Destroy target creature.
|Have (3)||danaran117 , abritt , Kotakiva|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
1 week ago
A couple things. Without doing a deeper look you have a identity crisis going on. Are you zombie tribal or dimir control with reanimating your opponents and a few of your own threats as a wincon. Choose which way and focus. If it's zombie tribal you can focus on more zombie lords. Token makes anthems ect (cards like door to destiny fits well here but wouldn't be necessary in the control deck). The other option is hard dimir control you would run more stax pieces more boardwipes more ramp and perhaps build with a few big creatures or combos in mind to reanimate with your commander to help end the game.
Once you make that distinction you can decide your card choices alot easier. A few of your current cards need upgrades or to just be cut like Murder Silumgar Scavenger I don't think I'd play the scavenger in edh even if budget is your concern. For instance to replace that scavenger with Revel in Riches for ramp and potential wincon. Murder could be replaced with a boardwipe perhaps or a potential free spell like Snuff Out
1 week ago
There's two separate effects at play:
Whenever Fell Specter enters the battlefield, target opponent discards a card.
Whenever an opponent discards a card, that player loses 2 life and you gain 2 life.
Ability 1 happens once when the creature is cast, not countered, and enters the battlefield, and will always happen, even if you would Murder the Fell Specter in response to its trigger, target opponent still discards a card.
Ability 2 is a static effect, meaning as long as the Fell Specter is on the battlefield, every card discarded will create a trigger for the life loss.
When Fell Specter enters the battlefield, it makes 1 happen. Because it's on the battlefield after entering, 2 will happen too, as a direct result as one. However, when target opponent is already empty-handed, and doesn't actually discard a card, 2 will not trigger.
When the Fell Specter is destroyed after entering the battlefield, but before the discard trigger has resolved, ability 2 will no longer trigger from the discarding, because the creature is no longer on the battlefield the moment the discarding happens.
So if you play Fell Specter, and it enters the battlefield, the discard trigger goes on the stack, and you point out who you target with it. Then there's an opportunity for other players to respond. If nobody does respond, the target will discard if able, and lose life accordingly. However, if an opponent uses Murder on the Fell Specter before discarding happens, the creature will die and not be on the battlefield anymore when the discard happens. Then target opponent still discards a card to the trigger, but no life will be lost and gained because of it anymore.
So generally, you are right that both will happen with nobody interfering. But because both are caused by different lines of text, you can prevent one of the two from happening, with instant speed removal.
1 month ago
The answer above is correct. There is no interaction.
Totem Armor only grants protection from destruction events, meaning if the creature is targeted with a Murder, or takes lethal damage. The creature can still be exiled, sacrificed, or die due to having 0 toughness or less.
1 month ago
Balaam__ my thinking was if I could use the Swarmyard to cast the green on Return to Nature, also to avoid any protection against black/white, but maybe I would put more two Disenchant on this, I am not sure. About Murder, my thought was to use this in addition of Demotion in cases of indesctrutible. What you think?
1 month ago
Also, unless I’m mistaken you can’t cast Return to Nature so that should probably be cut. Other than that, I’d replace Murder with a better removal spell, maybe Infernal Grasp or Fateful Absence. Dismember would have to be used carefully, but it can skirt around Indestructibility.
1 month ago
Try getting down to 60 cards. Every card above 60 in a modern deck, weakens it by making its hands and draws weaker and less-consistent.
20 lands is waaay too low, considering your dependence on 3-mana cards, and the fact you're running 4-and-5 mana cards also. I would suggest raising this to 23-24 lands.
Running no 1-drop cards feels like a big mistake. Not having anything to do turn 1 is going to hurt you a lot, and put you behind in the game from the start (particularly, if you're going second). You're currently running over 30 3-drops which is faaar too many, I would suggest halving that count to get more 1-mana cards and even-out your curve.
Mill cards like Mind Grind and Psychic Strike don't feel good here, as you're never likely to ever be able to actually mill your opponent out of cards (Mill only works as an all-in strategy). I would suggest ditching them.
I would also suggest ditching Siren of the Silent Song, Zareth San, the Trickster, and Mirror Image. With Siren of the Silent Song, by turn 5 (the earliest it'll be able to untap) most decks have played every card from their hand anyway, so it's not going to do anything. With Zareth San, the Trickster, you have no rogues to accelerate it or sneak-it-out, so it becomes too slow and easy to deal with. With Mirror Image, I don't see you needing additional copies of anything, and it's probably better-off being an extra control-card or draw-card.
1 month ago
You could still block and Murder and draw for it in all those wording updates you suggested.
"At the end of combat on each of your opponent's turns, if a creature you didn't control died by combat damage from a creature you did control, draw two cards."