Force of Vigor

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.

Latest Decks as Commander

Force of Vigor Discussion

seshiro_of_the_orochi on Looking for efficiently large creatures

2 weeks ago

Lupine Prototype and Rotting Regisaur maybe? Depending on how many anthems you run, Force of Vigor could be cool. And then there are Hunted Dragon, Hunted Troll and Hunted Horror. Wolfir Silverheart seems pretty useful.

Is there a list to have a look at?

Katzmania on ÜBERHAMMER - Mono-White Hammertime [MH2]

3 weeks ago

Ok some feedback: Deck is much better and faster, but you can still improve. Firstly, I don't like the swords. I think that if you are running them to grab with Stoneforge Mystic, run Kaldra Compleat or Batterskull instead. Else, they are too slow without Stoneforge Mystic. If you do decide to cut out the swords, might as well also cut Nettlecyst for Lurrus of the Dream-Den because Lurrus is more consistent by definition thus better in the long game if your opponent has destroyed some Hammers/Sigaid with Force of Vigor or the likes. Thirdly, cut Paradise Mantle for an extra Springleaf Drum because having to equip at sorcery speed, and respecting summoning sickness isn't giving you speed, it is losing you speed. What you could add are more Fetchlands to be able to thin out your deck a little more; not too many though, just 2-4 considering they still get snow-basics. You could also add Ingenious Smith for Nettlecyst because smith gives you card advantage, and is still a threat without a lot of artifacts. It also dodges artifact hate. I also think that Dispatch in sideboard is significantly better than On Thin Ice for removal. Rest in Peace is also a pretty good sideboard option for a lot of decks you struggle with like Izzet Tempo and Yawgmoth instead of running so many swords.

nbarry223 on No Land Challenge It Definitely Has To Be Affinity

3 weeks ago

I'd say that evoke cards where you exile a card to pay the cost, like Fury and its cycle, the Force of Vigor cycle, the Nourishing Shoal cycle are all some solid options here.

Paradise Mantle would definitely be a solid option as a free card that could potentially do something for you, but I'm struggling to think up a way to get that one mana without lands to equip, since Mox Opal and Simian Spirit Guide are both banned. Leyline of Abundance might be worth considering as well, but it's probably not that amazing, since you'd only have the mantle to enable it.

Ah - Chancellor of the Tangle

Ok, now that you can produce some mana, you could potentially do some really stupid stuff, not sure how far down the rabbit hole you want to go though.

I'd say a solid enabler as well would be Wild Cantor since it is two colors for your free cards if you decide to go that route, and it could store your mana from Chancellor of the Tangle

You could also now play Aether Vial to cheat stuff in.

There's lots of convoke cards begging to be broken as well, and you can get black creatures out in the form of Salvage Titan, so that's just something to think about.

If you were willing to play some of the flip lands that are technically not lands, I'm sure you could do some crazy convoluted stuff and win with Laboratory Maniac without lands, but it would no longer be an affinity deck, and you could argue it did technically have lands. I'm thinking convoke Endless Obedience into Angel of Glory's Rise after basically dumping your deck into the graveyard.

That's a far cry from the current build of the deck, so I'm just mentioning it instead of suggesting it.

joschang01 on Updated Modern Belcher

1 month ago

It’s pretty confusing, but it is a “Doomsday” combo that can be set up in Turn 3 and start/kill Turn 4.

Turn 3: Cast Recross the Paths, as the card resolves you reveal your entire library to show there are no lands. Since the card says “…put the rest of the cards on the bottom of your library in any order…”, you get to order the deck to:

After stacking your deck, you clash with your opponents and reveal Turntimber Symbiosis  Flip, put it on the bottom of your library, and put Recross the Paths back into your hand.

