Harsh Mercy

Harsh Mercy

Sorcery

Each player chooses a creature type. Destroy all creatures that aren't of a type chosen this way. They can't be regenerated.

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Set Rarity
Onslaught (ONS) Rare

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Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Highlander Legal
2019-10-04 Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Harsh Mercy occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%

Harsh Mercy Discussion

Darkshadow327 on Click here if I can have your name.

2 weeks ago

I do love me a Tribal Deck. Here's some of my thoughts.

Hope I could be of some help, the deck looks super fun to play!

Lordeh on All Hail the King (Human Tribal)

1 month ago

@ Vash13 Thanks for the suggestions as they are unusual cards.

I was considering Morophon, the Boundless as an alternative commander to Kenrith, the Returned King but I love the haste and trample that he provides.

Harsh Mercy would be good however I actually verse a a few tribal decks including angels and Kaalia of the Vast which seems a little less effective as spot removal or a clean wrath. This is the same for Patriarch's Bidding.

I did originally consider using Descendants' Path but to make it more consistent I would use Sensei's Divining Top and or Scroll Rack to ensure the value engine worked. Also I really wanted Containment Priest to stop and free card shenanigans which is a complete nonbo with Descendants' Path.

Thanks again for the suggestions and if my playgroup evolves into less creature tribes I will make the changes.

Cheers.

Vash13 on All Hail the King (Human Tribal)

1 month ago

Cool deck, have you tried Morophon, the Boundless one of the best new tribal cards for five color, it can run as an alternative commander or just be killer when it drops alowing you to cast many cards in you deck for 1-2 colorless, also like Harsh Mercy, Descendants' Path, and Patriarch's Bidding would all be fun here, good luck +1 from me

TCK_Green on TempesT's Smash face dinos

2 months ago

Nice work - big dinos rock! :D I think your mana ratio is pretty good, well done with the lands.

I think the sweet spot in your deck is probably hitting those 2-land ramp spells on T4. If you can usually guarantee 6 mana on T5, then you're in a good position to even have Gishath out and possibly swinging to win on T6. There are a couple of useful card probability calculators out there to tell you how like you are to hit the draws you want, and I've plugged your numbers into one of those to check your odds. With 36 lands you have a ~40% of not having 4 lands on turn 4, meaning that everything else would be delayed by at least one turn. It doesn't sound like much, but putting two more lands in the deck drops that to ~32%, meaning there are ~1/12 more games where you hit that T4 plan. (Going up to 40 drops it to ~27%, but this is where the balance between dinos and non-dinos comes in!) It's not directly correlated, but I reckon that would increase your win rate by ~1/12 as well.

Trying to hit that optimal T4 also means you want to take advantage of that free mulligan that you get each game. Since you're playing Gishath I'd mulligan all hands with less than 3 lands, and I might even be tempted to keep a 7-land hand, as well as looking for that all-important ramp spells. Your deck needs a lot of mana to get roaring - there's no point having a hand full of spells if you've not got mana on the table to cast them! So, what can we drop to get a couple more lands in?

  • Territorial Hammerskull - this doesn't feel like it adds much to the deck plan
  • Wayward Swordtooth - looking at your deck, in practice you're almost never going to have 10 permanents before T6, meaning that you this card doesn't do much in the deck. Don't get me wrong, it's a good card, but it doesn't help you get get Gishath out, and it's not the best card to see when you're pulling dinos off the top of your library.
  • Sarkhan's Unsealing - I'd be tempted to take this out as well. In practice this deck wants to cheat out the expensive creatures using Gishath - you're probably only going to be actually casting 3-4 big dinos each game. This is where the Warstorm Surge in your deck works much better - it triggers on ETB, so all your new dino buddies from Gishath will trigger it!
  • Ravenous Daggertooth - similar to my comment about Imperial Ceratops above, I don't think the 2 life gain is going to help much in the long-term plan
  • Growing Rites of Itlimoc  Flip - by the time this flips you'll probably already have Gishath out
  • Blasphemous Act - mind if I ask why this is there? I get that it damages your own creatures, but it'll probably also kill them! Thoughts on something like a Harsh Mercy instead?
  • Primal Command - doesn't feel hugely impactful in the deck
  • Gravity Well - you've got some flyers, so this is a little bit of a non-bo. If you're worried about people swinging at you with flyers - just get your dinos to eat them out of the sky with their abilities :D

Make sure not to remove too many dinos though! If you want to hit at least 2 dinos with Gishath's 7 damage (4 if you've got double-strike out) then you need ~28 dinos in the deck (excluding Gishath of course). You currently have 29, so perhaps it might be worth cutting some of the non-dino non-land cards instead of the ones I suggested further up. Oh - Crested Herdcaller has a decent ETB for the deck and brings two trampling bodies, which works nicely with the Quartzwood Crasher that's now in the deck :) haha, I could go on making suggestions all day!

