Momentous Fall

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Momentous Fall

Instant

As an additional cost to cast Momentous Fall, sacrifice a creature.

You draw cards equal to the sacrificed creature's power, then you gain life equal to its toughness.

Cornonjacob07 on [Primer] Slimefoot and Squee's Corpse Catapult

2 months ago

Dumannios

I can assure you that The Mimeoplasm plays very differently from Slimefoot and Squee due to its nature and the difference between Jund and Sultai. For example, the reason why I was thinking about Titan of Industry and Woodfall Primus is that I consider them analogs to each other between these two decks. I've already mentioned why I think Woodfall Primus is a good fit for S&S, but I find its Persist annoying in Mimeoplasm because how it interacts when The Mimeoplasm eats it. On the other hand, The Mimeoplasm's method of "reanimation" may be powerful and uniquely avenue opening, it only works once, and whatever I've committed to it is gone. I much prefer the Titan of Industry here for its slightly better stats and combat ability, and its flexibility of ETB options (ESPECIALLY the shield counter to ensure you're making your investment count).

If Doomgape doesn't work out and you're still in the market for big lifegain in a pinch, I did remember that Momentous Fall exists.

DreadKhan on Kresh of the savage horde

3 months ago

Board wide damage effects seem pretty good with your Commander, Pestilence, Pyrohemia, Chain Reaction and Blasphemous Act all jump out as good enough cards. Mandate of Abaddon is probably well beyond good if Kresh is at all beefy, he'll suddenly be even bigger on an empty board if all goes well. As long as your Commander has at least 4 toughness Ezuri's Predation would be hilarious, even if a bunch of 4/4s bite the bullet your Commander just gets bigger.

Rite of the Raging Storm seems almost unholy with your Commander, I normally love this card but here you are going to be farming 5 power creatures over and over, and they're never attacking you.

They're both small and random, but Temur Battle Rage and Tainted Strike can both turn your Commander into a 1 shot fairly easily.

If your Commander is fairly big then Return of the Wildspeaker, Rishkar's Expertise, Soul's Majesty, Momentous Fall (also good if your Commander is going to die, as is Greater Good), Grothama, All-Devouring, and Mask of Griselbrand can all draw you a decent number of cards. Overwhelming Stampede and Fungal Sprouting both seem very good with your Commander.

I like Fight effects if I suspect I'll have the biggest body on the board, Ulvenwald Tracker, Domri, Anarch of Bolas, Kogla, the Titan Ape, and Thorn Mammoth are pretty good sources you can repeat.

Thunderfoot Baloth, Siege Behemoth, Kamahl, Heart of Krosa, Blossoming Bogbeast, and Goreclaw, Terror of Qal Sisma are decent sources of Trample that are stapled to a body, and they're all fairly budget. Keep an eye out incase Pathbreaker Ibex goes down in price, that's a very good effect with your Commander. Just a heads up, but if you run lots of sources of Trample for your Commander, then anything that provides Deathtouch looks a ton better, with Deathtouch you just deal 1 damage per creature and Trample over the rest. Bow of Nylea, Saryth, the Viper's Fang, and Ohran Frostfang are all very good sources afaik, there are others kicking around if you look!

legendofa on Using ChatGPT to generate a …

3 months ago

To address this primer specifically:

"This is my Commander deck with a focus on utilizing the high power of the Commander to trigger effects that scale with a creature's power. The deck strategy revolves around four main themes:"

  • This is a good capture. The first sentence is a little unwieldy, but that's a style point rather than a content point.

Token Generation: The deck includes cards that can generate tokens based on the power of a creature. Examples include Fungal Sprouting and Ghoulcaller Gisa.

  • I count five cards that create tokens, and one of them doesn't create scaling tokens. In my opinion, four cards isn't a "main theme."

Card Draw: There are cards that allow the player to draw cards equal to a creature's power, such as Disciple of Bolas and Momentous Fall.

  • This is an okay comment. While it ties into the power scaling, the act of drawing isn't a main theme. It's card advantage, but it doesn't rely on drawing the way Queza, Augur of Agonies does.

Power/Toughness Manipulation: Some cards create creatures whose power and/or toughness are based on the power of another creature. For example, Miming Slime creates an ooze token with power and toughness equal to the power of the creature with the greatest power among creatures you control.

