With only 10 slots for each guild, nope. The card in and of itself doesn't do anything and that's something I really try to keep out of the Cube unless it makes certain very specific strategies more playable (Waste Not or Geth's Grimoire for example). This is such a generic "goodstuff" card in there that it's never going to make the cut. I don't run many tutors at all though - Stoneforge Mystic, Green ramp, and Fetchlands are about it for "search your library" effects.
That makes sense. I run a lot of tutors in mine, and also ~15 guild cards (but those also include land/mana rocks so more like 10 actual cards). I still don't know if it would make the cut in mine either, but I'd at least consider it. In fact, I should go upstairs and see if I have a copy.
That makes sense. I run a lot of tutors in mine, and also ~15 guild cards (but those also include land/mana rocks so more like 10 actual cards). I still don't know if it would make the cut in mine either, but I'd at least consider it. In fact, I should go upstairs and see if I have a copy.
It seems much more like a combo set up card in constructed decks than some random "grab 3 creatures to the top" card. I suppose if I had some Bant, Naya, or Abzhan creature based deck that needed to assemble combos, sure. Outside of that I'll admire it's power and never play it.
It seems much more like a combo set up card in constructed decks than some random "grab 3 creatures to the top" card. I suppose if I had some Bant, Naya, or Abzhan creature based deck that needed to assemble combos, sure. Outside of that I'll admire it's power and never play it.
Heck, grabbing Mulldrifter and two other creatures would be clutch, even if it wasn't used to combo.
Heck, grabbing Mulldrifter and two other creatures would be clutch, even if it wasn't used to combo.
It could be used to combo but so can Tooth and Nail and the thing about T&N is that its generally speaking less mana spent all in all with a lot less projection that you are doing it. When you break this card down its possibly ok based on the fact that you can break these steps down over multiple stages but its still topdeck tutoring that generally requires you to push into draw as well afterwards which isnt always amazingly easy in WG.
When you star looking at using it as a combo card you delve into why not just survival combo / tutor for survival and do that instead sort of situations.
This card is still slow is the reason it doesn't see much play. It's card disadvantage and plenty often there is a single creature you would like to draw next which is what Worldly Tutor is for.
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From a competitive standpoint, Congregation at Dawn is amazing. It can tutor for 3 threats and/or answers for a single card, and can also win on the spot the same way as Tooth and Nail. Here's a Naya pile that does it:
I don't see what's so Green/White about Goblin Recruiter's ability.
I don't see what's so red about Congregation at Dawn.... Creature tutoring is obviously a green thing, with white tagged on symbolizing white's want for order and community spirit. Red tutoring up creatures to the top of the library into some sense of planning ahead is very antithetical to what red is all about. In this case, its pretty much a flavor-bleed that allows Goblin Recruiter (and in some sense, Imperial Recruiter) to exist at all.
For the artwork, I wanted to go with the Zendikar artwork, but the flavor text on the Avacyn Restored version was too good to pass up. For EDH the card is really weak. You're never going to pay 4 mana to destroy one artifact, and as spot removal for land there are many better options as colorless land (or even just Stone Rain. Maybe in a themed Pauper deck, but even then I doubt it.
Yeah, it's too pricey to be good. This, sadly, is what we get for land destruction these days. I can't imagine a deck in this format that would want this instead of any number of cheaper ways to take care of artifacts and/or lands. Pillage, for example.
Single target land destruction spells really aren't worth it once they get to a CMC of 4 unless they have other upside. Mwonvuli Acid-Moss or Avalanche Riders both have better upside than possibly destroying an artifact instead.
I would even use Lay Waste over Demolish because cycling is a better addition to the card than the ability to target an artifact.
Can't for the life of me see the use of this card in EDH. For either artifacts or land, there's a zillion better ways to get it done. Also never really had the yen to play it in any 60-card constructed format, and I own like ten copies of this thing in numerous versions, from the Odyssey Dwarf Hammer to the Theros look-out-for-the-flying-head silliness.
The only thing that remains is to start a Scandinavian speed-metal band called Dwarf Hammer and license the Odyssey art for the debut album cover.
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Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
Unless I'm playing 10 land destruction spells, I'm not playing this. If I play that many land destruction spells, I am clearly playing the wrong format.
If I play that many land destruction spells, I am clearly playing the wrong format.
You wouldn't know that from how fun my Narset deck is to play
Demolish is pretty subpar. Strictly comparing to Stone Rain, the additional price might be worth it in a format of Sol Rings and Mana Crypts and Gilded Lotus everywhere. Unfortunately for Demolish... well, Acidic Slime adds a body and enchantments to the party, Mold Shambler adds Planeswalkers to the list of hunted, and Brutalizer Exarch can even tutor if nothing ugly is on the board.
EDH is not the format of single target removal sorceries and instants. Instead of playing this, you're going to play Wake of Destruction and Vandalblast. That's just the way it goes. Value is king.
You know, with cards like Rise of the Dark Realms and Omniscience existing in magic, I wonder if they will ever print a 9 mana mythic red sorcery that says "Destroy all lands you don't control." It'd be instantly banned in this format for sure, but they could print it at any time if they wanted to.
