Choose one —
- Exile all artifacts.
- Exile all creatures.
- Exile all enchantments.
- Exile all planeswalkers.
|Have (4)||metalmagic , winterwind10 , orzhov_is_relatively_okay819 ,|
|Want (11)||InocentRoadkill , Rawbzilla , sydwys8 , JackS22587 , bitofall , Anikielen , Schofield , richmondtzh , gregtheestablisment , Jdreesman , astacy1993|
Printings View all
|Commander Anthology 2018 (CM2)||Rare|
|Commander 2017 (C17)||Rare|
|Commander 2016 (C16)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Merciless Eviction occurrence in decks from the last year
Commander / EDH:
All decks: 0.11%
WB (Orzhov): 1.16%
WUB (Esper): 0.74%
RBW (Mardu): 1.13%
Merciless Eviction Discussion
1 week ago
thanks, ShiltonCDXX. As you can see I have decided to build shrines in legacy, I will probably change to modern, as I doubt this can survive there (just wanted an excuse to use Jokulhaups!), and for modern Calix, Destiny's Hand, Dance of the Manse and Idyllic Tutor will replace Vampiric Tutor, Replenish and Enlightened Tutor respectively. those were excellent choices!
1 week ago
Last_Laugh, while I agree that the removal of an entire boardstate via Cyclonic Rift absolutely can assist you in winning the game, I do not believe the spell itself is a wincon. The reason is, just because an opponent lacks a boardstate does not mean you can win the game.
For example, if you have 14 power on the field but they are at 32 life, you won't win.
Personally, I consider Cyclonic Rift to be a wrath. It is a large-scale mass removal spell, which is the quintessential definition of a wrath.
Wraths don't need to destroy. Merciless Eviction is a wrath and it exiles.
Cyclonic Rift is merely the "blue" method of wrathing, just as red focuses more on destruction of lands / artifacts or by extraordinary amounts of damage or how green wraths all enchantments with Back to Nature.
So, I personally consider CR a wrath.
Can setting off a wrath win you the game? Absolutely.
Can it win you the game by itself? Far more often than not, no.
2 weeks ago
Hey, good start.
Sol Ring, Command Tower and Arcane Signet are three staples in Commander that are within the budget here. Scion of the Ur-Dragon, Utvara Hellkite and Lathliss, Dragon Queen are Dragon upgrades. Dragon Tempest has powerful effects with Dragons. Elemental Bond is good repeatable draw with Dragons.
Ketria Triome and Raugrin Triome are the other two Triomes and Ketria is good in combination with Indatha Triome with Skyshroud Claim which can give you all five colors from two Triomes. Nature's Lore is another land ramp spell that can search for a Forest Triome or Forest Shock land. Crop Rotation is a land tutor for any land and puts the land onto the battlefield. Haven of the Spirit Dragon is another Rainbow land for Dragons.
Cards to consider cutting:
3 weeks ago
You may be getting confused about who said what. All I have said so far is that white's lack of draw being a "problem" is a position made up by content creators and echoed by the player base. I then made it clear that I realized that the format that was under discussion was EDH and that out of respect for your wishes I was keeping my disagreement that white needs card draw brief.
I didn't see you mention content creators. I brought them into this because I feel that they made up this viewpoint for views and so that they didn't have to change their earlier way overly simplistic deck building "recipes" where they called a category "draw" and not "card advantage". They have some valid criticisms that the way white works in 1v1 doesn't scale well to multiplayer. So people, wanting to express a viewpoint that was popular, glommed onto this and started parroting it. In my opinion rather than trying to homogenize the colors by saying "white needs draw" we need to solve the problem by scaling white better to multiplayer or providing alternate means to card advantage.
Now that the discussion has been opened up to card advantage in general, we need to start from a common definition of card advantage and see how white could use it's current tools or new tools that are in flavor in order to gain card advantage. Card advantage is the MtG strategic theory that the player with access to the most cards will win. The theory does not count all cards equally and so advantage comes in two flavors card number advantage and card quality advantage.
With the understanding that I am not a card designer and have no intrest in actually developing the ideas beyond saying that they are possible sources of advantage, my thoughts on how white could generate card advantage without drawing:
Resilience- No matter if it is your own board wipes, other people's board wipes, or sticky combat situations white could generate card advantage by just not dying when they are expected to. There is precedent for this with such cards as Ajani's Presence, Break of Day, Teferi's Protection, Selfless Spirit, and many, many more. There is even onboard indestructible such as Avacyn, Angel of Hope. Removing the mechanics from Ajani's Presence and Break of Day would make interesting white cards that create card advantage without drawing. Making an enchantment that is simply Avacyn's ability for 3-4 mana could create massive advantage for white.
Board wipes- As you attributed to me before I said it, board wipes are an in-color way to create card number advantage. As you said also, you have to build toward it if you are wanting to actually use them as advantage. To reduce the set-up required we could make the wraths more flexible. Like an Austere Command that is in the 4 mana range or a mono-white Merciless Eviction. We could also make it so that your stuff was spared by moving Plague Wind effects into white, though 9 mana is a lot. You can modify Divine Reckoning so that the caster gets to choose all creatures that are spared to get card quality advantage.
