War Cadence

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Legality

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

War Cadence

Enchantment

(X)(Red): Creatures can't block this turn unless their controller pays (X) for each blocking creature he or she controls.

DreadKhan on Thantis the Warweaver

2 weeks ago

For Clackbridge, ymmv but I felt like mentioning that I've been burnt by it lots of times. I'm sure there are metas where it's a much better card, where people consistently have nothing they want to sacrifice, in my experience I was giving my opponent a free sac outlet every turn that also turned off my 8/8, which felt legit bad.

I use Deathtouch/Trample in my OG Multani deck, it's not especially rare for him to swing as a 30/30 vs the first opponent I'm going to eliminate, those two together usually means they can't block enough of his power to survive. Having both on an 8/8 is fine, but it's really great when you can get over 20 power with some consistency, I could see Grismold achieving that by the time you're ready to eliminate someone.

My issue with Sunder Shaman is that there are so, so many better ways to remove artifacts and enchantments in Jund, and most of them aren't RRGG to cast, an officially awkward to cast spell. I know he's got Green here, but I remember trying to make Kaya's Wrath work in an Esper deck. It proved consistently impossible to cast, and when I could it held up other stuff because it's just too colour intensive. Something like Kogla, the Titan Ape is probably many times the card, providing a bigger body that fights something on ETB sounds a lot better, add in that Kogla is maybe easier to cast with a bigger board presence and I feel the point should be made. If you want something small that can do something similar, there is Caustic Wasps, which is evasive and kills artifacts, as well as stuff like Thrashing Brontodon and Reclamation Sage, without using a non-creature option. Sunder Shaman seems to combine a so-so body with an ability that isn't particularly easy to guarantee, people can stop your attacks in a variety of ways and Shaman needs to deal damage. Kogla just needs to swing and something is getting blown up, that's much more relevant. If you want something earlier than Kogla you can use Outland Liberator  Flip, which can work without attacking and on every attack if you can get it flipped, I'd actually say that's a lot more consistent than Shaman. If anything I'd run more artifact/enchantment removal, there are tons of people who run infuriating stuff like Propaganda and even the dreaded War Tax. If I was building Thantis like this, I think I'd want War Cadence, very politically relevant. I personally love removal in most decks, and I wouldn't hesitate to run some in a deck like this, especially clunky damage based wipes, because Thantis can be huge sometimes and survive a Blasphemous Act.

Haha, I think Duo AND Crown would be pretty absurd, both only hurt your opponents. Still, I do agree he might be trying to do too many things at once here, and that's why it's hard to cut cards.

Monarch is a good way to get people swinging, but Coveted Jewel is the real 'kingmaker' you can run to create utter chaos. It's one thing to turn down 1 free card, but to turn down 3 mana and 3 cards is just madness, and letting someone else keep that 3 mana for their next turn is likewise unacceptable, so it can create a ton of chaos. Something like Kamahl, Fist of Krosa could be pretty interesting, if a land is a creature it either has to get tapped down or swung with, and small creatures die. Jolrael, Empress of Beasts can turn their entire land base into 3/3s. I'm not saying you should threaten people's mana bases, but I'd feel remiss if I didn't bring it up.

Re: running more Green ramp, I like to run more Green mana sources in a deck that runs lots of Green ramp, as long as I have Green ramp and Green mana I can find whatever other mana I want. There are so many decent 2 and 3 mana ramp spells in Green, even stuff like Wood Elves or Farhaven Elf can work beautifully, if you dig out a tapped dual it feels pretty good with Wood, Farhaven just finds whatever basic you need.

Crow-Umbra on Mishra's Relentless Horde

1 month ago

I'm glad you liked the suggestions, Pheardemons. Lol yeah "Professional Face-Breaker is budget Tymna the Weaver if you squint hard enough" is my dumb joke. They have some similarities in how both reward you for spreading attacks out.

Brazen Cannonade is something I've had on my consideration lsit for my Isshin, Two Heavens as One deck, which is also very token aggro focused. I similarly had Kardur in considration at one point, but opted to leave him out of my list due to lack of blink or reanimation to reuse. Kardur does smack though with the right support. I have a Kardur deck in my meta that "plays for 2nd place", either finishes 2nd or winning because we have a hard time attacking them.

