Power Word Kill

Power Word Kill

Instant

Destroy target non-Angel, non-Demon, non-Devil, non-Dragon creature.

Latest Decks as Commander

Power Word Kill Discussion

Kazierts on Ichorous

2 months ago

As someone who has been playing Infect since highschool, although a Monoblack version, I got a few things to say.

  • You're not the aggro. Without you can't aggro. Not having a 1 drop stops you from applying pressure fast enough. You'll want to play kinda like a control deck.

  • If you're playing just Kitchen table, Proliferate should be fine. I just want to warn you. In case you want to power it up and optimize deck, you'll probably have to cut most of this theme.

  • Since you're a slower deck, your main weakness is going to be aggro decks. As such, the deck wants a lot more removal.

With these general stuff out of the way, I'll talk specifically about your list.

  • Don't even think about Fuel for the Cause. to counter a single spell and Proliferate is a terrible trade. If you really want to go all in the Infect theme, you could maybe run a single copy of Corrupted Resolve.

  • Mana Leak is perfectly decent for the deck. I'd cut a single copy of Spell Pierce, or at least put the other copy in the sideboard. A removal spell like Fatal Push is a good option, although a bit non-budget (but I'll be talking about options of removal later).

  • I'd completely ditch the artifac package. They're insanely slow and playing them on curve they don't help you develop your strategy. Maybe add a single copy of Karn's Bastion to your manabase if you really want something to Proliferate repeatedly.

  • About removal, nowadays we have a ton of removal, and almost all of them being removal. Power Word Kill, Bloodchief's Thirst, Cast Down, the old and iconic Doom Blade, Eliminate, Go for the Throat and a lot more.

  • I completely understand if you don't want to include Inkmoth Nexus because of its price. Affinity decks coming back to Modern made really expensive again. However, I have to say they're a breaking point for Infect decks. As soon as I got my copies, I felt the power level of my deck increase significantly. You can maybe add a few Cathedral of War to help buff your creatures.

I still have some more stuff to say but I don't want to bore you to death :P Tell me what you think. You can take a look at my primer for Monoblack Infect if you're interested. Also, you can call me for a chat so I don't pollute you comment section.

GoblinsBeatElves on Historic Rock

4 months ago

zapyourtumor

Yeah, I guess I could try adding Heartless Act in for few trophies. Heartless Act is one of the better removal spells in Historic, (other ones I’ve seen played are Bloodchief's Thirst, Eliminate, Power Word Kill, and I’d guess that new one from IMH will end up being pretty good.

As far as splashing red, I thought about it a little, but I was just worried a little bit that the added strain on the mamanbase (both in terms of lands, not having fetches and all, and in terms of budget, you’d need a ton more wildcards and less basics) wouldn’t be worth what the splash would give you. Lightning Bolt isn’t legal in Historic, sadly, so I can’t play that. This deck doesn’t really seem built for Kroxa, not milling itself like the Arcanist decks that use Kroxa to be able to escape it, so I think it’d probably just be a 2 manandiscard spell that sits in your graveyard for the rest of the game here. (In addition to making BB (Gifted), GB (Chevill), and RB (Kroxa) needed in terms of mana on turn 2, which seems difficult to pull of every game) Kolaghan’s Command is an awesome card, and I’d love to run it, but I just wasn’t sure splashing a third color would be worth it. What do you think?

Thanks for all the advice, it was really helpful.

GolgariGravedigger on The Scarab God

4 months ago

Scarab God is tough to build competitively especially if you're on a budget, and the good zombies are not very cheap anymore. It looks like you have a lot cards from Amonket and Hour of Devastation. I really love those sets personally but most of the zombies in them are pretty lackluster in commander. I would cut a whole lot of these guys especially 4+ CMC zombies.

I recommend adding a lot more card draw, mana ramp, and single target removal. 10-12 draw spells, 10-12 ramp spells, and 5-10 removal spells are recommended for most EDH decks. The best draw, ramp, and removal spells are not really budget friendly anymore since pretty much everyone is playing them. But, there a few sleepers out there that, in my opinion, are really powerful budget cards.

