on the edge of cutting it from the deck. However, there are times that using it wins the game or just puts me in a MUCH better position. Ideally using it when I'm at low life enough for me to kill my opponents with something like Gray Merchant(GARY). Or it can just put me way ahead in life if I can swing with K'rrik and gain a ton of life after. So even if i cant win right there and then, I can make my opponents basically have 1 life each(and mana crypts might/other triggers may kill them) but I usually end up swinging with K'rrik after and I try to make him fairly big by then...even with only 5 +1+1 counters, he still is a 7/7 which is 7 life or 14 if I have Vampiric Link.

Extirpate is used for multiple purposes. It has more utility than you may think. You can wait for the perfect time to cast it(and use only 2 life and have no lands/mana available). Usually you can do it on a card that is bad news that someone decides to cast a spell/use an ability that will get them use of a card in a graveyard, so recursion effects, flashback spells(if someone flashes in snapcaster mage, exile the spell they are targeting), or just any time someone would be trying to get value from their graveyard(noxious revival etc.) ALSO...It lets you see EVERYTHING that player knows. You can look at their hand(sometimes ill just play it against an opponent I think is likely to have counterspells to check their hand. You're also supposed to search their graveyard AND deck. So search their deck to see what they are running if your unsure or to see what options they have left. Since it has SPLIT SECOND, it can't be countered(there's only really one thing you can do in response to split second cards(flipping over morph creatures etc.)) It just is too good for a lot of situations. No matter what, you're exiling a card from their graveyard, looking at the player's cards in hand, their deck, and probably stopping them from getting a very important card out of the graveyard. Sometimes I just play it when I'm pretty sure I can win but want to check a players hand...OR because I search their DECK, i shuffle after. So if they play something like a vampiric tutor(something stacking the top of their deck), this will make them shuffle. Just too much utility for only ONE BLACK MANA / 2 LIFE! It's INSANE for what it is.

Deliver Unto Evil is something I don't even consider because I won't have a bolas planeswalker ever :\ I have other cards in the deck and there are new cards I am considering putting in to get more recursion. Gonna have to test some of the new Warhammer 40k cards. A lot of mono black/artifact synergy in that set. If it didn't have the "control a Bolas planeswalker" and had something else, I'd probably put it in. I have some cards like Shrouded Lore to pick a card I need or Buried Ruin for Aetherflux/Citadel etc.

My deck has so many combinations for combos and back up combos that losing a KEY piece like citadel doesn't mean Im screwed at all.

Silvermen978 on Black & Blue Mill

2 months ago

Squee_Spirit_Guide I haven't had a chance to play it yet as I just got my new cards in the mail today and put this together with some of what I got, I do however have 4 copies of Essence Shatter I could try to fit in, I could also get all 4 copies of Extirpate in there, but once I get a few games in I will let you know how the crabs do! I have very high hopes lol!

Epicurus on Card creation challenge

3 months ago

I certainly don't think that Verdant Succession is broken in constructed, but the only way I could see something that is broken in constructed could possibly be unplayable in limited is if it has that "same name" aspect to its effects. Extirpate comes to mind. But I have a good idea for it.


Filbert, Swarmherder

Legendary Creature - Human Peasant

Grandeur - Discard another card named Filbert, Swarmherder: You get an emblem with "during each upkeep, create a 1/1 black and green insect creature token with Flying"

0/1


Make a legendary creature with Grandeur and a "you may have any number of copies of [CARDNAME] in your starting deck" clause.

kookoo on Whole Lotta Red - Birgi Wheel Combo

3 months ago

Here's a not very important thing I just thought of: If you can afford it, consider running two Forks and two Reverberates so you can't be Surgical Extractioned or Extirpated as easily.

Also, Runaway Steam-Kin is kind of a delayed Birgi effect because you need to cast three non-lotus petal spells, but it is still nice, and with two or more copies Grinning Ignus will make infinite mana.

Batman18 on Reanimator Control

3 months ago

Sideboard ideas 4XExtirpateorSurgical Extraction,Your Choice 2XLeyline of Sanctity Just for starts, I have no idea what your meta is.

Batman18 on LOTR Series: The Elves of Lothlórien

3 months ago

I'd pump all of my mana into Ezuri, Renegade Leader instead, it basically does the same thing as Craterhoof Behemoth and is cheaper mana wise. I'd also add a couple of shocklands and fetches if you have them, maybe Extirpate on top of Surgical Extraction because it has the split second clause.

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