Mogis, God of Slaughter
Legendary Enchantment Creature — God
As long as your devotion to black and red is less than seven, Mogis isn't a creature.
At the beginning of each opponent's upkeep, Mogis deals 2 damage to that player unless they sacrifice a creature.
|Have (2)||TheRealSpecialK , gildan_bladeborn|
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|Commander / EDH||Legal|
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Mogis, God of Slaughter Discussion
4 days ago
So... as long as Mogis is purposefully kept a non-creature, you can sac-wipe (next best to exile wipe) the board for 6 mana indefinitely? That doesn't seem like a very balanced card.
It does not have the punisher mechanic of the previous Mogis, God of Slaughter .
Perhaps it would be better to keep it a punisher mechanic:
: Each player may sacrifice a creature. Mogis deals 3 damage to each player (/opponent?) who doesn't.
3 weeks ago
OK this is a pretty cool concept, but very costly if it flops. I guess in your play-testing, how quickly did you get to the Tree popping? Maybe something like Mana Reflection could help, I dunno.
Some of those Gods seem pretty bad... I wonder if subbing them out for mana dorks would leave you be better off. I guess you need certain colors to meet devotion requirements, but Mogis, God of Slaughter seems like he should definitely be in there. Big body, indestructible, affordable (both mana and $$$), great trigger. I think the Phenax + Purphoros (plus random Gods) will be your most often win condition, just dump a bunch of Gods and mill someone down. If you have Prophet out, its almost a guaranteed win.
Mirridon's Core seems like a cheap substitute for a better land... Heck you could almost just replace it with Evolving Wilds , but w/e you think works better.
As for weaknesses, Land Destruct obviously is a problem for a deck like this. And then you'd have to watch out for Rick's Exile All Creatures BS, but I think those are both just random match-up issues.
With all that said, I'd have to think about what you could use for early game protection. Maybe some of those 0/4 walls (there a white and a green one) that lets you draw a card on etb. It serves as a blocker, survives a lighting bolt, provides card draw, and gives a mill 4 with Phenax out. There's always the Deadly Recluse , it stops a lot of early game stuff, and you're very light on removal in this deck... Other than the 3 counter-spells, you got nothing until your Gods show up to block things. Or what might work for you are Fertilid - 3 mana, 2/2 creature that you can fetch lands with (or help your partner if they are land hosed).
The mana dork + cultivate is a good combo, but you only have 1 cultivate, so is probably not worth it, and you don't wanna be Rick for 4 turns. Plus with that you'd want to run more green than what you have.
Lastly, That Hullbreacher is hella expensive $$$ wise, is it really worth what it does?
1 month ago
I would say Minotaurs are pretty red. There's examples of them being black/red with Angrath, Minotaur Pirate and Mogis, God of Slaughter , or white/red with Boros Battleshaper or Ordruun Veteran . But the red identity for them sticks around
2 months ago
Nice deck, I very much like the concept.
I just wondered how does the group slut card like Mogis, God of Slaughter or Court of Ambition fared, because I don't see much card to pressure life total (I guess Kroxa and Torment does a bit but from my understanding it is not their primary purpose) or to gain back the monarch. Is it just to pressure ad naus deck?
2 months ago
Very cool. I like all the free spells and I especially like how you included the old-school Nightscape Familiar .
I'm curious about why Sakashima is in here. What does it do? Just be a blue partner or another copy of Vial Smasher?
With all the free spells, you might run out of cards to play. Something like Day's Undoing would help to play at the end of the turn, letting you refresh your hand with instants to play on opponents' turns.
Cards to remove for these:
2 months ago
thx for the great suggestions. what do you guys think of Mogis, God of Slaughter ?
3 months ago
Certainly interesting ideas and all fit the bill well, I have always been hesitant on using cascade as a theme only because I hear that playgroups find it to be either repetitive or much like solitaire where only one person is playing.
Though my group is fairly notorious for infinite combos to the point that I made a group slug out of Mogis, God of Slaughter that is known as one of my more hated decks due to having functions that halt a lot of said combos.
I digress, Esika, God of the Tree Flip Seems good for a commander, though does not see any cast does still see etbs and can get some powerful peices on the board quickly. I did pull her and saw potential as well. However I wonder exactly how I would go about building such a deck.
Elsha of the Infinite fits the bill beautifully, and has alot of potential. Though not in five color as you mentioned my only concern would be ramp in that case due to the three colors having a lack of buildup without some possibly expensive cards.
Sisay, Weatherlight Captain I actually have a shrine enchantment deck made with this very commander and she works well, fitting the theme of "out of hand" still in the manner that you can fetch for key peices so a good inclusion into the list of possible commanders.
