My picks for the 5 best removal spells in the format with a lengthy explanation on how I choose them. Patreon / edhdeckbuilding TCGPlayer Affiliate Link www.tcgplayer.com/?...
I actually think that the best removal changes depending on your theme. For example, you'd rather have Reclamation Sage in your Elfball deck than Nature's Claim. But it is the other way around for a Rashmi deck.
On the subject of Damn: Damn is objectively terrible as spot removal - instead, it should always be slotted as a Wrath of God and with the expectation of casting it that way. So why bother with it as opposed to Wrath of God? First, Dark Confidant. Ad Nauseum. This is a minor point, but using spells that cost you life to draw cards in this way make picking up your board wipe slightly less expensive. Two life instead of four can afford the flexibility to go one card deeper. Second, because it costs two. Many of the most potent spells in Orzhov+ are two mana. You reference Despark, Vanishing Verse, and Assassin's Trophy across your videos. All of these can be specially tutored with cards like Spellseeker and Shred Memory. Damn having a cost of two allows you to access a creature wipe with tutors like those. Without a doubt, your removal list covers 'target permanent' well. Sometimes eliminating a multiplayer swath of creatures it what you need, and Damn makes a premier choice in Orzhov for that need.
I hear Winds catch so much hate but when it leaves no blockers for a board wide alpha strike, do the TAPPED LANDS matter? No lol, so glad there are people who appreciate that aspect of Winds of Abandon!
Winds of abandon is Super duel edged though Lets say a nasty Krenko, Mob Boss has a field of…103 goblin TOKENS Cast overload WoA, they get every basic land out of their deck and bam 💥 nothing but gobbos coming out You set them up for whatever they want Unless you happen to Armageddon them afterwards but that’d be a dik move… Imo
I always hate it when people keep claiming white is the color of removal because it "have the most board wipes". Like yeah, it does have the most board wipes but in a game of commander, you don't need to rely on board wipes for removal. Sometimes it is not always the best idea to play a board wipe such as if your opponent is playing an aristocrat commander. I like that this video is pointing out how there are good removal options in other colors even if you are not playing white. White simply have the most variety in terms of removal, but it does not mean that other colors are lacking in removal options. This is why I always tell new players who are getting into commander that white is not the definitive color for removal and that you can still answer other player's threats if you are playing a different color. People should really stop saying white is the color of removal because it shows that they know absolutely nothing about the colors of magic since white does not have a monopoly on removal.
In my opinion anguished unmaking is better than beast within/ generous gift, exile is so much better and I can count on one hand how many times I have used them to remove a land
@@dimagi7864 Anguished Unmaking deals with everything except land, and it exiles. I'd much rather use wasteland and strip mine to deal with lands anyway. In decks that can run it, I'd personally always run Anguished Unmaking over Generous Gift.
@@earthbowser1493 I mean same, you just can't discount the value of Beast Within. It's a great card if you don't have access to Anguished or Assassin's Trophy
Great selection! I just personally value the exile too much to play a lot of "destroy" effects. Destroyed permanents have a tendency to return really quickly, if they are indeed removable with such effects at all.
One other flexible but underrated removal spell for me is Oblation. The secret to Oblation and Chaos Warp is really knowing when to fire it off. Oblation is for those moments where you just want to stop someone from winning or stop yourself from losing. Other times, when I'm pinched for draw, I might chump block with a creature and shuffle it away to draw two. Still pretty versatile.
You def gave me some food for thought…soon as you where like damn is meh…I was like heyyy now….love that card. I will still play it but you def got me thinking from a fresh pov! Great content as always demo.
I think you undervalue Damn. Your arguments against it could be used against literally any charm & command spells, but the whole point is the flexibility of it. Also the fact that it's technically CMC 2 makes it a lot easier to go tutor with various cards.
Nah man. I agree with you. I do think that counterspells should be counted as "spell removal" that hits pretty much everything. In your Aetherflux/Craterhoof example, any counterspell takes care of the problem as well, and they're done. You have to leave mana up, but you also have to leave mana up for using your removal at instant speed as well.
I was going to say this same thing. I would rather counter Craterhoof than Stifle it. You have to play both at instant speed anyways and you’re in blue. Same with Aetherflux. They’re likely to cast Aether when they’re ready to use it so you have to stifle it anyways so why not just counter it? You’re in blue.
@@BstFrmThEst I kinda agree, but also, them taking out someone else with aetherflux is a possibility. Pretty funny if they have say 117 life and down to 3 players and they take someone else out first. Granted that is a very niche example, and in the case where they target you first, they may just blast you again and go down to 17 anyway.. but sometimes it’s best to let a threat remain while it’s not threatening you.
You the guy that love control. OFC you will not like Damn. Its great for aggro - remove blocker, swing for letal and a wrath as a panic button. Agree with all other commenters, removal depends on a deck.
I get why you find Stifle so attractive, but I think it is too situational. Most of the time, you don’t want to counter the effect of a permanent because it will be able to activate it again. Of course ETB don’t work like that (Except for blinking/recursion), but there are a lot of cards with triggers which need to be answered. Just countering the trigger once wont help alot. Which is why spot removal is more attractive for me. If it can exile, even better, no recursion shenanigans.
Crush contraband, force of vigor, curtains call, winds of abandon, settle the wreckage are among my favorite to play because you always get 2 for 1 at worst.
Great Insight, Demo! What are your thoughts on Wild Magic Surge? it's 2 Red, which ofc limits it heavily, but for mono Red it's a staple in my opinion.
@@N1ghthavvk yes absolutely! But in Mono Red, you take both :D Opinions on red elemental blast and pyroblast? i kinda like them but too situational, hence why i don't have them in my Krenko Deck right now..
@@SteakOSaurier Those honestly depend on your playgroup. I put them in, because I have many blue decks in my meta. But you might not regularly encounter them. They're worth it if there's one blue deck though, so it's a pretty safe assumption in most cases.
once upon a time I was attempting a Umbral Mantle combo and it was hit by Wild Magic Surge but the only other Artifact I have in the deck is Staff of Domination the look on his face when he realised that my deck does not even have Sol Ring p.s. I was playing elf lol
@@SteakOSaurier pyroblast is definitely the better of the two and I’d advocate for running it, it lets you counter/destroy blue stuff in red and it does have the super corner case of being able to target non blue things if that were to ever be relevant (phantasmal image maybe?)
For me, I feel like almost every game had some golgari graveyard recursion. It's frustrating and annoying. Exile is so much more important to me. Destroy spells are often a boon for your opponent rather than a problem. Thats just my 2 cents.
