Wrath of God

Wrath of God

Sorcery

Destroy all creatures. They can't be regenerated.

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Printings View all

Set Rarity
Masterpiece Series: Amonkhet Invocations (AKHMPS) Common
Eternal Masters (EMA) Rare
From the Vault: Annihilation (V14) Mythic Rare
Commander 2013 (C13) Rare
Tenth Edition (10E) Rare
Ninth Edition (9ED) Rare
Ninth Edition Foreign Black Border (9EDFBB) Rare
Eighth Edition (8ED) Rare
Seventh Edition (7ED) Rare
Battle Royale Box Set (BRB) Rare
Classic Sixth Edition (6ED) Rare
Portal (POR) Rare
Fifth Edition (5ED) Rare
Fourth Edition (4ED) Rare
4th Edition Foreign Black Border (4EDFBB) Rare
Revised Edition (3ED) Rare
Revised Foreign Black Border (3EDFBB) Rare
Unlimited Edition (2ED) Rare
Collector's Edition (CED) Rare
International Collector's Edition (CEI) Rare
Limited Edition Beta (LEB) Rare
Limited Edition Alpha (LEA) Rare
Promo Set (000) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Oldschool 93/94 Legal
Modern Legal
Block Constructed Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Wrath of God occurrence in decks from the last year

Modern:

All decks: 0.11%

Commander / EDH:

All decks: 0.1%

White: 0.99%

WB (Orzhov): 0.53%

WUB (Esper): 0.39%

RBW (Mardu): 0.43%

Wrath of God Discussion

Commander_Olim on The Sea Summoning (Cthulhu inspired and help!)

1 day ago

Ulamog has always been Mtg’s Chthulhu to me, maybe run one of both of them? Also maybe a way to give your creatures Hexproof or Indestructible, as it would be very unflavourful to have Chthulhu die to a Murder or Wrath of God. Sweet deck! +1 from me.

Fuzzlewuzzle on I Am Fire, I Am Death

1 day ago

@X-Factor11105 my meta is... a little weird. There's a lot of big, stompy decks like Mayael, Kozilek, Zacama, and Hogaak, but everyone (rightfully) runs a lot of interaction, so boardwipes, spot removal, and artifact hate run rampant. It doesn't even have to be in the early game - even if it's turn 8, that Wrath of God is going to suck when it wrecks your myr, but it'll hurt a lot less if you've been using noncreature ramp like Rakdos Signet or Talisman of Indulgence.

Abnormal Endurance and Supernatural Stamina are both really good. I just don't have space for them. It may not look it, but space in this deck is extremely tight.

As for not being as ETB-focused as other builds, this is true. It's very much a result of playtesting, where I found that focusing too much on ETB effects actually kind of gets in the way of really winning the game. I mean, I want my dragons to get those sweet, sweet Dragon Tempest/Warstorm Surge triggers, but after that I want them to actually close out the game. They get bonus points if they are capable of interacting with my opponents' boards while they do so. So I've grown to favor dragons like Tyrant's Familiar, Balefire Dragon, Drakuseth, Maw of Flames, etc. - dragons that can present a fast clock, and can also kill stuff while they're at it. I don't want my dragons to be just big dumb beaters - I want them to all be removal-on-a-stick. Since most of the best removal-based dragons trigger on attacking or dealing combat damage, that has naturally led the deck to focus more and more on the combat step, as opposed to just abusing ETBs.

Nodrog666 on Numot Stax

4 days ago

Hey man! Good first draft! I like some of the ideas in here. I have some constructive criticism for you, so, as brutally honest as I will be with my suggestions, keep in mind I’m just offering my best advice on how to improve this list. I tested this deck a bit and here’s some thoughts I have:

More Tutor / Draw: You’re running very little card advantage, which I noticed when I was testing this deck. There isn’t enough dig or deck manipulation going on here. Basically every time I found myself durdling. Here are some suggestions:

More spot removal: Your deck doesn’t have a lot of ways of dealing out targeted removal. Mass Land D and other sweeper spells are great and all, but you also need ways of handling individual problems as they arrive. Here are some suggestions I have:

More Persistent harassment: You’re running MLD, Tax, but you aren’t running a whole lot of effects to consistently torment the opponent. Smokestack, Pendrell Mists, Kataki, War's Wage, Manabarbs keep pressure on your opponents. Even just running more stuff to slow things down (Winter Orb, Tangle Wire, Kismet, Rule of Law, Stranglehold etc.) would be useful here.

