
Combos Browse all Suggest
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 |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Terminate
Instant
Destroy target creature. It can't be regenerated.
YorkshireSamurai on YorkshireSamurai
1 week ago
I started playing Magic in about 2010. I’ve dabbled with various formats, standard, modern, pauper but there’s only one daddy and that’s Commander.
The five decks to the right have taken me years to build and refine and I’ve recently got all the pieces I need. Magic is an expensive hobby after all.
My brother and I play on the weekends at the LGS and love the strategy and complexity the game offers. On a personal note I also love the artwork and lore.
I’m currently working on a sixth deck (Boros legends) but it’ll be a while before it appears here.
Favourite cards;
Common – Terminate
Uncommon – Probably Relic of Progenitus for its reference to Progenitus and its utility.
Rare – Great Sable Stag ; Great artwork and a nice little anti-control piece.
Mythic – Lorthos, the Tidemaker ; Used to be my mono blue commander and I’ve always had a soft spot for this cuddly octopus.
legendofa on Viability of Elesh Norn, Mother …
1 month ago
My first thought was some sort of blink value deck, like the current Death and Taxes with Skyclave Apparition and Solitude, but the five mana does make it hard to work around. I think it's going to be potentially powerful in Limited, a strong build-around in Standard, Commander, and casual Modern, and maybe top a fringe-competitive Pioneer control/value deck (I'm not up to date on Pioneer).
As far as removal, Bx still has stuff like Terminate and Drown in the Loch, there's the usual array of Counterspell and friends, and Supreme Verdict and other board wipes wander in once in a while. If a 5-mana 7-toughness creature with no way to immediately protect itself becomes dominant, there will be answers.
K4nkato on Tree of Perdition and the …
2 months ago
If I activate Tree of Perdition targeting an opponent and they respond with Terminate targeting the tree. If Terminate resolves, does my opponent’s life total still become 13, or does the ability have no valid creature to swap with? Asking for deck building reasons.
zapyourtumor on
Dragons,Speed, and Control
2 months ago
First off, if you are going for a more midrange-control type deck where you control the board before slamming down big haymakers, cards like Dragonlord's Servant and other ramp spells that aim to turbo out dragons faster don't actually fit well with the deck. I would cut all 3 copies and replace with more interaction.
Moonveil Regent is a dragon I really like, since it generates a ton of card advantage once you're in top decking mode (which most midrange decks aim to get to). Could maybe slot in 2.
You could potentially cut a land and go down to 22, if you need to. I also think that you should run fetches if you can afford them, along with a few utility lands.
Draconic Roar is cute and fits with the dragon theme, unfortunately it is strictly worse than Lightning Bolt in 99% of situations. I would go 4 Bolts.
I would also diversify your removal suite a bit. Unless artifacts are a huge problem in your meta, you could trim 1 K-Command and 1 Bloodchief's Thirst for 2 Terminates which is a good catch-all answer for bigger creatures (ahem murktide).
Inquisition of Kozilek if you need more discard spells.
For the sideboard, Hidetsugu Consumes All Flip is a really strong card against a lot of decks, completely blowing out hammer and rhinos while also being strong against murktide, burn, random urza's saga decks, and even the occasional bogles deck.
Blood Moon is always an option in these kinds of decks, maindeck or sideboard.
Brotherhood's End is another sideboard boardwipe against artifact decks and aggro decks, much faster than Crux of Fate since you can sometimes lose before getting to 5 lands.
TypicalTimmy on What is your favorite tribe, …
2 months ago
I think it's been asked before, but we have many new players and users so I thought it would be nice to go over it again.
Title says it all.
Many users on here may be aware my favorite and most beloved tribe are the Minotaur, but why is this?
When I first began playing, I just went big or went home. Huge creatures, 8+ mana spells, massive combat swings, etc. Then, one of my former co-workers who happens to play competitively wanted to sit down at the table with us.
He brought his Modern Elfball deck, which won 1st place in a local championship. And I lost, again and again and again. At first losing wasn't so bad, but this guy also is not just a sore loser, but he has a bit of a God complex.
What do I mean by this? Any possible chance he gets in life to either put someone down, or prop himself up, he'll take. For example, when I was a machine operator maybe I'll have setup, did the fine-tune and achieved minimum scrap in about 45 minutes before production approval. He would, completely unprovoked, tell you he could have done it in 30 with zero scrap. Just to make you feel bad. Then, when it took him six hours and over 3,000 pounds of material, it was the fault of everyone else. Material suppliers for garbage plastic, engineers for poor tooling design, maintenance for failing machine upkeep, etc.
So anyway, there I am losing over and over. Eventually, I stopped playing Magic. Weeks would pass and he would still loom all of the loses over my head.
- "Oh yeah, that's cool. But how many games did you win? Oh right, none."
Eventually I had a bit of an epiphany... He's winning with big creatures and fast combat. What if I out paced him, with midrange?
So I went to work. My Rakdos Minotaur deck had 13 (mostly) instant speed kill spells and Minotaur lords by the playset, and ramp.
He dropped an Elf. BOOM Terminate. Another Elf, MURDERED. Elf? Dreadbore. Elf? Unlicensed Disintegration.
Eventually he had a boardstate of a few Elves, and I had just three Minotaur.
Rageblood Shaman, Neheb, the Worthy and Felhide Petrifier.
I move to combat. A 2/3, 2/2 and a 2/3? He shrugs and takes it.
Well, Unlicensed Disintegration. 3 more damage to face. Fugg.
Okay so what he takes 6, so 9 in total? Big whoop.
Nope >:)
Rageblood Shaman gives +1/+1 to the others. And Neheb, the Worthy gives +2/+0 because I just lowered my hand by enough with that last spell!
