Sublime Exhalation

Sublime Exhalation

Sorcery

Undaunted (This spell costs less to cast for each opponent.)

Destroy all creatures.

Latest Decks as Commander

Sublime Exhalation Discussion

Stardragon on Blowing Stuff Up

2 months ago

I made this deck a while ago, it's nether competitive nor maybe even good idk. It theme is have all indestructible creatures than using non-bounce, non-exile, non -1/-1 and non-sacrifice board wipes to be the only one left on the field with creatures. Worldslayer was the inspiration for this deck since i never see it used was a way to make useable somehow and than why not add more Nukes? I could use some tinkering i think any ideas to make it for fun?

Link Board state getting you down? Try Nukes! not a great name but ehh

Boards wipes atm

Starstorm, Myojin of Cleansing Fire, Novablast Wurm, Blasphemous Act, Duneblast, End Hostilities, Kirtar's Wrath, Martial Coup, Star of Extinction, Sublime Exhalation, Supreme Verdict, Wrath of God, Worldslayer and my commander Child of Alara

Was thinking of adding Elspeth, Sun's Champion, Elspeth Tirel, Ajani Vengeant, Doomskar, Kaya's Wrath, Vanquish the Horde, Mageta the Lion and Phyrexian Rebirth thoughts?

LitchOubliette on Commander Staples Cube

1 year ago

Changelog (22/11/2020)

White

Blue

Black

Red

Green

Multicolored

Colorless

Mana Fixing

Optimator on Giant's Deck

1 year ago

So other than the Giants themselves, the last two areas to look at are removal and utility. Depending on how much Brion tech you want to include, you are probably going to have to skimp on one of these two areas.

Removal is tricky in EDH. You don't want too little or too much. You're running White, so you can destroy anything you want--which is nice.

I would recommend two or three board wipes minimum and at least and five or six cards that can take care of artifacts and enchantments. Creature removal is great for aggro decks but the Threaten cards can take care of that for the most part.

You're running Blasphemous Act, which is one of the best wraths. I'd still recommend one or two more board wipes though. I like Mizzium Mortars a lot but it doesn't quite count.

I have Sublime Exhalation - Planar Outburst - Phyrexian Rebirth - Cleansing Nova - Planar Cleansing - Fumigate - Divine Reckoning - Rout

If you can find a Wrath of God or Day of Judgment, the one-mana difference is actually huge. Definitely add Cleansing Nova in my opinion. Sublime Exhalation is probably the next-best one.

Hallowed Burial and Descend upon the Sinful are neat due to not sending things to the graveyard and getting through Indestructible. I think I have some of the latter.

One tactic you can do is sandbag your big creatures and wait for your opponents to commit to the board, then wrath and start playing your giants. If you like the sound of that, run five wraths or something like that. It's only a few more mana to kill EVERY creature.

I know you have some Wear / Tears. I'd add one for sure.

I have a bunch of Crush Contrabands, which are great. I'd highly recommend it.

Things like Oblivion Ring and Banishing Light are fantastic on a budget. I think I have both.

Generous Gift is stellar. I don't have any but it's getting reprinted soon and may be cheap.

I have a Pyrohemia on hand. Might be interesting with all your huge giants. Maybe not though.

I have a Fight to the Death. Might be interesting. Same with my Response / Resurgence.

Titan's Revenge is giant-tribal-y. From Morningtide, and should be somewhat reliable for winning the Clash. More gimmicky than good though.

Swords to Plowshares and Path to Exile are the gold standards for creature removal though. No reason to not run them if you have them. Regrettable, I have none for trade. Path just got reprinted though for what it's worth. I have a boatload of all the budget replacements for them, like Oust, Condemn, Oblation, etc.

Something like Comet Storm might be an interesting include. It can function as removal or win the game outright out of nowhere. I have none on hand but it keeps getting reprinted.

There are tons and tons of removal cards out there.


I would cut Crush Underfoot unless you're married to the flavor. It's pretty bad. Any removal not already mentioned here I would cut. It's all pretty weak and you're gonna need the slots.

Peoni on Kykar's Tokens & Cantrips

1 year ago

So the ones I'm leaning towards are Assemble the Legion, Sram's Expertise, and a buff or two of your choice, maybe Spear of Heliod and Goldnight Commander.

Assemble I feel lacks synergy with the rest of your token generation and it costs a lot for what it does. Eventually it'll accumulate a lot of counters and pump out an absurd number of little dudes every turn, but that'll take some time to get there, and there's a good chance it'll get blown up before it does.

Sram's I'm iffy about. It's 2 spells in 1 but it's also just a one time token generator where you could have something potentially more impactful but idk. That's really gonna be up to you.

The buffs I feel are nice but potentially unnecessary. The way I see it they could potentially end up being win more cards as you'll probably be able to flood the board with little creatures and win that way (or at least be able to hold until you have your combo pieces), but at the same time it's worth keeping some in just in case you need the little extra oomph to beat someone down. That's why I'm leaving it at 1 or 2 of them, so it's up to you which ones you want in and how many you want to take out.

I'd suggest swapping out Mizzium Mortars for another boardwipe. If Wrath and Cyclonic Rift are out of reach for now, Earthquake is a solid option that misses Kykar and your spirits, can also hit players, and serves as a potential mana sink. There's also Sublime Exhalation, basically just Wrath in EDH minus the no regen clause.

Finally you might also like some artifact/enchantment hate with Wear. Never hurts to have options.

If you end up making more changes and still want to modify what you have, then we can keep going from there. :^)

slashdotdash on 5 color no theme deck

1 year ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

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