Consider less creatures, more enchantments: Hatebears are cool, but consider the fact that they are easier to kill than their enchantment counterparts. Magus of the Moon dies much easier than Blood Moon and you want these effects to have a good return on investment. This one is more food for thought than actual criticism.

Suggestions for cuts: Hall of Heliod's Generosity (?): It’s a great card, but right now you aren’t running enough Enchantments to justify it. Most of the time it’s going to just tap for colorless. If you run more Enchantments, it’s a keeper! (I think I’m going to try and find a slot for my own deck)

Jhoira, Weatherlight Captain: This is pretty vestigial. It’s not really pulling much weight. Cut it.

Karn, Silver Golem: See above.

Remorseful Cleric: This is too squishy. Run Tormod's Crypt instead. Just as easy to recur (moreso, in fact, cause Academy Ruins sees it) and it lowers your curve.

Tomik, Distinguished Advokist: I get what you’re going with here, but you’re blowing up your lands anyway, making them untargetable is kind of moot. There’s a bunch of hatebears I’d rather run in this slot.

Burning of Xinye / Wildfire: These are weak, you can do way better for MLD in your colors. Add Sunder (Cheaper at Instant speed!).

Saltblast: This card is kind of bad. Costs waaay too much for targeted removal. Also, is completely dead against decks that run white. I’d honestly remove this and replace it with Wrath of God instead.

Karn, the Great Creator: Not doing enough. I see the combo with Mycosynth Lattice, but Hellkite Tyrant is a much better combo.

Elspeth, Sun's Nemesis: This card isn't great. If you want Elspeth, put in Elspeth, Knight-Errant or Elspeth, Sun's Champion instead. Both make tokens as a +1 ability.

Empowered Autogenerator: Too slow, too expensive. It’s not as good as it looks. Ideally, rocks should slot into the 0-3 CC range. If you desperately wanted something in the 4 slot, why not just run Thran Dynamo instead? It’s more consistent.

Firemind Vessel – See above.

morgud on Elusive Mono-White

6 days ago

Nice suggestions but without 12 instants I find myself dead drawing Isochron Scepters. I wouldn't mainboard Winds of Abandon since it's too situational and more expensive CMC than Path to Exile while cheaper sideboard board wipe options exist (like Wrath of God or Phyrexian Rebirth).

Silverdrake on Esper Control 2.0

1 week ago

Looks fun! If you're looking for suggestions I think there's definitely some things you can change to make the deck stronger.

If you're looking to be able to activate & attack with tarpit or play a planeswalker AND hold up countermagic /removal, you're going to need to run more than 21 lands. For example - if you want to be able to slam an Elspeth and hold up Logic Knot for your opponent's turn, you'll need 8 mana - so you want to hit your land drops all the way up to turn 8 at minimum, which is going to be exceedingly hard to do with only 21 lands. I'd recommend 23 at MINIMUM, but you'd probably be better off with 24 or 25.
Enter the God-Eternals is a fun card for standard or even pioneer, but in modern it's probably going to disappoint. I'd recommend cutting them for some more hard removal- consider the 4th path, some copies of Fatal Push, or a Detention Sphere or two. Maybe even a Blessed Alliance if you're feeling spicy (personal bias, I love that card)
If it's in your budget, Wrath of God is a straight upgrade over Day of Judgement.
Render Silent is a fun card to cast, but modern gives you plenty of better options for counterspells. Mana Leak is a catch-all that counters pretty much everything until turn 4+, at which point it can still be used to disrupt your opponent's plans. Dovin's Veto or Countersquall help you in the combo or control matchup. Disallow can snipe things you couldn't otherwise deal with, like eldrazi cast triggers, planeswalker ability activations, and land destruction like Field of Ruin and Ghost Quarter. Spell Snare and Remand are also powerful options you could try, but they tend to be better in faster, tempo-y decks rather than the hard control you're running. Archmage's Charm is also a possibility, but since you're running 3 colors it's going to be immensely difficult to cast.
Since you're running black in a control shell, you should almost certainly be running 4-7 copies of hand disruption spells. The go-to options are Thoughtseize and Inquisition of Kozilek, but Collective Brutality is another good option.