Looking back through the deck again, I see that we're pretty low on non-creature interaction. Your dinos do a good job of taking out problematic creatures, but there's not much to deal with artifacts/enchantments. Maybe look at some flexible removal like Beast Within, Generous Gift, or Return to Dust?

Hope that's given you some more food for thought. Do feel free to ignore my suggestions - I'm just chucking my thoughts onto the page for you to pick what you like from :) what matters most at the end of the day is that you enjoy playing your deck!

GVDT on Kentaro, the Smiling Weeb

2 months ago

First off, you'll want a couple more lands, commander when you can't play anything sucks

A quick note: The commander you have chosen gives you the ability to run a lot more colorless "utility" lands, some fun ones are: Arch of Orazca Blighted Steppe Buried Ruin etc.

I think you'll want some card draw and some more removal as well as any ramp you can get. Here are some budget options for each:

(Note: most of these are not auto-includes, with you needing to build the deck into them a little, except for ramp, just take some and go)

Card Draw Mentor of the Meek (if it fits with the other cards), Bygone Bishop??, Monarch cards like Palace Jailer will be easier for bushido to defend netting you extra cards per turn, but drawing fire from opponents

Removal Generous Gift, Settle the Wreckage, Day of Judgment, Dusk(most of your creatures duck the board wipe), Urza's Ruinous Blast, Slaughter the Strong, Harsh Mercy (Look at this one if nothing else)

Ramp Sol Ring (I hate that this is a card that goes in any deck, but it pairs really nicely well with your commander's ability), Solemn Simulacrum, Oketra's Monument, Knight of the White Orchid, Marble Diamond, Heraldic Banner, Caged Sun is cool, Kor Cartographer, Gold Myr

Other interesting stuff: Mirror Entity could be fun and interesting, Irregular Cohort really helps pump your samurai numbers, Brave the Elements pairs with all the white critters, Reveillark can get two of your samurai back or be a flying body if needed, Thalia's Lancers can go get an important legendary cards you want, I think Eidolon of Rhetoric may be interesting, maybe good, maybe not, Elspeth, Undaunted Hero's Ultimate is maybe achievable with so many blockers and potential very big with all of your white pips, Heliod, God of the Sun, Changeling Hero

Doombeard1984 on Shapeshifter shenanigans

2 months ago

ok, so I have had another look through here. Firstly, I got to note that I have read that you don't want to use many slivers in this deck (although I do love my hive), but I think there is a couple that could be really useful for you. Manaweft Sliver and Gemhide Sliver could turn all your changelings into birds of paradise, which is some pretty good mana fixin. Cloudshredder Sliver gives you a 2 for 1 on flying and haste as well. I guess you could also look at Crystalline Sliver to give your creatures shroud too. But enough of Slivers now.

You could look at Harsh Mercy which could be really good for you. As you are tribal, you can use this to your advantage and hopefully save most of your board, or if you have indestructible, then even better.

Gallia of the Endless Dance could be really useful, and could also give you some hand filtering if you are swinging in with several creatures a turn.

Along with Arcane Adaptation you could also include Conspiracy in there as another version of this just in case.

Lord of the Unreal can give your stuff another buff and hexproof, which is much more useful. may even be more useful than my beloved Crystalline Sliver lol.

Unesh, Criosphinx Sovereign could also be really fun. Again, you get some card advantage, and also reduce some colorless mana costs for some of your creature spells.

Captivating Vampire could also be pretty sweet too. you can start stealing your opponents stuff with this.

Whelming Wave could be good too. you will not be as effected by this as your opponents.

Hope this is all of use to you, and you will have to let me know how you get on with the deck. I have been thinking of making a changeling deck, but basing it on Reaper King. That ETB for scarecrows is just ridiculous.

