Whenever an opponent taps a land for mana, tap all lands that player controls.
If a creature an opponent controls attacks, all creatures that opponent controls attack if able.
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
War's Toll Discussion
2 months ago
@Starsky2814 im about the Mana Web over the War's Toll . I tend to build archenemy decks so forcing people into combat isn't my thing. im more along the Land's Edge , Seismic Assault , and Molten Vortex Route
2 months ago
3 months ago
@GrimlockVIII duly noted. I'll see what I could do. The only I fear about Lurking Predators is the CMC of the card. I had War's Toll at one point in time the reason I removed it is the potential of opponents abusing the mechanic and my own creatures being forced to fight especially when they're un-transformed and the opponents blocking them and destroying them in the process. I do think Tectonic Instability is one that definitely could find a place. Thank you for the feedback.
3 months ago
I always wanted to make Werewolves work myself, but any time I thought of including generic Gruul support, I always found myself questioning if the deck was worth it in the first place given how I could just use that generic Gruul stuff in something less janky lol.
I salute your noble attempt at giving the tribe some love, though.
As for suggestions to further dissuade your opponents from casting spells, perhaps you can include Lurking Predators or Heartwood Storyteller . They don't directly hurt your opponents after they cast spells, but they threaten them with giving you and everyone else advantage should they decide to commit to a play.
4 months ago
5 months ago
War's Toll would be meeeeeann in this deck. Like the concept.
7 months ago
Mcat1999 - That's part of the reason it was removed--one could easily play around it by being careful in their mana generation. However, there are plenty of times where that mana burn would be an opportunity cost. Running Tron Lands and going to go a point of mana over for the spell you want to cast? That's one life there. Tapping your lands in response to War's Toll or Mana Short ? Suddenly that decision has consequences. Running Braid of Fire so you can shoot off powerful instants? That card becomes a liability rather quickly.
Mana burn was easy to avoid, but it was something you still needed to take into account often enough that I think it was beneficial to the game. It rewarded preplanning and punished cavalier play, all while providing a penalty that was not so great that the opportunity cost of taking damage was prohibitive if a greedy play was necessary.
9 months ago
I do not think Red or White need their identity expanded - just for Wizards to explore under utilised aspects of their identity. Take ramp, something White is supposed to be bad at, and Red should be erratic with. Players often complain that these colours should have their identity modified to provide more consistent ramp, but there is another in-identity path Wizards could explore.
You don’t need to match someone else’s ramp to make the playing field even; you can also drag others down to your level or punish people for their dominance over you. White has asymmetrical taxes to drag others down to its nonexistent ramp; Red has land destruction to do the same and various effects that hinder mana generation like Blood Moon or War's Toll. Red also has burn effects related to opponent’ mana generation.
There are solutions to these colours problems in-identity; Wizards just doesn’t really like to do them.