And finally your lands - I assume you're on a budget here and that's why your mana is the way it is, but just in case you aren't on a budget I'll make some suggestions. Fetchlands like Polluted Delta, Flooded Strand and Marsh Flats help you fix your colors when you need to, and can trigger Revolt if you decide to run Fatal Push. They can grab non-basic lands too, so they pair extremely well with Shocklands like Watery Grave, Hallowed Fountain, and Godless Shrine. In a three color deck, any fetchland can fetch for any color you need by grabbing the appropriate shockland. With so many cards that cost double (or triple) blue or white, you might even consider a single Mystic Gate. Filtering white mana into blue or vice versa will make it infinitely easier to cast cards like Supreme Verdict and Cryptic Command.

Those are just some surface level suggestions - feel free to heed them or disregard them as you want. It's your deck after all! Whatever you decide to do, good luck and have fun!

multimedia on Ghired - token Smash face

1 week ago

Hey, nice work in progress at upgrading the precon :)

I don't know what the meta you play in is like, but what I can give you is overall advice on how to upgrade the precon. What the precon needs is early game ramp, tutors, haste enablers for Ghired and repeatable protection for Ghired in combat so he can safely attack and populate. Rhinos are really the only threat you need as long as you can keep attacking with Ghired.

Cards within the budget to consider adding:

A problem with the precon is the high avg. CMC which is 3.9. This number means that consistently four drops or higher CMC cards will be in your hand which is very slow. Early game you don't want lots of four or higher CMC cards in your hand because you will not be able to cast them. Adding low mana cost ramp by cutting high mana cost cards can help to reduce this number.

There's a lot of high CMC cards here, in fact there's 36 four or higher CMC cards which is too much. There's a lot of high CMC threats and I don't think you need all of them. Instead of playing so many high CMC threats replace some of them with tutors which can get you the better cards/threats into your hand.


To be more competitive I would expand on combos and use most of the high CMC card spots for more combo cards rather than big creature threats. You have done this some what already by adding Purphoros, Helm for Aurelia and Godo, but consider expanding further. Cards for combos to consider adding:

Combos that go with these cards:

  • Kiki + Helm + Purphoros or Tremors for infinite damage.
  • Kiki + Conscripts infinite hasty token Conscripts to attack. Add Purphoros or Tremors for infinite damage.

Outside of combos Kiki is good with populate because he can make a token copy of a nonlegendary creature and if you populate the token then that token doesn't go away at end of the turn. Kiki combos with Helm for infinite Kikis since the token copy of Kiki that's created by Helm is not legendary which allows Kiki to copy it.

  • Assault + Umbra + five lands for infinite combats.
  • Assault + Ventmaw for infinite combats and infinite green or red mana.

More infinite combat combos is good with Ghired because his power comes from him attacking. Outside of the combos Assault is a good card with Ghired because it can give you more attacks which is more populate.

A problem with Helm in all the combos, even Godo, is it's slow because you have to pay the five mana cost to equip it. Aid is a one drop which is worth including for Helm and Selves.

Good luck with your deck.

Hazankob on Basilica of the Demon Lords

2 weeks ago

February 2020 update:

Deck holds up very well in multiplayer, though some of the clerics' abilities aren't as relevant as I'd expected them to be so time to shave a bit off of the top for removal and more mana ramp. Some of the existing removal is being swapped for more versatile/lower CMC cards as well. I'm torn between Devoted Caretaker and Giver of Runes but went with Giver since its activation doesn't have a mana cost.

Out: Decree of Pain, Despark, Force of Despair, Return to Dust, Soltari Priest, True Believer, Devoted Caretaker, Orim, Samite Healer

In: Wrath of God, Cleansing Nova, Swords to Plowshares, Heliod's Intervention, Erebos's Intervention, Ashnod's Altar, Darksteel Ingot, Giver of Runes

Future: I do like the suggestions of Blood Speaker, Children of Korlis, Daru Spiritualist, Shaman En-Kor and Heirloom Blade and I'll see if I can eventually fit some or all of them in somehow, particularly the Blood Speaker and Blade.

Ravenrose on Heliod's Wrath EDH

2 weeks ago

I had expected Godsend and Fated Retribution to be in this deck, since both are such good flavour cards. Wrath of God with the Heliod art is also something worth to consider for this deck. Teferi's Protection is also handy to have, just in case. I don't know if your meta has a lot of uses of the graveyard but Rest in Peace is good for that.

Hope I have been of some help.

Raven Rose

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