@@edhdeckbuilding yes, but graveyard hate isn't always useful, not everybody has graveyard recursion, making the cards unhelpful. Additionally, graveyard hate is relatively easy to get through other means by accident, like through lands. Exile cards are good for those that have graveyard recursion, but still work fine for those that don't. So sure, while that is important as well, exiling is more versatile than destroy effects, especially for when they have stuff that can get those creatures back the same turn you destroy them like meren or any just abaout any reabimation spell, then you need to have both a destroy spell and a graveyard hate option at the same time and that can be hard to pull off. It's just a more versatile option that works as preliminary graveyard hate and as removal in one card, rather than 2. Not to mention it gets past "when blank dies/is destroyed" effects, again, i.e. meren, boss's chauffeur etc. And then those pesky cards that can be cast from the graveyard again, some of which at instant speed in response to your graveyard hate. Also, indestructible, shield counters, and regeneration are all too common now.
I had a similar discussion with a friend but it was more about the concept of too many Indestructible creatures in the format (I don't mind regenerate since it is balanced with an activation cost) could lead to Destroy effects becoming useless in comparison to Exile effects, if I can I opt for Exile effects more often than Destroy in Commander but when it comes to recursion decks remove the Graveyard and watch their expression as you do: yum :P
I’ve been a fan of Reduce to Memory lately in my monowhite deck as it’s not too far off from generous gift or skyclave apparition, which both see tons of play. Sure it’s sorcery speed and can’t hit lands, but it can exile everything else for the same cost. Super underrated
what about playerremoval? Do they count as best removals for you? cause i would put them on top of every other removal ofc some are very situational like Rakdos Charm or Last Stand (that btw works well with Urborg, Tomb of Yawgmoth) others just do the job directly like Door to Nothingness :)
You can't pay two alternative cost, it's one or the other, so if you pay it for life point with bolas citadel, you can't overload it. It would be different if it was an additional cost. Let's say you want to play a skyclave shade with bolas citadel, you could play it for the alternative cost of 2 life point, while still being able to kick it for 2B. Rule of thumb: One alternative cost, as much optionnal cost as you want.. In the other hand, you can overload it when you play it from exile, exactly like you could do it if it was in your hand. Playing from exile is not an alternative cost.
I will say this reveals a lot of what general level of play your playgroup is generally at, as I have yet to even play a game with aetherflux or craterhoof behemoth in anyone's deck, and far more often a creature is what causes the death of the players on board at my games, either via it's passive effects or via keyword overloading from voltron's. This is likely the biggest reason that so many of the best removal spells are considered to be cheap creature removal, as the majority of commander deck's I've seen rely on having a commander giving some kind of large passive or triggered effect, and while Stiffle is amazing against a single massive trigger, ir is effectively terrible against decks based around getting consistent strong triggers or just passive abilities. And adding basic lands in exchange for your removal can be really awesome, it is effectively ramping your opponents (unless you got rid of a land), which if you are playing generally low cmc cards and trying to do games that last only until turn 6-7, yes it's not going to matter much, but if your talking games that go to 11+ that ramp likely mattered an incredible amount.
wow really? i don't play in high powered pods at all. craterhoof is 8 mana and requires a huge board presence to be good and aetherflux reservoir requires 50 life to only kill one player, so i don't consider either of them to be particularly high end.
in my playgroup, the strongest removal has been bounce cards, due to how hard it is for most colors to counter them. teferis protection and eerie interlude are some of the only cards that can save you without counterspelling, and massbounces tend to be more onesided than other board wipes.
I feel like it's not correct to look at Modal spells as only the individual parts rather than looking at them in context. Damn is a decent board wipe when you need a board wipe and decent targeted removal when you don't, the versatility when using the card adds a lot.
In my Abzan+ (like 5c) decks i like also Mythos of Nethroi In my Esper+ (like 5c) decks i like also Void Rend i would play those two before Chaos Warp with acess to those colours, yet after your top4 ;)
Agree with you on Damn, for me to use the option of single target, the sorcery is simply too much of a drawback, which leaves this as a wrath of God, much better removal...
I really think swords and path are top tier removal.. I know hitting just creatures is not very versatile, but commander is a game where everyone is building a deck centered about a legendary creature. So many decks generate infinite amounts of value with that one creature and swording it for 1 will often generate so much of a tempo gain, that it can shut their strategy down.
Exiling will always be the better option but I love Assassin's Trophy, which I use in my black and green spider tribal deck. I usually only have to use it on enchantments and artifacts since my creatures have high toughness.
I would've put them both at number 1 n then freed up another slot for a 6th card to come in behind Chaos Warp n take 5th place. Green has decent removal in EDH where u can spend more cuz for yrs it has a lot of non creature permanent removal n spurts of permanent removal but white usually gets "artifact or enchantment" removal n usually situational creature removal outside the 60 card format allstars of Swords n Path but white does get a lot of board wipes to cover their crP spot removal for creatures
I like Feed the Serpent. It exiles at instant speed, hits planeswalkers as well as creatures, and is budget friendly. It’s one more mana than Murder but does so much more.
I think Unexplained Absence should be here. 4 mana to deal with three problems at instant speed is very efficient. Same for soul shatter. I'm not sure if that meets your definition of spot removal.
I agree that Damn is pretty average. Yeah it's modal, but in a control deck you would rather have a better boardwipe, in some sort of aggro strategy you'd rather have a selective board wipe that can leave your field alone, in voltron you'd rather have a wipe to leave one creature on board. There might be a perfect deck for it, where you'd cast it for each mode close to 50% of the time and it's worth it, but should not be on any best list in my book. Pretty much agree with your list as well, would put Trophy at 1 just because it's two mana and color fixing in Commander is super easy.
New to commander honestly wish the list was longer with the recommendation of 10-12 single removal feels like I can't get the places 12-6 removal spells 😅
In dealing with commanders, I'm finding I like Witness Protection more and more. As decks get faster, and powerful legendaries get cheaper to cast, it's like you need a more permanent removal option. Now granted this doesn't make the list against all permanents, but it's a pretty darn good solution to dealing with a pesky commander who come back cheap. Yuriko, anyone?
I can definitely see not having Damn as an auto-include in Orzhov decks by any means but I personally have very much enjoyed the flexibility of it. Basically at any point in the game if you draw Damn there will be a good use for it in either mode depending on the board state. Would it be better at instant speed? Sure. Would it be nice if it hit all permanents? Sure. But creatures are the most relevant card type in the format. And if those things were true the card would be pretty pushed and easily 20+ dollars right now and need a reprint constantly just like assassin's trophy.
