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Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Alchemy | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Pioneer | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| Pre-release | Legal |
| Quest Magic | Legal |
| Standard | Legal |
| Standard Brawl | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Tear Asunder
Instant
Kicker (You may pay an additional as you cast this spell.)
Exile target artifact or enchantment. If this spell was kicked, exile target nonland permanent instead.
TheoryCrafter on
wolfs test
1 month ago
Yer good! You had Ulrich of the Kallenhorde in the deck and a lotta one of so I was a little thrown off. Thank you for clearing things up.
As for further deck building advice, both CNG_Stream and legendofa handed you some solid advice. As for advising you with what you currently have, My suggestions are these:
-Remove Spidery Grasp, The Chase Is On and Punish the Enemy. The former two cards give you keyword abilities and TCIS gives you a means to draw, however when it comes to creature kill, you already have cards that can cause noncombat damage to blockers and fliers. When your ramp is limited to two land tutors, PtE is more often than not going to take around 5 turns to cast.
-I concur about removing Shed Weakness. You already have plenty of permanents that up your power and/or toughness. If you insist on keeping it, then move it to the sideboard as means of using it on a creature getting damage from creatures with infect or wither.
-Remove Pack Guardian. While it does give you a wolf token, 4 mana and a discarded land is, in my opinion, more of a cost for this deck than Raised by Wolves.
-Move both copies of Kessig Wolf Run back to your mainboard. This will work as a late game trample maker that will give you an option when you're getting blown away by counter spells. Plus, you are very short on lands.
-Speaking of lands, if you make all these cuts, they will keep you at an average mana cost per card of around 2.5 with now 40 spells remaining. This will allow you a 2:1 ratio on spells to land. You'll also have to make changes to your lands to where you have more forests than mountains because your spells lean heavily into green. How I would do it exactly would be a whole wall of text in and of itself. Suffice to say your lands, in my opinion should consist of 12 Forest, 1 Gruul Gate, 2 Kessig Wolf Run, 4 Mountain and 1 The Autonomous Furnace. And this is until you can expand on your collection.
-As for future changes to the deck, Artifact, Enchantment and Graveyard hate are your biggest need. Return to Nature is your best bet, but I wouldn't rule out Fade into Antiquity or Tear Asunder(if you can live without access to the kicker cost). Second biggest is more Ramp. My suggestion is replace the lifegain spells with land tutors. After that it's all about which direction you want to go. If you still want tokens, an eventual investment into any combination of Doubling Season and Primal Vigor should be a consideration.
Well, that's all from me unless you have any questions. Thank you for reading me out and I hope this helps. Happy Hunting!
TheoryCrafter on Building fungus go tall
2 months ago
Tear Asunder is a card I would recommend to anyone running in their decks. At two mana it gets rid of Darksteel Colossus. At four it gets rid of Ulamog, the Infinite Gyre.
I know it's not a fungus, but Slippery Bogbonder is another card I would recommend. Sometimes, you're going to come into a scenario where you may need to activate an ability multiple times only to find your spore counters are too spread out. Or you come across a spell where you have to pick a creature and lose the rest. This card will solve this problem.
A good way to resist board wipes is The Ozolith.
If I think of any others I will be sure to post here. It would be cool if you would please post the deck either as a point of reference or when you are done so we may see the end result. Happy Hunting!
