Destroy target Human creature.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Human Frailty Discussion
5 months ago
There are some straightforward options - the 'kill an enchantment' card patched a lot of holes. I've had success with Whip of Erebos and Mimic Vat , Collective Brutality , Raven's Crime , Ravenous Trap , Profane Command and so on, but right now lumimancer looks like its going to be flavour of the month, so 1 mana instant speed removal is the game. Fatal Push , or spice like Human Frailty . If you need to kill somewhat bigger creatures, Dismember does a lot of work answering those 1 drops.
5 months ago
I enjoy playing competitive EDH and one of the recently spoiled Strixhaven cards I already know is going to shake-up my meta and make things difficult for me. Namely Witherbloom Apprentice is the card I'm dreading as it can close out a game if it's controller casts Chain of Smog as it can be copied infinitely if the controller always targets themself with it. It's very likely every BGx deck in my play group is going to run this combo given how easy it is to setup and when you pair the possibility of closing out the game on turn two through Dark Ritual or Sol Ring into a mana rock, it becomes a lethal threat I can't ignore when making deck building decisions. As such, I feel I need to add another one mana creature removal spell in my deck, but I'm stumped over which spell I should include not just to address this potential combo but also have the most practical use outside of it as well.
My current list of removal spells are: Path to Exile , Swords to Plowshares , Sinister Concoction , Dismember , Lightning Axe , Molten Vortex , Red Elemental Blast , Pyroblast and Terminate (I enjoy playing more reactively than proactively.)
The removal spells I'm considering are: Dark Betrayal , Fatal Push , Human Frailty , Lightning Bolt , Magma Spray , Weight of Spires and Seal of Fire . (The last one I'm considering for its use around counterspells by casting it early.)
Notable exclusions are: Deadly Rollick , Defile , Dispatch , Force of Despair , Galvanic Blast , Murderous Cut , Mutual Destruction , Necrotic Wound , Pyrokinesis , Reckless Rage , Skred and Tragic Slip as I feel I don't have the means to meet these card restrictions consistent enough to be useful in my deck, especially in the early game. I'm also not considering two mana removal spells like Go for the Throat because I feel at this point cost effectiveness matters more than removal range.
Of course the best removal spell is going to depend heavily on the meta, but I'm generally trying to figure out which of the spells I'm considering is the best in a competitive environment in general. I'm looking for feedback and second opinions on whether you think any of the spells shines well above the rest through your own play experiences. I appreciate any insight I can get, thanks.
10 months ago
The single best piece of removal to find it's way into lists in the coming months is Path to Exile as this deals with the offending threat pretty permanently. It also combos very nicely with OP Agent itself to net a land to ensure a land drop when you miss a land draw to keep up the pace of tempo. Path is going to be the single most added card to deck lists in the next 6 months for these reasons. Pongify and Rapid Hybridization are the next two most effective removal pieces that will see additions to lists. Eliminate (and maybe Smother/Fatal Push) will be run in the 2 cmc removal slots more so than any card similar to Go for the Throat because it's restriction is usually slightly less problematic plus it can hit some of the very important complementary pieces (Narset, Ashiok, Maralen, Mindcensor, etc). Both Dark Betrayal and Human Frailty are fringe option considerations and while Snuff Out is no good but Deadly Rollick should be excellent for some deck archetypes (such as Yuriko).
The problem with most removal spells is that they tend to "destroy" the Agent and this doesn't really solve the problem. In my Maralen deck, for example, I'm already running Reanimate, Dance of the Dead, Necromancy, Animate Dead and have at times included for testing Unearth, Oversold Cemetery, plus a few other recursive elements. Just destroying the Agent is not a good way to deal with it, it's just going to come back (Noxious Revival, Regrowth, etc). You need to exile it. Swords and Path are the best bets, Winds of Abandon isn't terrible but it's also not instant speed. But the point here is that you want to exile the dude or find some sort of more permanent solution to the problem a la Gilded Drake/Oko than just spending some spot removal on a card that's going to make a return from the yard (Underworld Breach just to replay an Agent is a totally valid line to take in competitive settings, you'll just steal some one else's Breach to combo off). Can't stress this enough, you'll want to exile the Agent, not destroy it.
1 year ago
Players cannot cast card with or activate non-mana abilities with unless X = 4.
Whenever a creature enters the battlefield with power or toughness X, if X = 4 at the time it enters the battlefield, its controller may have it enter with four additional +1/+1 counters on it.
If the fourth spell you cast on a single turn has an X value of 4, you win the game.
Let's have some tribal hate. Some kind of anti-synergy. Not something that targets a single tribe (like Human Frailty ), but rather, something that targets all tribal synergies.
2 years ago
I prefer a green splash but the white splash is fine, personal preference. G or W splash is definitely stronger than Mono Colored. Black can't deal with Enchantments or Artifacts very well so a splash is pretty much needed to be competitive.
I think Collective is better in the side but if you like it in the main keep it in the main. What works for me may not work for you. I do think you should find some space for more bodies though.
As far as Kaya's Wrath is concerned. If you want to run it, consider adjusting your mana base. I'd add more Godless Shrine and some Fetid Heath . On the matches you need a wrath I doubt you're going to want to Fetch > Shock x2 to have it ready on turn 4.
Your sideboard is packed with valid choices but a couple cards you may want to consider are Liliana's Caress for Hollow One style decks that rely on Faithless Looting and Runed Halo for Arclight Phoenix decks.
2 years ago
Okay, so like we were discussing before, what is it that you want to do with this deck? What you are facing is a fast, tribal deck. If he's in mono-white, a few board wipes should be enough to slow him down to where you can overcome. White lacks draw, so if he over extends and you clear the board it will take time for him to rebuild. My suggestions:
Remove the Sudden Spoiling, Malicious Affliction, Bile Blight, Drown in Sorrow, Human Frailty, and Tsabo's Decree. I see what you want to do, but most of those cards are too slow and having too many will weaken the deck
2 years ago
Some of the 2 CMC or less black instants that allow you to destroy black creatures include: Devour in Shadow, Disembowel, Fatal Blow, Fatal Push, Feast of Dreams, Gang Up, Go for the Throat, Hero's Demise, Human Frailty, Killing Glare, Smother, Soul Rend, Ultimate Price, and Victim of Night.
Some of the 2 CMC or less black sorceries that allow you to destroy black creatures include: Bone Splinters, Death Stroke, Defeat, Do or Die, Feast of Blood, Imperial Edict, Liliana's Defeat, Murderous Compulsion, Reave Soul, Severed Strands, Soul Reap, Walk the Plank, and Wretched Banquet.
3 years ago
And Zombie Apocalypse could even be kinda good.