Vindicate

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed 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
Premodern Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Vindicate

Sorcery

Destroy target permanent.

SufferFromEDHD on #SorryNotSorry

1 day 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?

legendofa on Two Heavens as One

3 days ago

You managed to hit the land balance pretty much dead on--nice work! Unfortunately, I think you have a few too many lands. A good rule of thumb is to have 36-40 lands in a Commander deck, depending on speed and mana requirements. Since I don't see many non-land mana sources, and since you want to get a land drop every turn to reach the higher-cost cards, I recommend dropping to 39-40 lands.

Isshin, Two Heavens as One wants a lot of attack triggers, anything that says "Whenever such-and-such attacks...". You have some good choices with Kitsune Ace, Selfless Samurai, and Imperial Recovery Unit, among others, but there are more out there. If you can find cards like Campaign of Vengeance, Goblin Traprunner, and Gleam of Battle, or even Brutal Hordechief or Fervent Charge if you're willing to spend the money, you'll push this to the next level.

I also suggest finding some cards that let you draw more, like Greed or Read the Bones. is a good color for this, but and have been getting more options recently. Top deck effects like your Abbot of Keral Keep are also useful in the same way. This will help keep your attacks moving and apply pressure to your opponents.

Finally, look for some direct removal, like Terminate, Rip Apart, or Vindicate to get rid of problems and threats your opponents put out. Dokuchi Silencer and Explosive Entry are the right idea.

This isn't the right deck for Sky-Blessed Samurai, with only three enchantments. You'll be paying full cost for it most of the time, occasionally getting a one-mana discount, and its stats aren't good enough to justify the cost. Save it for a more enchantment focused deck where it can reach its full potential.

Finally, you could use some more one-mana cards so that you have more options on turn 1 besides play a land and pass.

Overall, this looks good. You have solid card interactions, a good combat theme and Vehicle subtheme, and a strong foundation. Play it, test it, tweak it, feel out what you like and what might be improved, and above all, have fun!

lhetrick13 on I'll Raise you +1/+1...

2 months ago

Drestlin - I do like how Baffling End comes from one of my favorite sets! Otherwise, I feel like it is similar to a lot of the other low cost removal from out there in terms of having a condition to meet to be effective, having a negative side effect, or losing those at the expense of cost such as Fatal Push, Infernal Grasp, Bloodchief's Thirst, Assassin's Trophy, Maelstrom Pulse, Vindicate...

The cheaper removal stuff from also has limiting conditions conditions or negative side effects like Smite, Swallow Whole, Reciprocate, Condemn, etc...which was one of my problems to begin with, not being able to always removal the creatures I needed consistently with Swallow Whole. Not saying that my idea to use Retribution of the Ancients for removal is not without its faults as you have to have +1/+1 counters to lose but at least it does not give the opponent a boost in land or creatures or take a 10th of my health (which the high number or fetch, shock, or pain lands already do that and more!).

Playtesting Retribution of the Ancients so far has had mixed reviews. I have either lost playing against decks like Living End where creatures are not really a thing until they are a thing and its to late or I have gotten it out and it does work effectively to help clear the board of essential pieces or just enough so I can get unblocked creatures for the win.

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!

Chasmolinker on I'll Raise you +1/+1...

2 months ago

First off, Thanks for the recognition lhetrick13. I don't know about infamous, but I'll take it. And thanks for reminding me to update that list ASAP. lol

As for the rest:
- Retribution of the Ancients, I never tried it. I don't know if you want to rely on it to heavily. If you go into there is SOOO much removal that becomes available. Fatal Push, Infernal Grasp, Thoughtseize, Bloodchief's Thirst, Assassin's Trophy, Maelstrom Pulse, Vindicate...

- Swallow Whole can definitely go for something more reliable. At sorcery speed, you probably already took damage by the time you're casting this. The additional +1/+1 counters seems like an uneven tradeoff.

- Hopeful Initiate seems fine. Scavenging Ooze could replace one of the 3 copies currently in the list.

Daghatar the Adamant works really well if you need a mana sink. I would probably go up to 4 copies of Luminarch Aspirant though TBH.

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.

Symph0nyS0ldier on Esper Control

3 months ago

Hi, I'm not sure if you have it set to follow this thread or not but idk how to tag you as I can't read your name.

Delay + Teferi, Time Raveler = an easier to cast Counterspell. It's here because running 3 colour UU can be unreliable on turn 2 and 3 so it being easier to cast is the main reason for it's inclusion. Drown in the Loch isn't run because I play in a graveyard matters meta and maindeck 5 cards that attack the graveyard.

Prismatic Ending is a really good card I can't dispute that but being sorcery speed and only able to hit up to 3cmc makes it hit or miss. If my opponent lands their own Murktide Regent then the only card I run that could kill it if I take out would be Path to Exile or Kaya's Guile assuming no other creatures on board. 3cmc is a low bar to be the max when things like Omnath, Locus of Creation and Murktide Regent are common at my store. If I took out my Anguished Unmaking I'd probably put in Vindicate over Prismatic Ending.

Shark Typhoon has it's main advantage being instant speed and dodging counters. Murktide Regent can however come in as a 2 mana 8/8 making it much more mana efficient and it has a mana cost so March of Otherworldly Light and Prismatic Ending both miss against murktide.

Sunset Revelry is pretty weak but it's well costed and if you get all three it's really good. Tbh I want something else that's incidental life gain in it's place but wasn't sure what to use. Life gain in control is really nice because while for the most part my life's doesn't matter until it's 0, if I'm at 3 against a red deck I need to hold up mana for a counter until the game is over. This might get turned into something like Absorb instead.

This deck is still new and I'm working on figuring out what is best and what's not but as it is in it's current iteration those are the reasons for my card choices.

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