Unless I'm playing 10 land destruction spells, I'm not playing this. If I play that many land destruction spells, I am clearly playing the wrong format.
I'm not even sure it would make Top 10, even just looking at mono-red.
That also doesn't include cards that can repeatedly destroy lands like Seismic Mage, Dwarven Miner, and Dwarven Blastminer, nor does it include land-based or artifact options.
The short version is that Demolish is just not ever getting played in EDH.
Let's not forget that it also is taking a 4 spot which is slower than Blood Moon for those pesky non-basic lands, because you're probably using it on a non-basic land. Even then, you could use a Ruination.
On the artifact side, you'd rather run a \ Shattering Pulse or any red instant which blows up artifacts. Sorcery speed artifact destruction is just awful. I mean, even Ingot Chewer at sorcery speed is far more effective.
If you're playing a dedicated infect deck then I could perhaps justify running this, but there are so many better counterspells that I would never try to force this card. Basically unplayable in this format.
First you need to play infect. Second you need blue. If you meet these two criteria, then I'm still not sure you play this. I'd assume you're playing The Mimeoplasm or something. And if you're jumping through hoops to make a big infect creature, this is not the right card, because it won't be able to protect your contraption until you've already attacked with it.
Works okay with Hand of the Praetors, but I'm not sure what infect deck you are running with in that direction. Perhaps if we are doing some kind of wacky infect voltron with Phyresis and/or Grafted Exoskeleton shenanigans. I did that with Korlash, Heir to Blackblade and won a few times... still, so many counters I would sooner run.
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That makes sense. I run a lot of tutors in mine, and also ~15 guild cards (but those also include land/mana rocks so more like 10 actual cards). I still don't know if it would make the cut in mine either, but I'd at least consider it. In fact, I should go upstairs and see if I have a copy.
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Resources:Commander Rulings FAQ | Commander Deckbuilding Guide
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WUBRGPauper Battle BoxWUBRG ... and why I am not a fan of Wayne Reynolds' Illustrations.
Heck, grabbing Mulldrifter and two other creatures would be clutch, even if it wasn't used to combo.
Misc. EDH Stuff: Commander Cube | Zombies (Horde)
Resources:Commander Rulings FAQ | Commander Deckbuilding Guide
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It could be used to combo but so can Tooth and Nail and the thing about T&N is that its generally speaking less mana spent all in all with a lot less projection that you are doing it. When you break this card down its possibly ok based on the fact that you can break these steps down over multiple stages but its still topdeck tutoring that generally requires you to push into draw as well afterwards which isnt always amazingly easy in WG.
When you star looking at using it as a combo card you delve into why not just survival combo / tutor for survival and do that instead sort of situations.
This card is still slow is the reason it doesn't see much play. It's card disadvantage and plenty often there is a single creature you would like to draw next which is what Worldly Tutor is for.
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[Modern] Allies
Wall of Omens/Wall of Blossoms/Elvish Visionary
Kiki-Jiki, Mirror Breaker
Village Bell-Ringer/Restoration Angel
Slightly slower is the old Avenger of Zendikar+Craterhoof Behemoth, which gives them one turn to stop you. An alternative is Archangel of Thune+Spike Feeder. If you're in black, you can substitute in Mikaeus, the Unhallowed and Triskelion.
It's also great in Abzan decks for setting up grinding engines and synergies, often fuel for Ghave, Guru of Spores or reanimation fodder for Karador, Ghost Chieftain or Teneb, the Harvester.
Mono Red's Strengths and Mono White's Strengths
I don't see what's so red about Congregation at Dawn.... Creature tutoring is obviously a green thing, with white tagged on symbolizing white's want for order and community spirit. Red tutoring up creatures to the top of the library into some sense of planning ahead is very antithetical to what red is all about. In this case, its pretty much a flavor-bleed that allows Goblin Recruiter (and in some sense, Imperial Recruiter) to exist at all.
Jalira, Master Polymorphist | Endrek Sahr, Master Breeder | Bosh, Iron Golem | Ezuri, Renegade Leader
Brago, King Eternal | Oona, Queen of the Fae | Wort, Boggart Auntie | Wort, the Raidmother
Captain Sisay | Rhys, the Redeemed | Trostani, Selesnya's Voice | Jarad, Golgari Lich Lord
Gisela, Blade of Goldnight | Obzedat, Ghost Council | Niv-Mizzet, the Firemind | Vorel of the Hull Clade
Uril, the Miststalker | Prossh, Skyraider of Kher | Nicol Bolas | Progenitus
Ghave, Guru of Spores | Zedruu the Greathearted | Damia, Sage of Stone | Riku of Two Reflections
Congregation at Dawn with Lurking Predators on the battlefield. Stack, in the following order:
1: Archetype of Endurance
2: Vigor
3: Snapcaster Mage to recast Congregation for 3 more threats.