TheVectornaut on
Monocolor hell
2 months ago
Cool to see this combo actually being tried out. Depending on the local modern meta, I could see this struggling with both speed and consistency. And if you're worried about wincons getting countered, I'd also be worried about the combo being disrupted. Something like Vexing Shusher could help get past countermagic, but it doesn't solve the more pressing issue of post-sideboard hate. Liquimetal Coating has some redundancy with Myr Landshaper but Splinter does not. A single Disruptor Flute, Ancient Vendetta, or more likely a Thoughtseize into Surgical Extraction could suddenly make things pretty tough. I think the deck is also likely to struggle against creature threats, especially when you haven't resolved a Liquimetal Coating. If you're willing to splash into black, I think Tear Asunder is better than Shattering Blow while having the option to kick and remove creatures and planeswalkers in a pinch. And while I know you'd prefer to exile over destroying, Assassin's Trophy is also very flexible without Coating. You might even be able to bait an opponent into searching for a basic to Splinter in cases where they don't already have one. Path to Exile is similar if you prefer white. Adding more colors would additionally justify running more shocks or other 2+ land type duals of different colors, something which would allow you to use fetches stolen by Oblivion Sower more reliably. Staying in red, there's still Abrade, Untimely Malfunction, Brotherhood's End, Explosive Derailment, and Overwhelming Surge as options. A final card that i think might fit here is Wrenn and Six. It's just such a nuisance in Gruul decks, keeps you on curve with a single fetchland, can get back Buried Ruin to keep your artifacts online, and the ultimate can even let you Splinter repeatedly if the game goes long. As for sideboard options, that will always depend on what you're actually facing. Still, I'd probably focus a little more than normal on matchups with decks that run few basics or few lands altogether. As an example, Leyline of the Void against manaless dredge or Blood Moon against amulet titan. If you're playing against refined versions of decks like that, I think it's still gonna be tough, but you gotta do what you gotta do for the sake of the janky combos!
Czarnian90 on
Arachnophobia, Webs of Fear (Shelob)
5 months ago
Hey,
You're right — the deck is still a bit raw and definitely needs some improvements in card draw and mana ramp. Thanks a lot for the suggestions! I actually had some of these cards on my acquireboard already. I’ve now added Moldervine Reclamation and Sol Ring, and took out Serrated Scorpion and Chainweb Aracnir.
I also swapped Gloomwidow for Hoarding Recluse.
I’m waiting to see if Curse of Clinging Webs and Swarmyard become available in my local shop — if they do, I’ll definitely include them :)
Also, I'm still considering a few more cards for the deck, like Back for More, Archdruid's Charm, Obscuring Haze, Fog, Deathsprout, Tear Asunder, Terrifying Presence, You Look Upon the Tarrasque, Revitalizing Repast Flip, Heroic Intervention, Vraska, the Silencer, Graveshifter, Juvenile Gloomwidow, Greta, Sweettooth Scourge, Broodspinner, Graverobber Spider, Nyx Weaver, Spinner of Souls, Worldly Tutor, Doubling Season, Parallel Lives, Triumph of the Hordes, Rotwidow Pack, Sporeweb Weaver, Realmwalker, and a few others...
TheoryCrafter on
Combo, er no?
9 months ago
Have you considered Tear Asunder? It will allow you to get rid of permanents like Darksteel Colossus. Also, if at some point you want to fit in some green, Dina, Soul Steeper would be my pick. You can tap your elves and then sacrifice them to make her stronger. I hope this helps. Happy Hunting!
DemonDragonJ on Mortality Spear or Drag to …
1 year ago
shadow63, what about Tear Asunder, Cankerbloom, or Insidious Fungus? Would those cards fit the theme of this deck?
DemonDragonJ on Which Card Should Replace Mortality …
1 year ago
I have a copy of Mortality Spear in my Kresh the Bloodbraided EDH deck, but the only methods for gaining life that that deck contains are Ravenous Squirrel and Vein Ripper, so I believe that it would be best to replace that card, and I would like to ask for advice on what card I should put into the deck.
I was considering Unleash the Inferno, since that is an interesting card, but it is too limited in what it can destroy; I considered Riveteers Charm, but one of that card's modes is the same as Jund Charm, so I have now narrowed my decision to Tear Asunder, which is strictly better than Naturalize, Cankerbloom, or Insidious Fungus, the latter two of which are nice, because they work with the deck's theme of profiting from creature dying, although one concern with that is that this deck does not have a sufficiently strong emphasis on recursion and/or reanimating creatures, so I need to ensure that I can reliably reuse those creatures.
What does everyone else say about this? Which card should replace Mortality Spear in my Kresh deck?
TheoryCrafter on Is Enchantment Destruction in Black …
1 year ago
There are cards such as Revoke Existence and Tear Asunder(without the kicker cost its a color shifted functional reprint) that exiles the enchantment for 2 mana. 3 mana to only destroy the enchantment and lose 2 life regardless of whether it leaves the battlefield in the process? On a black spell it sounds like a reasonable power level to me.



