Wrath of God

Wrath of God

Sorcery

Destroy all creatures. They can't be regenerated.

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Printings View all

Set Rarity
Double Masters (2XM) Rare
Arena Cards (ARENA) Rare
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
Leviathan Legal
Commander / EDH Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Duel Commander Legal
Highlander Legal
Tiny Leaders Legal
Pauper Legal
Historic Legal
Casual Legal
Vintage Legal
Arena Legal
Canadian Highlander Legal
Modern Legal
1v1 Commander Legal
Unformat Legal
Limited Legal
2019-10-04 Legal
Pauper EDH Legal
Block Constructed Legal
Legacy Legal

Latest Decks as Commander

Wrath of God Discussion

StopShot on Counteracting large hexproof creatures.

2 days ago

The subject of this thread revolves around dealing with and counteracting against the commanders: Uril, the Miststalker, Sigarda, Host of Herons, Dragonlord Ojutai, Lazav, Dimir Mastermind, Thrun, the Last Troll as well as commanders that consistently or typically give themselves hexproof through various equipments/auras.

While it may not be the most prevalent strategy these types of commanders can be annoying to deal with. I'd like to create a discussion on what are the best ways to deal with these commanders. Given how niche these commanders can be, running cards that exclusively dedicate themselves to their removal may be detrimental to draw into when playing a game where none of your opponents run them. Therefore cards that can both combat massive hexproof creatures as well as still being useful to have if none of your opponents are playing with big hexproof creatures should be taken into consideration when deciding what is the "best" or "most practical" solution to combating hexproof strategies.

The first cards that come to mind are Arcane Lighthouse, Detection Tower, Bonds of Mortality, Shadowspear and Glaring Spotlight. These cards entirely dedicate themselves to combating hexproof strategies, and while this may be a detriment when used against non-hexproof strategies, these cards do lend themselves some extra utility. Arcane Lighthouse and Detection Tower can be seeded into your manabase so at worst they're just a Wastes however they can be more inefficient in comparison. Given that both are lands, tapping them costs you an extra mana resource effectively making their abilities cost to activate. Not only that, but they have no effect at stripping indestructible which can be a common keyboard which may be used alongside most hexproof strategies. Cards like Bonds of Mortality and Shadowspear cost only one to activate and they can bypass indestructible, however given they're not lands you have to dedicate a nonland slot in your deck to accommodate either of them which means taking out a card that may better synergize with your deck's main strategy in their place. They also lend themselves targets for counter spells and given hexproof decks contain white and/or green, artifact/enchantment removal will pose a high potential risk. This is all not to mention you still need to provide a removal spell in tandem with these cards in order to remove the threat.

Another solution is board wipes. Cards such as Wrath of God, Damnation, Day of Judgment, Supreme Verdict, Blasphemous Act, etc. Mass creature removal is incredibly strong given that its always relevant in most metas making it a highly flexible solution that isn't too narrow to rely upon. It's biggest drawback however is if the massive hexproof creature that needs to be dealt with has indestructible, totem armor or Gift of Immortality. Even a card such as Toxic Deluge can be a risk as you may have to pay a huge amount of life if the creature is incredibly big. Cyclonic Rift is another effective card. One thing to note about boardwipes are they affect the whole table which makes them also more likelier to be countered than by effects that impact a single individual.

A more narrow solution would be through damage prevention effects such as Story Circle, Forcefield, Runed Halo, Rune of Protection: White, etc. Given each card never "targets" they can be used to infinitely "Fog" a problem creature that you can't put up with. These effects are more narrow than boardwipes but broader than hexproof removal. Cards like these still run into problems with artifact/enchantment removal and they don't run enticing side effects such as drawing a card upon entering the battlefield like Bonds of Mortality or giving a creature lifelink and trample like Shadowspear, however you won't need to exhaust your removal spells to keep the large creature(s) either. In more broader metas such as combo, stax and prison, these effects may not be as useful however. More broader variants of these protection cards exist as Ensnaring Bridge, Divine Presence, Peacekeeper and Meekstone though these cards may make multiple opponents unhappy enough to remove them than the more narrower options.

The last effect used to combat large hexproof creatures is sacrifice effects such as: Fleshbag Marauder, Innocent Blood, Vona's Hunger, Liliana's Triumph, Doomfall etc. These effects can bypass not only hexproof but also indestructible, regenerate and totem armor. Their drawback lies in if the player with the large hexproof creature has any other creatures to sacrifice in their place. Because of this caveat this effect isn't too strong unless ran in multiples which can be difficult to commit to in a 100-card format. Instead selective sacrifice effects may be the best way to devote to this solution with cards like: Crackling Doom, Soul Shatter, Slaughter the Strong, Council's Judgment, Renounce the Guilds and Wing Shards. While these cards won't always guarantee the large hexproof creature will be removed, they provide a stronger case than not compared to most traditional sacrifice removal.

Lastly there are counter spells to remove hexproof creatures. While they may be the best all purpose solution they can be rendered ineffective if a Cavern of Souls or some other can not be countered effect is in place. With exception to Withering Boon, the biggest downside to counter spells are they are entirely exclusive to blue meaning other color combinations without blue do not have this option available.

Which method do you rely on to stop massive hexproof creatures? Is there a card or solution set not listed here that you use? If you happen to play EDH decks with big massive hexproof creatures, which effects annoy/counter you the most?

