Single Combat

Single Combat

Sorcery

Each player chooses a creature or planeswalker they control, then sacrifices the rest. Players can't cast creature or planeswalker spells until the end of your next turn.

Browse Alters

Trade

Have (1) metalmagic
Want (0)

Printings View all

Set Rarity
War of the Spark (WAR) Rare

Combos Browse all

Legality

Format Legality
Pioneer Legal
Highlander Legal
1v1 Commander Legal
Legacy Legal
Block Constructed Legal
Tiny Leaders Legal
Casual Legal
Vintage Legal
Leviathan Legal
2019-10-04 Legal
Unformat Legal
Modern Legal
Oathbreaker Legal
Duel Commander Legal
Commander / EDH Legal
Custom Legal
Historic Legal
Limited Legal
Canadian Highlander Legal
Arena Legal

Single Combat occurrence in decks from the last year

Latest Decks as Commander

Single Combat Discussion

KidEnkidu on Ishai/Kediss Group Beatdown EDH V1.2

5 days ago

I like this list, I was curious about brewing the same thing when Kediss was spoiled, give the Ishai that's been sitting in my binder since 2016 some play. Really nice curve for a first draft, too!

2 suggestions: (1) I can't help but feel that Tragic Arrogance would be much better for you than Single Combat. I don't like that Single Combat stops you from rebuilding on your next turn, plus Tragic Arrogance gives you the choice of what your opponent's sacrifice. (2) Perhaps Whispersilk Cloak over Prowler's Helm. I get that shroud is not always ideal in a voltron list compared to hexproof, but with Ishai I'd imagine you don't really need to target him often, since he grows on his own. Would kinda suck if you wanted to use something like Seize the Day, sure, but I think more often than not you'd appreciate the protection from spot removal that the cloak adds. 5 mana invest for protection and unblockable is a much better rate than 4 mana investment for just unblockable.

ellie-is on Rograkh, Intrepid Archaeologist

3 weeks ago

DrFATE17: Those are some nice cards! I love how Single Combat keeps people from casting creatures on their next turn. I wonder though if Slash the Ranks would be better here as I have two commanders and might want to keep them both alive (and with most people only having one, the end result for their field is often going to be the same as single combat). Though getting through indestructible is pretty huge. Well, I'll keep thinking about it! Thanks for the comment!

DrFATE17 on Rograkh, Intrepid Archaeologist

3 weeks ago

Oh yeah Single Combat is another good one. Really good board wipe here. Gets by hexproof/indestructible with the choose//sacrifice wording. Each player will only have 1 creature, letting your menace Rograkh get through and it basically guarantees that for 2 turns.

CrimsonWings3689 on Balan, Equipment Voltron

3 weeks ago

Also, RE: Slash the Ranks - isn't this basically just Single Combat like 99% of the time? Same timing restriction, people are more likely to keep their commander (IMO). Guaranteeing that you get rid of the planeswalkers that aren't commanders seems like it'll basically be the same thing as them having a choice of the single thing they get to keep. Factor in that Single Combat also prevents people from playing additional creatures/planeswalkers until the end of your following/next turn, and forces sacrifice to get around a board of indestructible, Single Combat seems like the better choice, no?

DadHumanPraetor on Sevinne, the Chronoclasm Acid Flashback

3 months ago

I had the pre-con version of this deck, but I didnt think it had enough reliable win conditions, plus it was slow, so I decided to rework the Jeskai control packsge from a different angle, I made an Elsha of the Infinite enchantment deck with a healthy amount of wrath like Divine Reckoning and Single Combat and a lot of Pacifism and Frogify Banishing Light type of permanents and All That Glitters and Steel of the Godhead and triggering prowess for lethal commander damage as a win condition and its a lot more consistent. I am not a responsive enough player for this type of build, I need a streamlined plan with similar decision points in each game, I am not the kind of pilot who likes to solve the game while its happening.

psionictemplar on Grand Arbiter's Judgement

4 months ago

PourOverBro21 So I had done some more thinking about your deck and a couple things have stuck out to me.