Turn 4:

In your draw step, draw and reveal Reforge the Soul to trigger miracle and cast it. Draw:

Now we should have one untapped land, follow the steps below:

  1. Play Shatterskull, the Hammer Pass  Flip untapped
  2. Cast Pact of the Titan
  3. Cast Infernal Plunge, sacrificing the 4/4 Giant; 3 Red floating, 1 lands Untapped
  4. Cast Pyromancer Ascension; 2 Red Floating
  5. Cast Manamorphose, add 1 Red and 1 Green, draw the third Manamorphose; 1 Red 1 Green floating
  6. Cast second Manamorphose, trigger Pyromancer Ascension, put 1 counter on it, add 1 Red 1 Green, draw the fourth Manamorphose; 1 Red 1 Green floating
  7. Cast third Manamorphose, trigger Pyromancer Ascension, put the second counter on it, add 1 Red 1 Green, draw Bala Ged Recovery  Flip; 1 Red 1 Green floating
  8. Cast fourth Manamorphose, trigger Pyromancer Ascension, resolve Pyromancer Ascension and put a copy on the stack

    2 Red 2 Green floating

  9. Cast Desperate Ritual, trigger Pyromancer Ascension, resolve Pyromancer Ascension and put a copy on the stack, resolve both 6 Red 2 Green floating

  10. Cast Bala Ged Recovery  Flip targeting Manamorphose, trigger Pyromancer Ascension, resolve Pyromancer Ascension and put a copy on the stack. The copy will target Desperate Ritual, resolve both spells 4 Red 1 Green Floating

  11. Cast Manamorphose, trigger Pyromancer Ascension, resolve Pyromancer Ascension and put a copy on the stack

    • The first will add 2 Red and draw the second Bala Ged Recovery  Flip
    • The second will add 2 Green and draw anything 4 Red 3 Green Floating
  12. Cast Desperate Ritual with Splice Onto Arcane with the second Desperate Ritual, trigger Pyromancer Ascension, resolve Pyromancer Ascension and add a copy. Resolve both add 12 Red 12 Red 3 Green Floating

  13. Cast second Bala Ged Recovery  Flip targeting Desperate Ritual, trigger Pyromancer Ascension, resolve Pyromancer Ascension, make a copy targeting a Bala Ged Recovery  Flip, resolve both 9 Red 2 Green Floating

  14. Repeat step 12 to add 12 Red mana 19 Red 2 Green Floating

  15. Cast Bala Ged Recovery  Flip to return Manamorphose and Bala Ged Recovery  Flip

    17 Red 1 Green Floating

  16. Cast Manamorphose, add 4 green draw 2;

    15 Red 5 Green Floating

  17. Repeat step 13, return Desperate Ritual and a Bala Ged Recovery  Flip

At this point, steps 12-17 will loop and lead to an arbitrarily large amount of mana and card draw. With that you can do a bunch of wonky things including:

For the record, I don’t play belcher, but I learned the combo after getting belched so many times haha

Durkle on Manaless Dredge

1 month ago

Hi. I've played Manaless Dredge on and off for 6 years or so. Just a couple things I want to throw out there based on my experience.

The most important thing: I HIGHLY HIGHLY HIGHLY recommend trying the heavier green splash build. I.e, the build that plays Once Upon a Time, Hogaak, Arisen Necropolis, and Vine Dryad. UOaT makes finding a Phantasmagorian on turn 1 WAY more likely. Instead of 8 hits at it, you get 13. Hogaak comes up a lot more often than you'd think, and he seriously boosts the deck's power in fair matchups. He's super easy to cast over and over, and decks that only have interaction via Force of Will simply cannot keep him off the board. They basically need to hit it with Swords to Plowshares or else you have an extremely recursive 8/8 trampler. Vine Dryad looks weird I know, but it's another green card and it blocks Ragavan, Nimble Pilferer at instant speed and kills it, which is VERY important in this meta. Most people haven't heard of the card, so it makes for a lovely little surprise. And, as somebody mentioned above, the green cards are EXTREMELY important to then pitch to Force of Vigor post-board.

Beyond that, just 2 more things I want to say.

