Leyline of Punishment
If Leyline of Punishment is in your opening hand, you may begin the game with it on the battlefield.
Players can't gain life.
Damage can't be prevented.
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Leyline of Punishment Discussion
2 months ago
- Curse of Opulence
- Price of Progress
- Repeated Reverberation
- Magma Jet
- Star of Extinction
- Ruby Medallion
- Blood Moon
- Koth of the Hammer
- Chandra, Fire Artisan
- Dualcaster Mage
- Magus of the Wheel
- Magmatic Sinkhole
- Extraplanar Lens
Specific hate - Red Elemental Blast
4 months ago
And you play one of the aforementioned cards or spring for a Leyline of Punishment .
5 months ago
Both of the dinos I mentioned are legal in Pioneer however.
5 months ago
5 months ago
6 months ago
I think it's also worth mentioning that cards like Everlasting Torment and Leyline of Punishment render Fog -effects completely null & void, as well as allowing damage to occur to permanents and/or players with "Protection from X"..
6 months ago
I don't think it's a bad thing to change it to trigger on life loss. Transcendence works with Evra, Halcyon Witness . Whenever you activate her ability while having more life than she has power, you lose that life and then gain double back, effectively gaining the difference in life. You still have more life than Evra has power, so you can keep pumping up her power and your life total. Then you can finish with Chandra's Ignition . Granted that's a lot of mana.
Transcendence has the issue that it immediately kills you at 20+ life, while a modernized version with a softer drawback could be utilized in interesting fashion.
If it only triggers on damage, it is effectively a catch-all against black's life drain abilities and it means you can freely pay life to keep below the threshold - eliminating the drawback. And it is a creature, so black has plenty of ways to sacrifice it to get out of the drawback. All-in-all I don't think it needs to be easy to eliminate the drawback, because it is easy to get rid of the effect.
7 months ago
I'm not sure of previous versions of this deck, but I have some cards I think you should add, plus some cards I think you should either just consider replacing or simply just take out. We'll start with the ADD list.
Earthquake and/or Rolling Earthquake (You already have an effect like this in Subterranean Tremors , but this also hits players, so you'll deal EXTRA damage on top of the extra damage from the commander.)
Starstorm (An effect like many others, but this one has cycling.)
Fire Servant (It's not the cheapest creature, but it has an ability that you might want more of. You can always use more damage doubling.)
Mana Geyser (Look, it's just a good card to get a lot of mana quickly. Not super necessary, but it's fast mana in R)
Heartless Hidetsugu (I'm just suggesting this one because cutting your opponents down to 20 is great and makes killing them easier.)
Seething Song (Fast Mana good.)
Seize the Spoils (I noticed a lack of card draw, and this is a pretty neat mono-red card draw spell.)
Endless Atlas (Again, card draw, and it's cheap and consistent.)
Genesis Chamber (Yeah, it requires your opponents to be playing creatures a bit, but it makes it just that much easier to kill them. Plus the Myr generated are all 1/1s, so they will easily let excess damage through from the rest of the deck.)
Sanctuary Blade (A little expensive on the equip side, but this is another consitent way to give your commander pro-red.)
Chandra, Awakened Inferno (Her + kills your opponents faster, her - does what you commander wants, her -X is neat. I think she's all around a great inclusion.)
Chandra, Torch of Defiance (Okay, so now is where I admit that you only had 1 planeswalker and I talk about how much I like Planeswalker cards. I think they're cool and fun. This specific one is great beacause she either gives you mana or draws you a card, essentially. Her two differ +1's are really the only reason, but her ult is something your opponents wont want to have go off, either.)
Caged Sun (More Mana in mono-red.)
Pyroblast (Unless this is for a VERY SPECIFIC meta where you are going against mean U decks, this will be more frustrating in hand than useful, I think. Plus, color-specific hate like this just feels out of place in this format, unless, of course, your meta is particularly skewed a certain way.)
Red Elemental Blast (See Above.)
Tibalt's Trickery (Yeah, cool counterspell, but I think the deck should focus more on itself, personally.)
Wheel of Fate (There are better, and faster, ways to draw cards. I like the idea of this card, but in having played it over and over again, either it never actually resolves -like the game ends- or it just feels like a relative waste because people can see it coming and plan ahead.)
Lavabrink Floodgates (To be fair, I've never played with this card, but OH BOY does it seem bad. If you're not proliferating the counters, then this will NEVER go off if your opponents don't want it to, and they would never want it to with this deck, unless a board-wipe JUST happened and there are not creatures. So then it's just a 4-drop mana rock producing 2, and you can just replace it with something better like Caged Sun that will help you Earthquake for a win faster.
Arch of Orazca (I noticed in your mana base that you have 13 lands that tap for colorless. That seems like too many for me - it's almost the same number of Snow-Covered Mountain s you have. So I am recommending removing some. I get why this one is here, for the card draw, but this is SO EXPENSIVE. I don't even run it in my colorless Emrakul deck.)
Great Furnace (I like this card, I really do. I LOVE artifacts. But without any artifact synergies, this is more likely do get Shatter ed or Vandalblast ed than actually help you, and that'll feel bad. Just replace it with a Snow-Covered Mountain .)
Leyline of Punishment (I get that this is here to make it harder for your opponents to survive or heal up, but honestly, just play Heartless Hidetsugu or something else to keep life totals low. This one is often going to feel more like a do-nothing enchantment unless your meta is HEAVY life-gain.)
Treasonous Ogre (Fast mana, sure, but it seemed overall pretty meh to me in this deck. It's better at killing you than it is at providing mana in this specific deck, I think.)
Varchild, Betrayer of Kjeldor (The effect is important for making sure you opponents have creatures, but getting her to hit you opponents before they have blockers is going to be a challenge, and if you draw her late-game, then she's just a 3/3 blocker.)
Bonfire of the Damned (The miracle cost is cool, but most of the time I think you'd rather something like Earthquake that will most likely hit almost all of their creatures AND more than 1 opponent/opponent's board. Plus, if this isn't Miracle'd, then this is pretty trash in your hand.)
I'm sure I said add more cards than take out, and I know I said take out a couple lands, but not really add any, but I hope this is helpful.