Vindicate

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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
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Vindicate

Sorcery

Destroy target permanent.

DreadKhan on lonely goth girl

8 hours ago

Axis is your own effect, so it isn't affected by your own Hexproof (this is different than Shroud, see Lightning Greaves), unless you mean you run into that card a lot? If so then Axis won't be as consistent, but you could also consider running Soltari Visionary to blow up Enchantments.

One nice thing about Skullclamp is that you can always put it on your creature that is most likely to be killed, this at least nets you 2 cards if it happens (it also stacks with actual sacrifice effects since it doesn't kill the creature unless it has 1 toughness).

I can see you being iffy about Angel's Trumpet, but my theory was that with your Commander people are almost certainly going to try to swing at one another, because if they don't all their creatures are going to die and give you the only board. Meanwhile, those 1/1s have evasion, so even if most opponents will benefit from vigilance, your creatures might not care because they can still get in (and are then available to block). It might depend on how people in your area play, so no offense taken.

A few you might consider trimming are: Blight Herder, this is a lot of mana for very little value if you can't make the 1/1s. Ironclad Slayer seems like a poor fit to me, when I run stuff like this it's always in my opener! Do you have many cards that care about Ugin, the Ineffable's effect? 6 mana is an awful lot for this effect when Vindicate exists, and the tokens are pretty minor in Commander, I think you need to care about each of the abilities for Ugin to make sense. Is Relic Seeker in here just to find Dowsing Dagger? It seems like it'd be a challenge to actually achieve Renown with Seeker. All That Glitters is often a very strong card, but I'm not entirely convinced you have enough synergy to make it work, is Voltron really a good plan in this deck? Angelic Purge and Bone Shards are pretty 'meh' removal spells for an Orzhov deck, White has the best versatile removal effects by itself, to say nothing of Anguished Unmaking and Utter End, both of those are instants, and neither costs you a body (and both are more versatile). There is also Generous Gift in White, which lacks exile but hits anything. I don't love Celestial Judgement, aren't you likely to have a lot of 1/1s? It's great if you've got Cathar's Crusade out, but it can be pretty bad without it. Piercing Rays seems pretty unimpactful, it has too many limitations for a Sorcery speed effect that costs more than Path to Exile or Swords to Plowshares. I don't like Acolyte's Reward, if you've got lots of White devotion surely you could just block?

Hope some of this helps!

Ersatz_Mageta on Modern 8 rack/ control

1 month ago

Love the idea of Flagstones of Trokair. That can certainly be an addition to the manabase, especially now that I've converted it to a creatureless deck with Smallpox.

I know Fatal Push is a great card, but I just don't know about it in this deck. Besides the fetchlands, I don't know what permanents I'll have leaving the field at instant speed. Honestly, I'd be more inclined for something like Cut Down, but I love the slower, more universal approach of Vindicate and Anguished Unmaking. Vindicate is never a dead draw because in the late game you can always just nuke a land and cut off more resources.

My big question once the cards come in will be how many "rack like effects" will be needed to truly achieve the sweet spot. Urza's Saga just feels like a tutor for a rack, which is nice, but also feels out of place for the lack of artifacts.

wallisface on

3 months ago

This seems pretty decent for a budget brew - so good work!

My thoughts on things to improve are:

Jimmithee on Apple Accessories, Now with Malware

4 months ago

Vindicate for that sweet sweet universal removal

SufferFromEDHD on Tomik's League of Extraplanar Gentlemen

4 months ago

Legions to Ashes, Vindicate and/or Vanishing Verse to round out your Orzhov removal playset

Honor-Worn Shaku turn your planeswalkers into mana rocks

Norn's Choirmaster consistent proliferation

wallisface on Modern Vampire/lifelink

4 months ago

Specifically building around Sorin, I would suggest something like the following:

wallisface on Modern Vampire/lifelink

4 months ago

MotelWifi just to explain why these cards you've mentioned aren't particularly good choices:

  • Merciless Eviction costs a LOT of mana, but as you're a creature deck, isn't good at-all for removing creatures (as it also removes your own). As your opponent won't ever have more than one planeswalker in play (its rare to ever see two), so mana-wise it's much worse than just using Vindicate.

  • White Sun's Twilight again requires a LOT of mana to do anything. With 22 lands you can't rely on drawing more than 4 over the course of a game - which would mean only being able to cast this where X=2, making it do almost nothing. Generally any combos you try pulling-off need to have the vast majority of the cards costing very-low mana, so that you can assemble the pieces easily - requiring both Rhox Faithmender and Sanguine Bond is going to be using a lot of late-game turns, and will likely mean the game is over before you can combine these cards.

  • Sorin, Lord of Innistrad is a good card, but you're only running a single copy, so there is no chance at all of reliably playing it in any given game (if most games last until turn 5-6, which is common for modern, you're only seeing it once in every 5ish games).

If you're planning on building the deck around Sorin, Lord of Innistrad, then I think you want to go down the heavy-interaction route. Sorin has the ability to win the game on his own if given enough time, so you just want your deck to be packed with spells that kill-off your opponents board and waste time, so that Sorin can get as much time to gain incremental value. But also, if you're building a deck around a card, you really need 4-of that card in the deck.

wallisface on Modern Vampire/lifelink

4 months ago

MotelWifi the big problem with your revised list is that your mana curve is still waay too high - decks often can’t justify more than 3-4 cards costing 4-or-more mana, and you’ve got 15. Your revised list also still has almost no 1-mana cards, which means you’ll often be starting a full turn behind your opponent.

And finally, 63 cards might not seem like much over 60, but every card over that 60 number is weakening the deck & making it less consistent.

A good tip for new players for deckbuilding is to pick 9 cards and run 4-of each of those (for 36 cards) alongside 24 lands. The mana costs of those 9 cards should look something like 1,1,1,2,2,2,3,3,4.

For an example deck and/or inspiration, if I were building a White-Black vampire deck, and trying to keep to your budget, it’d look something like this:

Now, this list is by no means perfect, and could still do with more thought, but it covers some important points:

  • the mana curve is efficient/low
  • most cards are run as playsets (4-ofs) to keep the deck consistent
  • the deck is just 60 cards
  • there’s a good selection of turn-1 plays
  • the cards work well with one-another
  • the lands enter untapped, so you don’t lose tempo
  • the deck has ways to both pressure the opponent while also disrupting them
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