Murder

Murder

Instant

Destroy target creature.

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Trade

Have (2) abritt , gmars
Want (1) evallard13

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Legality

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

Latest Decks as Commander

Murder Discussion

Phule451 on Dimir Zombie EDH

1 week ago

Acererak the Archlich goes is an infinite wincon with rooftop storm. Syr Konrad, the Grim works well with all the graveyard shenanigans. Murder is just unplayable as there are so many other cards that do the same thing for one less mana, might I recommend Walk the Plank as a good alternative. Also, your ramp needs help. First of all you need a bit more. I’d recommend 8 to 10 sources of ramp. Dimir Signet and Arcane Signet would be good includes. Thran Dynamo would really help you ramp into your commander and other high mana bombs faster. Temple of the False God is ramp out of a land slot. There are a few ideas to help ya get to tuning the deck. Have fun branching out into Commander, it’s the best format in town!

Polaris on How does Ink-Treader Nephilim interact …

3 weeks ago

Ink-Treader Nephilim cares about players casting an instant or sorcery (that targets it specifically). Magecraft cares about casting or copying spells.

Any time Ink-Treader triggers, it will trigger all magecraft effects you control for each copy made (if you were the one who cast the spell, you'll trigger magecraft on the cast too).

For your first question, you'll cast Leap, copy it for the other three creatures (not Ink-Treader itself), and Storm-Kiln Artist will make four Treasure tokens.

For your second question, Veyran, Voice of Duality will apply as Ink-Treader has been triggered by you casting an instant,so Ink-Treader will copy it twice for each other creature. You'll end up resolving six copies of Leap plus the original, drawing seven cards, and Veyran's own trigger will give it a total of +14/+14 (just for funsies, he makes his own magecraft double trigger too).

Note, however, that Ink-Treader doesn't only copy it for your creatures; if you have four creatures out and your opponent has three, Leap will get all of them (barring protection or hexproof) and (at the cost of also giving the blockers flying) you'll draw seven cards and make seven Treasures with Storm-Kiln Artist, or draw thirteen cards and give Veyran +26/+26 with him instead.

Note also that Ink-Treader copies even if you weren't the caster. If your opponent hits it with Murder and you have four creatures and they have three, they will all die and you will make six Treasures (with Storm-Kiln) or copy Murder twelve times and give Veyran +24/+24 before it dies (and make 24 Treasures if you had Veyran AND Storm-Kiln out).

Veyran is somehow a Prismari card, despite making you do more math than Quandrix and being busted enough to pass for Simic.

plakjekaas on Using the graveyard as a …

4 weeks ago

MTGesus90X "Best removal" is removal that deals with the most dangerous permanents in play for the lowest price. My Wrath of God killing 12 creatures for just 4 mana and 1 card will leave me more to work with to try and win the game than the opponent who had to cast a Murder, an Assassin's Trophy, an Abrupt Decay, a Doom Blade, a Ravenous Chupacabra and a Swords to Plowshares for half that effect, now tapped out and empty handed. It's very simple math.

Magic is a game of resource management. Denying yourself resources that are easily available at low opportunity cost, is a surefire way to reduce your chance of winning compared to the other players who did run Bala Ged Recovery  Flip. It's not forcing anything, if you don't need it, it's a land. If you do need it, it's a late game Exsanguinate for the win, in the best case. So how does it not make sense to run the card in almost every deck you can play it in?

wilie345 on Resolve to Dissolve

1 month ago

I was looking thing over again and you might want a board wipe or two and maybe upgrade the removal options.

Soul Shatter and Eat to Extinction are solid options. Soul Shatter hits everyone's biggest and sometimes you want to exile something more than destroying a creature. I'd swap Murder and Naturalize for these two.

For board wipes my recommendation is Extinguish All Hope and Necrotic Hex I'm not sure what I'd swap out for these though.

doodkyle on What happens when I use …

1 month ago

If I have Otrimi, the Ever-Playful mutated onto any create, my opponent casts Murder on otrimi and I respond with Supernatural Stamina do both otrimi and it's mutation target return to the battlefield as separate creatures?

multimedia on Dungeon of Sefris

2 months ago

Hey, you're welcome. Nice updates.

Omniscience + Acererak the Archlich is a neat combo for repeatable venturing and win condition, but Omniscience is going to be difficult to cast. Consider Resurgent Belief as a way to cheat Omniscience onto the battlefield with reanimation after looting it? Get Omniscience into your graveyard with Entomb , Unmarked Grave and Vile Entomber . These cards can also trigger Sefris if you instead get a creature such as Reassembling Skeleton .

Another direction to consider for Omniscience + Acererak combo is an infinite mana combo of Deadeye Navigator + Peregrine Drake which also can be repeatable venturing with any creature who ventures when it ETB since Deadeye can infinite blink it. Could include a card that draws when it ETB such as Baleful Strix that way you could infinite blink Strix to draw Omniscience + Acererak, to cast them with infinite mana to combo. Strix is a creature that's nice with Tortured Existence to recur to cast/draw again/dies again and has deathtouch defense.

Reanimate the Deadeye + Drake combo with Victimize by sacing Reassembling Skeleton .


One of the advantages Sefris has as Commander is he can be a repeatable source of venturing. Because of this you need less venturing from other cards. Consider cutting some clunky cards that venture and replace them with creatures who loot for more venturing with Sefris?

Other cards to consider cutting:


Consider repeatable loot? Can loot on an opponent's turn to potentially venture with Sefris.

Other loot:

Master of Death can be repeatable surveil 2 as well as a creature who can return to your hand at your upkeep. Both these abilities can enable Sefris to trigger more venturing. Master is good with looting since he's a creature to discard to trigger Sefris and he returns to your hand to do it again.

Chutney_Shining on Top of the Deck To Ya

2 months ago

Hello stranger, whom I have never met! Awesome concept! Some ideas that come to mind for refining this:

I think your mana curve is super high compared to the number of lands you're running. Since mono-black doesn't access to a lot of ramp, I'd suggest switching out some of your higher costs sorceries, such as Gruesome Discovery , with something like Duress . Similarly, I think that life gain cards like Increasing Ambition are too high costed, and don't really support your overall strategy. I'd suggest replacing with things like Raven's Crime , which you can retrace, or Dying Wail which offer better timing and utility.

Similarly, I think Headhunter and Hypnotic Specter probably have better synergies than your rogues. I really like [card:Black Cat], but think we could do more to trigger it on our terms. Carrion Feeder could be a cool addition, as could Legion Vanguard or Malevolent Noble .

Fiend Artisan is spendy, but would be such a powerful tutor and likely game ender in this build. Hell's Caretaker and Golgari Guildmage are significantly less powerful, but still allow you to exploit repeated triggers of your cats and Sangromancers. If you preferr an enchantment approach, Malevolent Awakening also works well.

I would definitely suggest upping the number of Painful Quandary , and definitely increasing the number of lands you're running to 20-22. I also think 4-8 removal spells, such as Murder , Doom Blade , or Poison the Cup would help respond to enemy threats and interruptions. I'd reduce the number of sorceries to make room - the looping creature threats have more of a long term board presence.

If budget weren't a consideration, a couple of copies of either Massacre Wurm or Sheoldred, Whispering One would make great finishers.

I hope this helps!

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