Force of Despair
If it's not your turn, you may exile a black card from your hand rather than pay this spell's mana cost.
Destroy all creatures that entered the battlefield this turn.
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Force of Despair Discussion
1 month ago
Force of Despair also hoses living end and can destroy a ttb/nahiri/transmogrified-in Emrakul
1 month ago
Hey MrNoodlesworth, sorry for the super late reply. I haven’t had a chance to play much lately due to work. I added Grief (cutting Inquisition of Kozilek ), Dauthi Voidwalker (cutting Planar Void ), and Tourach, Dread Cantor (cutting Tainted AEther as you suggested, since I’m running more creatures). I added additional Planeswalker removal in the form of Baleful Mastery and Murderous Rider , since lately I have had difficulty dealing with them. To make room I cut Slaughter Pact and Force of Despair . I also swapped Thought Vessel for Reliquary Tower so I can have infinite hand size for 0 mana. Sometimes I needed infinite hand size but didn’t have the 2 mana to spend on Vessel.
1 month ago
Looks like a fun list! I have a Chainer deck on my profile if you wanna check it out. I've been playing him for a few years now, but I'm still working out some of the pending changes to my list.
Card draw to consider: Night's Whisper is a second sign in blood, and worth running as efficient card draw. Ransack the Lab has also felt really good. Treacherous Blessing has been worth the life loss (almost) every time I play it. Syphon Mind is decent, too. I also am not a fan of Reliquary Tower because usually you want to be discarding down to hand size to drop reanimation targets in the GY. I'd look at Castle Locthwain or basic swamp in its place.
Ramp: Dark Ritual is a classic and probably worth running. Myriad Landscape is slow, but generally has pleased me when I see it. Nirkana Revenant is another source of big B mana. Expensive to cast, but cheap if you are reanimating it. Expedition Map gets you Cabal Coffers or Urborg.
Finally, I'm not sure that Liliana, Untouched by Death is pulling her weight here. Hope that is helpful :)
5 months ago
If you’re playing competitive, you need to ditch some of the removal you have for ones with fewer drawbacks/requirements or ones that straight up kill something. Namely Sinister Concoction , Lightning Axe , and Molten Vortex .
Typically 2 or less suffice fine. Free spells are most important. Snuff Out , Force of Despair , and Slaughter Pact . Heartless Act , Devour in Shadow , Victim of Night , Fatal Push , Vendetta are all solid cedh removal spells because they either go for wider range of targets at 2 mana, or only cost 1, though may not be able to hit some things. This is usually the suite I run in Bx decks.
the likelihood of this player having Chain, the creature, a green and a black land, dark ritual, or Sol Ring+Rock in their opening hand is very low.
Don’t build around something that might happen once every 20 games. And don’t restrict your removal suite to only cards that deal with a little creature like that, you want to have cards that can deal with a multitude of potential threats.
5 months ago
I enjoy playing competitive EDH and one of the recently spoiled Strixhaven cards I already know is going to shake-up my meta and make things difficult for me. Namely Witherbloom Apprentice is the card I'm dreading as it can close out a game if it's controller casts Chain of Smog as it can be copied infinitely if the controller always targets themself with it. It's very likely every BGx deck in my play group is going to run this combo given how easy it is to setup and when you pair the possibility of closing out the game on turn two through Dark Ritual or Sol Ring into a mana rock, it becomes a lethal threat I can't ignore when making deck building decisions. As such, I feel I need to add another one mana creature removal spell in my deck, but I'm stumped over which spell I should include not just to address this potential combo but also have the most practical use outside of it as well.
My current list of removal spells are: Path to Exile , Swords to Plowshares , Sinister Concoction , Dismember , Lightning Axe , Molten Vortex , Red Elemental Blast , Pyroblast and Terminate (I enjoy playing more reactively than proactively.)
The removal spells I'm considering are: Dark Betrayal , Fatal Push , Human Frailty , Lightning Bolt , Magma Spray , Weight of Spires and Seal of Fire . (The last one I'm considering for its use around counterspells by casting it early.)
Notable exclusions are: Deadly Rollick , Defile , Dispatch , Force of Despair , Galvanic Blast , Murderous Cut , Mutual Destruction , Necrotic Wound , Pyrokinesis , Reckless Rage , Skred and Tragic Slip as I feel I don't have the means to meet these card restrictions consistent enough to be useful in my deck, especially in the early game. I'm also not considering two mana removal spells like Go for the Throat because I feel at this point cost effectiveness matters more than removal range.