Anyway, stay safe mate. cheers

SideBae on War and Taxes

4 months ago
  1. Your rock suite could use work. I've never found 3-mana rocks (i.e. Chromatic Lantern, Mana Geode, the cluestones) to be very good at all: a two mana rock on turn two means you can land your general turn three (assuming you make a land drop), but three mana rocks rarely speed you up by a whole turn. Consider running some of the following instead: Talisman of Progress, Talisman of Dominance, Azorius Signet, Dimir Signet, Orzhov Signet, Sky Diamond, Coldsteel Heart, Mind Stone, Thought Vessel... In general, I've found categorically replacing 3-mana rocks for 2-mana rocks is a good way to improve a deck.

  2. I'm not a fan of the anthems route, since it means Skullclamp isn't a viable card-draw engine. That said, if you want to go after the anthems, I suggest Favorable Winds in addition to your other effects.

  3. Mystic Remora is good -- I think it's better than Rhystic Study, but you may want to run both.

  4. I don't know how many creatures you usually have out, but if you have 4+ pretty consistently you may want to run Slate of Ancestry. It's a highly underrated card in token-based decks. Also Distant Melody and Windfall. And Thirst for Knowledge/Thirst for Meaning.

  5. Ponder and Preordain belong in any blue deck. One-drop cantrips that provide card selection don't look like much, and a lot of people write them off as not effective enough, but there's a reason these are both banned in modern and overplayed in legacy. I do think you should run Brainstorm, but if you do you should run at least two more fetches to make sure you don't get locked under the cards you put back.

  6. Winds of Abandon is a card I have never liked at all -- ramping your opponents is often straight-up dangerous in EDH. Consider something like Swords to Plowshares or Harsh Mercy instead.

  7. One combo I think is pretty cool is Counterbalance + Sensei's Divining Top. Both these cards trigger your general, and you can flip top to recast it if you need to squeeze out extra triggers. Paired, they produce a pretty tough counter-wall for your opponents to fight through, which notably does not cost you cards.

  8. Oblivion Ring? I think it's better than Path to Exile, for the same reason I don't think Winds of Abandon is very good.

  9. Cyclonic Rift strikes me as a lot more powerful than River's Rebuke. Being an instant that hits all your opponents is a big deal.

  10. Mentor of the Meek seems like another really good source of card-advantage for you. Like Skullclamp, if you have enough pump out it won't work.

Right. That's all I got.

Good luck

Inigmatix on Sliver in my Thumb

4 months ago

Starting from the Premium Deck is a pretty good place to begin crafting slivers and it's what I did myself and have been playing slivers for a number of years now.

Now for quite a lot of suggestions and thoughts that I hope will be helpful for you

Recommended Cuts

You really don't need Mana Reflection in slivers or most other decks for that matter. It's really a "win more" kind of card and if you're doing well enough that you have the 6 mana to burn on it you're probably better off just dumping more slivers into play or tutoring for slivers that will allow you to win the game with your Sliver Overlord. If you're using it to go infinite and win with Sliver Queen then your Mana Echoes will provide the same effect for that combo but either of the 4-cost token doublers can also work. Anointed Procession Parallel Lives

You also don't really need bombs like Ulamog, the Infinite Gyre, when you can spend less mana on more creatures that generate more value, putting 11 mana into a single creature will feel kind of bad. Also, a 10/10 among a board of 20/20 unblockable, vigilant, double striking, lifelink, flying, deathtouch, trample, etc. creatures isn't going to provide much of a bonus, it actually ends up being less of a threat than the rest of your board. Plus, if it gets countered, you’re down 11 mana whereas if somebody counters a sliver then you’re down like 2-4 mana and can still play more slivers.

Mycosynth Lattice opens up your entire board to artifact removal (including your lands) you may want to reconsider this include as it doesn't really provide any benefit to you for all the risk that comes with it.

Sensei's Divining Top may not be as useful in a deck where you have as many tutors as you do and your commander can tutor all your value pieces since you’ll probably be shuffling your deck a lot.

