Force of Vigor

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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
Gladiator Legal
Highlander Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Force of Vigor

Instant

If it's not your turn, you may exile a green card from your hand rather than pay this spell's mana cost.

Destroy up to two target artifacts and/or enchantments.

Andramalech on Uncouterable Reanimator

2 months ago

Sliverguy420 didn't mention any removal despite saying you needed some- I recommend you include Unholy Heat, or potentially something like Krosan Grip so that you can stop the chaining decks like Storm from piling over you. Things like Force of Vigor help you for casting-for-free, and helping prioritize other slots of the deck. I don't know what budget you have at your disposal, but in terms of reanimating, I recommend you use a Sultai () shell to get the most out of your reanimating potential. Reanimate,Entomb,Animate Dead,Victimize are all considerable options for the prospect of bringing stuff back from the grave.

Don't forget that Graveyards are super easy to target, and having slots for your sideboard to counteract Graveyard removal are super important. Endurance would be a perfect inclusion for that role. Other cards that may help are Feldon's Cane, and Gaea's Blessing.

Best of luck with your deckbuilding, and don't forget that Life from the Loam also exists to help you snatch lands for casting on curve, while also filling your graveyard in order to have more reanimation targets.

MadPilot on Infect 2025 (UG)

2 months ago

Sempifi99

Why Nature's Claim when I have Force of Vigor in SB to cast for free?

No Inkmoth Nexus is a conscious decision because I want access to green mana always. Also Ikmoth is overrated in this deck as without ramp it can only kill as soon as turn 4. The Glistener Elf can do that on T2 and Plague Stinger on T3 (also without ramp). I talk about creature + Scale Up + either Groundswell or Might of Old Krosa combo.

Instead of Verdant Catacombs I have Windswept Heath which do the same.

Also dude, I have no "slow lands", what are you talking about?

DreadKhan on Composting with Wurms

5 months ago

Huh, I didn't realize Dark Ritual had gone up that much, but that makes sense. It's a very good card in decks that have explosive uses for it. As was mentioned, you might find it for cheap, I got most of mine when I bought some cards from people I knew (stuff that had rotated out for example). While I got a lot of stuff like this I also got a handful of Dark Rituals! I hope you can find some, they're a really amazing Legacy card, and they cost next to nothing.

Since I don't have anywhere to practice Legacy play atm, I often test decks people post vs stuff I've homebrewed. When I was testing this vs my Pox deck (it's a midrangey Control list that can be incredibly slow) it was a big issue if your deck couldn't reanimate Armada Wurm, that second body is a real hassle in Legacy, where people rarely use wipes. Many decks can pass a single removal check, but two of them can be crippling, and being able to do this each time you reanimate an Armada Wurm played well. Roar was a convenient card relatively early, a 6/6 vanilla is still a must answer threat IMHO, and 3G from your graveyard for it seems playable (it outclasses my Pox deck's various 5/5s). Vs my Affinity deck you were just way too slow to compete (the answer would probably be to run Serenity, Seeds of Innocence, or Force of Vigor, and you'd put them in a sideboard I think), that's why I felt some ramp might help, if you can cast a 4 drop a turn early it'll feel quite good.

As for what to pull, I feel like you should leave at least 1 Armada Wurm, and I'd hate to see Roar go if you add Augur of Skulls, the main problem with Roar seems to be that card sucks to draw early/have in your opener, Augur gives you a way to bin it. Anyways, Rite is one of the worse reanimation options, it's hard to cast either way, and it's pretty bad to mill, so I could see you cutting it (I've seen people use Dread Return like Balaam mentions, it's even got Flashback fwiw). I really don't like Boneyard Wurm very much in practice, if you have it early it'll be bad value for mana, and late game it's still just a vanilla beater, I'd play Ornithopter over that.

This is a bit random, while I'm pretty confident most Dredge stuff wouldn't make sense in here, I do wonder about Dakmor Salvage? It's not a fantastic card, but if you can mill it you can mill more cards to 'draw' it? It's an ETB tapped land so it could hurt you later game a bit, but this deck felt like one that could fit a tapped land into it's curve. Maybe try x1 or x2 in place of swamps?

wallisface on Stompy

1 year ago

Some thoughts:

  • your mana curve is very high, and land count very low. You either need more lands/mana-dorks, or a much lower mana curve.

  • both Wilt and Force of Vigor are sideboard cards - they have no practical place in the mainboard.

  • Stompy decks typically aim to apply lots of pressure and close-out the game quickly. Colossal Majesty doesn’t help you achieve this at-all, in that it gives your opponent time to stabilise and room to breathe.

  • you have almost nothing to play turn-1, meaning you’re often starting a full turn behind your opponent. This is already a very dangerous place to be- but even worse when your deck archetype is designed to be applying lots of pressure quickly. You need more turn-1 plays.

Icbrgr on MBC: Classic 8-Rack

1 year ago

@capwner I actually just had a FNM tonight and played this deck (but my Shriekmaw/Slaughter Pact/Sudden Spoiling/Grim Discovery are still in the mail... so instead I was running a playset of Bloodghast and some ratio of Liliana's Triumph/Sheoldred's Edict/Augur of Skulls... I will update this deck with the matchup results next week when I get the missing cards in.

Tonight I played against yawg and Rhinos and had a bye.... In the yawgmoth matchup One of the games I just got absolutely blown out by Force of Vigor getting rid of my both The Rack/Shrieking Afflictions and both of us were in topdeck mode but I ended up losing. I went 1-2 for both the games I played tonight; granted I lost but they were close/winnable I swear!

