I was wondering... Enchantments can be a big issues for Grixis. We play just those colors that would rather see enchantments be removed from the whole TCG. Blood Moon
Guys, the answer to Blood Moon is Chromatic Lantern. It not only totally invalidates Blood Moon but it also accelerates you into your higher CMC spells, like Cruel Ultimatum. I currently run two in my sideboard, but it's entirely possible it's worth playing in the main. I had a match against Affinity where he brought in Blood Moon and I had Chromatic Lantern. The Blood Moon shut off all his manlands, while I was tapping for whatever color I wanted and the game was a blowout. Forget terrible situational cards like Kiora's Dismissal. Try Chromatic Lantern and laugh at their three mana do-nothing enchantment.
I know green has been brought up throughout the thread, but I am not sure if it is splash-worthy on top of the other 3 colors?
Thank you!
If Oath of Druids wasn't banned, maybe. Otherwise, I don't think there is enough justification to add another color since the esper deck is already vulnerable enough to Blood Moon effects and Wasteland. While the cards you listed can be good, I don't think they are good enough to further destabilize the mana base.
Yeah, after playing around with it some more definitely agree about meditate. A bit too cute of a card to include. Actually thought about cutting ideas unbound as well since due to the early game card disadvantage - especially since my initial use for it (doomsday win for only UU) could actually be replaced by Predict (1U):
Super vulnerable to disruption though. But ideas unbound is pretty useful for beating GY hate. Probably could also be used for better protection in the piles as well. Something I definitely need to work on are making piles with protection. I generally just default to the standard abeyance pile if I need a protected pile, but with probe instead of street wraith - definitely need to diversify in that regard.
Yeah, Abeyance and Silence are your answers to disruption. Also Street Wraith. Remember that if they try to kill your Lab Man you can still win as long as you have a draw that resolves before their removal spell. It's all about having that draw trigger.
And what do you think about Ideas Unbound/Meditate? To narrow for use in doomsday piles?
I don't run Bob because I want to play sweepers like Damnation and Supreme Verdict, so if I can get the same effect on something that survives a sweeper (Dark Tutelage, Phyrexian Arena), I'd rather do that than play Bob.
As for Ideas Unbound and Meditate, they're both good cards when comboing off but I haven't found them to be necessary. The deck already plays enough cards that aren't very good unless they're in the Doomsday pile, so I don't want to add more. If I ever ran into a situation where I thought I needed one of those, it might be a different story, but I haven't.
How is Ad Nauseam working out for you and everyone else? I haven't tested it out yet, it seems like may bring about too much life loss for too great of a mana investment.
I like it. Five mana can be a lot, but it's an instant and you can usually draw enough cards to make it more than worthwhile. The life loss is almost never a concern because it's not like I'm trying to draw my entire deck with it.
I think the main changes from my last version were adding Dark Tutelage, Frantic Search, and Darksteel Mutation. I definitely took out Orim's Chant, and I don't remember what else. This current version feels like it's pretty close to ideal. There are a few slots that can probably be changed around, but overall this thing just feels like a powerhouse.
Based on Ioras' initial ability, I wonder what you mean by Prison deck? Like adding Ghostly Prison, Magus of the Tabernacle and friends? I'll go first with aggro before moving on to other variation.
Here's a very rough first draft of what I'd want to try:
Just a thought here, but do you really need all the dorky creatures? You've got an indestructible commander that is difficult to block and kills in three hits without any pump. It seems to me that the focus could be just getting in with your commander. I'm thinking more of an enchantment-based deck to turn on devotion, probably a prison deck. You can run plenty of wraths that destroy or do damage to creatures to keep the board clear, because they won't touch your general or your enchantments. That's the direction I would try to take the deck, at least.
*for mid-long game same turn doomsday-maniac trigger(dooms day+card draw spell or ability)
5Gush/frantic search/any spell that lets you draw 2
4Dark ritual
3Sign in blood/Nights whisper
2Maniac
1Street wraith(Timing for cycling wraith is important)
This situation illustrates why I like Unearth so much. Consider this pile:
Predict
Lab Man
Unearth
Gitaxian Probe
Street Wraith
That pile wins with 1UB (after you draw Predict, obviously). Pretty efficient.