  • This comment is somewhat inaccurate. It gets the closest to the core "power matters" theme, but P/T manipulation as I interpret it isn't present. P/T isn't being manipulated, just tracked. The rest of this point is redundant with the first "main theme."

Life Gain/Loss: Some cards in the deck, such as Essence Harvest and Rite of Consumption, can cause a player to gain or lose life equal to a creature's power.

  • This is a fine capture, if somewhat underdeveloped.

This deck also has a good amount of recursion and removal cards, along with cheap ramp to ensure that the commander can come out as early as turn 4. For instance, Jarad, Golgari Lich Lord and Hell's Caretaker can bring creatures back from the graveyard, and Beast Within and Sever the Bloodline can deal with problematic permanents on the opponent's side of the field. For ramp, the deck includes staples like Sol Ring, Arcane Signet, and a suite of mana dorks (Elvish Mystic, Llanowar Elves, Fyndhorn Elves) and land fetch cards (Sakura-Tribe Elder, Wayfarer's Bauble).

  • The formatting in this section is good, but Jarad, Golgari Lich Lord's ability is misinterpreted. Again, the substance is kind of missing, basically saying "These are cards that are in this deck" without describing how or when to use them. What is a "problematic permanent" for this deck? What creatures would you want to recur?

DreadKhan on Pariah's Stompy Gruul Deck

3 months ago

I noticed a few things you might want to take a look at while testing your deck out, first you run several examples of artifacts that ramp you, this is usually a questionable choice in any Green deck, but Gruul is very good at ramping in particular, it has the least need for artifact mana. Some people run artifact wipes like Bane of Progress to punish people who are stuck with artifact ramp. There are always more creatures that can be tapped for mana, but there are also cards like Farhaven Elf and Wood Elves that find a land, there are quite a few of these out there. At your budget I think you should be running Myriad Landscape and Blighted Woodland, and I would consider Guildless Commons as a way to sneak an extra land drop out of your hand (you could also just run more lands).

Second, I think you might want to include more answers to artifacts and enchantments, if not creatures. Gruul decks that run big creatures can look to fight effects to help pressure opponent's boards/kill stuff like Magus of the Moat, Domri Rade and Domri, Anarch of Bolas are budget options that can help make fights happen, Ulvenwald Tracker, Thorn Mammoth, and Gruul Ragebeast are creatures that can generate repeated fights. Beast Within, Chaos Warp and Wild Magic Surge are all pretty interesting cards for a Gruul deck to look at, but there are also cards like Reclamation Sage or Caustic Caterpillar/Thrashing Brontodon, as well as Conclave Naturalists or Indrik Stomphowler that can help deal with artifacts/enchantments that interfere with attacking, and anything that can be used at instant speed has value in disrupting combos. At your budget Road / Ruin might be good, it offers ramp and removal in one card.

Third, you might want more card draw, there are a variety of ways to do that in Gruul, but many of the better options are Green spells. If you consistently have a big enough creature out Return of the Wildspeaker is good, as is Rishkar's Expertise, Momentous Fall and Greater Good. I like Bonders' Enclave if you think you can count on having 4 power out, and War Room is pretty handy in a pinch. Regal Force can draw a bunch of cards if you have green creatures. Garruk's Uprising might be budget enough, but Toski, Bearer of Secrets and Ohran Frostfang are cards to think about if you ever want to upgrade, both are very strong, Frostfang's deathtouch is superb synergy with Trample. If you do go with more Fight effects, Neyith of the Dire Hunt can draw a card for each fight and has other synergies with the deck. Dragonborn Champion is cheaper than Frostfang or Toski, but it requires your creatures to be big and probably have trample, so it might be worth a look.

Here are a few cards that might help that don't fit into the above categories/aren't necessarily solving a problem, but I think are worth thinking about. War Cadence is an all time favorite of mine, you can use it on anyone's turn if you have spare mana, very handy to make it impossible for an archenemy to block, also handy when you get down to 1v1. Have you thought about a Breaker of Armies? When it attacks, that player has to block it with everything, but you technically get to assign damage as you see fit unless they have Banding, so this tends to clear out an opponent's board while letting your other creatures get in unblocked vs that opponent. With your relatively low land count I feel like Abundance would be decent. With so many sources of Trample in your deck Bow of Nylea would be a sweet addition, Deathtouch and Trample are very good together.

