Utter End

Utter End

Instant

Exile target nonland permanent.

Latest Decks as Commander

Utter End Discussion

Squirrel_of_War on Thalisse, Reverent Medium

1 month ago

I don't think you have room for all of these but I thought I'd throw these out there. I think Flawless Maneuver and Vindicate deserve spots for sure though.

Azeworai on Illuna, Apex of Blue Shenanigans and Stompy Boys

1 month ago

Alright. Allow me to break this down.

Due to my inexperience with Mutate shenanigans, I shall focus more upon the ards I find generally lacking.

Now, as often as I read the terms of service, a lot of text does not necessarily mean a lot of synergy. The commander format espouses synergistic decks as opposed to ones fraught with individual card power. I thusly advocate for this card's removal.

Unless you are initiating combos with Brash Taunter, 'tis not a very good card. In a regular circumstance, it is around five damage for eight mana, which it severally lacking. The indestructibility is nice, but the majority of the format's removal is in the form of exile or bounce. I would kill it.

Some of these cards were designed for Ikoria limited, but not for outside of that format. What I would recommend excluding are Everquill Phoenix, Glowstone Recluse, Pouncing Shoreshark, and Dreamtail Heron. They are okay but below average.

Lastly, Blackblade Reforged is a strong card, but I would focus more on the value part of your plan as averse to the big creature plan. Illuna's mutate trigger accelerates your board state, thus making a single large idiot makes the plan susceptible to a single kill spell.

I have tried Soothsaying myself, yet had found the card to be far too much mana to be effective. There is not much to say. It cannot put cards to the bottom, nor can it permit much filtering with little mana spent.

Everquill Phoenix is a fine card, but I would rather have an additional engine piece as averse to a 4/4 flyer.

That shall be all from me, but I may offer additional insights as other edits are made to this list.

Farewell, and may all of fortune have you.

King_marchesa on A touch from the gods

2 months ago

You definitely need way more ramp, especially if you are running expensive creatures like angels. Maybe add artifact ramp like the signet cycle or creatures that ramp like Paradise Druid. Also, for counterspells why not use the original Counterspell or Negate. I noticed you were running Mana Leak and in my opinion more generic counterspells are better than it. As for removal, you might want to add Utter End and other pieces of removal. As for your lands, I would add more tri-color lands, especially ones that include white. This looks like such a fun deck and I hope it brings you many fun games!!!

Goblin_Guide on Aggressive Monarchy

3 months ago

Sooo what do you want for this deck? Do you need token producers? If that is the route you want to go down, there are some other cards you should look at:

Sacrifice outlets. I see you already have Viscera Seer, that's a really good one, but you might also consider Goblin Bombardment, Ashnod's Altar, and maybe Spawning Pit. Also Vampiric Rites.

More aristocrats. You are in the right colors for these, so this shouldn't be hard to fill out. Blood Artist, Zulaport Cutthroat, Falkenrath Noble; I think there might be some red ones that make the creature itself deal damage to any target? If so, those should be an auto include what with the assassins having deathtouch.

As far as actual tokens go, it seems you mostly have one-off effects; if you want more of these, you should look for cards that get you tokens with a high amount of efficiency. If you had enough mana rocks and stuff like that I would suggest Kuldotha Rebirth, but for now I don't think that is going to do it as often as you want. Probably you want stuff like Krenko's Command, Dragon Fodder, Hordeling Outburst, etc. for this category.

In terms of token producing that recursively gives you value, I would suggest Assemble the Legion for sure; also, maybe Ophiomancer (expensive but very good with a sacrifice outlet) and any of the Goonies would be good, though technically they aren't tokens, they just come back a lot (Reassembling Skeleton, Nether Traitor, Bloodsoaked Champion, Bloodghast, Tenacious Dead, either Squee would work). If you really do want tokens to come out and be there at the same time and start to build up a board state with them, you should probably use ... well, I dunno, you're in white. Figure it out.

Also, one last thing: Cathars' Crusade.

In terms of what to cut, I would look reaaally hard at the top of your curve. I would probably drop Gravewaker at least. I think Necrotic Hex is probably good in your deck, because you have so many creatures, but just in general I think it's better in a deck that actually cares about either the word "sacrifice" or the zombies for being zombies rather than the zombies being bodies. Lena seems bad here, I don't know how many nontoken creatures you'll have. I think Crush Contraband could get cut for more efficient removal, maybe Anguished Unmaking or Utter End if you want a budget version. Moan of the Unhallowed is ... straight up bad I think.

Let me know if these were helpful or if you need more cuts.

abby315 on Markov Estate

3 months ago

I have some thoughts about the overall gameplay, but I'll make some easy suggestions first:

Painful Truths > Read the Bones in a 3-color deck. Similarly, Mathas, Fiend Seeker is a great way to turn all of your removal into 2-for-1s, or can even draw you cards without spending any cards because it incentivizes your other player to remove things for you.