I wouldn't say that Hammer of Purphoros is a strictly better option for this deck. I'm not a fan of how Hammer is vulnerable to both artifact and enchantment removal. I personally don't want to pay 3 mana & trade a land for 1 3/3 creature at a time. For what it's worth, I did have Hammer of Purphoros in the 99 over Fervor for the Shanid, Sleepers' Scourge deck I was brewing, but mostly because it's Legendary.

War Cadence is a cool one. One of my friends suggested it to me a while ago and pointed out its political options to help someone else push attacks through on their turn.

I agree with you on Great Unclean One over Kazuul. I like that Great Unclean One has a beginning of End Step trigger, so you get the benefit immediately, whereas with Kazuul you may not get tokens. I've flip-flopped on Kazuul for my Isshin deck, but omitted it for not being proactive.

As for suggested cuts.... I find myself suggesting cuts less these days, as I think people know their own preferences and metas best. More generally speaking, I usually try to find cuts in:

  • Top heavy or mana intensive cards that don't give great payouts for the activation costs involved.
  • Cards that have you jumping through hoops for a pay-off. I pointed out Anger as one, but I can see why would want to keep it.
  • I usually compare cards at similar CMCs as a swap, or perhaps cards that are 1-2 cmc more expensive to help bring my curve down a bit.
  • Maybe you could cut a planeswalker or two, depending on if any under-perform for you.

I like your thoughtful response! You had me thinking first thing in the morning lol.

Pheardemons on Mishra's Relentless Horde

1 month ago

Crow-Umbra - First off thank you very much for the comment, as well as looking back through old comments to see if things have already been mentioned. Definitely appreciated when someone is willing to do that.

Second, not sure if you meant that joke to be as funny as it was, but I definitely laughed loud enough where people were looking at me haha. Honestly, I truly believed I had Professional Face-Breaker in the deck. Not sure what kind of dream that was, or maybe I meant to put him in and forgot. I remember setting it aside to try and make the cut. He's not even in the maybeboard. Not sure what happened there.

Brazen Cannonade is a thought. I think I remember considering it but I believe I went with Kardur, Doomscourge instead since it was a body that can attack. "Hoping" that the creature dies isn't the most efficient strategy but not one to completely take out of the running. It is a thought thank you.

Fervor may not completely be out of the running but it isn't a priority. I get your meaning on the less steps than Anger, but also it is one of those cards that I could say "enter combat" and they respond by destroying it. I feel like the extra loops with Anger makes it a little better since it is harder to get rid of (in theory). Question though, in your deck as well as here, isn't Hammer of Purphoros strictly better? It gives the options of making creatures. Thought for both of us.

Goblin War Drums is not a bad thought, but I feel like I might choose War Cadence over it. I've actually been trying to find a place to put War Cadence in the deck as of recently.

Inquisitorial Rosette I didn't know existed; I like it though. That is definitely a thought. Captain Lannery Storm is one I put behind Professional Face-Breaker but you're probably right. They both deserve a spot for the ramp since the deck is a little higher on the CMC cost. Zhentarim Bandit I think is behind both of them so I'm not sure I'll consider that right now.

With these thoughts, what do you suggest I take out for Professional Face-Breaker, War Cadence, Captain Lannery Storm, and Inquisitorial Rosette?

Of note, I have been debating on switching out Kazuul, Tyrant of the Cliffs with Great Unclean One since most people simply won't attack me with Kazuul out, wait until the token doesn't affect their attack, or he'll just bait a kill spell. Grenzo, Havoc Raiser is also on the maybelist. He's there for me to get around infinite life. Taking their cards isn't bad either, but at least there is an option. I haven't playtested this deck enough to gauge whether he's a wasted spot or not.

