Murder

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Legality

Format Legality
1v1 Commander Legal
Alchemy 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
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Murder

Instant

Destroy target creature.

legendofa on Should the Number of Mana …

2 weeks ago

Mana Leak vs. Counterspell. Murder vs. Vanquish the Weak. Greenweaver Druid vs. Llanowar Tribe. There aren't a ton of cards that are directly comparable for color weight and effect, keeping rarity the same, but my general statement is that the more specific the mana cost is, the better the effect is. There's probably a handful of counterexamples, but I submit that not only should it be the case, it generally is the case.

legendofa on Is Anyone Else Concerned with …

1 month ago

Card quality isn't just about raw output. It's the ratio of input to output.

If Jumbo Cactuar cost just , even if you cut its toughness way down, it would be broken. 7 mana is pretty reasonable for a modern (not necessarily Modern) creature with deathtouch, something like "If this creature deals combat damage to a player, that player loses the game," and no other abilities. Compare Vorpal Sword, Summon: Primal Odin, Phage the Untouchable, etc. Jumbo Cactuar has a huge output, but requires special preparation and lots of mana to make it work. High input, high output--good for style points, not for tournaments.

Overkill is somewhere between Murder and something like Flay Essence. It kills indestructible creatures, but that's the main perk it has over Murder. Moderate input, moderate output--functional, but there's better.

Zacama, Primal Calamity is notable in EDH, which is generally slower and allows for more setup than Modern. It's far from useless there, offering a big body with lots of combat abilities that can clear out obstacles as soon as it comes down. and are strong ramp colors, so you can get it out quickly. Even if it dies immediately, it's taking at least one problem with it. But to wallisface's point, it's nothing special in Modern. Commander: moderate input, high output--beware of Triplesaurus. Modern: high input, low output--not worth it.

For something I would call overpowered, Ocelot Pride works as an example. The game's filled with 1-cost 1/1s. The game's not filled with 1-cost 1/1s that reinforce themselves in all areas, providing the extra life and bodies to take over a match, either stalling until something else comes out or just incrementally building up until it can alpha strike by itself. Sure, it dies to any removal down to Scorching Spear. But if you don't do that immediately, it'll take over. And it's very easy to build around, since it doesn't need much more than incidental lifegain and one turn of survival to be a threat. And the first strike can be relevant, too. There's a reason the price tag is solidly in the double digits. Lifelink -> life gain -> cats -> army of cats, and that's eithout any outside support. Not bad for one mana. Low input, high output--kill on sight.

razelfark on Vampires

1 month ago

Uncommon Card Suggestions: Gifted Aetherborn, Vampire Nighthawk, Stromkirk Bloodthief, Urge to Feed, Hero's Downfall

Rare Budget Options: Cordial Vampire, Captivating Vampire, Preacher of the Schism, Nighthawk Scavenger, Qarsi Revenant

Budget Mythic Otion: Bloodline Keeper  Flip


Stromkirk Bloodthief- Is just a better version of the Savage Gorger as the counter can be placed on itself or anotehr vampire if it proves more useful.

Gifted Aetherborn & Vampire Nighthawk- great low cost deathtouch lifelink creatures that fit your theme. Aetherborn at the very least replaces Blood Burglar as a pure upgrade.

Cordial Vampire - is a better lord (+1/+1 to all vampires) then the Thirsting Bloodlord and would be an upgrade option.

Nighthawk Scavenger & Qarsi Revenant - are stronger options but slightly more expensive upgrades to the Vampire Nighthawk if you like hte idea of that creature.

Cordial Vampire - is a card option that tiggers when when your creatures or opponent's creatures die, meaning all the deathtouch creatures that trade into something would trigger the Cordial at least twice putting two +1/+1 counters on EACH of your vampires. This is also strong when paired with creature removal spells as well.

Preacher of the Schism - solid option to give card draw (or lifelink tokens when behind on life) on a sturdy body that has deathtouch making it hard for Opponents to block effectively.


Arterial Flow is a strictly better option to Mind Rot as you drain life for having any of your creatures on board.

Removal option Urge to Feed will likely serve your deck better then Sorin's Thirst. Feed be used as a good combat trick both offensively and defensively. If you are defending, after declaring blocks you could shrink an attacker (even if not killing it) and then choose to tap your creatures to grow them and surprise opponents.

If you want to have a better protection spell then Dark Remedy I would suggest Armor of Shadows as the card only costs 1 and gives indestructible to help protect your creater from destroy effects and it also still gives that 1 power as a combat trick still.