Of course the best removal spell is going to depend heavily on the meta, but I'm generally trying to figure out which of the spells I'm considering is the best in a competitive environment in general. I'm looking for feedback and second opinions on whether you think any of the spells shines well above the rest through your own play experiences. I appreciate any insight I can get, thanks.
5 months ago
Out: Blood Scrivener , Gravedigger , God-Eternal Bontu , Altar of the Brood , Semblance Anvil , Firemind Vessel , Thran Dynamo , Dreadhorde Invasion , Force of Despair , Read the Bones , Sign in Blood
In: Cyclonic Rift , Mystic Confluence , Court of Cunning , Search for Azcanta Flip, Sphinx of the Second Sun , Frantic Search , Lightning Greaves , Eligeth, Crossroads Augur , Cryptic Command , Liliana's Standard Bearer , Monastery Siege
5 months ago
Ponder might not be a bad idea and I have a few of them, Gitaxian Probe is also decent for knowing when to save a counter spell and I think I have one of those as well. Three Wishes is a really interesting card that I think would be a lot more fun in commander; I have a couple. Frantic Search might also be decent if you don't like what's in your hand. Cyclonic Rift is also really good and despite it being expensive I'm pretty sure we own one. Talrand, Sky Summoner is also a classic for this kind of deck, and there's also Murmuring Mystic . One of my favs that I think would work really well is The Locust God . Jace's Archivist is really interesting as well and can help you if you're top decking and hurt everyone else, another great option for the same thing is Whispering Madness . Torrential Gearhulk might be slightly pricey but he matches well with what you're doing. Lim-Dul's Vault is also super handy and can be pretty zaney especially for it being cheap. Disallow is pretty crazy too for blocking activated abilities. Bolas's Citadel is also worth looking at. Cursed Totem is really expensive but would also be CRAZY in this deck. Also check out Propaganda .
As far as removal goes, Go for the Throat is always a good option.There's also Slaughter Pact and Force of Despair . Preemptive removal like Sadistic Sacrament would be a great idea as well. Decree of Pain is good but it's mana cost is kind of high; Life's Finale is an equally viable card. Unsommon is super cheap, Boomerang , Undo , Snap , do more or less the same thing.
6 months ago
I tried making a list of creatures alone to cut but it's too large. Basically, the majority of your creatures cost too much and their effects are not worth the cost you are paying. Moreso, the effects don't seem to interact with each other.
For example, you have some token based effects such as Drana Liberator, blood artist, ayara, but not enough token producers in the deck despite grave titan and wurmcoil. Bloodgift, burning and archfiend are all subpar demons that don't matter to an infect strategy. Tymaret is not the best grave yard hate piece in black.
Before I give you a long list of potential cards, do note, you need to work on black's weakness of interacting with artifacts and enchantments. I will create options for that in another comment later, if you are interested in that lmk. Now for potential suggestions....
Sword of Truth and Justice - Synergy, protection. Not needed but fun
Magus of the Coffers - Ramp rarely hurts. Lack of haste, weak body makes it less playable, but ramp is needed after they kill your commander a few times
Murderous Rider - Removal
Nirkana Revenant - Ramp, this and magus, while expensive, actually help you cast the other spells you need (Draw, removal, etc...) as opposed to having a cool creature that doesn't give you the best benefit
Dread Presence - Draw/removal
Mikaeus, the Unhallowed - Another target for removal aside from your commander
Vampiric Tutor - Tutor, not needed but helpful
Malakir Rebirth Flip/ Supernatural Stamina - Oh no, you destroyed my commander, whatever will I do....ooh, nice ETB creature you killed, Eminem's guess whose back plays. Notice how these 2 cards help mitigate a large weakness of the deck, commander removal.
Soul Shatter - Removal
Swiftfoot Boots - Not needed, but redundancy rarely hurts
Opposition Agent - Nice fetchland, tutor, ramp spell, etc...
War Room - Draw in a pinch
Feed the Swarm - Removal that targets enchantments, one of black's weaknesses
Yawgmoth, Thran Physician - Not needed, but profilerate is cool if you can't close out through combat
These are just general suggestions that have some immediate impact of being strictly better than current cards included as well as more synergistic.