1, it's a misconception that you never mulligan. Sometimes, you're forced to. If a hand simply isn't workable, don't keep it. It's better to have a good hand that can't get going until turn 2 or even 3 than a bad hand that might not get going at all.

2, I don't believe you need to be playing Flayer, Giant, AND Zealot. I'd pick just one of em and play that one. There's arguments for all 3, and personally I'd advocate for Flayer, but you really can't go wrong with any of em. Playing more than 1 is simply overkill imo, as you're basically only casting one after you've returned a Balustrade Spy, and at that point any of them win on the spot.

Rock on, my Manaless Dredge friend.

Grasshoppeh1 on Lost and Afraid

1 month ago

Confirmed mainboard changes.

-1 Dryad Arbor, combo is nice with the gsz, but searching out a filter, draw, or crucible is always better

+1 War Room, 4 mana, 1 life, draw a card. Feels a lot better than arbor. Trying to keep 20-22 forests since have 20-22 mana means your in a positions to win.

-1 Force of Vigor, I love this card it catches to many people by surprise, but beast within can target creatures + lands

+1 Beast Within, too powerful not to run. It's a black card in green.

Finished grouping cards by role:

Really the only thing that came out from grouping cards is that potentially World Breaker might not be necessary. It would make removal tighter, but open up a spot for other things. We're I don't have the eldrazi lands he's much weaker. I need a second opinion on that.

Other Observations:

Jeweled Lotus still feels like a dead draw I'm debating putting in any of these: Kamahl’s Will, Earthcraft, Greater Good, Momentous Fall. I feel like Jeweled is more likely to cost me the game to help me win it. Card probably works better in other decks. For picking I guess we would have to test what we feel we're missing. Draw, kill, resources.

BEDECK on Manaless Dredge

1 month ago

Manaless Dredge is a classic. And now it's trully competitive with Force of Vigor in the sideboard... It was legit the only thing holding Manaless Dredge back and now it has means of enchantment/artifact removal

Grasshoppeh1 on Lost and Afraid

1 month ago

Took about 2 hours, but finally finished any analysis of my deck and maybe board. What I've done is compared every card in my board against my deck and calculated the amount of interactions that card has to "Go off" or to "do something". Just because a card has a low interaction does not mean it's bad, but it helps us pick out what "feels off".

The lists read like the following, What the cards does, how many interactions it has, what it's function in the deck is.

Resource: A card that it's goal is to let me play heavier things more often and thins to make drawing more powerful

Draw: Draws cards, this is very valuable in Azusa. Azusa likes draw more than anything else. Drawing gets you closer to winning the game much faster than thinning with resources

Kill: These cards have some way to win me the game. I will have to eventually go into detail into all of them. They have a known synergy that lets me setup lethal or are lethal.

Prevent: Prevents me from losing the game. Be it killing something, preventing something, etc

???: Does not fit any category, if this is met then the card should be reassessed.