Hero's Downfall is a strictly better Murder as it costs the same mana, btu allwos you to remove walkers as a option.

These card suggestions will still keep your deck fairly casual and I tried to sugget cards that are budget friendly with the most expensive still being under 5$ to obtian and fit your theme. Hope these card ideas help.

CommanderNeyo on Lord Tiago, Forsaken Spellbinder (Updated Again)

1 month ago

Personally, I would remove the following:

I would put 2 or 3 Murktide Regents in the mainboard, as the card is a powerful wincon.

Psychic Frog should probably come out of the maybeboard, as it works well with Murktide and is a powerful card draw engine and wincon in its own right.

You might also consider cards like Duress, Thoughtseize, or Inquisition of Kozilek to rip apart your opponents' hands.

While you may not want to net-deck, you may want to check out what are popular decks so you can tune your sideboard to match (or just go to your LGS and see what they play there).

indieinside on Imotekh (the remix)

1 month ago

For starters you have one Murder too many in the main board.

If the focus is on leaving the graveyard or “Reanimate”, I personally would have nearly all of my creatures be artifact Creatures for starters. I would then utilize cards like Their Name is Death and Scrap Trawler.

Good cards for the theme you are suggesting

Myr Retriever

Dread Return

Dread Return

legendofa on Card creation challenge

2 months ago

Murk Stabcaster

Creature - Elemental Assassin Wizard

Landfall - Whenever a land enters under your control, you may search your library for a card named Murder and put it into your hand. If you control seven or more lands, you may instead search your library or graveyard for a card named Murder and put it into your hand. If you searched your library this way, shuffle.

2/2


Create a card whose art shows rain.

DreadKhan on How Can Tutor Effects Remain …

3 months ago

I'm a fan of Diabolic Revelation, obviously a bit of a build around. I think most tutors suffer from people wanting them to be almost as good as Demnonic/Vampiric Tutor, and those are badly designed/broken cards that ate bans, yet because they exist they normalize something that hurts the game. Diabolic Tutor sees a surprising amount of casual play, and I think that's a reasonable card.

I also enjoyed Transmute, but I will forever be doing penance for having actually cast Brainspoil, is that actually the worst removal spell ever printed? I think it's worse than the Portal stuff, 5 mana for sorcery speed conditional removal with an upside that almost never mattered from the day it was first used? I know they didn't want it to be a good spell, but even Murder was only 3 mana, and this is MUCH WORSE than Murder. I still wonder if they'll do something like Transmute for Boros, only it's restricted to finding Artifacts/Enchantments to keep it from being too useful. I just hope they don't nerf the spells THAT hard.

SaberTech on Mark Rosewater's Statements About Enchantment …

4 months ago

I have mixed feelings on how WotC is approaching giving enchantment removal to black. I enjoy playing black so when Feed the Swarm was printed I was pretty excited to have that sort of option for enchantment removal, and the life loss aspect of the card made sense to me because enchantment removal was something that black was bad at so it should have a pretty high cost to it either in terms of mana or life.

Black edict effects to get rid of enchantments like on Extract the Truth make sense to me too because they aren't always a reliable method of removing what you really want to removal, emphasizing black's lack of skill in dealing with enchantments.

I do agree that Withering Torment is a bit too efficient for what I personally think black should be able to do to remove enchantments though. The three mana to cast it would normally put it in the "meh" tier for removal, but it being an instant on top of also having the option to kill a creature instead starts to tiptoe across the line for me. Sure, you also lose 2 life to the spell, but I think that's still too light of a cost for black to get rid of an enchantment.

Maybe if Withering Torment was worded more like this I would consider it more in line with what I think that black should be able to do:

Choose one:

  • Destroy target tapped creature. (the tapped restriction keeps it from being a straight power-creeped version of Murder)
  • Destroy target enchantment an opponent controls. You lose life equal to its mana value.

I think that rewording gives the card enough of its own pros and cons in comparison to Feed the Swarm that it can stand as its own variation while staying within the same power range. I also think that it should be standard for black's targeted enchantment removal to cost you life equal to the enchantment's casting cost unless the removal spell costs at least five mana to cast like Shatter the Oath.

I'm not fully decided on if it's bad that black has ways to get rid of its own Demonic Pact type enchantments. Black is more than capable of being able to kill its own creatures that might have detrimental effects, so is it too out of character that it can destroy its own problematic enchantments too?

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