Finale of Devastation

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Legality

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

Finale of Devastation

Sorcery

Search your library and/or graveyard for a creature card with converted mana cost X or less and put it onto the battlefield. If you search your library this way, shuffle it. If X is 10 or more, creatures you control get +X/+X and gain haste until end of turn.

LeonSpires on Goblin Mommy: Wort Combo

3 days ago

@ GrimlockVIII I had not considered Chandra, Acolyte of Flame before. I don't like that the tokens don't stick around. But the added utility of being able to cast a 3 CMC or less instant or sorcery from graveyard I think makes it worth it. Most of my draw and ramp are under 3 CMC. Finale of Devastation, Chord of Calling, and Eldritch Evolution are also under 3 CMC and can be gotten back with Chandra, Acolyte of Flame to go for a second win attempt if they are originally countered.

Thanks for the suggestion! When I put in an order for some Double Masters 2022 cards I will be sure to include a foil copy of Chandra, Acolyte of Flame to test it out.

rambunctiousOrator on Stomp Stomp Stomp, The Idiot Convention

2 months ago

Hey, thanks for the reply! In the range of 6-7 we want to start doing unfair things; not quite the territory of combo, but you are right, we should be threatening a win by turns 6-8. It seems like you are running an aggressive on-the-board win, which means we need to target your creatures, and see where we can squeeze in more power. As a note, I'd rate your current deck construction at a 4-5 due to the fact that there could be a lot more optimization, and you seem to be missing ways to threaten a win.

Your best win condition seems to be playing Craterhoof Behemoth into a board of other creatures. Something we want to address if you want to improve the power of the deck is how do we get our win condition out of our deck. We can do this by drawing cards, tutoring from the deck, etc. A deck that is a 7 will usually have one or two ways to directly tutor their win condition, as well as powerful card draw engines that let the deck draw 2 to 3 extra cards a turn.

Cards to Add:

Something to sit on, and maybe test out: are there cards that are worth playing even though they are non-creature spells? My answer is yes! Here are a few I'd say are worth playing in your deck:

Sorry if that was a lot! I can recommend cards to take out of the deck if you want, but here is a list of my recommendations. Let me know if you want to further the conversation or have any questions

LandoLRodriguez on My first edh. Omnath locus of mana

2 months ago

Unless I'm missing something about how this deck is supposed to play, you're running way too many lands here. Your typical commander deck has probably between 34-40 lands. My Lord Windgrace landfall deck (in which the lands are extremely important) only runs 42. The upside of this fact though is that it takes away some of what is the most painful part of tweaking my decks: deciding what to cut. You need to cut a bunch of forests. Also, I'm not sure why you're running Mirror Gallery. It doesn't look like you're trying to copy any legendaries

You could probably consider swapping one of them out for Nykthos, Shrine to Nyx. This is a great mono-colored commander land.

Getting a bunch of extra land drops in a turn is great with stuff like Azusa, Lost but Seeking and Exploration, but unless you're able to draw extra cards to replace those lands, you're just gonna wind up with an empty hand and hoping for something good from your top deck. Cultivator Colossus is a great way to dump some lands onto the battlefield and keep your hand full in doing so.

Cultivate is a great way to dig some lands out of your library, and there's other good spells that do similar things. Harrow, Kodama's Reach, Three Visits, and Nature's Lore among others can help you ramp up and thin lands out of your library. You may want to include some more of these types of spells.

Personally, I like to include some redundant effects along with my commander. Omnath can help you pile up mana, sure, but you'll lose it all if he gets zapped. Horizon Stone can help hedge your bets in case something happens to your commander.

There's lots of Nissa planeswalkers that interact nicely with your lands, most notably Nissa, Who Shakes the World. You should definitely look into some of those.