Scaling 1-for-1s- This is simple. Print cards like Swords to Plowshares that target "up to one creature controlled by each player". White can now run it's super powerful 1-for-1s without card disadvantage. If you are afraid of this effecting non-multiplayer formats take a page out of Battlebond's book and make it cost more than the single unless you have 2 or more opponents.
Anthems and Anti-anthems- The quality of your go-wide creatures is much higher if they are bigger and your opponent's card quality is lower (or you got numbers advantage if you killed some) if their creatures are smaller. Making Elesh Norn, Grand Cenobite's ability into a thing that white does could give card advantage. Cathars' Crusade is already a well established combo piece, adapting it so that it could be a more consistent quality advantage could also be a thing.
Scroll Rack effects- Much like how Brainstorm isn't card advantage Scroll Rack isn't technically card advantage. Until you shuffle. Then you have generated card quality advantage by shuffling away cards you don't need. The fact that it isn't draw may be a technicality, but it leads me into my last point.
Not Letting People Draw Extra Cards- Now it seems a little unfair that I don't think white should draw extra cards. Let's make it so that no one can draw extra cards with more Spirit of the Labyrinth effects. Bonus points in that this synergizes with white generating card advantage via avenues besides drawing.
I think I had some other points, but frankly I'm not invested enough in this to try and remember all of them. I think I have made my point that drawing isn't necessary. White could use more and better designed sources of card advantage for multi-player. Making it draw is boring and lazy design. No matter how well they shoehorn it into the identity as they did with Mangara, the Diplomat.
1 month ago
Languish is probably better than Cry of the Carnarium, especially if you put a Rest in Peace in your SB. It just kills more. However, Kaya's Wrath is much better. The main reasoning is that, as this is a control build, you probably want an effective wrath.
Of course, it's obvious Cry misses a lot of the creatures you are running, but you'd always rather have a full wrath than a mediocre wrath in this style of deck. It is only one copy, after all, and the situations in which it's not helpful are mostly situations in which you are winning anyways.
I'd also like to recommend Merciless Eviction as a one-of target for Grim. Since this is a toolbox deck, you should also consider more mana efficient tutors, such as Wishclaw Talisman or possibly Scheming Symmetry. However, those cards' drawbacks are significant enough for you to have to work around them, so use them with care.
Although reading above, Dark Petition does look solid as it adds the mana you may need to immediately cast the card you want to cast. It could even tutor up a Grim Tutor or Talisman, if that is ever useful in any way.
Additionally, I like the Yorion + Pact interaction. 7 turns of value should be plenty to win the game, and you should have a good number of other preventative measures, although I can't remember them off the top of my head and I'm adding this part in the preview menu.
1 month ago
1 month ago
kalfred16 There are so many options for good board wipes, you need to decide which suits your deck and play style the best. Here are some good ones that come to my mind that I often find myself playing:
Merciless Eviction = I play this on almost every black and white deck I have, I think offers nice flexibility when paired with other boardwipes.
Blasphemous Act = Really solid creature board wipe that you 9/10 times get to cast with the single red mana.
Fumigate = This card is great and I am sad I am not playing it as much as I should because it's amazing when the battlefield is full of creatures and you get to cast that and gain all the life (it once enable me to get back into the game and win, I was almost out of life and then got to replenish my points with it).
Cleansing Nova = Also one that offers nice flexibility.
Winds of Abandon = White's own Cyclonic Rift, you need to be careful with this since you could end up giving your opponents huge advantage if you cast it careless.
Ruinous Ultimatum = A newcomer from the latest set, I have not been able to play it with yet but I love the aspect of "Kill them all!" in it and I think it fits Marchesa's flavor nicely.
Tragic Arrogance / Mythos of Snapdax = Hits all players and leaves a single permanent of each type on the battlefield but you get to choose which ones, sometimes really good if opponents have lots of different stuff on the field.
Hallowed Burial / Terminus = Sometimes putting all creatures on the bottom of the library is much better than putting them in the graveyard, especially good if your opponents are running reanimator decks.
Austere Command = Probably the best board wipe when it comes to flexibility.
1 month ago
My recommendations :
I think most people will tell you that Oloro offers little competitive advantage to you compared to other esper commander like Zur (who can fetch Necropotence into play) or even Aminatou (who is a combo piece in the command zone). I think upsides for Oloro would be that he can do larger ad nauseam and possibly can even run Humility which few decks can win while it is on the board.
MANA COST TOO HIGH
I would first add better ramp, better draw, potential Stax, tutors and then other win cons.
Verity Circle (good against dorks)
Plunge into Darkness (a good Impulse)
CONSULT COMBO Demonic Consultation
AD NAUSEAM COMBO Angel's Grace
Ad Nauseam (draw whole deck, can Windfall and make everyone die while AG means you can't lose
Heliod Walking Ballista
Rocks that produce at least three mana total (outlet is extort with blind obedience or crypt ghast) If have pristine Talisman gain infinite life, which is infinite draw with commander
Didn't look at landbase