Snuff Out

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Duel Decks: Garruk vs. Liliana (DDD) Common
Mercadian Masques (MMQ) Common

Combos Browse all

Snuff Out

Instant

If you control a Swamp, you may pay 4 life rather than pay Snuff Out's mana cost.

Destroy target nonblack creature. It can't be regenerated.

Snuff Out Discussion

wmcduff on Death? I'm not Familiar with that Concept [PAU]

1 month ago

Have you considered Read the Bones over Sign in Blood ? The card selection for one extra mana might be worth it. Going the other way, perhaps Innocent Blood would be a card for consideration in a more aristocraty game plan. Snuff Out is good going aggro, but I agree that's not the best build anyway.

pokemonmasterjal on Skittles Wants to Play Too!

1 month ago

Commit put 10 poison counters on yourself. ( Kaya's Ghostform , Bojuka Bog , Snuff Out , Cabal Coffers , Dark Ritual are good cards to put in.)

SideBae on Life is Meaningless

1 month ago

Hey man! I always liked zombies... it was one of my decks when I was growing up and still getting clubbed by my brother in Magic. I have some suggestions:

  1. Zombie decks are, by nature, creature-based. Creature-based decks are, by nature, extremely vulnerable to boardwipes. Obviously, I don't know how your specific list plays, but experience tells me that this will be a problem. I suggest considering mass-recursion spells, the best of which for this deck is Patriarch's Bidding . After a boardwipe nukes your board, this card will get it back; or even if you don't get smacked with a Wrath of God , Patriarch's Bidding will reanimate creatures you bin with Varina, Lich Queen .

  2. Path to Exile is a touch card to make work in EDH. In formats like this, people are all trying to do high-cost, busted things -- so ramping opponents is often actively dangerous. Additionally, one-for-ones are not the best in a format with three opponents (as having three opponents means you're facing three times as many cards). I suggest you consider things like Reckless Spite or Ashes to Ashes instead of your Path to Exile or Snuff Out , as these are invariably more efficient ways to kill threats.

  3. Varina is blue, which means you have access to some of the best cards in the game. Though Ponder and Preordain may not look like much, there's a reason they're super-duper-banned in modern and Ponder is restricted in Vintage. These two give you a level of unparalleled card-selection, meaning marginal opening sevens go from ok to good really fast. Brainstorm is a similar card, though I am more reserved about it do to the potential of getting stuck with two dead cards on top of your deck (' Brainstorm Locked'). With your fetches, like Misty Rainforest or Flooded Strand , Brainstorm becomes very powerful; I advise you run it.

  4. Card-advantage is real good in EDH. I realize that Varina, Lich Queen IS a sort of card-advantage herself (most good commanders are), but there's room for more -- especially since, sans other cards like Alhammarret's Archive , she is not card-POSITIVE. I see you're running Gravecrawler . Pairing this sucker with Skullclamp results in instant fun, as having the ability to ': Draw two cards' is kind of dumb. It is worth noting that this does not work if you have lords on the table who pump up the Gravecrawler 's toughness; however, with a sac-outlet like Carrion Feeder out, this problem is solved. Spell-based card advantage can also be very relevant. Painful Truths is a card I've been very impressed with in three-color black decks, and Fact or Fiction 's putting cards in your graveyard seems very synergistic with your Zombie theme.

  5. I think you're running too many lands. Outside lands-matter strategies, I don't think most decks want to run more than thirty-two or thirty-three lands. Replacing a few with mana-rocks will speed up your deck, since mana-rocks are not limited by the 'one land-drop per turn' rule and can thus power out fatties faster than just hitting your land-drops would. With that same principle, it becomes evident that two-mana rocks are a lot better than three-mana rocks. I suggest you run a few of the following: Talisman of Hierarchy , Talisman of Progress , Talisman of Dominance , Dimir Signet , Fellwar Stone , Mind Stone , Prismatic Lens , Coldsteel Heart and/or the soon-to-release-and-drop-in-price Arcane Signet .

  6. I may be stating the obvious, but if you can, you should include Demonic Tutor . It's like... really good.

Good luck!

marcusandre1 on Nath of the Gilt-Leaf (Competitive)

2 months ago

After a very long while, here is the primer for my Nath of the Gilt-Leaf variant.

