Lethal Vapors

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Legality

Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Penny Dreadful Legal
Premodern Legal
Quest Magic Legal
Vintage Legal

Lethal Vapors

Enchantment

Whenever a creature enters the battlefield, destroy it.

(0): Destroy Lethal Vapors. You skip your next turn. Any player may play this ability.

hootsnag on Oloro White Blue Black Creatureless Control

1 month ago

Glad you enjoy seeing the decks I make. I will answer your questions and give some insight into my decision making. First, I considered Expedition Map a long time ago and decided to go with more normal tutor cards such as Demonic Tutor etc. The map only grabs a land so it is limited in use. Mindslaver is one of those cards that can definitely cause all kinds of chaos but I chose to go for a faster win condition and less of cards like this. It takes too long to set up and get going. Lethal Vapors isn't a card I would run honestly. I would prefer a card like Spreading Plague or The Abyss instead. I chose exile as my main removal in this deck. Doing so counters graveyard strategies somewhat and indestructible. As for Static Orb and Winter Orb, these also interfere with my own win conditions. I'm trying to cast Approach of the Second Sun as fast as possible. This deck is very much control based and not really built to be a stax deck. Lastly, I've been asked before about why I don't run Yawgmoth's Will. I just don't think this particular deck is built to get value from it. It's an amazing card but I just didn't build this deck to support using such a card. Honestly, it would be more of a filler card for me.

Now, for the next set of questions. You are correct when you say that someone can still play one creature with Ward of Bones in play. The idea is to stop people from flooding the board with more than one. It is just a card to stall my opponents until I can draw or tutor my win conditions. This is the same reason why I use Portcullis. It keeps more than two creatures from being on the battlefield. Any creatures played on the battlefield beyond two get exiled until Portcullis leaves the battlefield. Again, I'm just slowing down and stalling my opponents so I can tutor or draw my win conditions. I feel that any creatureless deck should always run Portcullis. The value is just too insane. Energy Field is a card that I use to stall as well. It may last a couple of turns and that may be just enough to survive and tutor/cast my win condition. Null Brooch is such a fantastic card. A colorless artifact ability that just counters a non-creature spell is insane. It also combos crazy good with Ensnaring Bridge so that no creatures can attack because you have zero cards in hand. Witchbane Orb is just nice to have. It prevents a lot of bad things targeting you. It comes in handy more than you realize. You can't die to Grapeshot or other things with it in play. Norn's Annex forces people into a bad decision. They either pay white mana, lose life, or they can't attack you at all. Also, because of the Phyrexian Mana cost, you can play this fast to get value out of it quicker. Remember, if you make someone lose at least 8-10 life just to attack you, they are more vulnerable to other players killing them. The only other card I would put in place of this is No Mercy. Lastly, Mox Tantalite and Lotus Bloom are great for this deck. If I play them early enough, they allow me to cast Approach of the Second Sun very fast. Also, both suspend cards synergize with Tolaria West. Since the cards have a mana value of zero, you can use transmute from Tolaria West to search for them. I hope that shows you some of my reasoning and decision making. If you need to know anything further, feel free to ask.

Profet93 on Oloro White Blue Black Creatureless Control

1 month ago

hootsnag +1, nice deck, always a pleasure to see the decks you make.

Expedition Map - Find urborg for mana fixing, tabernacle against token/creature decks, academy for combo, less likely to miss landrop, etc....

Mindslaver - Combo/synergy with academy ruins to effectively lock out one player out of the game given enough mana. While I understand your goal is to stop all opponents, usually in my experience, one opponent has a better position than another. Utilizing mindslaver with the mentioned combo is great, but its on it's own regard should not be discounted. Being able to effectively not only skip their turn at worst, but being able to make their commander unnaccessible, tutor for their necro for suicide, etc.... highly versatile card.

Lethal Vapors - While this does not stop ETB's, it can be a very useful tool. At worst, it eat removal. Normally, 1 of 3 opponents will skip their own turn. At upper ground, in conjunction with mindslaver 1 of 2 things will happen with vapors on board and mindslaver on cast..... 1) They will sac their turn in response to cast so they lose on turn, then you can activate mindslaver to take their next, effectively denying them of two turns 2) They don't respond and you activate mindslaver, take their turn, then on their turn activate the effect of vapors and hold priority to do so X amount of times to lock them out of their turns indefinitely.

Static Orb/Winter Orb - Not an entirely serious suggestion, but am curious why are these not included? Do you feel you can't break parity?

Yawgmoth's Will - While I understand your potential concern of GY exile, I feel the ceiling of this card is high enough to warrant that risk. Thoughts?

Ward of Bones - I initially misread this card when I attempted to add it to my creatureless deck, I want to ensure you don't make the same mistake as me. So if you have no creatures in play, your opponents can still play a creature. I recognized that when most people realize this, they usually cut it, especially if they don't ramp into it. Were you aware of this and also, what are your thoughts on the card itself, how has it played for you?

