Settle the Wreckage

Settle the Wreckage

Instant

Exile all attacking creatures target player controls. That player may search his or her library for that many basic land cards, put those cards onto the battlefield tapped, then shuffle his or her library.

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Settle the Wreckage Discussion

JackMinds on I HAVE TWO DADS...♡ [BUDGET PRIMER][ENABLER]

4 days ago

I remembered other two spicy cards:

  1. Settle the Wreckage. A global removal in that looks like a Path to Exile, but works only against attacking creatures.
  2. Field of Ruin. Despite the name 'Ruins', this land rewards all players with ramp, while you get rid of any nonbasic land.

zobster on turbo fog but historic

1 month ago

Ok so this is a deck. But it can be improved. First Oath of Teferi, Second Teferi, Master of Time and third more wraths. Preferably Doomskar or Settle the Wreckage. Also less fogs and maybe Alrund's Epiphany

zapyourtumor on wg mill

1 month ago

Doomskar Shatter the Sky are bad, Wrath of God is better

One-sided boardwipes like Winds of Abandon and Settle the Wreckage are just bad if you don't have creatures, since they are worse than normal boardwipes

Chalice of the Void is bad if you have 17 1-mana spells

You need a wincon besides Stirring Wildwood

darkmus on Serra's Descendants, competitive Angel Tribal

1 month ago

K0rt Thanks for the in depth suggestions. Yes, is actually working quite well in the new meta, there aren't that many combo decks around now, which are our main "weakness". The Anguished Unmaking vs Vindicate thing, as said before, there are no many Heliod, Sun-Crowned around lately, so yeah, they are pretty interchangeable depending on your local meta. Urza's Saga doesn't tend to be a big problem anyway.

I play Emeria's Call  Flip in the mono white version. In tens if not hundreds of matches I think I casted it like 3 times, and it resolved 1. The thing is we rarely get to 7 lands, and when we do its against control, and by that point they always have counter spells because we have been casting our things with Aether Vial and Cavern of Souls . In the other hand I ended needing to pay 3 life for basically a plain many times. In mono white for sure put 1 in there. But in BW we have enough lands that hurt us. Archangel of Thune is a beast, she steals games out of nowhere. She's a huge finisher. Next to Righteous Valkyrie the reason we are able to win matches. She rarely ETBs and doesn't put at leas 2 +1/+1s on all our other stuff that can attack(if not 4+), that's huge immediate value. Yeah, if she's killed in that exact moment with the trigger on the stack you don't get it. But it happens like 1% of the time, and you can easily play around that playing her with vial or protecting her with Giver of Runes and Shalai, Voice of Plenty . I don't think Angel of Invention is even in the same league as her (in this deck at least).

I've tried Serra the Benevolent and is more or less the same thing as with Emeria's Call  Flip seems great but it ends up adding nothing. the +2 is worthless, we don't tend to have a ton of creatures and our early ones don't have flying. The ultimate the very rare time I got to use it was always in a win more situation in which I had a ton of life anyway. She rarely was able to -3 more than once. Easily 9 out of 10 times (if not more) she ended up just being a 4cmc Serra Angel . And by that point the deck rather have other 4cmc angels that add more, and can be made uncountable with cavern or play at instant speed with vial.

About the side yeah, that is more adaptable to everyones local meta. This thing works super well in general against tribes, basically we excel against Aggro and midrange, do well enough against control and tend to be f*** against combo. So most tribes are easy wins, with the life gain they can't race us and we fly. Elves is for sure faster than us but not a lost game by any means, the thing is I don't she them that often. But if it is a common deck in your area I'll suggest to add 2 Settle the Wreckage , if not I wouldn't add a sideboard card just for a deck which is rare and not such a big threat. The hardest tribal decks are combo goblins and the new elemental deck (that can be brutal, not as a tribal deck, but as a deck in general). Non of them are an autolose by any means, but they ere the toughest ones. Stony Silence is a great card. I had Damping Matrix in the side before and I changed it for Linvala, Keeper of Silence . But in the new meta I am totally going back to Damping Matrix which is a bit of the best of two worlds between the silence and Linvala. Selfless Spirit is another great card, I've had it on the side but I don't seem to find many board wipes lately so I took it out. There is not much control in my area ATM. But another one that goes in and out depending on the meta. The control match up is not easy but it can be grinded up with the help of cavern and vial to cast our things and Giver and Shalai to save them from dying. Also don't over commit. Tends to be a 50-50. Thanks for the great suggestions!

K0rt on Serra's Descendants, competitive Angel Tribal

1 month ago

Cool deck! tbh this seems like a surprising playable angels variation and pretty good against the assorted Ragavan, Nimble Pilferer and Crashing Footfalls decks that are dominating rn.