Lastly, given what Omnath can do and since you're clearly looking to produce absurd amounts of mana, it kinda looks like you're lacking a real payoff for all that production/retention. You need some outlets into which to sink all that mana so that you can close out the game. Finale of Devastation is a pretty popular one in these types of decks. You might also want to consider Helix Pinnacle as a surprise alternate win-con if you're sitting on a pile of 100 or more mana. Not to mention, being mono-green, there's tons of enormous and expensive creatures with devastating effects (I'm looking at you, Craterhoof Behemoth) you can run as well.

I hope this is helpful, I'd say you've probably got about 20 slots to replace forests with stuff that's more fun than basic lands. You say this is your first EDH deck, so in case you were unaware, EDHREC is a great resource for ideas while brewing your decks. Good luck!

Frank_Glascock on The Great mutation

3 months ago

Earle swears by Toski, Bearer of Secrets.

Dakota, if this is an Animar test I am going to ace it. Remember that the best Animar lists are like creature based spellslinger decks. The closer your list gets to 50 creatures the better. I was at 48-49.

I know you are tired of Craterhoof Behemoth but you did include Finale of Devastation. The best decks focus their strategy and wincons. That may not be what you want. The deck certainly looks fun to play.

  1. Should you want to focus the deck more I would include cards that would lead to a turn two Animar. Chrome Mox, Mox Diamond, Wild Growth, and Carpet of Flowers are some that come to mind.

  2. You need Animar on board for three turns I would think. The turn you cast him. The second turn where you cast lower mana creatures to pump up his counters. And then turn three where you play your big threats. How are you going to protect him from spot removal? Better yet, what is your strategy for combating board wipes?

Kodama's Reach? Bloom Tender is the replacement-not even a close call.

Nature's Lore? I would play a mana dork like Llanowar Elves.

Dito for Arcane Signet, Chromatic Lantern, Ketria Crystal, Sol Ring, Talisman of Creativity and Talisman of Curiosity. Cut all this for Sylvan Safekeeper, Spellskite, Elvish Mystic, Fyndhorn Elves and some more ways to stop board wipes like Swan Song. I ran Force of Negation and Force of Will in my Animar list but you don't have the blue to support those cards.

Even with the big mana creatures you are playing would Purphoros, God of the Forge not be considered?

Hardened Scales was printed by some Animar lover at Wizard's of the Coast. It should be in here.

A creature based deck without one of the allstar blue creatures, Consecrated Sphinx?

I play Mystic Remora in every deck that has blue. But, that is me and it isn't an auto include in casual.

Crop Rotation is a definite should you play Gaea's Cradle.

Gidgetimer on Custom commander Sewer Slime

3 months ago

To address your general speed problem, you are running 33 lands and 6 ramp with an average CMC of 3.57. This is entirely too mana light in my opinion. In my Hapatra, Vizier of Poisons deck I also run 33 lands, but have 11 ramp and an average CMC of 3.10. The ramp that I run that isn't in here is: Birds of Paradise, Devoted Druid, Llanowar Elves, Golgari Signet, Three Visits, Nature's Lore, and Wild Growth. Farseek always puts the land in tapped, so I run Three Visits and Nature's Lore over it since they grab the same duals. I'm not sure why I don't have STE in my list, though it runs well enough that I am not looking for more ramp. Since your average CMC is higher you may want to go with 13 ramp and just keep the ones you have and add all 5 of the additions.

To help with having sac fodder you are going to want creatures that recur themselves. You already have Reassembling Skeleton, but undying and persist would also let you recycle creatures for multiple activations. Puppeteer Clique, Rendclaw Trow, Woodfall Primus, Young Wolf, Strangleroot Geist, Geralf's Messenger, and Butcher Ghoul are all fine includes in a deck that wants to kill off it's own creatures in some way. Mikaeus, the Unhallowed will also grant all of your non-human creatures undying.

Burst card draw can be achieved with the black cards for life sorceries (Night's Whisper, Sign in Blood, Read the Bones, Ancient Craving). You can sustain card draw with Smothering Abomination, Phyrexian Arena, Skullclamp and Necropotence.

I think you could do with a few more sacrifice outlets as well, so I would add Viscera Seer and Phyrexian Altar. Viscera Seer also provides card filtering.