Gleeock Atla Palani, Nest Tender A interesting idea I didn't think of but could be fun Golos, Tireless Pilgrim A good card that I see often and fits well. Though I see him played and hated off the board quite quickly.
These are all great suggestions I shall be making several test decks from the cards I have on hand to get critiques and suggestions.
3 months ago
okay so a few things of note here.
first. i'd suggest running 4-ofs for your best cards. there isn't any clear reason why you'd want 3 ofs in this scenario except mogis who is legendary in which case it's fine.
second. Lightning Bolt. it's one of the best red cards in the game and it's cost effective way of solving problems cannot be understated. i think it's important that it gets a slot in this deck.
third. your win con appears to be Mogis/burn. Mogis is a very slow way to win. normally for a control deck you are controlling them until you can drop some threat that you can protect that will win the game shortly after that or at least create such a lock as to make getting out of it futile. mogis will never turn on in your deck so at most it's going to be 2 damage a turn from mogis assuming they aren't doing a wide strategy. perhaps a planeswalker like Liliana, the Last Hope who you can +1 to help remove creatures and win off of her ult.
fourth. your mix of control spells is heavily weighted towards destroying creatures after they hit the field. thats something you want to respond to but people play other cards that you'll need to deal with. enchantments like Wilderness Reclamation, artifacts like Amulet of Vigor and non-permanents of all kinds. you also will lose pace with decks that use creature that have ETBs such as Omnath, Locus of Creation and Uro, Titan of Nature's Wrath which yes you can kill but you'll be losing card advantage. you need a few more proactive responses and ways to gain incremental advantage over your opponent. discard spells like Thoughtseize or at least multipurpose cards like Kolaghan's Command and Collective Brutality can help. other proactive cards such as Blood Moon and Ghostly Prison can shut down or at least slow opposing decks to keep them from racing ahead of you.
with the above things in mind i'd suggest something along the following changes.
cards to remove:
-3 Crackling Doom: soul shatter and other remove should be sufficient
-3 Lightning Helix: lifegain is great for stabilizing but the power removal comes from it's mana efficiency. on turn 2 being able to play a discard spell and hold up a Lightning Bolt for their creature is much more powerful than the life gain from helix. still a great card for sideboard to bring in against lightning fast agro decks like burn or zoo.
-1 Soul Shatter: i'm not sure you need any of these in the mainboard. you have Anguished Unmaking to get around indestructible should it come up. Dreadbore and Anguished Unmaking can kill planeswalkers. That leaves hexproof is the only thing that this gets around that you don't have an answer for already. hexproof is uncommon enough that i'd personally put this in the sideboard, but considering how many of this effect you have in your deck i'm assuming your meta has enough hexproof to warrant 2 mainboard slots.
-4 Divine Gambit: 1 for 1 at best, 1 for 0 at worst. the ability to exile most types of permanents is powerful but the downside seems too risky and likely to set you behind.
-3 Anger the gods: you don't need 7 soft sweeps. with the amount of removal you have a board wide damage spell is likely for hitting tokens or other wide strategies. for most of these scenarios 2 damage should be enough. in the scenarios where 2 isn't enough, 3 likely isn't either. Wrath of God or similar would be a better bet for those situations.
-1 Pyroclasm: you probably don't even need 4 soft sweeps in the main unless you are expecting a dearth of going wide strategies in your meta.
-3 Mogis, God of Slaughter: without a way to turn him on or a way to create a true lock outs like teferi-pool you aren't going to get as much value out of mogis as you need to make him your win con.
cards to add:
+4 Lightning Bolt: this is solid removal or a damage to face if you don't need to use it as such.
+2-4: Thoughtseize: considered one of the best discard spells in the game because it hits basically everything at the cost of 2 life.
+2-4: Duress: you can choose Inquisition of Kozilek or Raven's Crime or another discard spell of your choice. i'd suggest at least 6 discard spells and you can decide the split between your discard spells depending on how aggressive your meta is.
+2 Kolaghan's Command: small creature removal, artifact removal, discard spell. very versatile.
+4 Liliana, the Last Hope, a strong contender for win con. i went with 4 copies because it doesn't have innate protection and you want it early if you can as it provides good value.
+1 Path to Exile: to make it a 4 of.
+1 Fatal Push: to make it a 4 of.
??? Tibalt's Trickery: I don't know if this is a good idea in control. you are giving up a card to change what card your opponent is casting. but they are still getting something. so you are 1 for 0ing them in a way. if they are casting a spell like Scapeshift for the win then obviously this will help but the risk of them flipping an equally scary threat off the top is very real. but your choices in counterspell are pretty limited.
if you are willing to mess around with your mana base you can probably make good use of Blood Moon as well but that would require some careful maneuvering in a 3 color deck.