DreadKhan on unthinkable apocalypse

2 months ago

I'm not certain the Commander has enough explosive power to consistently win vs 2 decks, but I have very good results in 1 v 1 with my Rakdos deck, and it often has spare cards by the end of the game, be it wipe or removal, because the deck just runs so much of those, with lots of the removal hitting more than 1 target (I love stuff like Phyrexian Purge, Fire Covenant, Make an Example, and Volcanic Offering can each be a terror of a card, and a deck running all of them has lots of pinpoint removal that will clear lots of stuff out. Ashes to Ashes and Reckless Spite also exist fwiw, and if you aren't certain you'll have creatures out, Tergrid's Shadow can do a bit of work, as can Plaguecrafter or Demon's Disciple, cards Sedris can recur for 2B even. Another value card is Dredge the Mire, which can cheat in the 3 worst creatures in people's graveyards, note certain creatures will kill you if you control them, so check before playing! Necromantic Selection not only clears the field, it also gives you back the best thing, this is extra juicy if you use some sort of Indestructible creature(s) that won't die. If you consistently have a fairly big creature, or one with Deathtouch and Lifelink, Chandra's Ignition is one sided by definition, one of many cards that shines brightly with Basilisk Collar (which is also very good with Jaya Ballard, Task Mage or even good old Banshee, Jaya's 6 damage wipe really is amazing if you've got Collar on her, though it'll kill her too). If you expect to have multiple opponents, Goad is a very strong effect, Karazikar, the Eye Tyrant is potentially pretty solid, lots of card draw. There is also Kardur, Doomscourge that will force everyone's hand. Spectacular Showdown is a great card if you've actually got a board of your own to finish people off, keep in mind that on your next turn, you not only won't have been attacked by any pre-existing creature, everyone else will have swung for the fences with Double Strike, and they will likely have nothing left to defend with, making your Double Strikers very effective. Another Goad source that is great with a creature heavy board is Agitator Ant, which is hilarious a lot of the time. If you're using Goad effects, War Tax can let an opponent have a way around them, if there is a tax to attack Goad fails, and War Cadence is absolutely devastating with Goad, even a tax of 1 to block can make blocking impossible for weenie decks, and you can use either on anyone's turn.

As you've got access to Blue, there are a few non-Rakdos tricks you can use, the most hilarious I know of is Mass Diminish, note that it lasts until your next turn and have a good laugh. There is also Sudden Spoiling, which is powerful but lasts for that turn, or Polymorphist's Jest, which is similarly a 1 turn solution. I use Mass Diminish more aggressively, to make a player hyper-vulnerable to attackers (and make them unable to counter attack), getting two casts is just savage. Visions of Duplicity can create some chaos with it's two casts, Cultural Exchange is obscene if someone else has better creatures. Bident of Thassa is glorious if you want both of it's effects, forcing people to attack is incredibly mean, and this doesn't require you to run a weenie like Goblin Diplomats, but that's also a fun card fwiw. If you're going to run Oriq Loremage, you might slip in a huge creature to Unearth, something like Dragon Tyrant can be huge and not break the bank, Double Strike and Firebreathing are really good together, and you won't have to pay the upkeep with Unearth, he's dead before that matters.

I was looking at your land count and average Mana Value and I think you probably are running too few lands at this point, it's very tempting to cut them, but 30 is probably too few for a MV that is over 2.5. You might get away with adding 2 mana ramp, but I'd still aim for at least 36 lands (or MDFCs that count as a land, you probably already have the best two MDFCs in those colours, but people also run Malakir Rebirth  Flip) to ensure you can consistently cast stuff. There is a smattering of ways you can run less lands/ramp, but these all come with downsides, but in Grixis you can run 4 solid Bounce Lands, Dimir Aqueduct and Guildless Commons should be in here as well if you want a lower land count, these let you hit another land drop when you draw them. You might also run stuff like Thran Dynamo or Worn Powerstone to help you hit higher MVs sooner, ramping by only 1 mana feels bad compared to hitting a land drop most of the time, there is also Gilded Lotus, but hitting 5 mana can be rough. Coalition Relic can charge for 1 turn, Skyclave Relic is super versatile/rugged, and Everflowing Chalice can be huge if you want, 6-10 mana is absurd but sometimes comes up. Cantrips like Ponder and Preordain are also good at digging for a land, but I know in Talrand it stings pretty bad when you Preordain and don't find a land and I needed one. As for some cards to remove, I'll take a look, but if I'm trying to build a deck that can handle attention, I look first at cards that will hurt only 1 player, unless that card will almost certainly end that player, either right away or in a few turns.

A few to consider removing (I may be missing why you have them in, so user discretion is advised or something): Archive Trap, Outpost Siege, Palace Siege, Ponder, Preordain, Haunting Echoes, Cruel Ultimatum (this seems insanely hard to cast, and hits only 1 player, unless you can copy it I'd run Captive Audience if I want to hose one player hard), Cranial Extraction, Cormela, Glamour Thief, Kess, Dissident Mage, Kroxa, Titan of Death's Hunger, Lobber Crew, Loyal Subordinate, Nekusar, the Mindrazer, Obeka, Brute Chronologist, Phenax, God of Deception, Runo Stromkirk  Flip, Spear Spewer, and Thermo-Alchemist.Some maybe cards include Angrath, Captain of Chaos, and Cryptolith Fragment  Flip (for another land, maybe a better rock, there is Thought Vessel, but fixing is sweet in Grixis).