  1. I have no good idea on what to do with your deck. The concept of creatures and wrath effects are such opposing directions that it is really hard to know which way to go. Leaning one way or another will leave you open to different things. The best thing I can suggest for now would be to attend a couple of events as a spectator and just see what people are playing. The lgs workers may be able to give you some clues on that as well. Knowing what you'll be facing will be the easiest way to know what to plan for.

  2. Are you opposed to a major rework of the deck. I'm thinking that it might be better to focus on creatures with a couple wraths or the opposite. I'm leaning towards the latter.

  3. Creatures and small number of wraths: If you want to pursue this route, it might be easier to run spot removal instead of wraths. Cards like Path to Exile are format staples that enable you to keep your entire board presence while impacting theirs. Another couple options along this route would be Declaration in Stone and Winds of Abandon. If you do want to keep the full destruction wraths then cards like Aether Vial can give you some flexibility on when you put your creatures in play. This could allow you to have all your mana for a wrath and drop a Dauntless Escort for example on the same turn. Or there is always Wurmcoil Engine which could be blown up without much drawback. God-Eternal Oketra is probably also worth considering for the ability to improve your board and be recastable.

  4. Wraths and a few creatures: In this path you could try to make grand arbiter work as more of a lockdown type card. You could compliment him with cards such as Gideon Blackblade to allow for recurring wrath protection. You could also open try things like Single Combat as a potential wrath as well. God-Eternal Oketra would not be as powerful as in the creature version, but might still be worth considering as well.

I don't have either of these ideas fully thought out but it might give you some perspective on what you could do.

RobsJourney on Uril Gonna Get Ya

4 months ago

Hey bud, suggestions for some changes:

Lands (I cut the two basic fetch lands, you will be running nice green ramp so won't need em, prob just slow you down otherwise)

Others

Pill0wDipsauce on Syr Gwyn Super Budget Tribal Extravaganza ($30)

4 months ago

Came by this deck while looking for budget ideas for my own Gwyn deck.

I'd say, leave the deck be if it's already doing alright in your meta and you're having fun with it. There are some things that stand out to me though:

You don't have boardwipes in your deck. These will help a lot in surviving the first 7 turns of the game, something you say you have issues with. Mythos of Snapdax, Divine Reckoning and Single Combat are my suggestions. At the bare minimum, get four boardwipes. You can cut some of your creatures for these. Don't forget about single target removal either, I put some in the suggestions below.

Looking at your mana curve: it's quite low, which is a good thing. This means you can cut down on some of the basic lands and go from 40 to something like 36/37. If you can, replace them with more signets or talismans, but cards like Boros Cluestone, Commander's Sphere and Darksteel Ingot are fine too. Try to go for eight mana sources which are not lands.

When selecting creatures to cut to make room for other cards, decide which cards will have an impact when you play them and which won't. As you play the deck, you'll learn more about cards which work and which don't (that's the fun of deckbuilding). I suspect Rimrock Knight won't have much of an impact (You'd rather have another equipment instead), Crashing Drawbridge can be replaced with an equipment which gives haste. In my own Gwyn deck I got rid of Bloodcrazed Paladin because I held on to it instead of playing it. Ardenvale Tactician doesn't look like it'll do much either. I think you'll be fine with somewhere around 25 creatures to make room for more equipment and removal.

You can ditch a card like Rowan, Fearless Sparkmage as well, you can replace the +1 ability with equipment. Don't play the planeswalker for the ult, as your opponents have four whole turn cycles to find an answer for it.

I've listed some more (budget) suggestions below, you'll figure it out: Evolving Wilds

Terramorphic Expanse

Buried Ruin

Mortuary Mire

Chariot of Victory

Murder

Thalia's Lancers

Mortify

Unlicensed Disintegration

Inquisitor's Flail (use only with first strike/double strike or when you have a way to make your creature indestructible)

Despark

Knights of the Black Rose

Glaring Spotlight (I think it might be a good card as a finisher, but haven't won a game with it yet)

Fireshrieker

Knights' Charge

Sign in Blood

Load more