Portcullis - I don't understand how this works, but its potential in creatureless decks is good. Can you explain it to me simply? Moreover, what symergies if any do you have with this card, or do you utilize it simply for value? I really want to add this card to my deck but don't understand it.

Energy Field - I know this synergizes with auto GY exiling, what synergy with other cards, if any, is there in this deck? Or do you use it simply as a one of use?

Null Brooch - How has this played for you?

Witchbane Orb - Meta call? How often do you need hexproof?

Norn's Annex - Given you already removed various propoganda effects, why does this one stay, especially given you have no walkers? Won't most opponents pay the life, what way do you have to take advantage of their life loss if any?

Mox Tantalite/Lotus Bloom - How have the suspense cards worked for you, the suspense is killing me!

Please be sure to let me know what you think of each idea, looking forward to your response.

amarthaler on EDH Rakdos Group Slug

3 months ago

Updates!

In: Crypt Rats... Neheb, the Eternal... Brash Taunter... Ob Nixilis, the Adversary... Black Market Connections... Tainted Remedy... Lethal Vapors... Curse of the Cabal... Bedevil

Out: Battle Strain... Rain of Gore... Furnace of Rath... Fate Unraveler... Bloodgift Demon... Stuffy Doll... Crackle with Power... Dreadbore... Temporal Extortion

Some pretty straight forward 1 for 1 swaps with better cards. Trying to add a little more interaction into the deck with cards such as Curse of the Cabal, Lethal Vapors, Neheb and Crypt Rats. Ob Nixilis looks interesting and is in there to test as well.

BruhYouFarted on Lethal Vapors + Infinite Revive

5 months ago

Let's say I have Solemnity, Mikaeus, the Unhallowed, and Grand Abolisher on the battlefield. Then I play Lethal Vapors, and then Storm Crow. Vapor trigger blows up the crow, which has a undying trigger, which gives another vapors trigger, destroying the crow. There is now a seemingly 'infinite loop' on the battlefield. My question follows. If you choose to not destroy Lethal Vapors (using it's ability) then is the game considered a draw when you could theoretically end the loop? Does the game force you to end the loop if possible, or is the fate of the game in your hands? This is more of a question about the 'loops drawing games' thing.

SufferFromEDHD on Myrkul, Bone Daddy

8 months ago

This dude and the Boros legend piqued my interest the most. I've been brainstorming all weekend and stumbled on your list. Weathered Bodyguards is clever and something I overlooked that will be added to my list. Here's some enchantments that really fit the strategy that you might be interested in:

Tainted AEther, Last Laugh, Lethal Vapors, Spreading Plague, Sterling Grove, Sphere of Safety

sulcatatortoise on Extra Turns... But not for me!

10 months ago

ClockworkSwordfish, I have been testing out your deck, and it is a lot more consistent than my own! I think I will test out esper and abzan variants of the Lethal Vapors combo as well to personalize it and see how much I enjoy playing it. It's too bad that such a combo would make Glacial Chasm, the card I built the deck around, obsolete.

Thank you again for your suggestions and help :)

ClockworkSwordfish on Extra Turns... But not for me!

10 months ago

I'm glad there were some helpful suggestions in there!

For the record, if you were curious about the Lethal Vapors route, it's trivially easy to skip infinite turns so long as you pair it with Grand Abolisher, City of Solitude or an instant-speed sacrifice outlet like Claws of Gix. I built a similar deck a number of years ago; you can see it here: Sir Not-Appearing-In-This-Game

sulcatatortoise on Extra Turns... But not for me!

10 months ago

x12721 and ClockworkSwordfish, thank you veery much for the suggestions!

x12721:

I have heavily considered this option, but ultimately decide against using it. The reason for this is that there is nothing preventing your opponent from also activating the Lethal Vapors ability in response to your own activations. Of course, you could activate the ability again and again, but as long as your opponent does the same thing, you will be forced to take another action. I wondered if both players activating Lethal Vapors could result in a draw, but the answer is no. A draw only occurs if you are stuck in an infinite sequence of mandatory events, such as triggered abilities multiplicatively triggering each other. If the seemingly endless sequence of you and your opponent activating lethal vapors after one another continues, then it is not a draw, and you must take an alternative action, rendering it useless.

Because of this, I decided not to include the vapors. And because of this, I cut Teferi's Protection as well. Chronatog and Magosi, the Waterveil can only be activated a limited amount of times per turn. Once you cast protection, your permanents phase out, so you can't infinitely activate their abilities, and it will only be a matter of time before you must take another turn.

ClockworkSwordfish:

These are definitely things I will test! I think Soul Echo and Diplomatic Immunity will find homes in the deck :) I think I'll be avoiding Delaying Shield, though, since having a full immunity without skipping turns kind of defeats the purpose of the deck. Otherwise, I'd just run the Solemnity and Phyrexian Unlife combo and actually play a more optimal deck. I really appreciate the suggestions though. I hadn't ever heard of these cards before your comment.

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