I think it's definitely an "if you build it, they will come" situation. Is there a Facebook group for Magic players in your area? Drum up some interest on there. Go bug your LGS to host a tournament. That's basically how we started having weekly Duel Commander tournaments here. If there are people who will show up, the LGS is most likely willing to host. (Also, for what it's worth, I'm in the US.)
This is my current decklist for Damia Doomsday Maniac.
I am planning to play this on a 1v1 tourney but I still don't have a Personal Tutor.
I would like to add Toxic Deluge and Predict but I do not know what cards should I replace.
I would replace Thought Scour with Predict. Mental Note is better than Thought Scour in this plan (because it can't be Misdirected), and you don't need two Mental Notes. As for Toxic Deluge, I'd swap it in for something like Cyclonic Rift, which doesn't seem like a strong card in this type of deck. Are you ever casting it for the overload cost? If not and you really want a bounce spell, I'd pay the extra blue mana for Wipe Away. Mesmeric Fiend seems like it could be taken out. I don't see a sac outlet that would let you permanently exile the card you take with Fiend. So maybe swap Mesmeric Fiend for Deluge, if you want to keep Cyclonic Rift.
Heres my scineriou you haveur pile a u/b filter land a swamp and a non island blue source you cast doomsday you have 1 turn to win how does your pile look?
I'm going to have to make some assumptions here. First, I'm assuming you have no draw effects in hand. Second, I'm assuming you are making a pass the turn pile (so, the plan is to win the turn after casting Doomsday). Here's an idea (using my list, because it's the one I'm familiar with):
Top
Predict
Lab Maniac
Unearth
Gitaxian Probe
Street Wraith
Bottom
Total cost is 1UB and 4 life. Obviously this offers no protection, unless you have some in hand. I'm going to think more about how to build a pile here with protection, though that may mean using different cards than are currently in my list.
What are your thoughts on Doomsday vs Hermit/Creatureless Oath?
I haven't played any of the Hermit Druid/Oath decks. I assume you're talking about this in the context of multiplayer, since Hermit Druid and Oath are banned in Duel. I'm definitely curious about Hermit Druid and Oath, and I may test them out in a multiplayer BUG deck. I'd probably want to throw Doomsday in with them as well, though, if that would be feasible.
The scenarios seem good, but there are way too many acronyms and there is no key. Seriously? How lazy is that.
You can't even be bothered to do a little reading and thinking of your own about this deck, yet you're criticizing the hard work of people who put together pages and pages of Doomsday piles? Seriously? Besides, I only posted that link to illustrate the fact that Doomsday piles are highly dependent on the situation and thus trying to just list all the possibilities is a huge effort. That link is for an entirely different deck in an entirely different format.
Whats the answer to your question, I don't know your list well enough to be confident in an answer.
Go back one page and you'll see my list. If you can't even be bothered to think about how to solve this problem then Doomsday is probably not for you. If you're worried about coming up with the wrong pile, who cares? That's how you learn. I've lost games solely because I built the wrong pile for the situation. You just learn from it and move on to the next game.
So far it seems like you just want to be told what Doomsday piles to build. Sorry, but it's not that easy. Doomsday is all about thinking on your feet and problem-solving in the moment (though obviously there are some piles that will be used repeatedly, and those "default" piles have been explained in this thread). I'm happy to help because I love Doomsday, but you gotta' put in a little thought of your own too.
Guys, the answer to Blood Moon is Chromatic Lantern. It not only totally invalidates Blood Moon but it also accelerates you into your higher CMC spells, like Cruel Ultimatum. I currently run two in my sideboard, but it's entirely possible it's worth playing in the main. I had a match against Affinity where he brought in Blood Moon and I had Chromatic Lantern. The Blood Moon shut off all his manlands, while I was tapping for whatever color I wanted and the game was a blowout. Forget terrible situational cards like Kiora's Dismissal. Try Chromatic Lantern and laugh at their three mana do-nothing enchantment.
If Oath of Druids wasn't banned, maybe. Otherwise, I don't think there is enough justification to add another color since the esper deck is already vulnerable enough to Blood Moon effects and Wasteland. While the cards you listed can be good, I don't think they are good enough to further destabilize the mana base.
Yeah, Abeyance and Silence are your answers to disruption. Also Street Wraith. Remember that if they try to kill your Lab Man you can still win as long as you have a draw that resolves before their removal spell. It's all about having that draw trigger.