Hope some of this is helpful!

DreadKhan on Why So Serious?

2 months ago

You might enjoy Agitator Ant, it is pretty funny in chaos decks, as is Angel's Trumpet. It's a weird card, but War Cadence is really useful to make blocking impossible. There is also War Tax, which is the opposite yet also very fun. If you aren't big on combos, Protection Racket can either give you non-lands or deal damage, extra juicy with Exquisite Blood obviously. He's clunky now, but Kaervek the Merciless deals a heap of damage, both him and Vial are good with Mask of Griselbrand, as is Rite of the Raging Storm.

Not quite sure it fits, but Fatespinner does a fair bit of work, adding a substantial cost to attacking for your opponents while doing nothing to you.

DreadKhan on Keep Out of my Castle

4 months ago

Baird, Steward of Argive offers protection for your Planeswalkers, which is handy.

Since you've got Dawnbreak Reclaimer, I feel like you might have an interest in some of the Advocates, I use Spurnmage Advocate, which can be used to help one player while hindering another, and Pulsemage Advocate, which can help you directly while making a presently allied opponent a bit stronger. Mass Diminish is a really surprising effect, there is very little some decks can do other than lose when their creatures become 1/1s for an entire turn cycle, while also having Flashback is just unreasonable value sometimes. War Cadence might be interesting if you want to force damage on an opponent from attackers, it makes it very hard to block, which also complicates things for your opponents who never know if you're going to use it on them. Flumph is a funny card, but you get to chose who gets the card at least.

A bit out there, but Strixhaven Stadium has a lot of synergy with stuff that makes it hard for people to attack you, especially since you have lots of flyers/evasives to sneak in with, this will speed things up if it sticks around.

DreadKhan on "Politics" Hub Discussion

8 months ago

I think there is a big issue here, 'political' can refer to either how a deck is played, or how it is built. If a hub is added, it should be used to mark decks that feature many cards that enable you to add substance to a deal, usually through interaction that is selective in some way (targeted removal is more political than a board wipe) or some kind of gift/buff (if you help only 1 opponent, it is political). Flumph is a Political card, while Howling Mine is a Group Hug card. Back to Basics is a Group Slug card, Mistbind Clique is a Political card. Politics is restricted to multiplayer, but many players do not design their decks to be able to hold things other than attacks/winning over an opponent's head. These are obviously the non-Political decks, and I feel like they are the majority at this point.

I don't think Group Hug or Group Slug are decks that would share ground with a Politics hub, which would be for decks that specifically help/harm selectively, such that that help/harm serves as leverage to affect other players.

Politics as a strategy of deck building (rather than playing) tends to be more casual than competitive, in part because other competitive players are much harder to deceive/manipulate, and tend to see through your plans much more. I have some decks that would probably add the Hub if it was added, obviously Tobias Andrion, Political Mastermind would get it, note that it actively favours effects that are 'known entities' in a lot of cases, where the idea is more to hold a stick (or rarely carrot) over people's heads, such as various Punisher effects and stuff like War Tax. War Tax and War Cadence are pretty good examples of Political cards, they can help you or someone else, it depends on when you use them, and the effect can also scale up, such that they can be impossible to pay for opponents if you dump all your mana into them, so they stay relevant. War Tax is a Politics card, Propaganda is not. Interaction that is stapled to a permanent (especially non-ETB stuff, but ETB stuff can be blinked) is top tier Poltics IMHO, but something like AEtherize can easily be political, because you can use it vs any opponent, even if they aren't swinging at you, and it only will hurt the attacking opponent.

TLDR: Politics effects are generally 'carrots' or 'sticks', and they tend to derive value from how much leverage they can exert on an opponent, and they almost never are symmetrical. I think that seems clear/concise, and I don't know what other hub that fits under atm.

Davinoth on THE FIRST RULE OF GOAD CLUB - Forced Combat

10 months ago

     I really like your build, +1 for sure! =D

     I run a couple of old school combat tricks in my Marisi deck that tend to put in a lot of work. Outmaneuver might not be needed in your build with the volume of unblockable creatures you're running, but I think you could definitely take advantage of War Cadence. Being able to use it on each other player's combat step(s) is very valuable, and I'm always impressed by the effectiveness of it.

     The only other suggestion I have would be Farseek in place of Fertile Ground. The latter is fine, but definitely better when you have the means to untap the enchanted land.

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