I agree with King_marchesa about cutting some vanilla vampires for ramp and removal. I noticed you said one of your players really likes hexproof creatures; spells like Soul Shatter and Crackling Doom will probably be better than spot removal like Utter End in that case. Anowon, the Ruin Sage is good for that, too, and Patron of the Vein is removal on a big-ol' Vampire stick!

Nighthawk Scavenger and Nullpriest of Oblivion will be good includes that are aggressive but also good in the lategame (this will be a theme in this comment). Olivia Voldaren is cheap and a good mana-sink to use the extra ramp you're putting in.

Bloodline Keeper  Flip is a little on the expensive side at $9 but if you can get a copy, it'll be a great way to upgrade your army from 1/1s to evasive 2/2s, or 4/4s if he flips. Vampire Nocturnus is another good Lord in this vein. (Pun intended!) Vito, Thorn of the Dusk Rose can function as a damage-doubler using his activated ability.

Finally, Forerunner of the Legion is a great tutor that also gives +2/+2 to an attacker whenever you play a vampire, thanks to Eminence.

You'll notice that all of these suggestions will raise your curve. I think that's necessary to address the problems you're having. I started EDH running a Freyalise, Llanowar's Fury Elfball deck that had a similar goal: Make a lot of small Elves and run down one opponent. Ran into the same problems you have: You get outscaled. The changes I outlined above are also similar to what I did to turn Freyalise into a more streamlined Ezuri deck. You have to add a lategame. This is also why I recommend adding ramp to more reliably cast Edgar; he's an extremely powerful finisher with a board full of small vampires, and the deck relies on him for more than just 1/1s!

That's why most of my changes encourage you to add more removal and ways to buff your board with stronger creatures. This is the great thing about Edgar: you don't need to focus on making an army of small vampires, because he does that for you! Instead, you can play vampires that buff and help your other vampire tokens.

So, I'd recommend making swaps for the following low-drop creatures that aren't evasive/strong and don't do anything for your board besides being a vampire to trigger Edgar (which most of the above suggestions also do):

Bloodthrone Vampire
Guul Draz Assassin
Guul Draz Vampire
Pulse Tracker
Quag Vampires
Vampire of the Dire Moon
Duskborne Skymarcher
Ruthless Cullblade
Vampire Interloper

And also Goblin Bombardment, which I don't think is a good rate for what it does.

Add some more Vampire lords where you can get them (many of the above are just $1-2), removal, and ramp. You should find that instead of getting a hand with 2-3 lands and all 1-2 drops, you'll start finding a hand with something to do on every turn as you work up towards Edgar. I hope that helps!

King_marchesa on Markov Estate

3 months ago

The first thing that I am noticing is that there is not enough white mana. Also, I think you could benefit from less swamps and more mountains and plains. Additionally I would add Boros Signet, Talisman of Indulgence, Talisman of Conviction, and Fellwar Stone for more ramp. You also might benefit from adding God-Eternal Bontu for additional draw because you can sacrifice all your tokens and then draw more vampires to make more tokens. I would also add more removal, Mortify, Utter End, and Anguished Unmaking would serve you well here. As for cuts, I would take out some crappy 1-2 mana vampires like Vampire Interloper, Ruthless Cullblade, and Quag Vampires.

Optimator on Giant's Deck

3 months ago

The amount of utility cards that facilitates for a large-creature/stompy deck (like giant tribal) is completely unparalleled and unrivaled. There are things--both budget and expensive--like Garruk's Uprising, Soul's Majesty, Hunter's Insight, Snake Umbra, Triumph of Ferocity, Lead the Stampede, Garruk, Primal Hunter, Return of the Wildspeaker, Abundance, Rhythm of the Wild, Selvala's Stampede, Shamanic Revelation, Elemental Bond, Colossal Majesty, Guardian Project, Rancor, Primal Rage, Heroic Intervention, Wrap in Vigor, Golgari Charm, Lifecrafter's Bestiary, Canopy Cover, Aspect of Mongoose, Alpha Authority, Asceticism, Defense of the Heart, Lignify, Lurking Predators, Bow of Nylea, The Great Henge, Eerie Ultimatum, Reap, Creeping Renaissance, Seasons Past, Reap the Past, Genesis Ultimatum, Beastmaster Ascension, Overwhelming Stampede...

The list is huge, and it grows every year.

This is on top of the superior ramping ability of Green and it's above-average removal options. One big advantage of Green's land-based ramp is things like Planar Cleansing, Hour of Revelation, Play of the Game, Bane of Progress, Creeping Corrosion, and Merciless Eviction can't send you back to the stone age by destroying all your mana rocks.

Everything you will want to be doing with Giant Tribal, Green supports and supports well. I cannot stress this enough. Not to mention the good green giants that keep getting printed.


