Price of Progress

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Price of Progress

Instant

Price of Progress deals 2 damage to each player for each nonbasic land they control.

Gidgetimer on Warhammer Cascade

1 month ago

What you think Price of Progress does that you are suggesting LESS basics?

legendofa on Rootpath Purifier

6 months ago

It would prevent damage from Primal Order and Price of Progress, and Blood Moon and Magus of the Moon don't effect you.

How does it interact with Null Chamber, though? With Rootpath Purifier out, does Stomping Ground count as the name of a basic land?

UnleashedHavok on Are You Sure You Want to Do That? V2

7 months ago

Thanks for taking a look Optimator! I appreciate the compliment on my deck. It's pretty heavily inspired by precociousapprentice's list and primer.

I totally get not being able to keep up with WotC's release schedule, that was one of the big reasons why I stepped away from Magic for a bit. That, and the birth of my son a little over 2 years ago lol. Don't know if you know, but the adorable little buggers are time consuming, in the best way.

Now for your suggestions. I really like all of the cards, but not sure whether or not they fit in to the mentality behind this deck and I'll tell you why.

I really like Cut / Ribbons and had not seen it before, but if you look at my card choices, almost everything is at instant speed. I'm already thinking I'm going to cut (hehe) Dusk / Dawn. The reason for this is that I want all of my responses to being attacked to be decisive, and fatal for the aggressor. I do not want to actively agitate the table until I am ready to take control of the game, or win outright. Blowing up people's stuff agitates them, and makes them want retribution. It might be a great card to discard to Key to the City to encourage attacks toward other people at the table, or for a surprise assassination.... hmmmmm. My next question on that would be, what would your suggested cut be to ad in Cut / Ribbons and why, now knowing a bit of the rationale behind the deck.

I have been going back and forth on Exsanguinate, and also Debt to the Deathless. I really like both cards for flavor and use. But I will say that two of the big, swing-y win cons in this deck are Acidic Soil, and Price of Progress. And that is what gives me pause. I will generally get 5-6 lands and then start pitching land cards to Key to the City, assuming I have mana rocks out to supplement the rest of my pool. Pitching lands to Key to the City to allow attacks of my opponents. Encouraging strife, and making it seem as though I am growing weaker. The curve of this deck is low since so many of the answers are 2-3 mana. I've been debating whether or not Exsanguinate would just be a dead draw.

Finally Approach of the Second Sun. This card has absolutely fascinated me since it came out. I love the flavor of the card, the artwork I think is great. Really lovely. It also puts a time-clock on the table, an intense sense of urgency. And I've always thought it would paint a great big target on it's player's forehead. I haven't experienced playing it myself, and haven't been at a table where it has been played so don't know the response to it. To steal from precociousapprentice yet again, the removal in this deck is meant to be surgical, to allow the rest of the table to cultivate their own board states freely as long as I am able to handle them, to appear weak until it is time to take the reins. I'm not sure whether or not Approach of the Second Sun fits in to that.

Again, I am open to discussion. That's what I want from this. I do like the card suggestions, I think they are all solid cards. But I'm not convinced they fit with the mentality of the deck.

EnbyGolem on Favorites and Bests

8 months ago

To this day, I am still a mono color player through and through. I love having a rock solid mana base and in a previous life, actually reveled in sadistic glee by punishing players for non basic lands (a part of me still really loves the flavor of doming an opponent for lethal with a Price of Progress).

I think the color pie is fascinating, especially in looking at how that pie has changed over the years. I love the feel of old cards, both literally and mechanically. I specifically fell for the way old black cards used to provide wild, tremendous power in exchange for very real costs.

This game is awesome and I love how everyone can focus on different aspects of it in their own unique ways :)

Jett2112 on Tulzidi Caravan

8 months ago

SufferFromEDHD Thanks for the interactions! Yeah this deck is a little mean because often times the Tulzidi Caravan combat damage kills one opponent at a time while they cannot execute a combo because of stax.

Meekstone acutually doesn't exactly fit the strategy perfectly because the strategy is to deal damage with 2 power creatures and lay out stax peices that stop common cedh combos. are there any combos that get stopped by meekstone? if so somebody reccomend a cut for meekstone. also I generally benefit from other players being able to attack eachother and thats why I haven't been running Ensnaring Bridge. thoughts on Ensnaring Bridge or any cards like them?

Ghitu Encampment Yeah I can't have too much etb tapped cuz I'm tryna go fast. Barbarian Ring? I do have a Ruination in here and Price of Progress but I could also run Kher Keep. the high mountain count is remnant of when I ran Valakut, the Molten Pinnacle but now thats gone... thoughts on non-basic lands? must not enter tapped.

Null Brooch thats cute! I'm gonna think about adding 3 counterspells this might be one.

Thanks for the Recs!

Grind on You'll be lost in a cloud, With too much rain!

9 months ago

Cool deck!
Are you working on your mana base? If you dont want to change it there are cool cards like Ruination or Price of Progress. But if you dont run those you could consider Command Tower and maybe Path of Ancestry which scrys for each shadowborne apostle as they are human.
Would you consider Tainted Strike to help sengir?
Cheers and have fun!

AwesomeJMS5 on Chandra Tribal (Everyone's Here!)

11 months ago

Padbras, Light Up the Night has done an okay job in the deck. It's done some damage, and has been useful once or twice, but it's more on-theme than anything else. Honestly, I'm considering cutting it from the deck to try something else out instead. Maybe I'll take it out to try Wild Magic Surge?

As for Mages' Contest, it's one of my pet cards, and has worked out pretty well for me so far. The biggest thing for me with that card is that I see it more as a burn spell than a counterspell. One time, I cast it in response to someone's commander, bid up to 26 life, they went to 27, and I let them have it. After that, I used Price of Progress to kill them, since they'd just taken 27 damage. The key is to use it on something you know your opponent wants to resolve. Either it counters one of my opponent's scariest cards, or it deals a ton of damage to them, and I burn them again shortly thereafter.

DreadKhan on Red Deck Wins

1 year ago

Nice tight Burn list! YMMV, but I think you might want more lands, either 1 or 2, your deck has no card advantage, so if you have to mulligan due to having too few lands, you will really struggle to get enough damage in before you're in top deck mode, at which point Burn is in trouble. I'm also not sure if x2 Swiftspear is enough, a Swiftspear makes it much more likely for you to win turn 3 vs drawing a Guide, and even if you draw all 4 Guides and drop them ASAP, you end up with 14 damage from unblocked Guides, meaning you'd still need to Fireblast to win it (and also Bolt them with your one leftover R I guess?). With Swiftspears, if you have 2 Swiftspears already out for turn 3, you could have already done 8 damage and could easily cast 3 bolts that turn for 25 damage without Fireblast. Also, Guide can easily save your opponent's butt when they keep bad hands/are going to flood with mana, free card draw that can then either play something bigger than a Guide more readily. I run Vexing Devil over Guide, but I also run Dragon's Rage Channeler, which really loves having a Devil go to the bin. DRC is not quite card advantage, but they are handy if I was going to draw badly, and when they are on they are 3/3 flyers. My list is more of a midrange build, but it can still pull off turn 3 wins sometimes, usually via Fireblast.

Final point, but any reason you don't put Price of Progress into a sideboard? There are decks that skip Basics altogether, but this can be completely dead in some match ups. I guess it's good in enough of them that you don't worry about it, but if you are going to use them mainboard, you should at least figure out 4 sideboard cards you can swap in for Price.

Load more