Go for the Throat

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Tiny Leaders Legal
Vintage Legal

Go for the Throat

Instant

Destroy target nonartifact creature.

TypicalTimmy on Doubling Cube instead of Mulligans

1 week ago

Wasn't there a fix already proposed? The "French" Mulligan, I believe it was called? Where you draw 7 and, when you decide you'd rather not keep a hand of 6 lands and 1 mana rock, you take those seven cards and throw them at the bottom in a random order. You draw the next seven and decide if you'd like to keep. If you do, you choose 1 of the 7 and that too goes to the bottom.

If you do not keep, all 7 go to the bottom and you draw the next seven. If you keep that, you choose 2 cards and those go to the bottom.

  • (They may all get shuffled in, I'm not sure.)

Either way, the best way to end poor draws and needless mulligans is to just adhere to proper deck building techniques, such as land ratios and mana curves. That won't guarantee you 100% of the time that a hand is usable, but it will significantly improve your odds.

Although the BEST method is to implement redundancy. For example, having a "midrange" deck with only 5 removal spells is entirely pointless. You'd want probably 12 removal spells, so you constantly draw back into something new, to keep the midrange game going. Hell, you may want something like 12 instant / sorcery removal spells, a few kill-ability spells such as Steel Hellkite and Meteor Golem, probably like three solid wraths to reset the boardstate, and maybe even a Planeswalker or two that can kill creatures just to have some added and repeatable utility thrown into the mix.

Redundancy. Now when you take a hand, as long as your mana curve is tight and your mana base is fluid, you'll be able to be more flexible in your plays.

We, in Commander, don't get the benefit of running playsets of the best spells in the game. We don't get 4x Counterspell and 4x Lightning Bolt and 4x Mutagenic Growth. So we have to make due with a Dreadbore and a Terminate and a Murder and a Go for the Throat and a Walk the Plank and a Fatal Push. Because now, if you draw a theoretical hand of say, 3 lands, some enchantment, an expensive creature and two of anything listed above, you're probably going to be good. Because you can get your lands out and hold your removal against someone's Commander to buy you time - as is how you'd want Midrange to play. As an example.

But, seeing as this is a General forum, the idea still remains. Redundancy. Run 2x, 3x and 4x of the very best cards. Now, your hand is far more predictable and solid, all the time.

Redundancy is how you win games.

aholder7 on Assailing Archeology

3 weeks ago

I like the feel of this deck and it seems fun but I have some questions and comments.

First, is green bringing enough to the table? you are playing 8 green cards if you count the backside of the flip land. They are also cheaper cards which means you would need to assure having access to green early consistently. You are devoting more than just a small splash to it, but all you are getting out of it really is some minor ramp. something like Mind Stone or Talisman of Dominance would probably serve you better. without delerium, traverse could be replaced by a basic. With delerium its a great card but in order to do that you need to get all 4 of your types (Land, Sorcery, Artifact and Creature) into the grave. Artifact and Creature are fairly easy but with as few fetches as you are playing you need to have already gotten a Cathartic Reunion or similar off before you have a consistent chance at delerium.

second i think you need a bit more interaction. you have Bone Shards which is a nice way to also get cards in grave. but as a 3 of, you aren't going to be able to respond to many things. I'd suggest throwing in Lightning Bolts but there are a number of cheap removal options like Disintegrate or Go for the Throat if you prefer those.

I think Jaxis, the Troublemaker is one of your best cards here. 3 mana with no warning to drop a leveler or combustion. if you can keep him around you can provide value by continuing to drop threats.

I don't see you hard casting most of your larger threats so Chainer, Nightmare Adept seems like they'd only be able to be a discard outlet and you have plenty of those.

it sounds like you are enjoying Void Maw so i'll skip commentary on it.

overall i think you lack early game presence or a way to stabilize if you manage your way through it. This is especially true if you are using Bone Shards as a way to get value out of unearth targets instead of putting targets in the grave. some basic cards like Yarok's Fenlurker/Burglar Rat/Dusk Legion Zealot can be a blocker and manage resources a bit.

