No Mercy

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Penny Dreadful Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masterpiece Series: Amonkhet Invocations (AKHMPS) None
Urza's Legacy (ULG) Rare

Combos Browse all

No Mercy

Enchantment

Whenever a creature deals damage to you, destroy it.

No Mercy Discussion

DreadKhan on Smallpox

6 days ago

Thank you for the reply, always nice to hear other people's reasoning for things. By all means, if this works for you, keep at it! I run 1 No Mercy in my Pox deck, it can be a really nasty effect vs a creature heavy deck, unless they have heavy recursion.

K1ngMars on "Library.exe has stopped working" | Phenax Primer

1 week ago

Well that's nice THCue! I feel like your swaps make sense, since attacking is not what I want to do anyways, I'm going to think about those too.

Propaganda was previously in the deck, but I've swapped it out sometime ago.

No Mercy is a functional upgrade: once I'll have enough money for it I'll buy one! Until then, Dread will do fine.

Anyways, keep up the good work and let me know!

THCue on "Library.exe has stopped working" | Phenax Primer

1 week ago

Okay tested it some. Few 4Pods and some 1v1. It does Pretty well and on a 1v1 it does even better. Here are some things I've added.

REMOVED

Fallen Shinobi

Silent-Blade Oni

I felt these are too clunky and cost alot. They are based with attacking I wanna MILL.

Bitter Ordeal Hard to find and am on the fence about it.

Reliquary Tower Almost never have a full hand and colorless..Added better land

ADDED:

Added better dual lands not in-front of my deck currently and removed the cheaper common/uncommon lands etc.

Propaganda We need more protection anti-token

No Mercy And another..

Thran Dynamo More mana is needed high cmc

Hope this help a little Once I get in-front of my deck I'll add more info this is just my thoughts.

Tenshi41 on Nekusar

2 weeks ago

What are you losing too?

The deck looks very solid, almost the same Nekusar deck I once had. Nekusar draws a lot of hate and is focused a lot because of his playstyle.

If you are losing to creature damage I would suggest things like Propaganda , No Mercy and maybe The Locust God to make blockers for you.

Adding more protection for the commander is also very helpful; people like to kill him a lot. Cards like Swiftfoot Boots and Kaya's Ghostform do a great job helping Nekusar from not being removed.

K1ngMars on What Creature Should Replace Teysa, ...

2 weeks ago

I definitely confirm what's already been told you by others. Cards have to be included only if they support your deck's gameplay and/or flavour. You may include some pet cards just for fun, but trust me, sooner or later, you'll find a game in which you draw one of those and you'll be screwed... It happened to me too, it's a matter of trial and error sometimes.

Anyways, if you desperately need cards that punish your opponents from attacking you, I'd suggest: No Mercy , Dissipation Field and Dread just to name some from the top of my head. Remember though, that if you're dealt lethal damage, the triggered ability of all those cards, Teysa EoG included, will fizzle because you're dead (and as a state base action your spells, permanents and such are exiled). That's saying that those cards won't help you when facing lethal damage.

On the other hand, if what you need are tokens, I'm sure you'll find better options depending on the deck and/or needs you have. I think of Endrek Sahr, Master Breeder , Ophiomancer or any of the plentiful white effects to create tokens, like Secure the Wastes , or to double them like Anointed Procession .

If you need good protection creatures, again, it depends on your colors and deck strategy. Do an advanced search on Scryfall with keyword "protection" and some commander identity color limitations and you'll be good to go.

chadsansing on Anje Falkenrath combo

1 month ago

I dig it.

Generally, I'd include fewer Madness cards that buff your creatures and include more tutors, reanimation spells, and control pieces to help you buy time to find your combo. Black damage taxes are good, like Dread or No Mercy .

Archfiend of Ifnir over Archfiend of Spite . Maybe some more modular wipes (like Crux of Fate , Decree of Pain , or Kindred Dominance ) + spells like Grim Return or Endless Obedience . Have a way to win with other people's decks after they exile your graveyard or Worldgorger Dragon .

Maybe play Talisman of Dominance over any other rock than your signet. Play a cost reducer or two, as well, like Jet Medallion or Ruby Medallion , or more 2-drop rocks like Charcoal Diamond and Fire Diamond . I'd play the red and black cycle lands for extra draw/dig/loot, as well.

SideBae on Yuriko Ninja EDH

1 month ago

What I suspect is going on is that your opponents are doing a lot on the aggro front. There're a few ways you can deal with this.

First, you can discourage your opponents from attacking you. Propaganda is probably the best-known card for this, but there're plenty of others. No Mercy comes to mind -- it was one of my favorite cards when I was a kid. Crawlspace and Silent Arbiter are good ways to limit the number of attackers an opponent can pressure you with, and assuming no trample, you likely can just chump away whatever they're hitting you with. Finally, Meekstone will keep the most dangerous ones tapped. I think any of these will probably be better than AEtherize , especially since none of them are 'single use.'

