Skred deals damage to target creature equal to the number of snow permanents you control.
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|Commander / EDH||Legal|
Latest Decks as Commander
2 months ago
2 months ago
I enjoy playing competitive EDH and one of the recently spoiled Strixhaven cards I already know is going to shake-up my meta and make things difficult for me. Namely Witherbloom Apprentice is the card I'm dreading as it can close out a game if it's controller casts Chain of Smog as it can be copied infinitely if the controller always targets themself with it. It's very likely every BGx deck in my play group is going to run this combo given how easy it is to setup and when you pair the possibility of closing out the game on turn two through Dark Ritual or Sol Ring into a mana rock, it becomes a lethal threat I can't ignore when making deck building decisions. As such, I feel I need to add another one mana creature removal spell in my deck, but I'm stumped over which spell I should include not just to address this potential combo but also have the most practical use outside of it as well.
My current list of removal spells are: Path to Exile , Swords to Plowshares , Sinister Concoction , Dismember , Lightning Axe , Molten Vortex , Red Elemental Blast , Pyroblast and Terminate (I enjoy playing more reactively than proactively.)
The removal spells I'm considering are: Dark Betrayal , Fatal Push , Human Frailty , Lightning Bolt , Magma Spray , Weight of Spires and Seal of Fire . (The last one I'm considering for its use around counterspells by casting it early.)
Notable exclusions are: Deadly Rollick , Defile , Dispatch , Force of Despair , Galvanic Blast , Murderous Cut , Mutual Destruction , Necrotic Wound , Pyrokinesis , Reckless Rage , Skred and Tragic Slip as I feel I don't have the means to meet these card restrictions consistent enough to be useful in my deck, especially in the early game. I'm also not considering two mana removal spells like Go for the Throat because I feel at this point cost effectiveness matters more than removal range.
Of course the best removal spell is going to depend heavily on the meta, but I'm generally trying to figure out which of the spells I'm considering is the best in a competitive environment in general. I'm looking for feedback and second opinions on whether you think any of the spells shines well above the rest through your own play experiences. I appreciate any insight I can get, thanks.
3 months ago
3 months ago
@TriusMalarky While Twin can force a land to get tapped on turn 3 to prevent 3 mana spells from getting cast you do need to remember doing so leaves the combo piece open to sorcery speed removal such as a Dreadbore , Flame Slash or Declaration in Stone in the first game and in the second and third game it allows cards like Torpor Orb or Blind Obedience to be played - tapping all out to put the combo piece down means you won't have counter-mana up to stop these effects from hitting the board and often the Twin player will instead choose to cast the combo piece on the endstep of their opponent's turn incase if there is a sorcery-speed threat such as T-orb that needs to be countered on their opponent's turn instead. The Twin player will (in most cases) only choose to preemptively tap down the land if they know their opponent is mana-screwed, if they don't have a counterspell in hand or if they know their opponent is running Twin to further stall the opponent's combo. With that said I wouldn't entirely discount 3 mana answers that can be made uncounterable by Cavern of Souls or Aether Vial or 3 mana spells that completely disable the deck beyond repair such as Unmoored Ego if they resolve.
I also think it would be more problematic for Twin decks to also splash in a third color for enchantment removal. One aspect that made Twin decks so oppressive was a solid portion of them would include copies of Blood Moon in the mainboard in order for it to be more difficult for their opponents to interact with their combo. Dedicating to a third color to run Dovin's Veto is going to come with not being able to run Blood Moon while being easier for the Twin deck to also get disrupted by an opponent's potential Blood Moon as well. On the other hand, Blood Moon has also been made weaker in the meta as Cleansing Wildfire and Force of Vigor make effective get out of jail free cards from sideboard.