Hi Demo, since i don't have discord and what not i'm going to ask you through here and hope for the best. I have a question about stacking, specifically with the "split second" mechanic. Here is the sitrep: My opponent has a bunch of 1/1 and 0/1 tokens and plays 'Goblin Sharpshooter' and 'Goblin Bombardment'. So next turn will be the end of me. I Play mono black. In my hand I have 'Black Sun Zenith', 'Feed the swarm' and 'Sudden Spoiling' with the "Split second" mechanic. He passes the turn and gloates. How do i stop him? Can i still win? What is my move order here? and can i win if my opponent's creatures have haste? Hopefully you read this or maybe someone else knows?
It depends on how many tokens they have vs. your life total. Say you have 20 life and they have 15 tokens plus the Sharpshooter. If you lead with Sudden Spoiling they can't respond with Sharpshooter/Bombardment to kill you. You can then cast Black Sun's Zenith to wipe the board, however your opponent will sacrifice their 0/2 creatures to bombardment and deal 16 damage to you. Then you could Feed the Swarm the enchantment and lose two life. The whole board is gone and you're at 2hp. The order of the last two doesn't matter. But if Sudden Spoiling is first, no abilities can be activated until it's resolution, importantly the Sharpshooter. You could still be SOL based on their token count or if they have damage next turn.
@@caden8592 Allright that makes sence, thanks! And say if i have 'Vedalken Orery' on the board and i can play both my sorcery's on instant speed. Does that make a difference? I don't think i can get around the goblin bombardment right?
@@EvertfromNederland I don't think it makes a difference here, since the opponent can also activate Bombardment at instant speed. I could be wrong, though! Hope this all helped
@@caden8592 It does. I guess the confusement comes from the split second rule. "Cant activate ability's" And than i figured; well sacking a creature to the goblin bombardment is also an activated ability because there is an activation cost before a colon. so i thought i could get around death by tokens. Edit: for once
Play Tale's End over Stifle! Yes it's 1 more mana but let's you counter a commander or big scary legendary, worth the flexibility & still a decently cost counter.
Down on Damn? Hard disagree on that! I like having the option of board wipe and targeted removal in the same card. Love your vids though. You have done some serious damage to my wallet with all your great recommendations!
I am not a fan of swords either, I don't run it in any of my decks. I'd rather paying 2 more for more flexibility that being said, swords is abit more versitle than stifle
I never see aetherflux outside of some kind of infinite life combo, so indeed, stiffle won't do much in this case. In my opinion Stifle is a pretty meh card most of the time. Yes it can occasionnaly deny a craterhoof, but most of the time it will just sit in your hand, because it's too narrow and don't do enough... I'd say you are pretty much always better running a counterspell instead of stiffle, really. Couter the menace even before it can activate it's ability... I'm not on board with your observation that path is better than sword. If i had to choose between the two, i almost, almost always pick sword. Ramping your opponent is almost always worse than giving him a few life (Especially in early game where removing a commander while giving it's controller the mana he need to replaying it is a bummer) . I can't count on my opponent being bad at deckbuilding to make my removal good, because he forgot to put a few basic in his deck.... And even if, objectively the removal you propose for your top 5 are great, no doubt about it, there's a case to discuss about narrower removal that cost less, because it's much much easier to keep one mana open to play sword or nature claim then to keep 3 for beast within, without hindering your game plan... Sword is good because it's damn efficient, and particularly in commander there will be at least one relevant creature to target on every player side.... In the same vein, i like to have in my deck some cheap board wipe like damnation, toxic deluge or damn, because i want to be able to tutor and play them immediatly if needed. Most of the wider board wipe cost 6 or 7, making it a lot harder to pull out of your deck and play on the same turn...
How often do you lose games to something that is not a creature? LOL My Blue FBLTHP deck is all about winning without attacking (if I can). Last night I created a Evacuation loop and continually was able to wipe the board on opponents end step, play archeomancer on my turn and do it all again vs Karametra vs Jetmir. People at FNM regularly react the same way when they see FBLTHP: Meh, that's your commander? Haha. I love how people underrate certain commanders like if I used Teferi, Talrand, Urza, the usual Blue commanders it not only draws heat but people get a general idea of what your about. People have yet to properly guess what ol'FBLTHP is up too and focus on others as a result of ''bad'' threat assessment #ClassicBlueTactics :p
Green is literally "helmet" it has everything spot removal, counter, draw, board wipes, ramp, obnoxious creatures etcetc. Playing green is just effortless.
@@edhdeckbuilding for creatures mostly flying hate, but it has some artifact enchantment wipes and then there's the great aurora. 9 to restart the game
I don't have any particular feelings towards damn. It's a good card for what it does and it deals with aggressive board states fine enough, should the need arise. Swords to plowshare is just too good to not add in a white commander deck. It deals with a problematic creature or a creature that is guaranteed to give an opponent the win, and the 'downside' that the card has is negligible in commander. I understand your take on going after permanents and the flexibility of the removal spell, but it doesn't reflect the need for efficient removal. Sure, there is president for going after enchantments or artifacts or the occasional land, but the biggest threat is going to be creatures first. To that end, spending three mana to destroy/exile them is a fair amount to pay for , even in a commander format.
Chaos warp is one of the best for me. For the simple fact that’s it’s in red. I play a lot of mono color decks and I always love cards that can remove a card type that my color can’t really deal with normally. Like enchantments when I play mono black or red.
Stifle is a bad card you'd be better off putting a hard counter spell to stop the craterhoof. Aetherflux has to stick for a minute in Order to accrue any value. Swords is great because it's cheap and it's purpose isn't to stop a wincon like a craterhoof or a thassas oracle, or a dockside. it's meant to deal with threats the have to stick on the battlefield like orcish bowmasters, esper Sentinel, dark confidant or an enemy commander. As far as the list goes I think deadly rolluk should be on this list just for the sheer fact that it's free and it exiles also snuff out and that other one for 1 and 2 pyrexian black. Those see play in almost every deck that can play them also March of swirling mist, pongify and rapid hybridization for some honorable mentions but I can't complain too much because I use all of these cards
so everything you just said applies to stifle. ironic that you don't see that. cheap and deals with stuff already on the battlefield, just like swords. also the fact that you say that a dark confidant needs to be dealt with tells me you don't play alot of commander.
