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

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Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Oldschool 93/94 Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pauper Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual 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

Tylord2894 on If the Vicious Shadows is ...

2 days ago

For reference, you can surround a card name with two brackets, "[", in order for a card name to show it's picture.

The damage from Vicious Shadows will not be doubled due to Gisela, Blade of Goldnight post board wipe. In order for a replacement effect, like that of Gisela, to apply it must exist at the time of the event it is replacing.

Let's say I control Vicious Shadows and Gisela, Blade of Goldnight when my opponent casts Wrath of God. My Gisela will die which will trigger Shadows. When the trigger from Shadows goes to resolve, it's damage isn't doubled because Gisela isn't there to modify it.

In short, Gisela needs to be out when damage is dealt in order to modify it.

Hope this helps!!

berryjon on Nethroi of the Squirrels and Golems

5 days ago

Looking for board wipes? Wrath of God, Damnation, Bontu's Last Reckoning and Dusk / Dawn are my top-of-the-head suggestions. And Dusk / Dawn is another recursion engine!

RiotRunner789 on The Equalizer & Co.

6 days ago

Looking at it again, you have quite a few ways to grant your team indestructible. You could slot in a few destroy-board wipes which will be one-sided on your second main phase.

I would recommend Wrath of God, Day of Judgment, Cleansing Nova, and/or Planar Cleansing.

To fit them I would say you could cut Oppressive Rays, Triumph of Gerrard, and Celestial Flare. Oppressive rays and Celestial flare aren't the best removal. One-sided board wipe will give you way more advantage. Triumph is fine, it's just too temporary and you should have all/most of those keywords by the time it goes off.

Moixa137 on Sigarda's Enchanted Pillow Party

1 week ago

Thanks HTTRNC. I'll do some play testing with the likes of Winds of Rath and Wrath of God

x2sock on Selenia's Shenanigans - Lifeloss

1 week ago

Return to Dust is more expensive but work better than Disenchant in some cases. Any white deck which is not green might want to play Land Tax or Smothering Tithe Some good card draw card which you are missing out on is Phyrexian Arena

Some very good white removals are Path to Exile, Swords to Plowshares and Generous Gift since it can target anything. Vindicate is good aswell but just sorcery speed.

And since you are not playing that many creatures myb include smth like Damnation, Decree of Pain, Plague Wind, Overwhelming Forces, Wrath of God

And that's just me, but i like to throw in a Mana Tithe just to catch some people of gurad, they dont expect a counterspell from a white/black deck.

slashdotdash on 5 color no theme deck

1 week ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

rdean14 on Card creation challenge

1 week ago

Referencing Green's Hexproof, as well as Reality Smasher, using Sphinx of New Prahv's formatting:

Kessig Porcupine

Creature - Beast

As an additional cost to cast a spell that targets Kessig Porcupine, that's spell's controller must discard a card.

3/2


I imagine this would be a solid common in limited formats. Esp. with auras and mutate.


I'd like a card with one short line of text.

I love Armageddon, Murder, and Wrath of God for their epic look. I want a card that would look great like that. Btw, I absolutely hate tjhe fact that the un-keyworded "Bury". Damnation Could look epic just like the Wrath of God before... I digress...

Leonantti on Queen of Disaster

1 week ago

kalfred16 There are so many options for good board wipes, you need to decide which suits your deck and play style the best. Here are some good ones that come to my mind that I often find myself playing:

  • Merciless Eviction = I play this on almost every black and white deck I have, I think offers nice flexibility when paired with other boardwipes.

  • Blasphemous Act = Really solid creature board wipe that you 9/10 times get to cast with the single red mana.

  • Wrath of God / Damnation = The classic white board wipe and its black counterpart, I used to play Wrath of God a lot before they started making other board wipes with other effects.

  • Fumigate = This card is great and I am sad I am not playing it as much as I should because it's amazing when the battlefield is full of creatures and you get to cast that and gain all the life (it once enable me to get back into the game and win, I was almost out of life and then got to replenish my points with it).

  • Cleansing Nova = Also one that offers nice flexibility.

  • Winds of Abandon = White's own Cyclonic Rift, you need to be careful with this since you could end up giving your opponents huge advantage if you cast it careless.

  • Ruinous Ultimatum = A newcomer from the latest set, I have not been able to play it with yet but I love the aspect of "Kill them all!" in it and I think it fits Marchesa's flavor nicely.

  • Tragic Arrogance / Mythos of Snapdax = Hits all players and leaves a single permanent of each type on the battlefield but you get to choose which ones, sometimes really good if opponents have lots of different stuff on the field.

  • Hallowed Burial / Terminus = Sometimes putting all creatures on the bottom of the library is much better than putting them in the graveyard, especially good if your opponents are running reanimator decks.

  • Austere Command = Probably the best board wipe when it comes to flexibility.

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