See if anyone is willing to cast any spells once you pass your turn
I'd cast Planar Cleansing
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Resources:Commander Rulings FAQ | Commander Deckbuilding Guide
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For the artwork, I wanted to go with the Zendikar artwork, but the flavor text on the Avacyn Restored version was too good to pass up. For EDH the card is really weak. You're never going to pay 4 mana to destroy one artifact, and as spot removal for land there are many better options as colorless land (or even just Stone Rain. Maybe in a themed Pauper deck, but even then I doubt it.
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I would even use Lay Waste over Demolish because cycling is a better addition to the card than the ability to target an artifact.
The only thing that remains is to start a Scandinavian speed-metal band called Dwarf Hammer and license the Odyssey art for the debut album cover.
On phasing:
8.RG Green Devotion Ramp/Combo 9.UR Draw Triggers 10.WUR Group stalling 11.WUR Voltron Spellslinger 12.WB Sacrificial Shenanigans
13.BR Creatureless Panharmonicon 14.BR Pingers and Eldrazi 15.URG Untapped Cascading
16.Reyhan, last of the Abzan's WUBG +1/+1 Counter Craziness 17.WUBRG Dragons aka Why did I make this?
Building: The Gitrog Monster lands, Glissa the Traitor stax, Muldrotha, the Gravetide Planeswalker Combo, Kydele, Chosen of Kruphix + Sidar Kondo of Jamuraa Clues, and Tribal Scarecrow Planeswalkers
You wouldn't know that from how fun my Narset deck is to play
Demolish is pretty subpar. Strictly comparing to Stone Rain, the additional price might be worth it in a format of Sol Rings and Mana Crypts and Gilded Lotus everywhere. Unfortunately for Demolish... well, Acidic Slime adds a body and enchantments to the party, Mold Shambler adds Planeswalkers to the list of hunted, and Brutalizer Exarch can even tutor if nothing ugly is on the board.
EDH is not the format of single target removal sorceries and instants. Instead of playing this, you're going to play Wake of Destruction and Vandalblast. That's just the way it goes. Value is king.
You know, with cards like Rise of the Dark Realms and Omniscience existing in magic, I wonder if they will ever print a 9 mana mythic red sorcery that says "Destroy all lands you don't control." It'd be instantly banned in this format for sure, but they could print it at any time if they wanted to.
I'm not even sure it would make Top 10, even just looking at mono-red.
1 Avalanche Riders
1 Goblin Ruinblaster
1 Goblin Settler
1 Incendiary Command
1 Melt Terrain
1 Molten Rain
1 Orcish Settlers
1 Pillage
1 Ravenous Baboons
1 Roiling Terrain
1 Seismic Spike
1 Vandalize
1 Volcanic Offering
1 Wake of Destruction
That also doesn't include cards that can repeatedly destroy lands like Seismic Mage, Dwarven Miner, and Dwarven Blastminer, nor does it include land-based or artifact options.
The short version is that Demolish is just not ever getting played in EDH.
Jalira, Master Polymorphist | Endrek Sahr, Master Breeder | Bosh, Iron Golem | Ezuri, Renegade Leader
Brago, King Eternal | Oona, Queen of the Fae | Wort, Boggart Auntie | Wort, the Raidmother
Captain Sisay | Rhys, the Redeemed | Trostani, Selesnya's Voice | Jarad, Golgari Lich Lord
Gisela, Blade of Goldnight | Obzedat, Ghost Council | Niv-Mizzet, the Firemind | Vorel of the Hull Clade
Uril, the Miststalker | Prossh, Skyraider of Kher | Nicol Bolas | Progenitus
Ghave, Guru of Spores | Zedruu the Greathearted | Damia, Sage of Stone | Riku of Two Reflections
On the artifact side, you'd rather run a \ Shattering Pulse or any red instant which blows up artifacts. Sorcery speed artifact destruction is just awful. I mean, even Ingot Chewer at sorcery speed is far more effective.
If you have green, you'd rather run Acidic Slime Decimate Hull Breach Creeping Mold Bramblecrush Destructive Revelry Ancient Grudge and that's just off the top of my head.
If you're playing a dedicated infect deck then I could perhaps justify running this, but there are so many better counterspells that I would never try to force this card. Basically unplayable in this format.
Misc. EDH Stuff: Commander Cube | Zombies (Horde)
Resources:Commander Rulings FAQ | Commander Deckbuilding Guide
Follow me on Twitter! @cryogen_mtg
8.RG Green Devotion Ramp/Combo 9.UR Draw Triggers 10.WUR Group stalling 11.WUR Voltron Spellslinger 12.WB Sacrificial Shenanigans
13.BR Creatureless Panharmonicon 14.BR Pingers and Eldrazi 15.URG Untapped Cascading
16.Reyhan, last of the Abzan's WUBG +1/+1 Counter Craziness 17.WUBRG Dragons aka Why did I make this?
Building: The Gitrog Monster lands, Glissa the Traitor stax, Muldrotha, the Gravetide Planeswalker Combo, Kydele, Chosen of Kruphix + Sidar Kondo of Jamuraa Clues, and Tribal Scarecrow Planeswalkers