Daring Demolition

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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
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Daring Demolition

Sorcery

Destroy target creature or Vehicle.

Control_Train on

6 years ago

I took out Yawgmoth's Vile Offering because I don't think I run the legendaries to support casting it at most points of the game. I also threw in some vehicle hate in the form of Daring Demolition because they're nasty things to deal with sometimes. Also Fatal Push because I found out I had one lol.

saber4734 on

6 years ago

Barrysaurus I appreciate all input. Daring Demolition does not hit artifacts though. Other artifact hate is a good idea. I'll look into it.

stensiagamekeeper on B & B - Zombie Deck

6 years ago

I commented on the first version of this you posted and I like the changes you've made so far. BTW I'll comment on the deck shown not the one you reference in the description because I've already given my opinion on it last time.

A couple of cards I think might be helpful in your deck are Plague Belcher and Festering Mummy. PB is a 3/2 menace zombie with evasion that can be a 5/4 for three in a pinch plus has zombie synergy. FM is surprisinly good against fast aggro and both have incidental synergy with The Scorpion God on top of being zombies. Also if you where going to include a sideboard you could save FM for exclusively aggro matchups as you desperately need spells to play on your early turns.

Speaking of sideboards my suggestions would be Negate and Duress for combo and control, Moment of Craving and Festering Mummy for aggro and auras and Harsh Scrutiny or Aether Poisoner for stompy a.k.a. dinos.

Now on to the more nit picky suggestions: Impale is certainly not a bad card but the fact is there are just better options in standard right now such as Never//Return, Walk the Plank and Daring Demolition even. And, while exile is a nonbo with The Scarab God and The Scorpion God, Hour of Glory and Vraska's Contempt are irreplaceable in getting rid of your opponent's Gods, Rekindling Phoenixs or Angel of Sanctionses. I'd suggest swapping a Mountain for Island so your opponent can't cut your on blue with Field of Ruin. Also I'd use Supreme Will over Disallow as because it'd be easier to cast with your budget manna base and the restriction isn't that big a deal. If your opponent can pay it is late enough in the game that you should probably wait for something big enough that they can't or just use it's second mode to dig for Bolas or something.

Anyway, that's all from me. Have fun testing.

Hi_diddly_ho_neighbor on Rivals of Ixalan Spoilers

6 years ago

I believe Impale is more geared toward limited (like Daring Demolition) where it is very strong. So please pass them my way!

RobotCowhand on

6 years ago

Daring Demolition is basically pay 4, destroy a creature. I don't ever think I've seen a vehicle in a game of EDH.

I'd look to put a removal effect on a Power 2 creature so Alesha can bring it back.

Banewhip Punisher - Recur it from graveyard, then pay 1 black, sac it to kill a creature. Mad value!

Big Game Hunter - Discard from hand, pay 1 black, kill a power 4 or greater creature. Then recur later in the game.

Final-Sting Faerie - More situational

Garza's Assassin - Amazing. Bring back with Alesha, sac it, kill a nonblack.

Nekrataal - same deal as above

Murphy77 on

6 years ago

Nightmare is an interesting addition to a zombie deck. I would want a minimum of 2 each of Relentless Dead and Cryptbreaker in a deck like this, and would prefer Never over Lethal Sting and Daring Demolition. I suppose that my biggest concern would be the mana-curve - just too many high cmc cost cards and nothing to play or protect you in the first 4-5 turns.

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