Hope some of this is helpful, Gruul stompy decks are a lot of fun!

Helnas on Omnath locus of mana (opinions needed)

4 months ago

Instead of the mana doublers, i would add something like Bear Umbra, untaps your land if you swing with your commander, plus totem armor. Get some protection aswell, Lightning Greaves Yeva, Nature's Herald (just cast commander straight back when he gets destroyed, keep it in your hand). maybe a few spells like Tamiyo's Safekeeping, Tyvar's Stand, Gaea's Gift, Momentous Fall, Shared Summons, Wrap in Vigor some other creatures i didnt think of before: Oracle of Mul Daya, Silverback Elder, Apex Devastator, Cultivator Colossus, Ghalta, Primal Hunger, Cankerbloom, Topiary Stomper, Regal Force

For cutting cards, i would just cut cards that arent creatures or synergize with creatures, or dont do alot most of the time. something like Exponential Growth is gonna be a dead card in your hand most of the times.

Also dont understand most artifacts in your deck. Diviner's Wand for example, 3 mana to cast, 3 to equip, 4 to draw 1 card, 10 mana to draw your first card, and 4 mana for each card after that doesnt seem worth it at all. Id also cut 1x Mirage Mirror, Staff of Compleation, Helm of the Host, Lithoform Engine, Book of Rass

Id also cut: Vigor, Ironscale Hydra, Seeker of Skybreak, Viridian Joiner, Nantuko Mentor

And i would add 4-5 lands. playing a land per turn is stronger then playing an arcane signet or sol ring and then miss a land drop. (id cut arcane signet and sol ring aswell, they are bad draws past t4)

seshiro_of_the_orochi on The woods is dead people

6 months ago

This looks pretty fun. It seems you are running Yedora more or less as a "generic green stompy". This is fine, and if you want to keep it that way, have fun.

There are still some cards you might like for Yedora specifically:

Burnished Hart and Dawntreader Elk are cards similar to Sakura-Tribe Elder. They cost a little more mana to use, but the synergy with your commander seems super worth-it.

The synergy between such cards and your commander become even when you include ways to bounce your own lands. Here are the ones I found:

Khalni Gem and Kazandu Stomper have it as a cost, so you need to do it if you want to use them. They have a rather high MV. I'm not too sure about them, but still wanted you to see them.

Storm Cauldron is a stax piece, so your playgroup might not enjoy it. It'll still pretty powerful here.

Nissa's Zendikon and Vastwood Zendikon are a lot of fun. See this land that was a creature? Now it's a another creature. You want to kill it? Sure, but now I have my creature back.

Slab Hammer is a nice way to turn a land bounce into damage.

Multani, Yavimaya's Avatar is a gigantic beatstick with a recursion ability that, with Yedora, grants you value to grant you more value.

Guildless Commons is pretty self-explanatory.

As you're also playing Quirion Ranger, Scryb Ranger is basically a second copy of it.

Finally, have you considered some sacrifice outlets? This would allow you to save your creatures from spot removal that exiles them. Birthing Pod is expensive, but Momentous Fall, Greater Good and Evolutionary Leap provide some serious value.

Whatcha think?

Hi_diddly_ho_neighbor on Sekki, Ghost Piñata

8 months ago

This, I like this. First of all, I had no idea you could use Sekki like that. +1 from me

Some suggestions for the two problems you want help with:

Early game: One thing you could do is run a bunch of mana dorks. All the Llanowar Elves variants will help you ramp into Sekki faster, give you early creatures to equip Sword of the Animist and Mask of Memory onto, and will make green draw spells like Shamanic Revelation more useful if you haven't been able to make spirits off Sekki.

Card Draw: Green has some fairly strong card draw options for a go tall strategy that you could still consider in Harmonize, Rishkar's Expertise, Momentous Fall, Runic Armasaur, Ohran Frostfang, Hunter's Insight, Soul's Majesty, and Hunter's Prowess.

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