Vanishing Verse

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Vanishing Verse

Instant

Exile target monocoloured permanent.

SufferFromEDHD on #SorryNotSorry

4 days ago

I really like the enchantment package. I'm looking at your 3 creatures and I think you can upgrade 2 into enchantments leaving Academy Rector to grab them all! Children of Korlis becomes Exquisite Blood and Vizkopa Guildmage becomes Sanguine Bond.

Void Snare, Vindicate and/or Vanishing Verse worth a spot?

Also, I like Absorb in Oloro simply because it feeds the trigger. Might be too slow considering how aggressive your counter package is. Maybe An Offer You Can't Refuse?

Masterful on Necronomicon | Teysa Karlov | Primer

1 month ago

kirbysan Housegheist You've convinced me! I included Bennie Bracks, Zoologist in the most recent update. I did actually forget that convoke can reduce to 0 mana, which is even more upside. With how many little creatures we have sitting around in the early game, we should be able to cast him pretty consistently.

Khyheauts Lethal Scheme seems strong, but I don't think it's better than any of our existing removal. We run Vanishing Verse, Anguished Unmaking, and Swords to Plowshares as tutor-target removal in 3 different mana costs. I'm not sure how much utility we gain by running a creature/planeswalker only removal spell that we need 2-4 creatures to cast efficiently. Swords is the most obvious comparison, but it has a much lower casting requirement. Conniving 4 times is nothing to scoff at, but we have no way of taking advantage of the looting other than the inherent card quality. The one utility scheme does have is that it removes planeswalkers. If you find yourself up against superfriends often, it could be a good include.

DreadKhan on DecadAnce

2 months ago

Neat deck idea, I assume you're hoping to make the deck a bit stronger, so I took a look at the stuff you were concerned with.

You could try some Changelings maybe, there are some 1 drops like Universal Automaton and Changeling Outcast, which are all types and cost 1 mana for an otherwise useless creature. Maskwood Nexus is slower than all heck, but it's really strong in here I suspect.

If you want removal in White, Generous Gift will deal with most permanents, and giving them a 3/3 is usually good if you're stopping a combo/removing something huge. Swords to Plowshares and Path to Exile are very good removal if you are concerned with creatures in particular. Vanishing Verse is really interesting (but flubs vs multi-coloured stuff), Anguished Unmaking is really powerful but is pricey, while Vindicate is the king of sorcery speed solutions. If your meta has a lot of big creatures, Despark isn't a bad option, but it's dead vs low MV stuff, so probably not mainboard. Not quite 'removal', but Plague Engineer is a good 'sideboard' card vs any decks that use x/1 creatures, especially stuff like Elves. You could consider Dismember, you've got some life gain I guess?

To sneak out a Black 3 drop, you might run some Dark Ritual for big turn 1 plays. It can also sneak out a Maskwood Nexus. Culling the Weak also exists, and sacrificing a creature might not bother you here.

Hope some of this is helpful!

LunchBox1211 on dragon tribal is glorious

2 months ago

Some more cards to consider (as per your request): Old Gnawbone. Read the card. That's a lot of treasure when all your creatures have a ton of power. | Karrthus, Tyrant of Jund. Gives your dragons haste, untaps them, and (in the odd case you are playing a Dragon ditto), steals your opponent's dragons. Forever. | Dragon's Hoard, if you want another mana rock that works well with dragons. I also like Component Pouch, especially in a deck where your commander in all 5 colours, but that's mostly just me. | Rishkar's Expertise. Refill your hand, cast something for free. Genesis Ultimatum allows you to cheat in more stuff, but doesn't allow you to refill your hand, and it costs more to cast. | Farseek, especially if you decide to run the Tri-cycle lands (which I recommend). I'm going to avoid talking about lands, but cards like Spara's Headquarters and Raugrin Triome are really nice, especially for 5-colour decks. And, yes, Farseek can find Spara's Headquarters. Headquarters is both a plains, and an island. Rampant Growth and Nature's Lore can also fill this "2-mana sorcery that ramps" slot, depending on what you can find (if this is paper). Three Visits is just Nature's Lore, but Lore's name communicates the mechanics of the card better. | Swords to Plowshares/Path to Exile. Exile a creature, for 1 mana, at instant speed. I like Swords better for commander because I find that life is less of an advantage than an extra land. Other removal options include - and are not limited to - (and I may have mentioned some of these already, so sorry if I did) Beast Within, Generous Gift, Anguished Unmaking, Assassin's Trophy, Despark, Chaos Warp, Wear / Tear, Hide / Seek, Bedevil, Vindicate, Baleful Mastery, and Vanishing Verse. | Patriarch's Bidding, if you want some mass reanimation. | I didn't see very many board wipes. Granted, you want more pin-point removal than board wipes, but you still might want a few. I'll recommend Farewell (6 mana to get around indestructible, and nuke many different target, AND act as graveyard hate), Merciless Eviction (for planeswalkers), Cleansing Nova (cheaper than Farewll, and probably easier to find, but less flexible), Cyclonic Rift (7 mana to get all of your opponents permanents off the board, and set them back a few turns as they reset), Supreme Verdict (only hits creatures, but uncounterable, and cheap to cast) and/or Vanquish the Horde (for token decks). You do have Ruinous Ultimatum and Descent of the Dragons (or Crux of Fate, if you happen to get it), and I like to run 3-4 total, so choose the ones that most effectively clear the table in your playgroup. Although I have seen and heard some people run as low as 2.