I also don't think your tutors are entirely required with threats and filtering.

tl;dr

-1 chainer

-3 solemn

-4 rampant growth

-2 traverse

-2 profane tutor

+2 Jaxis

+1 combustible

+4 Mind Stone

+2 Sundering Titan as a scarier unearth target.

+3 Terminate

Rune0809 on Willowdusk, Dryad of Life and Death [PRIMER]

3 weeks ago

I might take out Withering Boon. Willowdusk's ability works only as a sorcery. I pay three life but it won't trigger her. I'm looking to replace it with a removal spell like Go for the Throat or Nature's Claim.

kane60032 on Necron Tribal [Feedback Wanted!]

1 month ago

That would work as if you did go wish the changes I made having an Ashnod's Altar + Necron Deathmark + Resurrection Orb effectively is a recurable Go for the Throat. Pretty much sac the Deathmark that has the Res Orb attached to the Altar. Altar gives you 2 colorless mana and orb brings back Deathmarks which destroy something. You can then spend that two colorless mana and two mana from elsewhere (likely lands) to reequip the Deathmarks with the orb and repeat the process for however much mana you have. This also mills your opponent but has the downside of being sorcery speed recursion since you can't reequip the orb at instant speed.

kane60032 on Necron Tribal [Feedback Wanted!]

1 month ago

Having good removal from my experience playing with this decklist is the biggest downfall. I found myself unable to deal with your opponent's bombs effectively so I'd suggest including cards such as Go for the Throat for overall efficiency or Necron Deathmark if you want to go for more of a resurrection loop with your Resurrection Orb through a sac outlet would help this further as it is mana expensive.

I'd highly recommend replacing your Heraldic Banner with either Door of Destinies or including a sac outlet such as Ashnod's Altar to enable the resurrection items (orb, skele shard, etc) and getting death/etb effects. You could do one of the in-archetype sac outlets such as Illuminor Szeras but most require you to tap the sac outlet so can't spam it multiple times in a turn. Door of Destinies creates more of a threat for your opponent and buff your creatures much more. Biotransference can also be a spicy replacement to generate a wider board state and ok chump blockers.

Overall here are the changes I'd personally make:

Justnastyx on Minthara Tokens

2 months ago

Possible suggestions from ya boi Seal of Doom, Executioner's Capsule, Bastion of Remembrance, Go for the Throat, Wayfarer's Bauble, Skullclamp, Whip of Erebos,Damn, Looks really good but keeps going up in price Sign in Blood,Infernal Grasp,Ravenous Chupacabra is better than shriekmaw since hes not restrictive. 33 lands is a little low for me imo Some protection for her wouldn't hurt i think the blink cards like Cloudshift, Eerie Interlude are really good because they can also blink any LTB or effects if need to like Sun Titan and also add a bit of protection from removals. Maybe some indestructible spells or enchantments.

to_regatha_and_beyond on The pauper Fairytale (new and Improved)

2 months ago

Nice deck design! This covers some ground most of these pauper faerie decks don't, which is great to see.

I might get rid of the Mukotai Ambusher as it doesn't do all that much in the deck. Maybe in its place put in another Ninja of the Deep Hours?

Diabolic Edict seems pretty weak since it can't target, maybe replace it with another Go for the Throat? Artifact decks aren't super popular at the moment so the ability to target seems a lot more powerful to me.

Echoing Decay is really a sideboard card, since it's main use is for matchups against decks that make a lot of tokens. In your main deck, it often ends up hitting only 1-2 creatures, which isn't that powerful.

Some cards I might consider for the deck are Winter Eladrin and Mutagenic Growth. They can be pretty useful, especially Mutagenic Growth.

What do you think of those cards?

Jensen6842 on Jensen's Wilhelt

3 months ago

DreadKhan, thanks for the comments! I'll definetly look into MDFC lands. I love Resculpt, was definetly going to replace Go for the Throat with something.

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