Plus, I think you're undervaluing some cards in your assessment. Back when Twin was around the only one-mana spells that could remove an endstep flashed-in Deceiver Exarch was Path to Exile , Rending Volley , Vendetta and the ever so infrequent Skred and Lightning Axe and out of those, the only cards that were mainboard worthy was Path to Exile and Skred (which only worked if you were running a niche deck and you were going first with extra technicalities). Fatal Push has had a huge impact on the format being loads better than Vendetta which gives many more decks greater flexibility when holding removal mana up especially in game 1 given how playable it is in the mainboard. There's also Veil of Summer which also deserves mention and while you may see it as a simple upgrade to Autumn's Veil , fundamentally it's not. In the event I toss a Path to Exile or Fatal Push at a Pestermite and the Twin player responds with a Dispel , or as you suggested a Dovin's Veto , if I play an Autumn's Veil (which would effectively counter either counterspell), it would be a 2-for-2 trade. I lose the kill spell and veil to remove the Twin player's combo piece and counterspell. This lukewarm outcome is the reason why Autumn's Veil saw none if any modern play as Silence typically did its job better enough to warrant a splash in white over it in most cases if such an effect was absolutely needed in sideboard. Veil of Summer surpasses both because it has a built in cantrip that turns the interaction into a 1-for-2 trade in your favor and if the interaction happens while your opponent is trying to put a Splinter Twin on the combo piece it becomes a 1-for-3 trade in your favor. Veil of Summer 's value is by no means merely replacing Autumn's Veil or Silence 's role in the format, but more accurately it's replacing the clunkier Krosan Grip and Sudden Death that were typically used against the Twin-combo instead which makes it its own unique answer against the combo in my opinion.
Two more cards that I think also deserve further assessment is Sinister Concoction and Dovin's Veto . To say Dovin's Veto is just an upgrade to Negate I think is an understatement. "This spell can't be countered" is the reason Abrupt Decay was a banger of a card at thwarting Twin's machinations and I think the fact a Dovin's Veto can stop a Splinter Twin on cast makes it good enough to be a Twin-killer too. You suggested Twin might have to go into white to run its own Dovin's Veto es and Path to Exile s but I think the fact this card can also be used against Twin may be a more compelling reason for Twin to splash green over white just to have Veil of Summer as a necessary means to put up with the combined pressure Abrupt Decay and Dovin's Veto would have in keeping Twin in check as the Veil is the only card that can universally counteract both spells. (And even so Veil of Summer isn't a 100% failsafe as it has nothing against Rending Volley .) As for Sinister Concoction , I'm not going to pretend this card sees much Modern play, but this thing is a serious contender at throwing a wrench in Twin's plans and outside of Twin it's not an unplayable removal spell either. The reason why is it works much like your explanation for why Authority of the Consuls works - you can play it turn one and your opponent has no means to remove it without splashing a third color. Now Authority of the Consuls may be the more ideal card to use over it, but if your multicolor black deck can't splash white this is your next best thing and it even has some upsides over Authority of the Consuls . Sinister Concoction may be more fragile to effects like Stifle and Tale's End or effects like Spellskite and Apostle's Blessing , but it makes up for it when enchantment removal is thrown at it, as you can crack it in response to dumpster one of your opponent's creatures, in this case most likely a combo piece, while also rendering the enchantment removal as a waste in the process. This in turn is going to make the Twin player more cautious about playing their combo pieces before drawing into enchantment removal which can potentially delay the Twin player's progress harder than an Authority of the Consuls otherwise would. And if the Twin player doesn't have an answer, you'll always crack the Sinister Concoction in response to whatever creature they'll try to enchant with Splinter Twin to inflict the most damage. Even if you're playing on the draw or you draw into the card later, much like Authority of the Consuls , Sinister Concoction also bypasses quite a couple of Twin's favorite counterspells too such as Dispel , Spell Snare and Remand which is why I think the spell has much merit as yet another Twin-hate specific sideboard card that just wasn’t available to be utilized before in the past.
Lastly, the list I put up above was something I compiled over a quick gatherer search. I wouldn’t be surprised if I missed a few cards that may be just as worthy of discussion on countering Twin as well.
4 months ago
I love this list - been working on my own pauper jund, as well.
Lastly, one of my pet cards is Evolution Charm . Super relevant in tri-color graveyard decks!
7 months ago
Hey, thanks for your decklist. I am going to buy this deck! I was thinking about a few new cards, could you tell me what you think about them please?
8 months ago
I'm wanting to get into pauper and I've narrowed down the deck I want to build down to izzet faeries or dimir faeries.
Well anyway what are your guys thoughts on the two decks?