I have been toying with the idea of Cabal Coffers but The real monkey wrench of the deck is Smallpox and Liliana of the Veil... some games I can get 5 lands in play but other times its a struggle to get/keep 3; I think thats why I like Ghost Quarter simply because there isn't any investment to use it.

msimcoe on Discardelves

1 year ago

So to flesh out the mana base, in essence I would recommend: - increasing the number of dual lands over basic lands and the quality of the dual lands, i.e. Verdant Catacombs, Woodland Cemetery and Nurturing Peatland. (Having perfect fixing often is the difference between winning and losing.) - and just bumping up the number of lands to something like 21, I know it would feel weird in a deck with so many mana dorks, but in the outlandish event you face a deck playing Fury or Fire / Ice, I think you'll be happy to have land-drop number four over mana dork number four.

Secondly, since you fancy playing Devoted Druid in the main deck, maybe you could take advantage of her combo potential or at least her synergies with cards like Tyvar, Jubilant Brawler especially in place of Tyvar Kell who I don't seeing being a very impactful four-drop. Or alternatively, you could just cut a few mana-dorks for a playset of Waste Nots who would help get you some advantage off of the opponent's discard. And while on the topic, I would suggest playing more just strict "target opponent discards a card" like Funeral Charm over the hand-hate like Inquisition of Kozilek and Dread Fugue since a.) you don't really care about hating on the opponents pieces as much as just making them discard, b.) instant speed discard is always better than sorcery speed and c.) it scales better into the late game.

As well, side note, Harmonize over Beast Whisperer just seems a little too low-impact for the modern format, sure it's a guaranteed one-for-three, but at four-mana it doesn't touch the board and beast whisperer is probably a better investment with all your small creatures that ramp you into more small creatures ramp imo.

Lastly, you asked for some sideboard suggestions, I might play one or two Crippling Fear as one-sided board wipes. As well, pioneer sideboard all-star Go Blank might be good in this shell with some more main-deck discard synergies. Also, just general good green and black sideboard cards are like Veil of Summer, Force of Vigor and Fatal Push

Thats all that I have for how I might build this list, and I hope this was even mildly helpful! Overall, this is an interesting list! A solid idea that I find very similar to The Rack strategies in modern!

RCD2023 on Lathiel, Who Blots Out the Sun

2 years ago

hello rakdosrunner!!

i really enjoyed the enforce that u had describing the deck and the mechanics.

i'm playing Lathiel for a long long time and i'm updating him a lot since then.

all the cards that u described i alredy test it, some of then still in the deck but mostly i had cut from the deck in order to be fastier and be more "Go for the troat" (my playgroup dont play easy haha).

firstly i wanna say the awesome cards that i wouldn't dare to touch that u metion before: Aetherflux Reservoir Authority of the Consuls Mangara, the Diplomat True Conviction Worldly Tutor Teferi's Protection Ozolith, the Shattered Spire Branching Evolution Light of Promise Well of Lost Dreams Scholar of New Horizons Tribute to the World Tree Esper Sentinel

it took me a long time to get this deck better and i still getting some frustations but if you like to consider, here some tips of cards to be implemented in order to have a better experience with it: ( mostly of this cards i proxed it because i dont wanna spend a lot of money and because i dont have a headache changing they every 2 months when wizards bring some new things )

starting with the nasty combos :

God Mode ( infinity mana + infinity draw :D ) : Argothian Elder or Priest of Titania + Quirion Ranger+ Ashaya, Soul of the Wild + Beast Whisperer with Eternal Witness in the deck u can even cast your grave again

Lathiel Gatling Gun: Walking Ballista + Heliod, Sun-Crowned or Cleric Class

“Life moves pretty fast..” — Ferris Bueller’s Spike Feeder + Light of Promise

ramp : Marwyn, the Nurturer : counters will get him a good ramp Mirari's Wake : awesome ramp Land Tax: can save you in early game Burgeoning : get ahead Priest of Titania : every elf in the battlefield Exploration : get ahead again Arbor Elf : very good with Selesnya Sanctuary or some mana that u need Mana Reflection: awesome ramp Circle of Dreams Druid : gaeas crandle in creature Nykthos, Shrine to Nyx : why not ? proxy <3 Crop Rotation: get those good lands in battlefield Carpet of Flowers: very good against 2 or more people Smothering Tithe : just perfect

draw : Generous Patron: our green budget risky study, perfect in lathiel Guardian Project : good in general The Great Henge : we have big creatures so probably will cost onle 2 green mana Toski, Bearer of Secrets : unstapable, can't be countered and draw Archivist of Oghma: meh... sometimes good sometimes not, but its 2 mana

tutors: Finale of Devastation : go for the troat Enlightened Tutor: very good tutor in our deck Eladamri's Call : get those pieces that u need Fauna Shaman : get those pieces that u need Defense of the Heart: this is funny, but moste of times works haha Yisan, the Wanderer Bard : good in general Natural Order : to the battlefield! Primal Command : say goodbye to ur grave zombie players

utility: Akroma's Will: defense or end game Alhammarret's Archive : it's 5 mana, but double life gain and double draw Eternal Witness : u have awesome cretures that people wanna destroy so... also good piece of combo God Mode Elesh Norn, Mother of Machines : Hushbringer + Hardened Scales, but better Serra Ascendant: sooooo goood in this deck ... first piece to be tutored by yisan, the wanderer bard Angel of Destiny: go for the troat Ashaya, Soul of the Wild: combo, but also a big creature Overwhelming Stampede : go for the troat Walking Ballista: good in general andd combo Cleric Class: combo but also grave Spike Feeder : Snowball effect, one of the best synergy of lathiel, 'each turn' change counters for life/

Good interactions : Aura Shards , Force of Vigor 2 ducks 1 shot ,Farewell exile :) , Kenrith's Transformation (interaction with draw)

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