INTRODUCTION

My variant of Nath of the Gilt-Leaf is a mid-range control deck with a very evasive removal package, flexible mana accelerators, decent hate pieces, and many powerful draw engines to put your opponents into a unwinnable position.

The Mid-Range Control variant that I brewed bridges the gaps between the two other Nath variants. Unlike the stax variation, my version uses both null rod options to slow down aggressive combo decks, relying far less on artifacts. The spot removal suite is trimmed to answer all problematic permanents that would not be present in the elf ball version of Nath. with the recent printing of Yawgmoth, Thran Physician the mid-range point where Nath has board control but no option other than pick at player's life totals until a tutor shows up, is greatly improved with Yawgmoth being available.

HOW TO PILOT THE DECK

Early Game (Turn 3 <)

Early game is about setting up draw engines with Waste Not or Geth's Grimoire + Geier Reach Sanitarium . Nath supplements them by him being out with Skullclamp or the other pieces to start pushing ahead. Against faster decks, you have to focus on acceleration with early ramp pieces to push ahead such as mana dorks. Keeping removal up against certain strategies like graveyard recursion and problematic creatures that could threaten to combo win is paramount. If you're starting hand happens to not be that fast, you can easily go get a Null Rod or Collector Ouphe with the various tutors available, or hold removal while ramping at the same time like Snuff Out , Nature's Claim or Noxious Revival for graveyard based combo. Another card to help even the playing field when your behind is Pernicious Deed , which helps you keep the game at your pace, while letting you build up your board.

Mid-Range (Turn 4,5,6)

At the mid-range point, you must be prepared for resistance and wraths by establishing the aforementioned resources. Sadistic Hypnotist with reanimation back up or Chord of Calling it in to absolutely devastate your opponent's hands is one of the most powerful ways to slow down your opponents. Another great card is Imp's Mischief to either protect your own combo, or gain value off of others cards that target. Volrath's Stronghold and Phyrexian Reclamation will allow you to continue to reestablish your postions when sweepers come. The key note is to make sure to have a way to draw cards or tutor for what you need to finish the job because Nath tends to face sweepers if he lingers a full rotation.

Late Game/Finishers (Turn 6 >)

At this point in the game, you have build up your resources far past your opponents and have a very dominant presence. With huge mana accelerants like Gaea's Cradle and Urborg, Tomb of Yawgmoth + Cabal Coffers , which is easily assembled with the tutor package, you have various mana sinks available to finish the job.

Torment of Hailfire with all of the other engines that benefit can easily knock out combo players that already abuse their life totals with little to no permanent commitment to the board. Death Cloud is the opposite, which can end a game early if Nath outpaced the the rest of the board, especially if the other players is reliant on creatures. If mana is particularly tight, a Garruk Wildspeaker ult, or Triumph of the Hordes can finish a player off. Craterhoof Behemoth is another go to, with a lot of reanimation lines available through card filters such as Anvil of Bogardan and Liliana of the Veil . With all the resources you will be building as opponents will be losing them to all the discard effects, you more often then not attrition your opponents to death.

End Note

This deck requires very calculated decision making and anticipating what your opponents' lines of play. Being very good at establishing draw engines, understanding board assessment, and piloting through bad match ups such as The Gitrog Monster Combo and Flash Hulk is the most important thing when playing Nath. Tapping out or playing recklessly can lead to you losing tempo and ultimately cost you the game, so watch for over extension and play very carefully.

If anyone has any questions or suggestions, feel free to leave a comment below, thank you.

PhyrexianGameplay on The Gitrog Monster

3 months ago

those cards just aren't great, as they either cost too much mana, aren't a valid wincon, or slow down the deck. I would play Snuff Out , as it's a free removal spell at instant speed, as well as Golgari Grave-Troll , Wild Mongrel , and Oblivion Crown to hasten the set up of the combo.

ClockworkSwordfish on Rogue Throng

3 months ago

You might like Changeling Outcast over Prickly Boggart, just for that extra assurance against any black decks.

Murder also seems pretty slow for a deck this fast-paced. Something cheaper like Devour in Shadow , Vendetta or even Snuff Out might be preferable to take its place. Or you could just forget removal entirely and go completely all-out, putting in something like Morsel Theft as a cheap way to whittle down your opponent's life without losing a card.

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Snuff Out occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Black: 0.22%