@edhdeckbuilding the fact that you lose to craterhoof and aetherflux more than anything else tells me you don't play a lot of commander. And no I'm not proving your point the fact that stifle is played in less than 1% of decks that can run it speaks for itself. It's too specific of a card to run. If you really don't think confidant is a kill on site card that also speaks to your skill level. Cedh mentality don't let your opponents get ahead, whether it's rhystic, Mystic, confidant or Sentinel any card advantage your opponents get is bad for you
@edhdeckbuilding there's more opportunity to use a Swords than a stifle was the point I was making not just that it was cheap you have to count on having the stifle at the right time otherwise it's dead card Swords is almost never a dead card
@@shikaku_ stifle is never a dead card. in fact there is way more opportunities to use it in a commander game than a swords. any triggered or activated ability. that happens a hundred times in every commander game. i don't think you've thought this through.
@@shikaku_ dude who has his own commander channel with 50 subs doesn't play alot of commander? okay now i know you're just trying to be inflammatory. please go away now, i don't argue with trolls.
I really cannot agree with yours opinion that "Land" is nothing... even more saying that LAND is worst, then life ?? Gving Land is a RAMP and CA ... sure most of time it will be Ramp in later game - but not always (if you see enemy competed his "engin" on Turn 3 or 4... i would want to remove creature that is part of that engin... and on that turn extra LAND can be crucial...) ... on top of that, ther are a lot of deck that "wants" to have more lands even in late game... (Landfall decks etc.). Sure a lot depends on "yours" meta (like the stuff with Stiffle vs. Swords... its 100% meta dependent ). The same is that you can "count" that enemy will have no basics... i alwasy build deck the way to HAVE at least 2 basic of each color i play... (maby in 4-5 colors decks i will get less) - just becose of a lot of this efects that give "free" ramp + Blood Moon etc. Its my meta - maby in yours people dont play this type of remuval, blood-moon is not a problem and people dont use ANY basics :) Ps. I still agree that Assasins Trophy is BEST remuval :D Ps2. I really like Vindicate becose of its option to hit evrything:) For sure Sorcery makes it weaker then TOP5 you showed - i still put him in all my Orzhow decks ;P Ps.3. I agree that creature point remuval is this days to "small" - i still love the 1 mana remuval (Swords and Path) - but.... I only would play both of them in mono White Deck :D In any other i play 1 or 0 (and I prefer to play Swords ;)). Problem is - what i think you didnt say directly in video - that most "creature" decks this days are WIDE strategy (Tokes etc.) - where Point remuval dont do enought to stop them.... Ps.4 . I miss two "mentions" (dont say the shoud be TOP5 - but TOP10 yes) ; A) - Winds of Abandon - this is better DAMN in my opinion. Yes it gives Land (and for You its even smaller downside then for me) but Exile and option to HIT all ENEMY (NOT YOURS) Creatures is crucial :) B) Abrupt Decay - i love this card. Yes i know it cannot hit lands, and only CMC3 or less - that is a problem for sure. But this days "cannot be countered" i think is masivly underrated mechanic :) This is remuval that deal with near all problem until turn 4-5 th... In current meta its like 60-70% of game time :D You just really need to know "cards" to get when to use it... (really killing even mana dork can be worth it ;) .
Your argument against Damn doesn't persuade me. It's not just its modality, but also the mana value of those modes. Yes, sorcery speed is a drawback, but we can't have everything. To your point of hitting "more than one thing," Damn gives one the luxury of accomplishing more than one thing--performing either spot removal or resetting the board.
The stifle to aetherflux resevoir is pointless because if they can't activate the pay 50 life 4 or more times they are playing it wrong. Chaos warp sucks. Too many magic players are grifters and it often times give them something better. I have never used a chaos warp to a positive. Killian is my orzhov deck where junk removal suddenly because great removal when you now pay 2 less for all your creature removal.
I know this is unnecessarily picky, but it bothers me how many people rank two colored cards lower because they don't go in as many decks. I realize most channels are dedicated to judging staples in a vacuum to be more marketable and even on a channel focused on doing things outside the norm this is a removal staples video, but I think a perspective that judges cards based on the decks they go in (rather than how many) is sorely lacking on UA-cam. I'm not saying its your responsibility to be that perspective, I'm just mentioning it because I think its in line with your other content.
I don't understand why people just like to play the same 100 or 150 cards in all their commander decks. It's like limiting your own experience and creativity. I am not saying they are wrong for that but the point of the game is to play fringe and jank cards so try it. EDH is a singleton format, go for flavor, synergy or any other route to build your decks but just staples is very boring.
Right? In my Fain the broker I run the "not eficient" removal that gives me food/blood/treasure tokens.... because even if it is one more mana, it stills gives me fuel for the whole deck to function.... I try to keep my removal, draw and ramp aligned with the overall strategy of my decks, and even then 90 percent of my decks have a mana curve of 2.9 or less....
I actually think that the best removal changes depending on your theme.
For example, you'd rather have Reclamation Sage in your Elfball deck than Nature's Claim. But it is the other way around for a Rashmi deck.
Nah, I would include both. Nature’s claim is too good not to include in any mono green deck, but I see what you’re saying.
I think the comparison between swords and stifle doesnt show that swords is worse than you thought, but that stifle is better than most people think
On the subject of Damn:
Damn is objectively terrible as spot removal - instead, it should always be slotted as a Wrath of God and with the expectation of casting it that way. So why bother with it as opposed to Wrath of God?
First, Dark Confidant. Ad Nauseum. This is a minor point, but using spells that cost you life to draw cards in this way make picking up your board wipe slightly less expensive. Two life instead of four can afford the flexibility to go one card deeper.
Second, because it costs two. Many of the most potent spells in Orzhov+ are two mana. You reference Despark, Vanishing Verse, and Assassin's Trophy across your videos. All of these can be specially tutored with cards like Spellseeker and Shred Memory. Damn having a cost of two allows you to access a creature wipe with tutors like those.
Without a doubt, your removal list covers 'target permanent' well. Sometimes eliminating a multiplayer swath of creatures it what you need, and Damn makes a premier choice in Orzhov for that need.
I have been really loving overload removal spells. We all know cyclonic rift, but mag mortars and winds of abandon are underplayed.
Mizzium mortars****
Love winds cause it gets things OUT OF MY WAY
vandalblast is just pure epicness
I hear Winds catch so much hate but when it leaves no blockers for a board wide alpha strike, do the TAPPED LANDS matter? No lol, so glad there are people who appreciate that aspect of Winds of Abandon!
