Destroy target creature. It can't be regenerated.

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Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper EDH Legal
Premodern Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Terminate Discussion

zapyourtumor on Rakdos Wins

1 week ago

Terminate over Infernal Grasp (the "synergy" with knight of the ebon legion is not worth it)

Maybe Dauthi Voidwalker? Agree with Kort this deck needs the Lurrus in the sideboard.

Tourach, Dread Cantor in the sb for white decks and control decks?

aggro_jack on Grixis (No Shadow)

2 weeks ago

nice idea (bringing back old dear grixis control)...archmage is an amazing card but in a 3 color deck it stresses your mana base more than usual, so it's better to cut it out for a Terminate or maybe another copy of Fatal Push or some Thoughtseize / discard spell. Shadow of Doubt is a really cool but situational card so i could se to cut one copy and replace it with a Dress Down that could help you face saga's tokens and other creatures. i really really like the Cling to Dust in the main. Subtlety is the worse of the new elementals creatures..and is really cuttable for Fury planeswalker...jace is the perfect, but i can see a Liliana of the Veil or Liliana, the Last Hope instead of the geyadrone.

nice deck anyway! seems reall

zapyourtumor on Grixis Control

1 month ago

Since you want to be holding up counters, sorcery speed dig with Ransack the Lab and sorcery speed removal with Dreadbore are both really not great here. If you want sorcery speed dig spells, I suggest Expressive Iteration which is good enough to merit it being a sorcery.

Fatal Push and Terminate are extra options for removal (since honestly 3 kcommand is the most id run, 4 is pretty crazy).

Not having any proactive turn 1 plays, only dig spells and removal definitely hurts the deck. I'd run some amount of discard like Inquisition of Kozilek and Thoughtseize and some number of one drops like Dragon's Rage Channeler and Ragavan, Nimble Pilferer. If you want to go pure control you don't need one drops, but then I'd add some more finishers besides murktide like Jace, the Mind Sculptor. Geyadrone Dihada is a spicy card that can be strong in grixis control.

All in all, looks like this pile could generate some pretty disgusting grindy card advantage late game. Adding some iteration and walkers would definitely make it even more grindy though.

zapyourtumor on Bolas Grixis Control

1 month ago

Murktide Regent is like Angler but better.

Cruel Ultimatum is still worth keeping imo since it has flavor, and also cruel control nostalgia, but Dark Intimations is bad.

Removal package looks decent, but 4 Terminate is overkill. I'd go down to 2-3. You can add 1 Kolaghan's Command which is a nice multipurpose one.

For counterspells I agree with wallis neither of them is that great here. Remand is more for combo control decks, not as good in hard control. I second the suggestion of Counterspell, but instead of Charm I suggest Drown in the Loch which is a very strong removal/counterspell in UB colors. You can also go down a bit or cut push entirely if you include a lot of Drown.

For cantrips, I'd replace Serum Visions with Consider for instant speed. Expressive Iteration is a very strong dig spell as well.

Dragon-god is 5 cmc compared with 8 cmc so I'd go up to 2 dragon god and down to 1 Nicol Bolas, Planeswalker.

This deck badly wants Snapcaster Mage. I know augur gives flavor so maybe 2-2 split?

Lastly, I'd add 1 maindeck sweeper. Damnation is probably your best bet.

zapyourtumor on Lurrus Death’s Shadow Graveyard Edition

1 month ago

Lightning Bolt is so good that I'd go up to a playset.

For Infernal Grasp vs Terminate, in any deck running BR colors Terminate wins out. Jund DS has always been more grindy than the original Grixis lists in 2016-7 that aimed to turbo out a fat Shadow as fast as possible. Honestly, the deck is more of a grindy midrange deck that plays Shadow than a "Shadow" deck, which is why you don't really need the unconditional extra 2 life loss from Grasp. I would replace all 3 copies of Grasp with maybe 2 copies of Terminate.

Similarly, Dismember isn't super good right now (it's main advantages are turboing out shadow being 1 cmc removal and 4 life loss, and being able to kill stuff like Kaldra Compleat which aren't very prevalent in the meta) and it misses anything equipped with a hammer or murktide or Archon of Cruelty etc. I would run 1 at most.

Since you're in jund, I'd run maybe 1-3 total copies of Abrupt Decay + Assassin's Trophy for some more versatile noncreature permanent removal which can kill stuff like T3feri, W6, Chalice, Hammer/Sigarda's Aid, Amulet, etc. The latter can ever destroy Saga.