Black doesn't provide too much in the way of utility specific to giant tribal or stompy decks other than recursion and good card draw like Greed, Phyrexian Arena, and Erebos, God of the Dead. Personally I like cards like Damnable Pact, Read the Bones, Ancient Craving and Ambition's Cost but if you're running Green and/or Blue you shouldn't need to lose life to draw cards. Painful Truths might still be useful due to it's great rate (three cards for three mana is good). Syphon Mind is a great rate and has the upside of making your opponents discard.

Obviously Black specializes in removal (but so does White!) so you could run things like Mortify, Despark, Utter End, Vindicate, Anguished Unmaking, Dreadbore, Terminate, Bedevil and Ruinous Ultimatum. In Garruk's Wake and Decree of Pain are probably good in your giant deck since you're ramping so hard. Since you're running White you shouldn't need Black's wraths, but those two stood out.

Things like Phyrexian Reclamation, Animate Dead, and Reanimate are great for creature decks. Palace Siege is all right on a budget. So is Twilight's Call. It's no Oversold Cemetery or Meren of Clan Nel Toth or Rise of the Dark Realms but those are pricey. Recovering from boardwipes will be important.


Blue has some interesting removal options like Curse of the Swine, Pongify, Rapid Hybridization, and Reality Shift. You have some Cyclonic Rifts in your trade binder, right? That alone is a great reason to run Blue in your deck (it's literally one of the best cards in EDH straight-up). Do it!

Blue also has all the card-draw--from per-turn stuff like Kumena's Awakening and Mind Unbound; chunks of cards like Concentrate, Treasure Cruise, Fact or Fiction, Fathom Trawl, and Tidings; huge hand-refillers like Overflowing Insight, Mind Spring, Stroke of Genius, and Pull from Tomorrow; and some sneaky stuff like Windfall, Keep Watch, Drawn from Dreams, Verity Circle, and Insight. Green has some amazing card-draw already but it wouldn't be a terrible idea to supplement it with Blue cards. Rush of Knowledge would be REALLY good in a giant-tribal deck--especially with Morophon, the Boundless at the helm.

Counterspells are very much not Giant/Stompy but I have a few aggro decks that run a silver-bullet copy of Negate or Swan Song just as anti-boardwipe tech. Not necessary though. Boros Charm, Golgari Charm, and Wrap in Vigor work well in that capacity. There are lots of 3-cmc options too but the mana difference between 2 and 3 is huge.


You could even run some interesting charms like Abzan Charm or Esper Charm. There are some surprisingly potent options. Some are stinkers of course.

Temur Ascendancy would be reason alone to run five colors and be utterly fantastic in this deck.

Garruk's Uprising alone is reason to run at least Green.

Merciless Eviction is one of the best removal spells in the game. Four or five colors would allow you to run that.

Urban Evolution would be good in a big-mana deck like this. Inspired Ultimatum, while not amazing, is playable.

You get the idea.


As you can see, there is a myriad of reasons to run more colors. Honestly, I really can't recommend it enough if true Giant-Tribal is the goal--whether Naya giants or five-color giants.

One extremely important thing for large-creature decks is to consider how you're going to recover from board wipes. Superior card-draw from Green, Black, and Blue cards will help immensely. Card advantage like Phyrexian Reclamation, Palace Siege, Seasons Past, All Suns' Dawn, Reap the Past, Reap, Creeping Renaissance, Eerie Ultimatum, and abilities like Mayael the Anima's, Golos, Tireless Pilgrim's, and Kenrith, the Returned King's reanimate ability will help you recover. These are things that Red and White simply can't do well. Sure there's Resurrection and Reya Dawnbringer, but they aren't great.

Brion Stoutarm is a legitimately good general--he really is!--but not for giant tribal. He brings nothing to the table for giant tribal other than being a decently-statted Giant himself and pigeonholes you into the worst color pair in EDH for essentially no benefit. As I mentioned, Iroas, God of Victory and, to a lesser extent, Kalemne, Disciple of Iroas would make better commanders if you are dead-set on Boros colors (which I do not recommend if you want to play maximum giants). If you were building around Brion's ability and had some giants around as support that would be one thing, but it seems that's not the goal. As such, please consider switching commanders :) I think that if you want Brion Stoutarm as the commander, you should make a Brion deck.

I really do think you'll be happier in the long run with a different commander It doesn't have to be expensive. Most of what you would need I can trade to you, including Morophon, the Boundless, and most supplemental cards I don't have are in the 25-cent to $1 range (Realm-Cloaked Giant, Mayael the Anima, etc). I actually have a shitload of this utility stuff on-hand, and you have some great staples like Cyclonic Rift on-hand--and probably more! I want you to be satisfied with your deck! It doesn't have to be competitive to be fun, but it doesn't have to be expensive to work better and smoother and be more competitive.

Daedalus19876 on Teysa Karlov - Death is Only the Beginning

3 months ago

sub780lime: I'd at least run Anguished Unmaking over Utter End, personally. Or in addition. Yes, I would say that 36 lands is a lot, do you experience flood often?

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