I don't run Bob because I want to play sweepers like Damnation and Supreme Verdict, so if I can get the same effect on something that survives a sweeper (Dark Tutelage, Phyrexian Arena), I'd rather do that than play Bob.
As for Ideas Unbound and Meditate, they're both good cards when comboing off but I haven't found them to be necessary. The deck already plays enough cards that aren't very good unless they're in the Doomsday pile, so I don't want to add more. If I ever ran into a situation where I thought I needed one of those, it might be a different story, but I haven't.
I like it. Five mana can be a lot, but it's an instant and you can usually draw enough cards to make it more than worthwhile. The life loss is almost never a concern because it's not like I'm trying to draw my entire deck with it.
1 Adarkar Wastes
1 Arcane Sanctum
1 Arid Mesa
1 Bloodstained Mire
1 Caves of Koilos
1 City of Brass
1 Command Tower
1 Darkslick Shores
1 Dreadship Reef
1 Drowned Catacomb
1 Fetid Heath
1 Flooded Strand
1 Glacial Fortress
1 Godless Shrine
1 Hallowed Fountain
1 Island
1 Isolated Chapel
1 Marsh Flats
1 Misty Rainforest
1 Mystic Gate
1 Nimbus Maze
1 Polluted Delta
1 Reflecting Pool
1 River of Tears
1 Scalding Tarn
1 Scrubland
1 Seachrome Coast
1 Snow-Covered Island
1 Snow-Covered Plains
1 Snow-Covered Swamp
1 Sunken Ruins
1 Swamp
1 Tundra
1 Underground River
1 Underground Sea
1 Urborg, Tomb of Yawgmoth
1 Verdant Catacombs
1 Watery Grave
Creatures:
1 Snapcaster Mage
1 Drift of Phantasms
1 Laboratory Maniac
1 Street Wraith
Instants:
1 Pact of Negation
1 Brainstorm
1 Condescend
1 Dark Ritual
1 Dispel
1 Divert
1 Flusterstorm
1 Mental Note
1 Mystical Tutor
1 Silence
1 Skeletal Scrying
1 Spell Pierce
1 Swan Song
1 Swords to Plowshares
1 Abeyance
1 Counterspell
1 Go for the Throat
1 Impulse
1 Lim-Dûl's Vault
1 Mana Leak
1 Miscalculation
1 Predict
1 Remand
1 Tainted Pact
1 Dismember
1 Frantic Search
1 Perplex
1 Ad Nauseam
1 Force of Will
1 Gush
1 Misdirection
1 Ancestral Vision
1 Duress
1 Gitaxian Probe
1 Inquisition of Kozilek
1 Ponder
1 Preordain
1 Thoughtseize
1 Unearth
1 Castigate
1 Demonic Tutor
1 Gerrard's Verdict
1 Hymn to Tourach
1 Night's Whisper
1 Revoke Existence
1 Sign in Blood
1 Beseech the Queen
1 Doomsday
1 Toxic Deluge
1 Vindicate
1 Damnation
1 Supreme Verdict
Enchantments:
1 Darksteel Mutation
1 Dark Tutelage
1 Phyrexian Arena
1 Embargo
Jace:
1 Jace, the Mind Sculptor
1 Oloro, Ageless Ascetic
I think the main changes from my last version were adding Dark Tutelage, Frantic Search, and Darksteel Mutation. I definitely took out Orim's Chant, and I don't remember what else. This current version feels like it's pretty close to ideal. There are a few slots that can probably be changed around, but overall this thing just feels like a powerhouse.