Winds of abandon is Super duel edged though
Lets say a nasty Krenko, Mob Boss has a field of…103 goblin TOKENS
Cast overload WoA, they get every basic land out of their deck and bam 💥 nothing but gobbos coming out
You set them up for whatever they want
Unless you happen to Armageddon them afterwards but that’d be a dik move…
Imo
I always hate it when people keep claiming white is the color of removal because it "have the most board wipes". Like yeah, it does have the most board wipes but in a game of commander, you don't need to rely on board wipes for removal. Sometimes it is not always the best idea to play a board wipe such as if your opponent is playing an aristocrat commander. I like that this video is pointing out how there are good removal options in other colors even if you are not playing white. White simply have the most variety in terms of removal, but it does not mean that other colors are lacking in removal options. This is why I always tell new players who are getting into commander that white is not the definitive color for removal and that you can still answer other player's threats if you are playing a different color. People should really stop saying white is the color of removal because it shows that they know absolutely nothing about the colors of magic since white does not have a monopoly on removal.
In my opinion anguished unmaking is better than beast within/ generous gift, exile is so much better and I can count on one hand how many times I have used them to remove a land
Beast Within deals with anything, not just creatures.
@@dimagi7864 Anguished Unmaking deals with everything except land, and it exiles. I'd much rather use wasteland and strip mine to deal with lands anyway. In decks that can run it, I'd personally always run Anguished Unmaking over Generous Gift.
@@earthbowser1493 I mean same, you just can't discount the value of Beast Within. It's a great card if you don't have access to Anguished or Assassin's Trophy
Great selection! I just personally value the exile too much to play a lot of "destroy" effects. Destroyed permanents have a tendency to return really quickly, if they are indeed removable with such effects at all.
It's also very nice when you have to deal with an indestructible card as well as blanking indestructible cantrips
One other flexible but underrated removal spell for me is Oblation. The secret to Oblation and Chaos Warp is really knowing when to fire it off. Oblation is for those moments where you just want to stop someone from winning or stop yourself from losing. Other times, when I'm pinched for draw, I might chump block with a creature and shuffle it away to draw two. Still pretty versatile.
You def gave me some food for thought…soon as you where like damn is meh…I was like heyyy now….love that card. I will still play it but you def got me thinking from a fresh pov! Great content as always demo.
I think you undervalue Damn. Your arguments against it could be used against literally any charm & command spells, but the whole point is the flexibility of it. Also the fact that it's technically CMC 2 makes it a lot easier to go tutor with various cards.
Always like your insight Demo, curious if you've got any new deck techs planned
Great conversation 👌
Nah man. I agree with you. I do think that counterspells should be counted as "spell removal" that hits pretty much everything. In your Aetherflux/Craterhoof example, any counterspell takes care of the problem as well, and they're done. You have to leave mana up, but you also have to leave mana up for using your removal at instant speed as well.
I was going to say this same thing. I would rather counter Craterhoof than Stifle it. You have to play both at instant speed anyways and you’re in blue. Same with Aetherflux. They’re likely to cast Aether when they’re ready to use it so you have to stifle it anyways so why not just counter it? You’re in blue.
@@BstFrmThEst I kinda agree, but also, them taking out someone else with aetherflux is a possibility. Pretty funny if they have say 117 life and down to 3 players and they take someone else out first. Granted that is a very niche example, and in the case where they target you first, they may just blast you again and go down to 17 anyway.. but sometimes it’s best to let a threat remain while it’s not threatening you.
You the guy that love control. OFC you will not like Damn. Its great for aggro - remove blocker, swing for letal and a wrath as a panic button.
Agree with all other commenters, removal depends on a deck.
I get why you find Stifle so attractive, but I think it is too situational. Most of the time, you don’t want to counter the effect of a permanent because it will be able to activate it again. Of course ETB don’t work like that (Except for blinking/recursion), but there are a lot of cards with triggers which need to be answered. Just countering the trigger once wont help alot. Which is why spot removal is more attractive for me. If it can exile, even better, no recursion shenanigans.
Crush contraband, force of vigor, curtains call, winds of abandon, settle the wreckage are among my favorite to play because you always get 2 for 1 at worst.
Great Insight, Demo!
What are your thoughts on Wild Magic Surge? it's 2 Red, which ofc limits it heavily, but for mono Red it's a staple in my opinion.
Yes, though I'd still rate Chaos Warp higher, because it doesn't always lead to them getting something in return.
@@N1ghthavvk yes absolutely! But in Mono Red, you take both :D
Opinions on red elemental blast and pyroblast? i kinda like them but too situational, hence why i don't have them in my Krenko Deck right now..
@@SteakOSaurier Those honestly depend on your playgroup. I put them in, because I have many blue decks in my meta.
But you might not regularly encounter them. They're worth it if there's one blue deck though, so it's a pretty safe assumption in most cases.
once upon a time I was attempting a Umbral Mantle combo and it was hit by Wild Magic Surge but the only other Artifact I have in the deck is Staff of Domination
the look on his face when he realised that my deck does not even have Sol Ring
p.s. I was playing elf lol
@@SteakOSaurier pyroblast is definitely the better of the two and I’d advocate for running it, it lets you counter/destroy blue stuff in red and it does have the super corner case of being able to target non blue things if that were to ever be relevant (phantasmal image maybe?)
i had someone chaos warp my volo and i got a mana reflection off the top, it was awesome
For me, I feel like almost every game had some golgari graveyard recursion. It's frustrating and annoying. Exile is so much more important to me. Destroy spells are often a boon for your opponent rather than a problem. Thats just my 2 cents.
i think you're making a better argument for graveyard hate.
@@edhdeckbuilding yes, but graveyard hate isn't always useful, not everybody has graveyard recursion, making the cards unhelpful. Additionally, graveyard hate is relatively easy to get through other means by accident, like through lands. Exile cards are good for those that have graveyard recursion, but still work fine for those that don't. So sure, while that is important as well, exiling is more versatile than destroy effects, especially for when they have stuff that can get those creatures back the same turn you destroy them like meren or any just abaout any reabimation spell, then you need to have both a destroy spell and a graveyard hate option at the same time and that can be hard to pull off. It's just a more versatile option that works as preliminary graveyard hate and as removal in one card, rather than 2. Not to mention it gets past "when blank dies/is destroyed" effects, again, i.e. meren, boss's chauffeur etc. And then those pesky cards that can be cast from the graveyard again, some of which at instant speed in response to your graveyard hate. Also, indestructible, shield counters, and regeneration are all too common now.