Card draw spells:
Necrologia is like a budget Ad Nauseam but you can only play it at your end step.
Read the Bones is a classic that let's you dig into your library.
Stinging Study gets you 5 cards in this deck.
Underworld Connections is like a budget Phyrexian Arena, and it can draw you an extra card each turn.
Village Rites gets you 2 cards for 1 mana and it's a 1 time use sacrifice outlet.

For mana ramp generally you want to go with 1 or 2 CMC mana rocks that enter untapped if you aren't playing green: Sol Ring, Arcane Signet, Dimir Signet, Mind Stone, Liquimetal Torque, Thought Vessel, Prismatic Lens, and maybe an Ornithopter of Paradise, it's a decent mana dork. Add Talisman of Dominance if you want to pay $7 for one.

Outside of those I like Power Tap. Target The Scarab God and get 5 colorless mana. Power Tap is a sleeper budget card IMO. Don't cut Dark Ritual or Bontu's Monument.

For Single Target Removal you want to stick to 2-3 CMC instant speed removal spells that can target as many different types of permanents as possible. A few cards I like are: Feed the Swarm
Power Word Kill
Heartless Act
Go for the Throat
Personally, I really like Imprisoned in the Moon and Oubliette. They decomission your opponent's Commander. And both cards ate cheap since they were recently reprinted.

Also Counterspell cards can be very powerful.

A few inexpensive bombs you can add:
Gray Merchant of Asphodel is amazing.
Army of the Damned is an absolute beast in this deck. Both of those cards can you win you the game.

There are a lot more really great cards out there you can add, but I just wanted to list a few to get you started.

rdean14 on Card creation challenge

5 months ago

Golgari Processing Plant

Land (Mythic Rare)

Golgari Processing Plant enters the battlefield tapped.

, Sacrifice another permanent: Add , , or .

, , Sacrifice Golgari Processing Plant, exile your graveyard: Create a 1/1 black and green Worm creature token for each creature card exiled this way, create a 0/1 green Plant creature token for each land card exiled this way, and create a 1/1 black Rat creature token for each noncreature, nonland card exiled this way.


I'd like to see a card which cares about those three creature types. In any way. Elite Inquisitor , Kaalia of the Vast , Power Word Kill , Animal Sanctuary , Swarmyard , and Boldwyr Intimidator / Kargan Intimidator all show permutations of different multi-tribes, for reference.

golgarigirl on Prosper Through Theft

6 months ago

Oh! Kalain is one of my favorite legends to come out of the new set, and I'm happy to see people brewing already!

I feel like your deck is a little unfocused. Especially since these colors don't lend themselves to a lot of the +1/+1 counter support you're working with, and as is, you're running more creatures than most mono-green commander decks I see. Here's the main things I would look at when adding/removing cards from the deck:

1.) This deck seems to want to 'go wide' with +1/+1 counters...it wants to put a few counters on all it's creatures instead of stacking a bunch on one for maximum effect. Cards like Contagion Clasp and Animation Module might work well here to bolster the army efficiently.

2.) Your creatures are relatively small, especially if you don't yet have many +1/+1 counters or the treasures to make them. More removal might be important to get your recur-able treasure generators, like Captain Lannery, through. Terminate , Tragic Slip and Power Word Kill may seem unimpressive, but they do the job. And being that cheap, they run little risk of making you use your precious treasure mana.

3.) The cards that key off of sacrificing the treasure tokens or other permanents are probably the greatest strength of your deck. You can play this up by including fetch lands like Evolving Wilds or even things like Carrion Feeder so you can get extra value off your creatures + Ozolith.

4.) A lot of the treasure generation in here isn't great, so optimizing what you have will be important. Replacing some of the less impactful pieces with card draw/ramp will help you get to the good stuff faster. Greed and Outpost Siege are excellent budget suggestions from amongst the ones mentioned above, and Sign in Blood and Thrill of Possibility are more, less mana-intensive options.

I would trim out a few of the 'Other' category cards you're packing for the suggestions. Maga and Krenko are cute with +1/+1 counters, but if we're only getting 1 as an ETB, it's not that impressive (yes, we might be getting more, but I prefer to look at the 'fail' case), and since most of our creatures are small, Ashling is more likely to wipe our board than our opponent's, which is awful for us.

Minousmancer on Orzhov Control actually OKAY?

6 months ago

Just wait for Power Word Kill and black and white Dragon's.