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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 |
| Oathbreaker | 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 |
Overkill
Instant
Target creature gets -0/-9999 until end of turn.
FadingReality on
building
3 days ago
CREATURES:
I like every single creature with the sole exception of the Ancient Adamantoise. Glacial Chasm does the same thing but way better and is more on theme for the deck. Also, swapping an 8 drop for a 0 drop MASSIVELY reduces the deck's average cmc. I'd simply cut this. You need to cut two cards regardless AND you'll probably want to make more cuts so that you can add in some of my other upcoming suggestions. These suggestions will be different than my "swap" recommendations in my previous comment.
LANDS:
You are running two of the three karoo lands (Golgari RotFarm, Selesnya Sanctuary) in your colors. I'd reduce this to one. Normally I'd never run any of these cards except in VERY specific decks. That said, necrobloom is one such deck that I would run these in, but I would only run one. These are even slower than a normal tap land and are brutal to have destroyed by a strip mine or something. But in a deck that can recur lands and play more than one per turn, they are worth including one of. Pick one of these and cut the other. You are running 11 basics in a 3 color deck which is pretty high. In order to justify running things like Cultivate and Kodama's Reach you'll only need about 6-7 basics. I speak from experience. Even if you wanna run more than 7, 11 is really high. And again, I will be suggesting a bunch of lands to include, so you'll wanna cut some basics and a karoo anyway.
Last thing regarding lands: your land count of 40 is actually a good number. Normally 40 is way to high, but this is a "lands matter" deck so 40 is a good call here. You could probably get away with 38 or 39 too, but don't worry about that unless you are desperate for cuts.
SORCERIES:
These are all very good except for two. I'd cut Regrowth. If you still want this effect (you already have Eternal Witness) then run Bala Ged Recovery Flip. It's an MDFC land so it's awesome and synergies further with your deck. I'd also cut Dread Return. This card is actually VERY good and even saw some cEDH play when Flash/Hulk was still around. The flashback cost is also really good fro your deck. However, the initial cost of 4 is too slow. Consider Reanimate. This is the best reanimation spell in the game and this card is the reason reanimator decks are called reanimator. Also, with reanimate, you lower your deck's CMC more AND you can grab opponents' creatures with it.
INSTANTS:
I already recommended swapping Overkill for Swords to Plowshares. Other than that, I'd cut Reprieve. It's not terribly great (I know you want a pseudo counterspell, but this is meh). Cut it for Necropotence and that way you still preserve and actually upgrade the card draw in the deck.
ARTIFACTS:
As mentioned before, you should still try to keep world map if you can. Endstone should be cut. It's VERY powerful, but it's both expensive and risky. Necropotence is much better for drawing cards.
ENCHANTMENTS:
I like every single one of these with the sole exception of Spelunking. Sure it ramps you once (can wiff although VERY unlikely in your deck) but its 3 mana and theres a ton of two mana ramp you can run that's land based. Also you run 0 caves. The entering untapped IS nice, but swapping this card entirely for another card that let's you play more than one land per turn is going to be much stronger and also kinda negates the tapped lands as you're gonna be able to get more out which negates the slowness to an extent.
FadingReality on
building
3 days ago
Swap these cards:
Demolition Field for Wasteland
Fabled Passage for Prismatic Vista (The true fetchland equivalent for basics)
Overkill for Swords to Plowshares (This swap will also lower your deck's avgerage cmc!)
World Map for Expedition Map
(I'd still try to keep world map too but if you can only have one or the other, expedition map is superior)
Wrath of God for Damn (strictly better and more versatile) (I would still try to also include wrath of god but if you can only pick one, damn is better)
theNeroTurtle on
Mardu Surge
1 week ago
just a personal note, personally I would drop a few creatures to drop in a little more removal. Overkill is a great example. other than that, great build. 1+
theNeroTurtle on Better Mono Back Removal Cards???
1 week ago
I am working on a competitive mono black deck with 4 removal spells.
I am seeking suggestions for better card choices. I do have a creature type when it comes to Kindred Dominance. I am playing Rat Colony.
Here his the deck if you want to possibly make other suggestions as well.
theNeroTurtle on
1 month ago
Belfore, you will have to explain how it works. Am I just casting overkill on the stack before my creature enters? If so, how can it be "targeted" with Overkill before resolving?
DemonDragonJ on Mark Rosewater's Comments on Blocking …
4 months ago
wallisface, I was not actually being serious, as I am very fond of my current job, but, if I was working for WotC, I would have opposed the printing of cards such as Jumbo Cactuar or Overkill with every ounce of energy that I had.
Crow_Umbra on Is Anyone Else Concerned with …
4 months ago
I agree to an extent that power creep exists and is an unavoidable facet of this game; boundaries in design space will be pushed and broken interactions with various mechanics from the game's 30+ year history may not always be evident at first glance. I think that the various cards you listed in your example are more gimmicky than examples of being broken or power crept.
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Overkill - This is a flavorful uncommon, but it still costs 3 mana. Since 3 toughness is considered a benchmark by many players due to Lightning Bolt, then something like Nightmarish End, Ob Nixilis's Cruelty, or Sudden Death achieve a similar effect for a similar cmc. Here's a more extensive list of Black instants that give some -x/-x effect as removal for comparison.
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Jumbo Cactuar - Again, this is a flavor gimmick given the Jumbo Cactuar's infamous attack. While 10k damage is a lot, the Cactuar costs 7 mana, needs to be cast, and lacks Haste or Trample. Yes, you could Fling or Self-Destruct the Cactuar, but that's now 9 total mana across 2 colors to send 10k damage directly at someone's face.
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The Station Artifacts you mentioned are both 5 cmc and each require 20+ Stationing power from other creatures on your board to achieve their fullest potential. Some strategies will have an easier time accomplishing this, but that's still a very steep investment of resources towards a single artifact/creature. I'd recommend checking out any gameplay videos of any of the Station commanders to see direct examples of the resource commitment needed, especially once they get into mid-late game where boards suffer more removal, and Stationing is harder to do.
In regards to more blatant power creep, I think cards that start seeing a lot of saturation in tournament top 8s should be examined. Take all of the cards recently banned from Standard as examples of power creep that have more direct effects on tournament metas. Vivi Ornitier is now getting similar complaints from different outlets.
DemonDragonJ on Is Anyone Else Concerned with …
4 months ago
Magic: the Gathering has now been around for over thirty years, so it is inevitable that it would experience power creep in some way, but I feel that the power creep has been particularly blatant in recent sets, with cards such as Jumbo Cactuar, Overkill, The Eternity Elevator, and Dawnsire, Sunstar Dreadnought being some of the best examples of this trend. I understand that this is purely my own opinion, but I imagine that at least some other players shall agree, with me, about this.
What does everyone else say, about this? Are you concerned with the extreme power creep of recent sets? I certainly am interested to hear your thoughts, on this matter.