Joumba on syr gwyn knghts

6 days ago

CRISST DÉ BÖ DAIK, MÈ DON 1 Wrath of God DÉDAN

Peoni on vamps

1 week ago

Vito wasn't the first card to go infinite with Exquisite Blood. ;^) Consider adding in Sanguine Bond for yet another piece of a very dirty wincon. I, too, would also recommend some board wipes and some additional ramp. Damnation, Wrath of God, and Toxic Deluge are all good wipe options. Mana Crypt, Mana Vault, Arcane Signet, and Fellwar Stone should serve as nice ramp pieces. Nice deck! Hope this helps. :^)

zapyourtumor on Kefnet The Equiped

1 week ago

The deck does seem a bit all over the place though. I'm not really seeing the synergy between Kefnet the Mindful and equipment? Why is stacking equipments on kefnet good besides the fact that it has indestructible? Plus, what do you do if your hand has less than seven cards? (which will happen a lot) This makes all ur stuff on kefnet useless if it cant attack or block.

Porphyry Nodes is one of my favorite cards, but here it'll just kill off ur PP (haha funny yes) which we sort of want to keep on the battlefield as a draw engine. Not sure why there's 4x Fact or Fiction either.

You should probably include some spot removal like Path to Exile. Budget option is Condemn. Some sweepers better than fumigate are Wrath of God and Day of Judgment.

Problem with equipment on a budget is that most of the only decent equipments (Batterskull, enemy-colored mirrodin swords like Sword of Feast and Famine, Sword of Fire and Ice etc) are all expensive and basically only work well with stuff like Stoneforge Mystic. If you're leaning into the Puresteel Paladin 0 equip cost, you can run stuff like Colossus Hammer. Dunno

C3Bito on Shalai Voice of Bad Decisions

1 week ago

I would suggest Sigarda, Host of Herons as its an angel and protects your board. Also when able to upgrade some of your removal and interaction pieces for more in green like Nature's Claim. I would also suggest more land ramp such as Cultivate and Nature's Lore. Depending on what you are doing Armageddon is fun but may hurt your own strat as well, so maybe changing to a different boardwipe like Wrath of God for flavor or Wave of Vitriol to have something different. Also captain sisay is great for the amount of legends you run, but think about more tutors for creatures so you can get your board state presence up really quickly, or be able to find the two pieces of Gisela and Bruna easier. If you can afford it maybe an Enlightened Tutor for enchantments, Worldly Tutor or Rishkar's Expertise or Life's Legacy for creature tutor. Also just neat draw spells since green white doesn't have a lot of draw might be Return of the Wildspeaker or Harmonize. Harmonize is undervalued but it is a solid draw 3 in green for 4 mana with no conditions, and return of the wildspeaker is versatile since you can use ot for draw or to buff your angels and swing in for big damage. I hope this helps in your deck building!

Poseidon31 on Mardu Reanimator

1 week ago

Damping Sphere against Tron and Storm. Fulminator Mage against Tron and other Decks with special lands, like an Azcanta. Infernal Reckoning against tron or Eldrazi. Pithing Needle or Murderous Rider against Planeswalker heavy decks. Nihil Spellbomb against Dredge or just for grave hate. Ashiok, Dream Render for grave hate. Damping Matrix against Affintiy/Eggs. Dash Hopes for surprise Counter Magic (I Like this alot, espacially in aggro styled decks). Spellskite against Burn, Boggles or Infect. Abrade against Artifacts. Disenchant against Artifacts and Enchantments. Leave No Trace against Enchantments. Kambal, Consul of Allocation against Burn or Control. Collective Brutality against Burn or Control. Rakdos Charm against creature heavy decks like Elfes or Tokens or Artifacts or for grave hate. Wear / Tear against Artifacts or Enchantments. Crumble to Dust Against Tron.

Depends on your meta, what decks you want to side against and what do you need in addition to your main 60. Which Match ups are bad for you and ho to play against that. I play the following Sideboard in my Mardu Vehicle Deck: 1x Chandra, Torch of Defiance 1x Collective Brutality 3x Duress 2x Kambal, Consul of Allocation 1x Nahiri, the Harbinger 2x Nihil Spellbomb 1x Rakdos Charm 1x Settle the Wreckage 2x Wear 1x Wrath of God

abby315 on Clerics WIP

1 week ago

Ophilias I suppose it depends on what kinds of decks you're facing. In an unknown meta, I wouldn't be concerned about it. If you're facing lots of Anger of the Gods, you can consider it. In general I prefer spells that are more widely applicable. So, if you're worried about boardwipes like Anger of the Gods or Wrath of God, consider something like Unbreakable Formation, which can help against all sweepers and most removal spells (anything that says "destroy"). Or if you think you'll need bigger creatures to contend with your opponent's creatures, boosting effects like Honor of the Pure and Glorious Anthem are more widely useful because they make your dudes more defensive AND powerful.

GoblinElectromancer on Clerics WIP

1 week ago

Cool idea playing cleric tribal!

First off: It's probably best not to be playing a bunch of 1 ofs or 2 ofs. If a card is good play 4 of it and the deck consistency will improve significantly.

There are a lot of new cleric cards spoiled in Zendikar rising you might like: Orah, Skyclave Hierophant, Cleric of Life's Bond, Drana, the Last Bloodchief, and Angel of Destiny.

I would cut cards like Pacifism and Forced Worship and replace them with removal like Path to Exile, Swords to Plowshares, Doom Blade, Heartless Act, etc.

Wraths also seem good such as Damnation and Wrath of God

Good Luck!

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