Hero's Downfall

Instant

Destroy target creature or planeswalker.

legendofa on Scarab God UB Zombie Tribal

6 days ago

And I'm glad to help!

A basic single-target removal package might include some combination of Hero's Downfall, Feed the Swarm, Bone Shards, Rapid Hybridization, Never / Return, and/or Ravenform.

PhocusEnergy on Battalion of Bones

2 weeks ago

Epicurus Thanks for the suggestions! I actually completely agree with you with the curve concerns here. With regard to the cheap sac/removal cards, I was running this with Eaten Alive and it worked quite well, but my issues with it were two-fold - I can only sac so many skeletons and bring them back so many times without burning a lot of mana, and that a lot of my sac synergies are in there to work with the triggers for Skeletal Swarming and Death-Priest of Myrkul, both of which trigger on any creature death, not just our own, which makes me want to keep our sac triggers and removal segregated to maximize our resource/death trigger ratio. As for bringing down the mana curve, I agree that that's likely a good move, I was testing with this more resilient, slower build, but I think replacing the Vraska's and two of the Hero's Downfall with Infernal Grasp or Heartless Act would be a great way to achieve this.

amarthaler on EDH Kaervek the Merciless

3 weeks ago

Update!

Out: Hero's Downfall

In: Murderous Rider

I think more cheap creatures is needed for this deck, just to protect my own life total. The instant adventure of Murderous Rider has the same effect and costs the same as Hero's Downfall, but then turns into a creature with lifelink.

magicbike on Isshin, Two Heavens as One

1 month ago

i just whant to keep you guys posted

i took out Exotic Orchard for a flip land i thought oke this is a good card but i play against guys that have water/light deck or some one with a green fire deck so i thought meaby a flip land is better than exotic

i took out Nezumi Bladeblesserfor Wandering Archaic  Flip

i took out You Are Already Dead for Hero's Downfall

whaiting for one more card

DawnsRayofLight on Isshin, Two Heavens as One

2 months ago

I might drop some of the Samurai like these:

1x Nezumi Bladeblesser

1x Norika Yamazaki, the Poet

1x Peerless Samurai

1x Heiko Yamazaki, the General

For:

Hero of Bladehold (she is rediculous with Isshin, 4 tokens out with +2/0)

Boros Charm: protection

Fireflux Squad: pretty good with the tokens

Aerial Surveyor: Can help with ramp

Some other adds:

Sword of the Animist: ramp

Rakdos Signet, Orzhov Signet: Ramp

Phyrexian Arena: try to get this while it is a bit low for now thanks to a recent reprint

Some suggested drops:

1x The Shattered States Era: There are better cards

1x Touch the Spirit Realm: pretty good, but there are better

1x Wanderer's Intervention: both this and the below have better cards you can use: Infernal Grasp, Swords to Plowshares, Path to Exile, Despark, Anguished Unmaking, Bedevil, Baleful Mastery, Hero's Downfall, Dreadbore, Damn, Winds of Abandon

1x You Are Already Dead

1x Debt to the Kami

1x Deflecting Palm

1x Disenchant

1x Sword of Hours: there are better cards

1 Ecologist's Terrarium: there are better cards

It is looking good!!

Ziusdra on Card creation challenge

2 months ago

FauxFaux It's not every +1/+1 counter, only the ones on creature tokens. :) Also, with his mana cost, consider that he can't really protect himself on the turn he comes out. On the turn after he comes out, for example, it will cost you two or three +1/+1 counters to counter a Hero's Downfall or Murderous Rider. It will cost three or four counters to counter a Dreadbore, Angrath's Rampage or Vampire Hexmage. Not to mention all the two-mana bounce spells. All the while, spending these +1/+1 counters leaves you more vulnerable to attack on the ground... so it's a trade-off and he requires a lot of specific pieces in place so that his strategy doesn't fall apart the turn he comes out... :)

Guerric on Help Building my First Competitive …

2 months ago

Hi ionlyplayelves!

