Mutual Destruction

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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
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Mutual Destruction


This spell has flash as long as you control a permanent with flash.

As an additional cost to cast this spell, sacrifice a creature.

Destroy target creature.

jink47787 on Endless Death

1 year ago

Hey, these removals spells might help you out: Mutual Destruction and Drag to the Underworld.

Also, I would consider removing Thornbite Staff, as the combo is a bit too specific, and also maybe remove Army of the Damned for a better all-around cards (such as Soulless One or Necrogoyf

Epicurus on Battalion of Bones

1 year ago

This reminds me of a Golgari spirit tribal deck I had built long ago, because it has numerous synergies and the potential to blow up, but also has an atrocious mana curve and zero ramp.

I understand that you're not going for competitive here, but I do think that you could drop some copies of the higher cost cards to add some ramp, and maybe take out Vraska altogether.

Or, you could forget the ramp and add more removal instead. Mutual Destruction and Bone Shards would both be on theme, without hurting the budget the way that Modern staples like Abrupt Decay would. Doing so would lean the deck towards a Midrange strategy, thus minimizing the need for ramp and increasing the possibility of still being alive when you can afford to cast Skeletal Swarming.

Also, forgive me if either of those are not Pioneer legal. I'm no good at making suggestions for that format. +1 all the same.

TheoryCrafter on Golgari Saproling Deck

1 year ago

One thing I think you should lean into is the death triggers on Slimefoot, the Stowaway and Rot Shambler. Deathspore Thallid makes a good sacrifice engine to deal with indestructible creatures, but may I suggest you replace Vicious Offering with either Bone Shards or Mutual Destruction to give flexibility in taking out large creatures without wiping out your own board?

Other things you may want to consider are your ramp and +1/+1 counters.

While you have a lot of cards that help you access land, none of it costs less than 4 mana. May I suggest replacing 1 Corpsejack Menace, 1 Thallid Omnivore and Verdant Force with Enter the Unknown?

For +1/+1 counters May I suggest replacing both copies of Wild Onslaught with Two more copies of Fungal Behemoth? Combined with Corpsejack Menace, that should give about the same effect, if just at a slower pace.

If you're concerned all these changes will affect saproling production too much for your liking, instead of 2 extra copies of Fungal Behemoth replace them instead with 2 copies of Mycoloth, which will feed into Slimefoot and Rot Shambler.

And if you need sideboard cards Broken Bond is your best bet.

I hope this helps. Thank you for reading me out. Happy Hunting!

Epicurus on Mazirek's Nut Sac

2 years ago

Done. Bone Shards in for Mutual Destruction , and subbed in Attrition for Stronghold Assassin . Seems like a legit upgrade to me. Thanks, Head CoIIector! Do you have a suggestion for what to cut for Flesh Allergy ?

Head CoIIector on Mazirek's Nut Sac

2 years ago

I don't think Mutual Destruction is a bad choice here, but seeing as the only synergy it has is Dictate of Erebos, you could probably do better. Bone Shards is more versatile, Attrition can have more uses, or Flesh Allergy can actually kill someone with enough death triggers. just food for thought.

zapyourtumor on Flash Mob

2 years ago

Ikoria has Flash lords!? nani

I don't really know of many good flash cards in UB, but you could try Vendilion Clique ? kind of expensive though

Mutual Destruction does have that flash ability, but in my opinion a bone splinters type card really doesn't fit this deck at all. I'd just drop it for 4x Fatal Push .

Also Counterspell instead of Spell Syphon .

Happy brewing :)

StopShot on I need help choosing another …

2 years ago

I enjoy playing competitive EDH and one of the recently spoiled Strixhaven cards I already know is going to shake-up my meta and make things difficult for me. Namely Witherbloom Apprentice is the card I'm dreading as it can close out a game if it's controller casts Chain of Smog as it can be copied infinitely if the controller always targets themself with it. It's very likely every BGx deck in my play group is going to run this combo given how easy it is to setup and when you pair the possibility of closing out the game on turn two through Dark Ritual or Sol Ring into a mana rock, it becomes a lethal threat I can't ignore when making deck building decisions. As such, I feel I need to add another one mana creature removal spell in my deck, but I'm stumped over which spell I should include not just to address this potential combo but also have the most practical use outside of it as well.

My current list of removal spells are: Path to Exile , Swords to Plowshares , Sinister Concoction , Dismember , Lightning Axe , Molten Vortex , Red Elemental Blast , Pyroblast and Terminate (I enjoy playing more reactively than proactively.)

The removal spells I'm considering are: Dark Betrayal , Fatal Push , Human Frailty , Lightning Bolt , Magma Spray , Weight of Spires and Seal of Fire . (The last one I'm considering for its use around counterspells by casting it early.)

Notable exclusions are: Deadly Rollick , Defile , Dispatch , Force of Despair , Galvanic Blast , Murderous Cut , Mutual Destruction , Necrotic Wound , Pyrokinesis , Reckless Rage , Skred and Tragic Slip as I feel I don't have the means to meet these card restrictions consistent enough to be useful in my deck, especially in the early game. I'm also not considering two mana removal spells like Go for the Throat because I feel at this point cost effectiveness matters more than removal range.

Of course the best removal spell is going to depend heavily on the meta, but I'm generally trying to figure out which of the spells I'm considering is the best in a competitive environment in general. I'm looking for feedback and second opinions on whether you think any of the spells shines well above the rest through your own play experiences. I appreciate any insight I can get, thanks.

Sorin_Markov_1947 on Iron-Grenadiers

2 years ago

For an aggro deck, this deck isn't very fast. However, since I don't quite get what you're going for, I'll stick to more basic card selections. Bloodchief's Thirst is both creature and planeswalker removal and is just way better than Eat to Extinction or Mutual Destruction . Heartless Act is better than Mutual Destruction as well. Of course, if you're an aggro deck, you probably shouldn't be sideboarding in too much removal for fear of slowing your deck too much. Necromentia , for example, is far too slow and will sometimes give your opponent a blocker.

In general you just have a lot of cards that aren't great for aggro. This might work okay as a midrange deck, but stay away from three-mana anthem effects like Glorious Anthem . Use Rally the Ranks if you must, and cut the cats.

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