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Format | Legality |
1v1 Commander | Legal |
Alchemy | 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 | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Pre-release | Legal |
Quest Magic | Legal |
Standard | Legal |
Standard Brawl | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Go for the Throat
Instant
Destroy target nonartifact creature.
Bookrook on I need help creating a …
3 weeks ago
Cool deck! I feel like a few copies of traditional control spells might find a place in here, like Fell,Go for the Throat, and Memory Deluge. I would take out the Shadow of Doubt and bring in a copy of Ashiok, Dream Render, as it is continuous and serves as graveyard hate. A finisher might be nice like Hullbreaker Horror to push through your infect spells and generally wreak havoc.
Crow_Umbra on Is Enchantment Destruction in Black …
1 month ago
I'm pretty excited for Withering Torment in my Black aligned decks that don't have access to White or Green. Three mana is hefty, but it's not nearly as flexible as something like Stroke of Midnight, for a comparable CMC & rarity. I wouldn't replace Feed the Swarm, but might run it as a compliment in more Grixis leaning color combos.
Picking the option to destroy a creature feels less ideal, especially when compared to other creature-centric removal options in Black like Bitter Triumph, Go for the Throat, or Infernal Grasp. If anything, Withering Torment is just Infernal Grasp with enchantment removal stapled onto it for 1 more mana.
I'm seeing more artifact heavy commanders more frequently in my main play group, like Brenard, Ginger Sculptor, Ygra, Eater of All, a Dr. Who Historic Duo, and Rocco, Street Chef, to name a few. Given this uptick in these varied artifact strats, I'm shifting towards more artifact punishing interaction or removal, than I am enchantment focused stuff.
ViscountVonSausageRoll on Temporary Graveyard
7 months ago
I can tell when you played xD
And hey, don't sell yourself short, casual 60 card is the epitome of magic.
Budget Suggestions (≤ $10): Griselbrand because he's awesome, Dark Ritual because speed, Go for the Throat or alternatively: I see you're running Bone Shredder. Perhaps considering replacing with Shriekmaw? He's less hardcastable, but he does throw himself into your graveyard in a hurry. Consider Buried Alive to fill the GY? Vampire Nighthawk has been replaced with Nighthawk Scavenger I know, the powercreeper has been powercrept.
Non-Budget Suggestions ($10+): Archon of Cruelty. I mean, read what it does. Right? That's ridiculous.
Recurring Nightmare It's pricey, but it's absolutely busted. (It sacs a dude and bounces to your hand as an additional cost) It never goes away.
Atraxa, Grand Unifier Honestly not my cup of tea, but she's very powerful.
Urborg, Tomb of Yawgmoth Only because: It's just good in this deck. You're already running Liliana of the Dark Realms x2 and Coffers. Maybe find some heavily played ones?
Make Room: The most unfun part of coming back to any old deck. Well, Liliana Vess is just too expensive now days (even back then she was kinda pricey), but most of the time she ends up being a 5 CMC vampiric tutor at sorcery speed anyways. She never lives long.
Sorin Markov kind of falls under the same boat, at least in this deck imo. Usually by the time you can cast him, opponents aren't at 20 life anymore, so the appeal of "10 dmg" can be somewhat deceptive.
Anyways, welcome back, and I hope you enjoy yourself
wallisface on Black/blue zombie control deck
7 months ago
I'd at least replace Go for the Throat with a better killspell, Infernal Grasp is just stronger.
I also think you need to map-out how you expect your turns to be played. Most of the time, when you're casting a creature spell, you'll not have enough mana to use your counter-magic. And, then, when you're keeping up mana for counter-magic, your opponent can potentially play around this and take advantage of you not advancing your board... i'm worried your play patters are at-odds with eachother.
Profet93 on Ink-Eyes Voltron [V2]
7 months ago
TRANScend +1
Arterial Flow > Despise - ? I think the extra 2 mana is worth it to make each opponent discard 2 cards.
Go for the Throat > Rend Flesh - Costs 1 less, although meta dependent.
Sheoldred's Edict > Doomblade - Hits each opponent. While you don't get to target the creature, it is more flexible and isn't stopped by hexproof or shroud, meta dependent.
Buried Ruin - Recur equipment
How has Alhammarret's Archive been working for you? Given you don't have more than 20% of your deck as draw and your commander isn't related to draw, do you find it not pulling it's weight sometimes? Same thing with lifegain aspect.
Oblivion Stone > Plague wing - Oblivion stone while more symmetrical, is cheaper to cast, can be cast earlier and activated alter and most importantly, hits artifacts and enchantments which is black's biggest weakness.
At the risk of being out of budget, Imp's Mischief - "Counters" counterspells and redirects targeted removal, draw and extra turns. Given you're a voltron deck, people are always going to target your commander. It's nice to also have the ability to bluff (and interact on the stack).
Nickthefoxable on Torment of Riches
10 months ago
Great Suggestion! Now I'm wondering how to fit it in. Could just go 4 over or possibly drop 2 Skullport Merchants and 2 Go for the Throats.
Plus "Torment of Riches" chef's kiss
wallisface on MODERN DIMIR 2023
10 months ago
Some thoughts:
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Fatal Push will be better than both Go for the Throat and Infernal Grasp
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Stalactite Stalker will probably serve you better than Evolved Sleeper
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personally i’d be adding in Mishra's Bauble in place of the Inquisition of Kozilek and Killing Wave. You already have a lot of discard without these cards, and Bauble is great for ensuring your deck reliably gets to the most important cards more-often.
K4nkato on Tomb of Annihilation (Venture into the Dungeon)
1 year ago
I have a few observations:
1) Your curve is too high. Too many hands have nothing to do on turn 1 & turn 2. Against midrange decks like Rakdos Midrange they’ll likely have Bloodtithe Harvester in play with Fatal Push ready to kill your three drop (they sack a blood token to trigger Revolt). Unless you open an Intrepid Outlander you’ll be defenseless until turn 4 or 5. You should diversify your curve with more 1 and 2 drops to smooth out your plays. While it’s not directly dungeon related I think Mosswood Dreadknight would be a great 2-drop.
2) You don’t have enough interaction. A combo deck like Greasefang, Okiba Boss can combo on turn 3 before you have a chance to remove her with Murderous Rider. If you remove her vehicle with You Find a Cursed Idol but don’t kill her she’ll just combo again the next turn. There’s a lot of great removal options in G/B like Abrupt Decay or Assassin's Trophy that handle tons of different matchups.
3) You don’t have a good plan for over-the-too value decks. The dungeon plan takes time to grind (not a bad thing), but your need to give yourself the time to grind. If you play against a deck with something like Bring to Light or Enigmatic Incarnation you might get completely ran over by Omnath, Locus of Creation or The Scarab God. You can fight back against these decks with unconditional removal like Go for the Throat and discard spells like Duress and Liliana of the Veil.
4) You need some more card draw. If you’re lowering your curve you should expect to play longer games & can pull ahead of opponents with card draw engines. Castle Locthwain pulls you ahead of your opponents in long games. Hive of the Eye Tyrant gives you an option to win the Dungeon back from an opponent when you’re out of creatures & closes long games against control decks. Field of Ruin is great for midrange mirror matches bc it blows up your opponent’s castles.
Dungeons can be a hard mechanic to work with but it rewards you for playing long games & slowing your opponent down. If you run a solid midrange deck with Dungeon cards to break parity and pull you ahead you’ll have a solid game plan.
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