Ancient Grudge

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Dandan Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Judge's Tower Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Ancient Grudge

Instant

Destroy target artifact.

Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

seshiro_of_the_orochi on Potassium!!! (Kibo, Uktabi Prince)

1 year ago

beleren2013: Ancient Grudge makes perfect sense here, thanks a lot.

TheMagic_Carpet on Mono-Green Land Destruction

1 year ago

I have a similar decklist, but I tapped into red. I originally did this so I could have access to Ancient Grudge, but it also opened the door for Raze to the Ground and Obsidian Charmaw.

You may consider adding cards such as Mwonvuli Acid-Moss, Rending Vines, Viridian Revel, Deus of Calamity, or even a Bala Ged Recovery  Flip. The first three will add more ramp/card draw. Obsidian Charmaw and Deus of Calamity work as some heavier hitters that fit the theme. Bala Ged Recovery  Flip is also useful if Liquimetal Coating or Myr Landshaper keep getting targeted.

ClockworkSwordfish on

2 years ago

I can't help but notice you have zero ways to deal with noncreature permanents! Trying to win while ignoring them is a possibility, but it would be a major drag to be shut down by something like Meekstone, Teferi's Moat or Grave Pact.

I'd strongly consider making room for a few answers to such cards - some of the premiere choices include Hull Breach, Nature's Claim, Ancient Grudge, Krosan Grip and Shattering Spree. Sticking more to the creature side of things, some good options include Reclamation Sage, Outland Liberator  Flip, Thrashing Brontodon, Viridian Zealot, World Breaker and the blanket-answer Bane of Progress. Hopefully some of these cards can help dig you out of tight situations in the future!

ClockworkSwordfish on The Beasty Boys (Budget)

2 years ago

This looks like a really good, solid kitchen table-type deck! It's always nice to see more of those types of casual superstars.

One choice that stands out to me, however, is Warden of the Chained... he seems like a reasonable "underpriced creature with a drawback," but it's actually quite easy to do better in . The best example is perhaps Gruul Spellbreaker, who can be the same size and mana cost but has some other abilities, too, without the drawback. In my experience, the card is dirt cheap, so budget is no worry!

One other option you might want to consider is having a way to deal with noncreature permanents. It would be shut down by something like Sphere of Safety or Call to the Grave. I think one of the most efficient budget options is Hull Breach, though you might also like the incidental damage from something like Cindervines or Destructive Revelry. Ancient Grudge is also super efficient if you're more worried about artifacts in particular. If you'd rather handle it on the creature side of things, Sunder Shaman and Gemrazer are both solid options!

wallisface on Forged Execution (Gruul Land-Hate)

2 years ago

Nice build! Very juicy!

Some thoughts from looking through the list:

  • As you already mentioned, Shenanigans looks really good here. But I wouldn't necessarily drop Ancient Grudge for it, as Grudge will almost always be a 2-for-1, where as Shenanigans will always be a 1-for-1 (it's just you can have it in hand whenever you want it). Shenanigans is better than all of Destructive Revelry, Smash to Smithereens, and Splinter, so I'd suggest ditching one of them (if it were me, it'd be Splinter.

  • Your land count is really low. A bunch of your cards need for you to be at 3 mana, which you're going to only reach unreliably at 20 lands. I'd suggest going to 22 personally. This will also help you actually get Rust Scarab out too (which I personally think works good as a 1-or-2-of)

  • I'm really unconvinced by Splinter. If you're hosing your opponents boardstate, it usually won't matter whether they have more copies of a particular card in-deck. More often than not, it'll be the instants/sorceries giving you grief rather than the permanents (and Splinter can't hit those). This'd be the card i'd be ditching for Shenanigans as mentioned above. Splinter is a sideboard card at-best.

  • You mentioned on the forum-thread potentially using Voltaic Key, but I don't think this is necessary, as once the engine is going, the untap of the Key is just overkill. Something like Ancient Stirrings might be better suited though, as it gives you a turn 1 play, and lets you grab either additional lands, or grab additional Liquimetal cards (I would suggest staying at 20 lands if you added a playset of Ancient Stirrings).

  • Barrier Breach feels really strong here, though probably just as a 2-of. The cycling is nice if you're in a bad spot, but it's also going to end the game on-the-spot if you have multiple Liquimetal cards in play.

  • I reeaallly don't rate taplands (Kazandu Refuge). They're going to trip you up more often than they're going to help you colour-fix. Personally I'd sooner be running all your lands as basics, than include the Refuge. Only running 2 colours, and nothing needing multiple of a particular-pip you're very likely to be fine just running all basics anyway.

If it were me, I'd be ditching 4x Splinter, 4x Tin Street Hooligan, and 1x Smash to Smithereens, for 3x Shenanigans, 4x Ancient Stirrings, 2x Barrier Breach - but that's just me. You'll have a better idea of whether this sounds viable or nonsense.

MortisAngelus on Sunder Shaman or Rust Scarab …

2 years ago

@wallisface

Shenanigans is extremely interesting... Might cut Ancient Grudge for that one, and re-insert Elixir of Immortality.

Question is also, if it might be better to keep in 2x Voltaic Key instead of having some big hitters.

wallisface on Sunder Shaman or Rust Scarab …

2 years ago

It's pretty hard/impossible to judge either without a list, but I would suggest there are better options than both, by a long way. 5cmc and 4cmc respectively is pretty big, and these guys do nothing on entering the battlefield, so you've given your opponent an absolute TON of time to setup and win before you're enacting any kind of plan (I'm assuming this is the main plan for the deck as I have no other information). On top of that, if you're planning on controlling the board state, you don't need big creatures, you just need to make sure the board is under your control, and then win at your leisure.

So instead, I would suggest you consider some of the following:

  • Shenanigans Lets you destroy whatever you want of your opponents, as many times as you'd like. At 2cmc, you can start peeling-away at every board-piece your opponent has as early as turn 3 - and have a guaranteed 1-destroy-per-turn until your opponent concedes, or you swing for lethal.

  • Gorilla Shaman gives you access to ruining all your opponents non-creature stuff (most notably/easily, their lands), and also provides a body to swing with when the coast-is-clear.

  • Embereth Shieldbreaker is a 1-mana destroy spell, which you can later turn into a creature to deal damage.

  • Ancient Grudge kills 2 artifacts for the price of 1 spell.

  • Reclamation Sage and/or Knight of Autumn can peel back an artifact on entry, provide bodies to attack with, and can be abused with the likes of Ephemerate

  • Also, while Collector Ouphe doesn't specifically destroy an artifact, you can use it to effectively turn off your opponents lands (make them artifacts before they draw), which will certainly help mess up what they're trying to do.

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