I know this is rehashing an old discussion but I really think that Anguished Unmaking isn't really playable over Vindicate. It's much beetter against Urza's Saga decks (particularly the food w/ Asmo) decks and Green Tron both of which seem to be pretty hard matchups for this deck at first glance. You should also probably put a Emeria's Call  Flip or two into the mana base somewhere for the late game. I also feel as though Archangel of Thune might be too slow for modern, especially since it dies to an Unholy Heat even after a trigger. Maybe some Angel of Invention instead since it gives immediate value even it just dies? Could also go with Serra the Benevolent as a repeated pumping source as well as a random "got'em" Worship.

You almost certainly no more about good vs. bad matchups than me with this deck, but maybe think about some Settle the Wreckage, Stony Silence and Selfless Spirit for the sideboard. Settle is good in the creature mirrors like Elves, which are probably faster than you on the ground. Stony is for the artefact decks like AsmoFood, although now that I think about it running Kataki, War's Wage is probably better to not shut of Aether Vial for you. Spirit could be good against Damn out of Esper Control and other sweepers which you probably have a problem against with this configuration with no way to gain card advantage outside of Legion Angel,

TriusMalarky on Azorius Testudo

1 month ago

itsbuzzi on The Pioneer Blues

1 month ago

Seems like you're really into the Ensoul builds. I ran mine from Standard to Modern to Frontier for a week and now Pioneer. I think I landed on a pretty great deck here Jeskai Ensoul (PNR). Just played a mirror match against you, Game 1 was fun but quick in my favor and game 2 was fun where we kept gaining life until my creature got bigger and gained double strike from Boros Charm . Stubborn Denial does wonders against your main board removal.

I like the offset from Izzet to mono blue but you might consider Azorious for All That Glitters . You have a good mass of artifacts and Glitters can make any creature much larger than otherwise possible. Also Stubborn Denial is an amazing card in something like this. You may also like The Blackstaff of Waterdeep . It does the same as Animating Faerie for the same cost (cast and activate) but it recurring in case the target were to die and not as restrictive only targetting nontoken as opposed to noncreature like Faerie but doesn't come down with a body and is legendary.

I like Padeem, Consul of Innovation that's a cool card. I hate running 4 drops though in a deck this quick in the main which is why I run only 3. I may switch out Thopter Spy Network for Padeem though because he doesn't protect the artifact that may be on the field when he hits due to instant speed removal but he protects all the others unless he gets hit as well. Although Spy Network is harder to hit and makes a threat every turn Spy Network may be better that hurts sometimes. I don't run Whirler Rogue because I don't like the 4 drops but I can see where it shines by tapping down equipment that normally don't tap to make your guys unblockable.

The Shadowspear in the main is a sweet addition and when facing any sort of aggressive build I always side mine in. Compared to my build, however, yours seems a little slower with the enabler cards ( Ensoul Artifact , Animating Faerie , Skilled Animator being slightly more mana value than mine and the support cards you run being of 4 drop while mine run at 3 or less for the main. Adding in All That Glitters may make all the difference there and you'll have access to Settle the Wreckage in the side instead of Aetherspouts . That extra mana on the board wipe may make all the difference.

Sweet deck though I would consider taking a look at mine whenever you get the chance I have the entire deck laid out in the description and have been running this stuff for basically as long as it existed.

McToters on #6 Vega & Winnfield

2 months ago

Hey there! Finally getting around to this. Sorry it took me an extra day.

So I’m mostly a red player at heart but I should have some ideas for you and it’s entirely possible you’ve thought of them before.

I always like to suggest Settle the Wreckage in creature-focused white decks for two reasons: 1) at a minimum it’s a board wipe that exiles opponent’s attackers and 2) at its max it can be a gnarly tool for ramp on yourself (not as ideal on non-token creatures but it’s still a novel idea). The other recent white wipe I rather like is Winds of Abandon . Yes, it ramps you opponents up but more than likely would be used late game. Also, if used you can think about adding in white ramp spells like Kor Cartographer and Cartographer's Hawk that need opponents to have more lands than you to hit those ramps. Seems conditional but that’s how ramp works in white. Again, even excluding those latter cards both wipes are very good to include IMO.

Another creature-focused card that could work here is Sneak Attack . Cost effective and still triggers Bruce’s ETB. Reconnaissance provides your creatures protection and untaps them if you’re in a tight spot.

Combat focused cards like Combat Celebrant , Seize the Day , Savage Beating , Relentless Assault seem more than ideal here since you want to keep attacking to trigger Bruce.

Cards like Chance for Glory and Final Fortune are personal favorites of mine (because I’m a reckless RED player, haha) that give you a quick second upkeep for Ravos, Soultender to trigger again (also one last chance to attack with Bruce).

I think Berserkers' Onslaught could come out for Avatar of Slaughter only because it gives you another creature. Bedlam or Goblin War Drums seem like great adds to a high-octane offensive deck like this too!

I hope these suggestions don’t discourage you. This deck looks awesome, and I’m not saying it would play better with these cards but that it would be the direction I’d personally take it. Overall, the deck looks incredibly balanced with your quantities of sorceries/instants/artifacts/planeswalkers/etc. My only other suggestion at the moment would be to maybe go down 1-2 lands, as it opens another two slots for you. I typically run 34 in most of my decks and everything runs great.

Great brew!

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