I can definitely see removing Casualties of War. It is devastating in the right context, but it does cost six mana, and while you'll have much more than most, it sometimes better just to play more mana efficient single-target removal spells like Beast Within, Go for the Throat, Hero's Downfall, etc.

I actually like Gnarlroot Trapper because it's another dork. I think if you build this right you'll have a lot of lifegain and the one won't bother you too much, and of course the deathtouch is a nice bonus.

I think Pact of the Serpent is a great card. You could potentially draw a crazy amount of cards with it, but for three mana it will be great even if you get only three to five.

I hear the argument on Twinblade Assassins. Five mana is a lot for something that will only draw you one extra card on each of your turns, provided that something dies. This is on top of the fact that creatures are the easiest permanent type to kill. Phyrexian Arena would give you the card automatically. Dark Prophecy would give you one any time one of your creatures dies. Grim Haruspex will give you one any time a non-token creature dies. Beast Whisperer gives you one whenever an elf ETBs. These are all very good rates, unlike Assassin. You need to have 10-12 pieces of card draw in the deck, but this is a suboptimal one. I also think if you get this going right you'll have a lot of things dying, and Miara, Thorn of the Glade will be a powerhouse. Moldervine Reclamation is similar. Last week my friend who play's Lathril had something like twenty-five elves on the battlefield (which is easy to do when you play Lathril right!) I had to board wipe him to keep us alive, but he drew a quarter of his deck and gained 25 life. Needless to say, it was a temporary reprieve at best! It's a good card.

You definitely want Farhaven Elf, Springbloom Druid, and Wood Elves in any elf deck in commander- they are the best there is. Fetching your lands and ramping them onto the battlefield while leaving a body behind that can attack and block and be anthemed by your lords is really great.

Binding the Old Gods is kind of meh. I think your instinct is correct there! It costs 4 mana and is slow and grindy for what it does. Sure, we need to kill stuff and ramp lands, but when we kill stuff we'd rather just use Doom Blade for 2cmc.

Cultivator of Blades isn't essential, but it's very easy to underrate. At minimum it gives all of your elves +3/+3 when you attack till end of turn. If Elvish Archdruid is out its +4/+4. If you tap Timberwatch Elf to dump ten counters on it and then immediately attack, your opponents are going to die that turn. The best part is that they'll never see it coming the first time you do it!

wallisface on rats v1

3 months ago

Some thoughts:

  • 18 mana is absurdly low. As an example, burn runs 19 lands, and only has cards costing 1-2cmc (mostly 1cmc). You have almost no 1-drops, and a card requiring 4cmc, as well as many creatures with activated abilities requiring mana. I think you need 22-23 lands as an absolute minimum.

  • i’m not sure how much Bad Moon actually helps you here, as the power-increase is low, and it has the chance to also buff your opponents stuff. I also feel like Door of Destinies is probably a bad “finisher card” in that it doesn’t do anything on the turn it comes down, and likely won’t be useful until you’ve cast at least 2-3 rats after its entry. Both of these buff effects feel really weak compared to other modern strategies. I would recommend you’d have better luck playing with more interaction and grinding your opponent down that way - Inquisition of Kozilek would do this deck well.

  • instead of Cast Down, i’d suggest playing Infernal Grasp, which is a MUCH stronger card.

  • Metallic Mimic, Rat Colony, and Typhoid Rats all feel too “cute” to be powerful/useful. Imo i’d just be relying on Pack Rat and Piper of the Swarm to win through value-games (running Unearth to recover em if they die), and packing the rest of your deck full of hand-disruption, killspells, interaction etc. But, in any case, i think you need a second colour in the deck to effectively strengthen this deck. There are a lot of options in all of Red (Lightning Bolt, Unholy Heat, Young Pyromancer), Blue (Counterspell, Drown in the Loch, etc), or Green (Abrupt Decay, Assassin's Trophy, Scavenging Ooze). What i’m getting at, is that it’s gunna be really hard to make this deck work well monocolour.

  • for your sideboard, both Deathmark and Hero's Downfall are pretty bad cards so i’d remove them. You also have, imo, too much graveyard hate (but your meta may require it?). It feels like you need some anti-burn/aggro cards in here.

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