Amulet of Vigor doesn’t actually do that much for you, out of all your permanents there is only one that always enters tapped, Vesuva. With the number of shock and check lands you run, you probably do not need this and can use this slot for something else. (I get that it also works with Cryptic Gateway but without a source for card draw, you’ll run out of slivers to play quite quickly anyway)

Quick Thoughts

Crystalline Sliver turns off any and all "target sliver" abilities like Crypt Sliver and Magma Sliver (You also won’t be able to steal things with Overlord). If you find yourself subject to frequent spot removal and need to bring Crystalline out often to protect your Slivers you can at least keep the regenerate ability with Clot Sliver or Sedge Sliver

Harmonic Sliver can potentially ruin your infinite Token Queen combo as the pieces that enable that combo are all artifacts/enchantments and this sliver’s ETB is not a ‘may’ ability. You must destroy something if there is a legal target on the board so you would end up destroying your Training Grounds, Mana Echoes, etc. If you still want this ability I would recommend swapping this with Aura Shards as it is the same ability with the same trigger but it is a ‘may’ ability and you can choose not to destroy something.

Useful Slivers

Hibernation Sliver is one of the best slivers for avoiding removal. Paying 2 life to protect any sliver from being destroyed, exiled, stolen, etc. is very useful

Belligerent Sliver/Two-Headed Sliver making it harder to block your slivers means more bodies getting through to hit face.

Essence Sliver this is not Lifelink, and because it isn’t it actually stacks with Syphon Sliver for more life points

Dormant Sliver It’s fairly easy to dump your hand when playing slivers but this leaves you with an empty hand and not a whole lot of options. Very good for keeping your hand full of slivers to play. Defender can be a problem but who says you have to attack to win with slivers ;)

Screeching Sliver alternate win, tack this onto infinite sliver tokens combo from the Queen to mill out your opponents. Good if locked out of attacking for some reason

Lavabelly Sliver another non-combat win with Queen combo

Homing Sliver another way to tutor for any sliver you need besides Overlord’s ability

Mesmeric Sliver only card with Fateseal in the game, great for controlling your opponent’s next draw. Force them to only draw lands or maybe give them no lands at all.

Necrotic Sliver having spot removal for any permanent on every single one of your creatures is terrifying a very valuable. Strongly recommend this as an include.

Shadow Sliver I have never encountered anyone playing creatures with Shadow in EDH in all my years of play. This most certainly will let you get through and hit face to win a game, just make sure you kill all your opponents or get rid of it after combat as it leaves you with no blockers

Virulent Sliver I know there are mixed feelings about poison counters in the magic community but hey you get 2 counters on someone with double strike creatures.

Fun and Useful Tribal Cards for Slivers

None of these are particularly pertinent includes and some came with the Premium Deck, but these are just some Tribal cards that I have used over time while playing with slivers. Some I still use and some I do not.

Kindred Summons, Wild Pair, Herald's Horn, Coat of Arms, Kindred Discovery, Descendants' Path, Patriarch's Bidding, Kindred Charge, Vanquisher's Banner, Distant Melody, Kindred Dominance, Living Death, Primal Surge, Harsh Mercy, Door of Destinies

Closing Thoughts

Slivers can be a lot of fun to play but keep in mind that they are very aggressive and can draw a lot of hate from your opponents. Players that have experienced playing against slivers are likely to counter your high-value creatures like Gemhide or Queen and will try keeping your board as small as possible since slivers win by swarming and overwhelming your opponents. I have found that this can be mitigated somewhat by changing your commander since slivers have 3 good options. Sliver Overlord, Sliver Queen, and The First Sliver.

Overlord and Queen are quite similar as they both conducive to trying to hit Queen’s infinite combo as quickly as possible but I have found that Queen tends to make people more nervous than Overlord does since you can create a wide board very quickly with her. Not only that but if you are relatively uninterrupted then silvers can combo out relatively consistently by turn 4 or 5 (depending on how lucky you get). If you like a combo victory, then that’s great, but the combo has very little variance and I personally got bored of it after playing it like that for so long.

Using The First Sliver as your commander is a whole lot less consistent if you’re going for combo but overall I’ve found it to be significantly more fun to play as I can sometimes rip 3-4 slivers for free off the top of my deck. The win is the same with overrunning your opponents but not using an infinite combo every time was very refreshing.

Hopefully you find some of this helpful, slivers are my all-time favorite tribe in mtg and it was great to see them get some love in Modern Horizons.

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