I don't know your meta. However, a lot of the time fatties come down without being hard-cast, like through Natural Order or Reanimate . Running hate cards, like Grafdigger's Cage , can prevent this.

You also seem to be light on wrath effects. Yuriko, the Tiger's Shadow ninjutsu ability gets around commander tax, meaning he'll really only ever cost to put down -- so feel totally free to wrath with him on the board. Kindred Dominance strikes me as being way too much mana to do real damage in the earlier stages of the game, especially if you're fighting a bunch of aggro decks. Damnation is, I think, preferable here, as are Toxic Deluge and Cyclonic Rift . Damnation and Toxic Deluge being four and three mana, respectively, means you can conceivably cast them before you're getting smacked but while your opponent has a summoning-sick army. Cyclonic Rift 's overload ability IS seven mana, but being instant speed makes up for that (at least in my opinion).

If you include wrath effects, non-creature token producers are worth including -- they'll give you creatures to 'return' with Yuriko's ability while surviving the wrath themselves. Bitterblossom is the best here, though like most good cards, it's relatively expensive. Other options include Breeding Pit , Graf Harvest (if you wrath Yuriko to the 'yard, you can exile him to the command zone to create a token, then ninjutsu him out on the token when it attacks), Spawning Pit and Volrath's Laboratory (which can make ninjas).

If you decide to run some of the above cards, they should replace your one-for-one removal cards. In general, EDH games will have you facing three opponents, and therefore three times the number of cards you have. You therefore want cards that will effect more than a single card your opponent has. Hero's Downfall and Grasp of Darkness may be great in one-on-one formats, but in EDH they simply don't pack enough punch. (One interesting exception to the 'limit your one-for-ones' rule is the inclusion of counter magic. In general, I think of counterspells in EDH as more than one-for-ones, since A) they can save more than one of your cards if you counter something like By Force or Fire Covenant , and B) they can stop combos cold, making your opponent waste all the combo pieces s/he/they cast before the countered card.)

I have some non-combat related suggestions, too -- I hope I'm not being presumptuous in offering them:

I'm sure you've noticed how awesome your Treasure Cruise is: being eight on a Yuriko flip but often costing around two or three mana at most to cast is pretty busted. There're other delve cards to consider, though I do think it is likely more than one or two in a list will occasionally cause issues when delve gets in its own way. Dig Through Time is a primary candidate here, as it is also eight mana, but it also happens to be an instant (yay!). Temporal Trespass also comes to mind.

In magic, there're a bunch of alternate casting-cost cards that work well with your general, as their CMC is usually pretty high. Unfortunately, some of them are expensive -- I'll just mention them, in case you have more money to blow than I typically do: Force of Will and Commandeer . Spinning Darkness , Gush and Misdirection are all more affordable and alright cards in their own right, though they are significantly less powerful.

Nexus of Fate is a pet card of mine, and I think it'd be genuinely good here. It hits for seven, but doesn't 'really' make you tap out since if it resolves you get another untap step right away.

A creature to consider is Baleful Strix . Having deathtouch and flying make it really hard to block, and if you keep ninjutsu-ing it back to your hand you can keep casting it for the draw trigger.

Top-deck manipulation is a good way to make sure your general hits his hardest, and your Brainstorm is a good start. Mystical Tutor isn't too much money, though the black version, Vampiric Tutor , definitely is a lot of money nowadays. Scheming Symmetry is an alright replacement, though you'll want to be sure to kill the opponent who searches, or at least remove his top card. Though they're pricey, Sensei's Divining Top and Jace, the Mind Sculptor really are the best ways to mess with your top few cards in the game; Jace has the added bonus, like Brainstorm , of being able to top cards that you want to reveal with Yuriko's trigger again. Dream Cache and Telling Time are both OK top deck manipulation.

Cantrips are good. I suggest running Preordain in addition to your Ponder and Brainstorm . It's not as good as the two you have (in this deck), since it can only leave one card on top of your deck for Yuriko triggers, but I still think it's worth playing. As a turn one play, it's gonna be hard to beat. (Of course, Ponder does still beat it.)

Finally, mass card-draw is a good thing. Even if it doesn't trigger Yuriko, having spells to cast is always preferable to not having them (exception: Mindslaver ). Windfall is excellent, especially if you put in Narset, Parter of Veils (I think you should). Fact or Fiction and Chemister's Insight are both good instant-speed draw spells.

Only good things! Hope this helped.

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No Mercy occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

Black: 0.16%

Rakdos: 0.19%