So really it's a 5/4, a 5/3 and a 5/4.
So 15+3 or 18. Lethal, at this point.
He freaks the F out and puts up blockers despite us having moved to combat damage resolution. Fine.
First strike, deathtouch and trample.
Still lethal.
He sank. His jaw dropped. He couldn't believe it. His 1st place prize winning deck lost.
I may have been beaten a half dozen times, but in this moment I was victorious and it infuriated him.
And that, my friends, is why I love my cows :)
lagotripha on Budget Death's Shadow Help!
3 months ago
I'll echo other commenters - focus in on lands and staples. A deck with bad spells and good lands usually outperforms a deck with bad lands and good spells.
Arguel's Blood Fast Flip, Eye of Vecna Dreadhorde Invasion, are all worth playtesting to see if you can support a slower gameplan, cause getting life low without fetch into shock is hard.
I'd go mine death's shadow sideboards for cheap tech for whatever matchups you feel weakest against then run it mainboard. Unholy Heat & Terminate are worth looking at for spots if you can support the mana pips.
TypicalTimmy on Doubling Cube instead of Mulligans
3 months ago
Wasn't there a fix already proposed? The "French" Mulligan, I believe it was called? Where you draw 7 and, when you decide you'd rather not keep a hand of 6 lands and 1 mana rock, you take those seven cards and throw them at the bottom in a random order. You draw the next seven and decide if you'd like to keep. If you do, you choose 1 of the 7 and that too goes to the bottom.
If you do not keep, all 7 go to the bottom and you draw the next seven. If you keep that, you choose 2 cards and those go to the bottom.
- (They may all get shuffled in, I'm not sure.)
Either way, the best way to end poor draws and needless mulligans is to just adhere to proper deck building techniques, such as land ratios and mana curves. That won't guarantee you 100% of the time that a hand is usable, but it will significantly improve your odds.
Although the BEST method is to implement redundancy. For example, having a "midrange" deck with only 5 removal spells is entirely pointless. You'd want probably 12 removal spells, so you constantly draw back into something new, to keep the midrange game going. Hell, you may want something like 12 instant / sorcery removal spells, a few kill-ability spells such as Steel Hellkite and Meteor Golem, probably like three solid wraths to reset the boardstate, and maybe even a Planeswalker or two that can kill creatures just to have some added and repeatable utility thrown into the mix.
Redundancy. Now when you take a hand, as long as your mana curve is tight and your mana base is fluid, you'll be able to be more flexible in your plays.
We, in Commander, don't get the benefit of running playsets of the best spells in the game. We don't get 4x Counterspell and 4x Lightning Bolt and 4x Mutagenic Growth. So we have to make due with a Dreadbore and a Terminate and a Murder and a Go for the Throat and a Walk the Plank and a Fatal Push. Because now, if you draw a theoretical hand of say, 3 lands, some enchantment, an expensive creature and two of anything listed above, you're probably going to be good. Because you can get your lands out and hold your removal against someone's Commander to buy you time - as is how you'd want Midrange to play. As an example.
But, seeing as this is a General forum, the idea still remains. Redundancy. Run 2x, 3x and 4x of the very best cards. Now, your hand is far more predictable and solid, all the time.
Redundancy is how you win games.
aholder7 on
Assailing Archeology
4 months ago
Methodology: You were on the play in every game. Sideboarding was not included in any game as it usually would help your opponent more than you (and i was lazy).
Murktide: 0-7 Despite Murktide having the disadvantage of multiple dead cards in their deck against you, these games weren't even remotely close. You almost never got to resolve and keep anything of note. Your method of dealing with small threats was to 2-for-1 yourself with shards. Your early game was entirely non existent meaning they usually got 4 turns to try and kill you before you even started playing.
Crashing Footfalls: 2-5 Your first win was because i forced them to keep a once land hand to see what it would take for you to win. even with them missing land drops on turn 2 and 3 and your your turn 4 mishra they actually almost beat you. the second win was because by turn 12 they had managed to not draw a single cascade card, and despite that had you on the ropes most of the game.
Rakdos AggroL 1-6 Your win was when the opponent decided to take the damage option on combustion because they were at 18. turns out flipping a combined 21 works just as well here as it does in black jack. to be fair you actually had a decent board state that game. not certain if you would have won, but it was the only game you weren't out right destroyed in.
Overall: Your inability to fight in the early game is debilitating. You don't necessarily need to drop super big threats, but at least have a plan to prevent your opponent from killing you by turn 4. those Lightning Bolts in the sideboard would be a good start. Also now that i have read jaxis, they are not a good card for you. they are a win more card of sorts. they only do something useful if you don't really need them. Bone Shards's costs are actually a bit steep. Terminate is a really solid removal spell. Fatal Push is great if you want to keep to 1 mana. Dreadbore would be good to keep the planeswalker removal option of shards but i believe you are trying to keep the deck budget. you could get proactive and use cards like Inquisition of Kozilek to remove threats before they can actually bother you. Void Maw much like jaxis is a card that only even works in theory if you are already in a position where you should win. i don't know what creatures you'd want on the lower end. maybe something like Sin Prodder would be your type of fun but probably not the best card. something that produces tokens to block with would be nice but i'm not really sure what the options are for that as thats not really what RB is about.
Have (8) | metalmagic , orzhov_is_relatively_okay819 , reikitavi , gildan_bladeborn , DudeMan1031 , Azdranax , Atahop , Darkbob10 |
Want (7) | TechNoble , mcmaniac , Bonwa , Amaterasu312 , Aizakku , Queleb , Cool_Cat |