Card Synergy Type

  • Wordly Tutor 24 Tutor
  • Finale of Devastation 24 Tutor
  • Tooth and Nail 24 Tutor
  • Green Sun’s Zenith 23 Tutor
  • Natural Order 22 Tutor
  • Avenger of Zendikar 17 Kill
  • Rishkar’s Expertise 17 Draw
  • Augur of Autumn 17 Resource
  • Courser of Kruphix 17 Resource
  • Oracle of Mul Daya 17 Resource
  • Ramumap Excavator 16 Resource/Kill
  • Ancient Greenwarden 16 Resource/Kill
  • Return of the Wildspeaker 16 Draw
  • Scute Swarm 16 Kill
  • Tireless Tracker 16 Draw
  • Tireless Provision 16 Resource
  • Lotus Cobra 16 Resource
  • Titania, Protector of Argoth 15 Kill
  • Fierce Empath 15 Tutor
  • Garruk, Primal Hunter 15 Draw
  • Azusa, Lost But seeking 14 Resource
  • Woodland Bellower 12 Tutor
  • Crucible of Worlds 11 Resource/Kill
  • Exploration 11 Resource
  • Life From the Loam 10 Resource
  • Sylvan Library 10 Draw
  • Sensei’s Divining Top 10 Draw
  • Rude Awkening 9 Resource/Kill
  • Scapeshift 8 Kill
  • Ulvenwald Hydra 7 Kill
  • Craterhoof Behemoth 7 Kill
  • Akroma’s Memorial 7 Kill
  • Regal Force 7 Draw
  • World Breaker 6 Prevent
  • Shamanic Revelation 6 Draw
  • Sol Ring 6 Resource
  • Nylea’s Intervention 6 Tutor/Kill
  • Sylvan Scrying 6 Tutor/Kill
  • Horn of Greed 6 Draw
  • Greenwarden of murasa 5 Prevent
  • Eternal Witness 5 Prevent
  • Constant Mists 5 Prevent/Kill
  • Vorinclex, Voice of hunger 5 Resource
  • Kozilek, the Great Distortion 5 Draw/Prevent
  • Genesis Wave 5 Kill
  • Bane of Progress 5 Prevent
  • Kozilek, Butcher of Truth 4 Kill/Draw
  • Blightseel Colossus 4 Kill
  • Multani, Yavimaya’s Avatar 4 ???
  • Boundless Realms 4 Resource
  • Beacon of Creation 3 Kill
  • Harmonize 1 Draw
  • Jeweled Lotus 1 Resource
  • Force of Vigor 0 Prevent

Multani, Yavimaya's Avatar with the over changes to the deck feels like it's falling off. It has a good interaction with Greater Good, but getting both of those cards off is unlikely. I also feel that every time I want to grab for an X creature it's hydra. This card is potentially on the chopping block.

Force of Vigor is a great card, but Beast Within might be overall better. It's a repeated effect at this point with the addition of Bane of Progress which it tutor-able in multiple ways.

Jeweled Lotus Feels dead sometimes in this deck. If you draw into it the card is great, but otherwise it's been falling off. Turn 0 Azusa is great in all, but the extra land or creature might be better.

Having trouble finding one more potential cut with this information. Will think about it more.

Card Synergy Type

  • Momentous Fall 14 Draw
  • Earthcraft 14 Resource
  • Greater Good 14 Draw/Prevent
  • Chord of Calling 12 Tutor
  • Wrenn and Seven 8 Resource
  • Mana Crypt 6 Resource
  • Defense of the Heart 5 Tutor
  • Kamahl’s Will 5 Kill/Prevent
  • Realms Uncharted 3 Resource
  • Allosaurus Shepherd 3 Prevent
  • Nissa, Vital Force 3 Resource/Prevent/Draw
  • Void Winnower 2 Kill
  • Beast Within 1 Prevent
  • Song of the Dryads 1 Prevent
  • Concordant Crossroads 1 ???
  • Kenrith's Transformation 0 Prevent
  • Lignify 0 Prevent

Kamahl’s Will is a wincon, a defensive option, amplifier for draw, and has potentially other combo's. Given how many lands I get, this is highly likely.

Earthcraft might become viable with the addition of Kamahl’s Will. Turns my cards doing nothing into resources. Tempted to try this

Momentous Fall I feel like i take it out and put it in a lot, I like the card but the sacing hurts. With the drop of Multi this might feel weaker now. Testing needed.

Greater Good might be a hard add, prevents exile even at the cost of cards. It's an engine otherwise. Testing.

Beast Within is going back, testing a cut to Force of Vigor. Adding versatility at the cost of cheating into play a removal.

TLDR Debating:

-1 Multani, Yavimaya's Avatar

-1 Jeweled Lotus

-1 Force of Vigor

+1 Beast Within

+1 Kamahl’s Will

+1 Earthcraft

+1 Greater Good

+1 Momentous Fall

Testing needed, these are no official changes at this time.

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