I had a similar discussion with a friend but it was more about the concept of too many Indestructible creatures in the format (I don't mind regenerate since it is balanced with an activation cost) could lead to Destroy effects becoming useless in comparison to Exile effects, if I can I opt for Exile effects more often than Destroy in Commander but when it comes to recursion decks remove the Graveyard and watch their expression as you do: yum :P
I’ve been a fan of Reduce to Memory lately in my monowhite deck as it’s not too far off from generous gift or skyclave apparition, which both see tons of play. Sure it’s sorcery speed and can’t hit lands, but it can exile everything else for the same cost. Super underrated
what about playerremoval? Do they count as best removals for you?
cause i would put them on top of every other removal ofc some are very situational like Rakdos Charm or Last Stand (that btw works well with Urborg, Tomb of Yawgmoth) others just do the job directly like Door to Nothingness :)
Nature’s claim, Deadly Rollick, Swords to Plowshares, Force of Vigor, Assassin’s Trophy.
Can you overload a cyclonic rift or Mizzix's mastery if its on the top with Bolas's citadel or exiled with impulse draw?
You can't pay two alternative cost, it's one or the other, so if you pay it for life point with bolas citadel, you can't overload it.
It would be different if it was an additional cost.
Let's say you want to play a skyclave shade with bolas citadel, you could play it for the alternative cost of 2 life point, while still being able to kick it for 2B.
Rule of thumb: One alternative cost, as much optionnal cost as you want..
In the other hand, you can overload it when you play it from exile, exactly like you could do it if it was in your hand. Playing from exile is not an alternative cost.
I think it would be cool if this kind of video had a choice for every colour :D
Thoughts on wild magic surge? I personally really like it for my mono red decks
i think that chaos warp is better, but i put both in my mono red decks because mono red is happy for any removal lol
more enchantment removal in red is always welcome to me. I definitely run it in addition to chaos warp
I will say this reveals a lot of what general level of play your playgroup is generally at, as I have yet to even play a game with aetherflux or craterhoof behemoth in anyone's deck, and far more often a creature is what causes the death of the players on board at my games, either via it's passive effects or via keyword overloading from voltron's. This is likely the biggest reason that so many of the best removal spells are considered to be cheap creature removal, as the majority of commander deck's I've seen rely on having a commander giving some kind of large passive or triggered effect, and while Stiffle is amazing against a single massive trigger, ir is effectively terrible against decks based around getting consistent strong triggers or just passive abilities. And adding basic lands in exchange for your removal can be really awesome, it is effectively ramping your opponents (unless you got rid of a land), which if you are playing generally low cmc cards and trying to do games that last only until turn 6-7, yes it's not going to matter much, but if your talking games that go to 11+ that ramp likely mattered an incredible amount.
wow really? i don't play in high powered pods at all. craterhoof is 8 mana and requires a huge board presence to be good and aetherflux reservoir requires 50 life to only kill one player, so i don't consider either of them to be particularly high end.
I use these additional ones in Blue
Resculpt and March of Swirling Mists
Love those too, and also added to some of my decks the new one from new capenna to phase out creatures or save my commander (Slip out the back?)
in my playgroup, the strongest removal has been bounce cards, due to how hard it is for most colors to counter them. teferis protection and eerie interlude are some of the only cards that can save you without counterspelling, and massbounces tend to be more onesided than other board wipes.
In metas with lots of cheap etb creatures, mass bounce can be actively bad for you though.
Red Elemental Blast and Pyroblast would counter those most of the time haha XD
@@wbw911 true!
I don’t play pure stifle that often, but I play repudiate / replicate and the first mode has saved my ass a few times
I feel like it's not correct to look at Modal spells as only the individual parts rather than looking at them in context. Damn is a decent board wipe when you need a board wipe and decent targeted removal when you don't, the versatility when using the card adds a lot.
In my Abzan+ (like 5c) decks i like also Mythos of Nethroi
In my Esper+ (like 5c) decks i like also Void Rend
i would play those two before Chaos Warp with acess to those colours, yet after your top4 ;)
Agree with you on Damn, for me to use the option of single target, the sorcery is simply too much of a drawback, which leaves this as a wrath of God, much better removal...
I'd rather play farewell any day rather then that card.
Indestructible Gods as Commanders are always on my mind when I think of removals.
I really think swords and path are top tier removal.. I know hitting just creatures is not very versatile, but commander is a game where everyone is building a deck centered about a legendary creature. So many decks generate infinite amounts of value with that one creature and swording it for 1 will often generate so much of a tempo gain, that it can shut their strategy down.
Exiling will always be the better option but I love Assassin's Trophy, which I use in my black and green spider tribal deck. I usually only have to use it on enchantments and artifacts since my creatures have high toughness.
I would've put them both at number 1 n then freed up another slot for a 6th card to come in behind Chaos Warp n take 5th place. Green has decent removal in EDH where u can spend more cuz for yrs it has a lot of non creature permanent removal n spurts of permanent removal but white usually gets "artifact or enchantment" removal n usually situational creature removal outside the 60 card format allstars of Swords n Path but white does get a lot of board wipes to cover their crP spot removal for creatures
I like Feed the Serpent. It exiles at instant speed, hits planeswalkers as well as creatures, and is budget friendly. It’s one more mana than Murder but does so much more.
If you’re really stuck in black and really want an exile effect then I guess but 4 mana is a lot for removal for only creatures and planeswalkers
Stifle effects are a lot more rare then just removal in general so it is better to have spot removal then rely on a stifle.
I think Unexplained Absence should be here. 4 mana to deal with three problems at instant speed is very efficient. Same for soul shatter. I'm not sure if that meets your definition of spot removal.
I agree that Damn is pretty average. Yeah it's modal, but in a control deck you would rather have a better boardwipe, in some sort of aggro strategy you'd rather have a selective board wipe that can leave your field alone, in voltron you'd rather have a wipe to leave one creature on board. There might be a perfect deck for it, where you'd cast it for each mode close to 50% of the time and it's worth it, but should not be on any best list in my book. Pretty much agree with your list as well, would put Trophy at 1 just because it's two mana and color fixing in Commander is super easy.
New to commander honestly wish the list was longer with the recommendation of 10-12 single removal feels like I can't get the places 12-6 removal spells 😅
In dealing with commanders, I'm finding I like Witness Protection more and more. As decks get faster, and powerful legendaries get cheaper to cast, it's like you need a more permanent removal option. Now granted this doesn't make the list against all permanents, but it's a pretty darn good solution to dealing with a pesky commander who come back cheap. Yuriko, anyone?
I love using Role Reversal, I tend to have a token that I don't care about and trading it for their commander is hilarious :P
It's got a high CMC but I love the grip of desolation. Creature and land out of the game!