Balaam__ on Red black knights

2 months ago

ModernMonday: Alright, so I think / Knights is an awesome design to build around, although it should be noted it’s not really tournament caliber on the competitive meter, especially not in the current Modern landscape. That said, you can certainly make something semi-competitive if you make wise choices. Think, ‘kitchen table competitive’.

At a glance, you already have some great cards here but you’ve also got a few that don’t really add much to your strategy. Terminate is solid (although if you include fetchlands than Fatal Push is arguably better). Echoing Return is not that helpful. You don’t really have a single key creature that is absolutely essential to your gameplan, and you’re also not running a 30-of Persistent Petitioners style deck. I’d cut it.

Night's Whisper or Sign in Blood > Foreboding Fruit if you’re in black. Red has lots of draw spells, some with additional options like Cathartic Pyre. Speaking of Red, Lightning Bolt is a class A spell all around. It retains its usefulness no matter when it’s drawn.

Aside from that, Knights <3 equipment. There are tons of Modern legal equippables that can augment your knights in various ways. Something like Shadowspear comes to mind, and then there are Knight-specific equips that give a bonus to that creature type (like Steelclaw Lance which you already have).

Lastly, as a general rule of thumb it’s better to pick a smaller number of specific creatures that work well together and run 3-or 4-ofs as opposed to a whole bunch of different creatures at 1 or 2 copies apiece. Your consistency is increased and the deck becomes more streamlined when you can reliably draw into something predictable and useful each turn. I’d pick maybe 4 or 5 different Knights you especially like and run 4 copies each. Hope this helps. Pay attention to the feedback various users give; there’s a plethora of extremely knowledgeable individuals on this site, and I know I myself have been given fantastic suggestions by other users that I’d never have thought of, and my decks have been markedly improved just from other people’s advice.

Omniscience_is_life on Olivia, Crimson Bride Commander

2 months ago

The more sources of ramp, card draw, and removal you have, the more competitive your deck will be. I would stretch for 13ish sources of solid card draw--such as the likes of Jeska's Will, Cathartic Reunion, and Sign in Blood--a similar amount of cheap ramp (just more of what you've already got going on, like Thought Vessel and Millikin), and 10ish efficient removal effects like Abrade, Deadly Rollick, Terminate, and Force of Despair.

Also, remember that each time you reanimate a sub-par creature, you're missing out on spending that trigger on a game-ender; try and make it so all your huge reanimation targets do lots of work and immediately have an impact. It's also worth noting that Olivia returns the creature to play already attacking, so if it has an attack trigger (like Drana, the Last Bloodchief or Master of Cruelties) that effect actually won't happen.

Like what you're doing here overall, though--keep it up! :3

SirYupp on Olivia Voldaren

2 months ago

Pretty good starting point, one of the things to keep in mind in Commander though is generally, you're expecting a 4 player game that lasts a long time, so you want to prefer cards that can have major impact in the early game or the very late game, something like Act of Treason is pretty limited in terms of when it will be really useful, cards with similar effect but with more power or flexibility (one of which you found in Insurrection) will serve you better in most games. Consider instead something like Harness by Force or Captivating Vampire.

The other thing to consider is ideally, if you're stealing creatures from your opponents, you want to make sure they don't get them back, Indulgent Aristocrat and Yahenni, Undying Partisan are good examples, but ideally you want as many of those sort of effects as you can fit in, Viscera Seer, Bloodflow Connoisseur, and Immersturm Predator are all decent vampire options, though you also can find things like Carnage Altar that can give you some extra value from your steals.

Single target removal like Terminate and especially Doom Blade are probably unneeded for you. If you need to kill a single target your plan is probably better focused on stealing it and sacrificing it instead. You probably are better off with a few more board wipes instead, if you do fall behind or lose place, you'll want a few more reset buttons. Kindred Dominance is an expensive but really powerful option for Tribal decks, Decree of Pain hits you as well, but it's a much cheaper card and great for if you're running out of gas in the late game. If you do want single target removal spells, again, you want flexibility, consider Bedevil, for just one mana more than Doom Blade you remove the restriction, and now can deal with much more than just problem creatures.

All in all though, like the list as a starting point, you'll figure out what you need and what you can cut best by playing the deck, so good luck!

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