Destroy target artifact.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
2 months ago
I'm surprised artifact lands got printed, and I'm waiting for the MH2 lands to break, even with entering tapped.
Dredge is only a significant problem with a bug number; Shenanigans is basically a repeatable Shatter , since Dredge 1 isn't that threatening. The most used Dredge cards are Golgari Thug and Stinkweed Imp , which dredge 4 and 5, and Golgari Grave-Troll is banned in Modern. So this is a case of overbalancing.
There's a similar story with Storm: it's only a problem if it represents a win condition, like Brain Freeze , Tendrils of Agony , Grapeshot , or Empty the Warrens . I don't think too many games have been won or lost on Astral Steel or Reaping the Graves . It depends on the effect it goes with.
5 months ago
In sergiodelrio's example, you'll use "last known information" to determine what Aether Vial looked like when it was destroyed. Since Aether Vial is no longer on the battlefield, it doesn't have 2 counters anymore, but you look to when it last existed on the battlefield to determine how many counters it had at that point. This could be useful if your opponent casts Steady Progress in response to your activation, you could Shatter your own Aether Vial in response so that the game remembers it having 2 counters instead of 3.
5 months ago
Let's say you have an Aether Vial with 2 counters and you put its activated ability on the stack. Ok, now that you put that on the stack, your opponent gets to respond and they choose to cast Shatter , so it goes on the stack above your ability and would resolve first if nothing else happens. Now we resolve Shatter and destroy the Aether Vial - it's gone. HOWEVER, the ability is still on the stack and gets to resolve now, so you can put an appropriate creature on the battlefield as the ability instructs.
7 months ago
I'm not sure of previous versions of this deck, but I have some cards I think you should add, plus some cards I think you should either just consider replacing or simply just take out. We'll start with the ADD list.
Earthquake and/or Rolling Earthquake (You already have an effect like this in Subterranean Tremors , but this also hits players, so you'll deal EXTRA damage on top of the extra damage from the commander.)
Starstorm (An effect like many others, but this one has cycling.)
Fire Servant (It's not the cheapest creature, but it has an ability that you might want more of. You can always use more damage doubling.)
Mana Geyser (Look, it's just a good card to get a lot of mana quickly. Not super necessary, but it's fast mana in R)
Heartless Hidetsugu (I'm just suggesting this one because cutting your opponents down to 20 is great and makes killing them easier.)
Seething Song (Fast Mana good.)
Seize the Spoils (I noticed a lack of card draw, and this is a pretty neat mono-red card draw spell.)
Endless Atlas (Again, card draw, and it's cheap and consistent.)
Genesis Chamber (Yeah, it requires your opponents to be playing creatures a bit, but it makes it just that much easier to kill them. Plus the Myr generated are all 1/1s, so they will easily let excess damage through from the rest of the deck.)
Sanctuary Blade (A little expensive on the equip side, but this is another consitent way to give your commander pro-red.)
Chandra, Awakened Inferno (Her + kills your opponents faster, her - does what you commander wants, her -X is neat. I think she's all around a great inclusion.)
Chandra, Torch of Defiance (Okay, so now is where I admit that you only had 1 planeswalker and I talk about how much I like Planeswalker cards. I think they're cool and fun. This specific one is great beacause she either gives you mana or draws you a card, essentially. Her two differ +1's are really the only reason, but her ult is something your opponents wont want to have go off, either.)
Caged Sun (More Mana in mono-red.)
Pyroblast (Unless this is for a VERY SPECIFIC meta where you are going against mean U decks, this will be more frustrating in hand than useful, I think. Plus, color-specific hate like this just feels out of place in this format, unless, of course, your meta is particularly skewed a certain way.)
Red Elemental Blast (See Above.)
Tibalt's Trickery (Yeah, cool counterspell, but I think the deck should focus more on itself, personally.)
Wheel of Fate (There are better, and faster, ways to draw cards. I like the idea of this card, but in having played it over and over again, either it never actually resolves -like the game ends- or it just feels like a relative waste because people can see it coming and plan ahead.)
Lavabrink Floodgates (To be fair, I've never played with this card, but OH BOY does it seem bad. If you're not proliferating the counters, then this will NEVER go off if your opponents don't want it to, and they would never want it to with this deck, unless a board-wipe JUST happened and there are not creatures. So then it's just a 4-drop mana rock producing 2, and you can just replace it with something better like Caged Sun that will help you Earthquake for a win faster.
Arch of Orazca (I noticed in your mana base that you have 13 lands that tap for colorless. That seems like too many for me - it's almost the same number of Snow-Covered Mountain s you have. So I am recommending removing some. I get why this one is here, for the card draw, but this is SO EXPENSIVE. I don't even run it in my colorless Emrakul deck.)
Great Furnace (I like this card, I really do. I LOVE artifacts. But without any artifact synergies, this is more likely do get Shatter ed or Vandalblast ed than actually help you, and that'll feel bad. Just replace it with a Snow-Covered Mountain .)