For both the removal and board wipe sections, choose whatever quantities and options are working best at removing the threats you frequently go up against. If you are building this in paper (specially if the deck is sleeved), I'd recommend asking your playgroup if it is OK for you to print out proxy copies of cards for playtesting, then (once you have decided what options you like) buying those cards. Ask your friends first, though, I know not everyone is OK with proxies.

These are all just suggestions to get your mind thinking. You don't have to run all of these, but they are here if you need inspiration or help.

If you want, I can link some of the dragon/tribal decks I've made on tappedout, just as a reference point for what I like.

DreadKhan on Isshin, Two Heavens as One

3 months ago

If you want a cheaper $ option than Grand Abolisher (or would like another card that can do similar work), Wandering Archaic  Flip is a substantial tax on all opponent's instants/sorceries, but that tax matters most with countermagic, making everyone else's counters either very good (if you want the same thing countered for example), or very expensive (people usually consider Cancel unplayable for costing 3 mana). Archaic isn't as good at protecting your own stuff, but it's a way bigger effect generally.

You might also like Generous Gift over Disenchant, and I prefer Vanishing Verse over Fracture, but Verse is more of a competitive card maybe. Slayers' Stronghold might be nice, vigilance and haste are useful for WR.

For (potentially) untapped duals, there are a few cycles worth a look. Pathways are good (but no longer cheap unfortunately, they might go down after they rotate out of Standard though), Blightstep Pathway  Flip, Brightclimb Pathway  Flip, and Needleverge Pathway  Flip are all solid cards to keep an eye out for. Luxury Suite, Spectator Seating, and Vault of Champions are duals that usually come in untapped when it matters, and are considered among the best non-fetchable dual lands. You could try the new cycle from Innistrad, Haunted Ridge, Shattered Sanctum, and Sundown Pass are good as long as you're not running a low land count, 35 should probably work. While Sulfurous Springs is pricey, Caves of Koilos is cheap, Battlefield Forge isn't bad either, they're always untapped and by mid game you usually just use them for colourless and they have no downside. Concealed Courtyard, Inspiring Vantage, and Blackcleave Cliffs are very good, some are really expensive once again. Urborg, Tomb of Yawgmoth is a great way to make all your lands Swamps, handy for stuff like Cabal Coffers as well as just to fix your mana. Shadowblood Ridge is an untapped source of RB, which isn't a bad, but there is only the 1 in your wedge of colours, this land might be handy if you run a cycle where the RB land is really pricey.

Hope some of this is helpful, the deck seems pretty decent.

AcidicArisato on Principle of Control

3 months ago

For stealing your opponents' cards, I'd recommend Xanathar, Guild Kingpin as a back-up Sen. Celestial Dawn is also an auto-include in Sen decks.

If you want stax pieces, Drannith Magistrate, Nevermore, and Wash Away are great ways to stop your opponent from casting their commanders.

Aura of Silence is handy for taking care of pesky enchantments and can slow down their plans. Ashiok, Nightmare Weaver and Bojuka Bog are handy pieces of graveyard hate, with the latter being a free-roll in your deck.

Scheming Symmetry is HILARIOUS with Aven Mindcensor and Opposition Agent. Leonin Arbiter also goes nicely with it.

Fatespinner is nasty and can functionally lock opponents out of combat. Rhystic Study is an auto-include in these types of decks.

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In terms of win-cons, you could go with the Mindcrank combo: Mindcrack + Duskmantle Guildmage. Use Ghoulcaller's Bell to start the process without damage. Syr Konrad, the Grim is also good for redundancy.

There's also any number of combos involving Laboratory Maniac, Thassa's Oracle, and Jace, Wielder of Mysteries. Use Demonic Consultation on your upkeep and name a card not in your deck to win on your draw step.

If you have a high enough density of creatures, Mortal Combat is a very simple way to win. With enough artifacts, Mechanized Production can be a free-roll. Revel in Riches is a very simple way of creating mana, with the upside of occasionally winning you the game (also pairs well with Spell Swindle.) Felidar Sovereign is also a hilarious.

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If you're looking to make opponents struggle by dismantling their pieces, you should absolutely have pieces like Swords to Plowshares, Path to Exile, Vanishing Verse, and maybe even Generous Gift in addition to boardwipes like Farewell, Tragic Arrogance, Cataclysm, and Wrath of God.

YamishiTheWickedOne on Sangre Por Sorin

4 months ago

Lietenant looks nice on paper at a glance, but tbh I feel like he's for vamps with a very low, fast curve, and imo at least 8 turn 1 creatures.

Reasons to play Orzhov would also include Edgar, Charmed Groom  Flip, Blood Baron of Vizkopa, Adanto Vanguard and Welcoming Vampire. Edgar is the same base effect as Lietenant for twice the mana but Edgar has a much better body, being out of bolt range immediately and immune to Vanishing Verse, and even if he eats a Push or Unholy Heat he doesn't STAY gone. White also gives you access to some of the best sideboard cards ever made including things like Stony Silence and Rest in Peace.

Reasons to play Rakdos are numerous. Stromkirk Noble, Stromkirk Captain, Olivia Voldaren, Insolent Neonate, Falkenrath Pit Fighter, and from the non-creature side, Lightning Bolt, Terminate, Dreadbore, and a whole host of sideboard options like Rakdos Charm, Abrade, Shatterstorm, Boil, and so on.

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