Here's a very rough first draft of what I'd want to try:
1 Arid Mesa
1 Battlefield Forge
1 Bloodstained Mire
1 Cavern of Souls
1 Clifftop Retreat
1 Command Tower
1 Dust Bowl
1 Flooded Strand
1 Marsh Flats
1 Nykthos, Shrine to Nyx
1 Plateau
1 Rugged Prairie
1 Sacred Foundry
1 Scalding Tarn
1 Scrying Sheets
7 Snow-Covered Mountain
12 Snow-Covered Plains
1 Tectonic Edge
1 Temple of Triumph
1 Wasteland
1 Windswept Heath
1 Wooded Foothills
Enchantments:
1 Land Tax
1 Seal of Fire
1 Darksteel Mutation
1 Greater Auramancy
1 Journey to Nowhere
1 Legion's Initiative
1 Raging River
1 Rest in Peace
1 Runed Halo
1 Seal of Cleansing
1 Smoke
1 Aura of Silence
1 Blood Moon
1 Ghostly Prison
1 Hammer of Purphoros
1 Karmic Justice
1 Nevermore
1 Oblivion Ring
1 Price of Glory
1 Prison Term
1 Aether Flash
1 Curse of Exhaustion
1 Faith's Fetters
1 Leyline of Sanctity
1 Mother of Runes
1 Weathered Wayfarer
1 Grand Abolisher
1 Knight of the White Orchid
1 Stoneforge Mystic
1 Auramancer
1 Aven Mindcensor
1 Magus of the Moon
1 Mesa Enchantress
1 Monk Idealist
1 Sun Titan
Artifacts:
1 Expedition Map
1 Relic of Progenitus
1 Skullclamp
1 Boros Signet
1 Coldsteel Heart
1 Mind Stone
1 Umezawa's Jitte
1 Sword of Feast and Famine
1 Sword of Fire and Ice
Instants and Sorceries:
1 Enlightened Tutor
1 Mana Tithe
1 Path to Exile
1 Swords to Plowshares
1 Wear // Tear
1 Boros Charm
1 Reverberate
1 Anger of the Gods
1 Idyllic Tutor
1 Lapse of Certainty
1 Day of Judgment
1 Wrath of God
1 Not of This World
1 Ajani Vengeant
1 Chandra, Pyromaster
1 Elspeth, Knight-Errant
That was at least a few months ago. They have a weekly Duel Commander tournament.
This situation illustrates why I like Unearth so much. Consider this pile:
Predict
Lab Man
Unearth
Gitaxian Probe
Street Wraith
That pile wins with 1UB (after you draw Predict, obviously). Pretty efficient.
I would replace Thought Scour with Predict. Mental Note is better than Thought Scour in this plan (because it can't be Misdirected), and you don't need two Mental Notes. As for Toxic Deluge, I'd swap it in for something like Cyclonic Rift, which doesn't seem like a strong card in this type of deck. Are you ever casting it for the overload cost? If not and you really want a bounce spell, I'd pay the extra blue mana for Wipe Away. Mesmeric Fiend seems like it could be taken out. I don't see a sac outlet that would let you permanently exile the card you take with Fiend. So maybe swap Mesmeric Fiend for Deluge, if you want to keep Cyclonic Rift.
I'm going to have to make some assumptions here. First, I'm assuming you have no draw effects in hand. Second, I'm assuming you are making a pass the turn pile (so, the plan is to win the turn after casting Doomsday). Here's an idea (using my list, because it's the one I'm familiar with):
Top
Predict
Lab Maniac
Unearth
Gitaxian Probe
Street Wraith
Bottom
Total cost is 1UB and 4 life. Obviously this offers no protection, unless you have some in hand. I'm going to think more about how to build a pile here with protection, though that may mean using different cards than are currently in my list.
I haven't played any of the Hermit Druid/Oath decks. I assume you're talking about this in the context of multiplayer, since Hermit Druid and Oath are banned in Duel. I'm definitely curious about Hermit Druid and Oath, and I may test them out in a multiplayer BUG deck. I'd probably want to throw Doomsday in with them as well, though, if that would be feasible.
You can't even be bothered to do a little reading and thinking of your own about this deck, yet you're criticizing the hard work of people who put together pages and pages of Doomsday piles? Seriously? Besides, I only posted that link to illustrate the fact that Doomsday piles are highly dependent on the situation and thus trying to just list all the possibilities is a huge effort. That link is for an entirely different deck in an entirely different format.
Go back one page and you'll see my list. If you can't even be bothered to think about how to solve this problem then Doomsday is probably not for you. If you're worried about coming up with the wrong pile, who cares? That's how you learn. I've lost games solely because I built the wrong pile for the situation. You just learn from it and move on to the next game.
So far it seems like you just want to be told what Doomsday piles to build. Sorry, but it's not that easy. Doomsday is all about thinking on your feet and problem-solving in the moment (though obviously there are some piles that will be used repeatedly, and those "default" piles have been explained in this thread). I'm happy to help because I love Doomsday, but you gotta' put in a little thought of your own too.