I can definitely see not having Damn as an auto-include in Orzhov decks by any means but I personally have very much enjoyed the flexibility of it. Basically at any point in the game if you draw Damn there will be a good use for it in either mode depending on the board state. Would it be better at instant speed? Sure. Would it be nice if it hit all permanents? Sure. But creatures are the most relevant card type in the format. And if those things were true the card would be pretty pushed and easily 20+ dollars right now and need a reprint constantly just like assassin's trophy.
Hi Demo, since i don't have discord and what not i'm going to ask you through here and hope for the best. I have a question about stacking, specifically with the "split second" mechanic. Here is the sitrep: My opponent has a bunch of 1/1 and 0/1 tokens and plays 'Goblin Sharpshooter' and 'Goblin Bombardment'. So next turn will be the end of me. I Play mono black. In my hand I have 'Black Sun Zenith', 'Feed the swarm' and 'Sudden Spoiling' with the "Split second" mechanic. He passes the turn and gloates. How do i stop him? Can i still win? What is my move order here? and can i win if my opponent's creatures have haste? Hopefully you read this or maybe someone else knows?
It depends on how many tokens they have vs. your life total. Say you have 20 life and they have 15 tokens plus the Sharpshooter. If you lead with Sudden Spoiling they can't respond with Sharpshooter/Bombardment to kill you. You can then cast Black Sun's Zenith to wipe the board, however your opponent will sacrifice their 0/2 creatures to bombardment and deal 16 damage to you. Then you could Feed the Swarm the enchantment and lose two life. The whole board is gone and you're at 2hp. The order of the last two doesn't matter. But if Sudden Spoiling is first, no abilities can be activated until it's resolution, importantly the Sharpshooter. You could still be SOL based on their token count or if they have damage next turn.
@@caden8592 Allright that makes sence, thanks! And say if i have 'Vedalken Orery' on the board and i can play both my sorcery's on instant speed. Does that make a difference? I don't think i can get around the goblin bombardment right?
@@EvertfromNederland I don't think it makes a difference here, since the opponent can also activate Bombardment at instant speed. I could be wrong, though! Hope this all helped
@@caden8592 It does. I guess the confusement comes from the split second rule. "Cant activate ability's" And than i figured; well sacking a creature to the goblin bombardment is also an activated ability because there is an activation cost before a colon. so i thought i could get around death by tokens.
Edit: for once
Pongify and Rapid Hybridization are S tier
Play Tale's End over Stifle! Yes it's 1 more mana but let's you counter a commander or big scary legendary, worth the flexibility & still a decently cost counter.
I use Chaos Warp on my own permanents to put a monster on bf
Down on Damn? Hard disagree on that! I like having the option of board wipe and targeted removal in the same card. Love your vids though. You have done some serious damage to my wallet with all your great recommendations!
I think Cyclonic Rift is the most powerful removal spell.
I am not a fan of swords either, I don't run it in any of my decks. I'd rather paying 2 more for more flexibility
that being said, swords is abit more versitle than stifle
I never see aetherflux outside of some kind of infinite life combo, so indeed, stiffle won't do much in this case.
In my opinion Stifle is a pretty meh card most of the time.
Yes it can occasionnaly deny a craterhoof, but most of the time it will just sit in your hand, because it's too narrow and don't do enough...
I'd say you are pretty much always better running a counterspell instead of stiffle, really. Couter the menace even before it can activate it's ability...
I'm not on board with your observation that path is better than sword. If i had to choose between the two, i almost, almost always pick sword. Ramping your opponent is almost always worse than giving him a few life (Especially in early game where removing a commander while giving it's controller the mana he need to replaying it is a bummer) . I can't count on my opponent being bad at deckbuilding to make my removal good, because he forgot to put a few basic in his deck....
And even if, objectively the removal you propose for your top 5 are great, no doubt about it, there's a case to discuss about narrower removal that cost less, because it's much much easier to keep one mana open to play sword or nature claim then to keep 3 for beast within, without hindering your game plan...
Sword is good because it's damn efficient, and particularly in commander there will be at least one relevant creature to target on every player side....
In the same vein, i like to have in my deck some cheap board wipe like damnation, toxic deluge or damn, because i want to be able to tutor and play them immediatly if needed.
Most of the wider board wipe cost 6 or 7, making it a lot harder to pull out of your deck and play on the same turn...
How often do you lose games to something that is not a creature?
LOL My Blue FBLTHP deck is all about winning without attacking (if I can). Last night I created a Evacuation loop and continually was able to wipe the board on opponents end step, play archeomancer on my turn and do it all again vs Karametra vs Jetmir. People at FNM regularly react the same way when they see FBLTHP: Meh, that's your commander? Haha. I love how people underrate certain commanders like if I used Teferi, Talrand, Urza, the usual Blue commanders it not only draws heat but people get a general idea of what your about. People have yet to properly guess what ol'FBLTHP is up too and focus on others as a result of ''bad'' threat assessment #ClassicBlueTactics :p
How about a PSA before each video to remind people to stop using instant speed removal at sorcery speed? 😃
Green is literally "helmet" it has everything spot removal, counter, draw, board wipes, ramp, obnoxious creatures etcetc. Playing green is just effortless.
it doesn't really have boardwipes though does it?
@@edhdeckbuilding for creatures mostly flying hate, but it has some artifact enchantment wipes and then there's the great aurora. 9 to restart the game
stifle stops Thassa's Oracle, so... pretty good.
I don't have any particular feelings towards damn. It's a good card for what it does and it deals with aggressive board states fine enough, should the need arise.
Swords to plowshare is just too good to not add in a white commander deck. It deals with a problematic creature or a creature that is guaranteed to give an opponent the win, and the 'downside' that the card has is negligible in commander.
I understand your take on going after permanents and the flexibility of the removal spell, but it doesn't reflect the need for efficient removal.
Sure, there is president for going after enchantments or artifacts or the occasional land, but the biggest threat is going to be creatures first. To that end, spending three mana to destroy/exile them is a fair amount to pay for , even in a commander format.
Smothering tithe and rhystic study are probably the most dangerous cards (and most played) in the format and must be removed
Aetherflux situation you want to remove the infinite life combo it's the payoff for, so your main point remains true.
Chaos warp is one of the best for me. For the simple fact that’s it’s in red. I play a lot of mono color decks and I always love cards that can remove a card type that my color can’t really deal with normally. Like enchantments when I play mono black or red.
Best removal spell is One with Nothing
Damn is damn good. Just sayin.
Stifle is a bad card you'd be better off putting a hard counter spell to stop the craterhoof. Aetherflux has to stick for a minute in Order to accrue any value. Swords is great because it's cheap and it's purpose isn't to stop a wincon like a craterhoof or a thassas oracle, or a dockside. it's meant to deal with threats the have to stick on the battlefield like orcish bowmasters, esper Sentinel, dark confidant or an enemy commander.