Leyline of Punishment (I get that this is here to make it harder for your opponents to survive or heal up, but honestly, just play Heartless Hidetsugu or something else to keep life totals low. This one is often going to feel more like a do-nothing enchantment unless your meta is HEAVY life-gain.)
Treasonous Ogre (Fast mana, sure, but it seemed overall pretty meh to me in this deck. It's better at killing you than it is at providing mana in this specific deck, I think.)
Varchild, Betrayer of Kjeldor (The effect is important for making sure you opponents have creatures, but getting her to hit you opponents before they have blockers is going to be a challenge, and if you draw her late-game, then she's just a 3/3 blocker.)
Bonfire of the Damned (The miracle cost is cool, but most of the time I think you'd rather something like Earthquake that will most likely hit almost all of their creatures AND more than 1 opponent/opponent's board. Plus, if this isn't Miracle'd, then this is pretty trash in your hand.)
I'm sure I said add more cards than take out, and I know I said take out a couple lands, but not really add any, but I hope this is helpful.
10 months ago
LeaPlathTo be fair, TKS is pretty good.....
But yeah, they're not gonna learn. I have friends like this. I mean, I used to be the same way.... but I learn fast. It's kind of my superpower.
And my friends who've been playing longer still maindeck Shatter in their 'aggro' decks that can maybe win on turn 7 if they nut draw.
I wish people like him would learn -- they have so many ideas and they could really shake up the world of mtg. But instead of learning, they take people telling them 'this idea can't work' as an insult and ignore 90% of what people advise them.
1 year ago
His teaser thread here: Blogatog
Not sure if this marks the start of spoiler season and if this makes this thread the official Zendikar Rising spoilers thread, but I really wanted to discuss about the contents of his teaser here.
"The return of four mana symbols that have each only ever been used on two cards before"
"Lands that come with a choice you’ve never had before"
I suppose they're not going to be completing any of the unfinished Future Sight lands. (Horizon Canopy, Grove of the Burnwillows, Nimbus Maze, Wizards when?) I'm predicting we're going to get a land cycle that behaves just like a shockland, but instead of paying life you can choose to give your opponent 3 life for it to come in untapped. Zendikar is known for being an aggro-heavy plane, so I don't see extra life gain dragging games out too long. It matches flavorfully too as the lands on Zendikar must now be healing after the eldrazi menace.
"Targeted enchantment removal in black"
I guessing it's going to be a common instant at that reads "Destroy target enchantment." and this card is going to be thrown into reprint hell similarly to red's Shatter.
"A red/white creature with a line of rules text that starts with “Whenever” and ends with “draw a card”"
Best case scenario we're getting an upgraded Mentor of the Meek, likely case scenario another Puresteel Paladin-esque creature, and worst case scenario an Academy Raider with vigilance instead of intimidate. Place your bets on which one it will be.
There's plenty more I didn't cover, but those are the ones that got the most of my attention. What do you guys think?
1 year ago
That said, here's one that breaks the rules of creating Magic card in a pretty obvious way.
Whenever you spend energy, you may pay . If you do, you get .
Not as flashy, broken or interesting as you may have expected, but it Shatters a fundamental rule of Magic.
Anyhow, make a hate card that messes with a certain strategy without shutting it down completely.
1 year ago
Defile - You're running a 3 color deck, where the majority of your lands are likely to be non-basics. This won't do anything reliably.
Divine Verdict - Very expensive for the effect, could just be an outright kill spell. There are cards that force your opponent to sacrifice attacking creatures that would get around indestructible and hexproof/shroud if you wanted that sort of effect. Ex. Blessed Alliance
Ray of Revelation - Flashback for this is Green homie, counts as both white and green so you can't run it in a Mardu deck.
Shatter - Just make this something like Shattering Spree and give yourself the chance to hit more than one thing. Or something like Crush Contraband to get more than one target exiled instead of destroyed.
Victim of Night - already going to be difficult at times to use due to the 2 hard black in the cost. Why not have it be something like Hero's Downfall and get unrestricted creature removal and planeswalker removal as a bonus? Murderous Rider serves a similar function and doubles as a creature. Vampires and Zombies are popular, so there will be times where it won't work for you.
Arcum's Whistle - It's a rather expensive effect to force a creature to attack, but it is repeatable. You don't get a choice for where the creature goes, so I'm not sure if that was your intent.
Scarab of the Unseen - Are you going to be running a lot of enchantment auras to put on your creatures? If not it seems like this is only there to draw a card. You should be running something like Sign in Blood or Night's Whisper for more value at the same cost.
Enters the Battlefield Tapped Lands - The nature of these lands is for a budget deck. If you have access to lands like the ones I threw in the maybeboard, you're increasing your chance of playing things on curve as well as reducing the likelihood of having to wait to play the threats/answers in your hand. Even if the condition for them to enter untapped is conditional like with something like Dragonskull Summit, shocklands and basics will make it possible to have access to more colors sooner, which can make a world of difference in the early game. The temples at least offer a benefit with the scry, so that's going to help you draw into what you want/need (ex. bottoming a land you don't need or a spell you don't want/can't cast).