The following topics will help improve the deck in terms of pure strength, but may not be how you or your playgroup is wanting to play magic. Everyone's idea of fun is different, so I am going to include the suggestions in case they are something that both you and your group find acceptable.

Above some cards were mentioned that have the possibility to combo with cards already in the deck or with each other. Each card however is good in its own right and does not have to be used in the combos. If you are willing to go combo with the deck I will further explain these and also add some other cards specifically for the purpose of combos.

Yawgmoth and two undying creatures create a loop where you sacrifice the undying creatures in order to put -1/-1 counters on each other. It costs a life per iteration, but would give you the death triggers for your commander and for Gutter Grime. Adding in Blood Artist, Zulaport Cutthroat, or other similar effects gains you the life back and turns the loop into a win condition.

Mikaeus, the Unhallowed and any of the persist creatures allow for infinite sacrifice loops as the creature will come back with alternating +1/+1 and -1/-1 counters. Walking Ballista and Triskelion combo with Mikaeus and allow for infinite damage loops, in the case of Ballista you need a sacrifice outlet though. Things that enter with -1/-1 counters or that allow you to remove their +1/+1 counters for other reasons will also have similar interactions without the infinite damage.

With Devoted Druid you can add in Quillspike for shenanigans with infinite power Quillspike via tapping for green, untapping by putting a -1/-1 counter, adding power by paying green and removing the -1/-1 counter. This can be done with necrotic ooze as a 1-card combo if both pieces are in your graveyard. You can also get infinite death triggers by repeatedly killing Devoted Druid with Mikaeus out by activating the untap ability when she is not tapped.

Instead of card number advantage from drawing you could get card quality advantage from tutoring. In Golgari you have access to the best creature tutors and the best all around tutors available. Eldritch Evolution, Green Sun's Zenith, Worldly Tutor, and Finale of Devastation for creatures. Vampiric Tutor, Demonic Tutor, and Grim Tutor for all around.

Guerric on Lathril's Relentless Elves

3 months ago

Sorry to keep making suggestions, but I have a friend playing Lathril, and I have been thinking a ton about this. I hope you don't mind and I didn't give you more than you bargained for!

9) Card Draw- Vanquisher's Banner, Lifecrafter's Bestiary, Realmwalker, Path of Discovery (to get you lands and pump your stuff), and Descendants' Path are all good options. Most of these are fairly affordable to.

10) Tutors- has alllll the tutors. Some are wicked expensive in real world money like Green Sun's Zenith, Demonic Tutor, and Finale of Devastation. Natural Order, Elvish Harbinger, and Grim Tutor are mid-range in budget, the first of which is a good way to cheat out End-Raze Forerunners (which I think you should keep, unless you feel like shelling out for Craterhoof Behemoth). Other tutors are inexpensive, like Scheming Symmetry and Time of Need. Also, don't neglect Pyre of Heroes, which is a budget powerhouse for any tribal deck. Seriously, it's broken, and costs 90 cents.

11) Protecting your stuff and your board- Heroic Intervention and Wrap in Vigor. These protect your best pieces when you need them to.

Obviously these are a lot of options. Just pick what you like for your budget level and overall fit.

KBK7101 on Getting back

4 months ago

Out of the four, I'd probably go with either Selvala or Brago. I think both of them could be pretty decent, even at a lower starting budget. They've also both gotten some stuff in the past few years that have basically become staples.

Selvala has stuff like Return of the Wildspeaker, Kogla, the Titan Ape, Unnatural Growth and Garruk's Uprising on the lower end and stuff like The Great Henge, Finale of Devastation and Cultivator Colossus on the higher end.

Brago has gotten some great stuff as well. Teleportation Circle, Spirited Companion, Ranar the Ever-Watchful, Charming Prince, Hero of Bretagard and Yorion, Sky Nomad alongside more expensive ones like Thassa, Deep-Dwelling, Agent of Treachery (card is pure evil, by the way), Fierce Guardianship and Lithoform Engine.

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