As far as the list goes I think deadly rolluk should be on this list just for the sheer fact that it's free and it exiles also snuff out and that other one for 1 and 2 pyrexian black. Those see play in almost every deck that can play them also March of swirling mist, pongify and rapid hybridization for some honorable mentions but I can't complain too much because I use all of these cards
so everything you just said applies to stifle. ironic that you don't see that. cheap and deals with stuff already on the battlefield, just like swords. also the fact that you say that a dark confidant needs to be dealt with tells me you don't play alot of commander.
@edhdeckbuilding the fact that you lose to craterhoof and aetherflux more than anything else tells me you don't play a lot of commander. And no I'm not proving your point the fact that stifle is played in less than 1% of decks that can run it speaks for itself. It's too specific of a card to run. If you really don't think confidant is a kill on site card that also speaks to your skill level. Cedh mentality don't let your opponents get ahead, whether it's rhystic, Mystic, confidant or Sentinel any card advantage your opponents get is bad for you
@edhdeckbuilding there's more opportunity to use a Swords than a stifle was the point I was making not just that it was cheap you have to count on having the stifle at the right time otherwise it's dead card Swords is almost never a dead card
@@shikaku_ stifle is never a dead card. in fact there is way more opportunities to use it in a commander game than a swords. any triggered or activated ability. that happens a hundred times in every commander game. i don't think you've thought this through.
@@shikaku_ dude who has his own commander channel with 50 subs doesn't play alot of commander? okay now i know you're just trying to be inflammatory. please go away now, i don't argue with trolls.
Gotta disagree with Chaos Warp, I don't like it and am not a fan of netting them free good stuffs
I really cannot agree with yours opinion that "Land" is nothing... even more saying that LAND is worst, then life ??
Gving Land is a RAMP and CA ... sure most of time it will be Ramp in later game - but not always (if you see enemy competed his "engin" on Turn 3 or 4... i would want to remove creature that is part of that engin... and on that turn extra LAND can be crucial...) ... on top of that, ther are a lot of deck that "wants" to have more lands even in late game... (Landfall decks etc.).
Sure a lot depends on "yours" meta (like the stuff with Stiffle vs. Swords... its 100% meta dependent ). The same is that you can "count" that enemy will have no basics... i alwasy build deck the way to HAVE at least 2 basic of each color i play... (maby in 4-5 colors decks i will get less) - just becose of a lot of this efects that give "free" ramp + Blood Moon etc. Its my meta - maby in yours people dont play this type of remuval, blood-moon is not a problem and people dont use ANY basics :)
Ps. I still agree that Assasins Trophy is BEST remuval :D
Ps2. I really like Vindicate becose of its option to hit evrything:) For sure Sorcery makes it weaker then TOP5 you showed - i still put him in all my Orzhow decks ;P
Ps.3. I agree that creature point remuval is this days to "small" - i still love the 1 mana remuval (Swords and Path) - but.... I only would play both of them in mono White Deck :D In any other i play 1 or 0 (and I prefer to play Swords ;)). Problem is - what i think you didnt say directly in video - that most "creature" decks this days are WIDE strategy (Tokes etc.) - where Point remuval dont do enought to stop them....
Ps.4 . I miss two "mentions" (dont say the shoud be TOP5 - but TOP10 yes) ;
A) - Winds of Abandon - this is better DAMN in my opinion. Yes it gives Land (and for You its even smaller downside then for me) but Exile and option to HIT all ENEMY (NOT YOURS) Creatures is crucial :)
B) Abrupt Decay - i love this card. Yes i know it cannot hit lands, and only CMC3 or less - that is a problem for sure. But this days "cannot be countered" i think is masivly underrated mechanic :) This is remuval that deal with near all problem until turn 4-5 th... In current meta its like 60-70% of game time :D You just really need to know "cards" to get when to use it... (really killing even mana dork can be worth it ;) .
Agree on Winds of Abandon, don't know what deck that runs Damm it wouldnt be better in
Your argument against Damn doesn't persuade me. It's not just its modality, but also the mana value of those modes. Yes, sorcery speed is a drawback, but we can't have everything. To your point of hitting "more than one thing," Damn gives one the luxury of accomplishing more than one thing--performing either spot removal or resetting the board.
Typically if someone is winning with Aetherflux they are going infinite or gaining an ungodly amount of life
stifle sucks, doesnt stops the reservoir, most of the times it just goes infinite so stopping it once isnt relevant.
The stifle to aetherflux resevoir is pointless because if they can't activate the pay 50 life 4 or more times they are playing it wrong.
Chaos warp sucks. Too many magic players are grifters and it often times give them something better. I have never used a chaos warp to a positive.
Killian is my orzhov deck where junk removal suddenly because great removal when you now pay 2 less for all your creature removal.
Naw, man. Swords is so freaking good. 1 mana! Oneeeeee.
It’s good. Stifle is also 1 mana though…
I know this is unnecessarily picky, but it bothers me how many people rank two colored cards lower because they don't go in as many decks. I realize most channels are dedicated to judging staples in a vacuum to be more marketable and even on a channel focused on doing things outside the norm this is a removal staples video, but I think a perspective that judges cards based on the decks they go in (rather than how many) is sorely lacking on UA-cam. I'm not saying its your responsibility to be that perspective, I'm just mentioning it because I think its in line with your other content.
I don't understand why people just like to play the same 100 or 150 cards in all their commander decks. It's like limiting your own experience and creativity. I am not saying they are wrong for that but the point of the game is to play fringe and jank cards so try it. EDH is a singleton format, go for flavor, synergy or any other route to build your decks but just staples is very boring.
Right? In my Fain the broker I run the "not eficient" removal that gives me food/blood/treasure tokens.... because even if it is one more mana, it stills gives me fuel for the whole deck to function.... I try to keep my removal, draw and ramp aligned with the overall strategy of my decks, and even then 90 percent of my decks have a mana curve of 2.9 or less....
@@SSolemn that's is the entire point of EDH for me. 2.9 is very low. With lands or without lands?
with lands 🙈✨ I just have a few over 3 (like my Ghen pain/drain/burn enchantment and Donal faerie tribal) My decks have between 34-36 lands each.
Reality Shift
first
I feel like such a tool 😂
Cause you are
@@Raven.Bloodrot Okay mouthbreather 😂
@@nelsikegaming I was messing with you
@@Raven.Bloodrot Oh! Then me too 😂