This may be true for exile-based wipes (although, we have a couple creature-only at 5 mana), but Toxic Deluge comes in at 3 mana, and there are a handful of other -x/-x wipes that exist at 3 or 4 mana. There are also a handful of 4 mana mass bounce spells of various configurations. Then there are wide sacrifice effects at 4 and 5 mana.Sinis wrote: ↑11 months agoEmphasis mine. The reasons why don't matter. It *is* the case currently. I personally don't feel like Indestructible is unreliable. Exile removal is good, yes, but it's not like every single card is exile removal. Farewell and Merciless Eviction (a card for which I am infamous for in my playgroup) are strong, but that doesn't mean that indestructible isn't 'reliable'. It means that you get two more turns of nonsense before someone maybe leverages an exile wipe.3drinks wrote: ↑11 months agoThat's because a lot of these were written before indestructible got to be big, i.e. when the effect was rare and overcosted. For example if we got Damnation today, it'd read;Sinis wrote: ↑11 months ago
Second, I think it says something about how much we use indestructible effects that people gloss over the number of "can't be regenerated" pieces of removal that are commonly played. Everyone will say "oh, Flawless Maneuver has nothing on that Swords/Path/Farewell", but people are absolutely indestructibling there way through Pongify, Rapid Hybridization, Damnation, Damn, Big Game Hunter, or oblique wraths like Decree of Pain, Winds of Rath, or Rout. Places where a cute Death Ward|ICE wouldn't do the job.
There aren't many anti-regen cards being played in a numerical sense, but, I have seen a lot of the cards above. I also see randoms like Putrefy or Snuff Out. That 'bury' text is out there, and people seem to have forgotten because Indestructible has replaced regeneration in the design space.
All creatures lose indestructible. Then destroy them. (similar enough to Hour of Devastation.)
Which functionally does what they want the game to do now, but the issue is regeneration still exists and has to be accounted for in design until they finally eliminate it/merge it into indestructible, or whatever.
Edit: I'm being unclear here. If someone leverages Farewell over Wrath of God, Indestructible kind of buys you a turn or two because of the increased cost. The advantage, while subtle, is not insignificant.
I had a game a while back where I had both a Mutational Advantage and Contractual Safeguard in hand, through 3 board wipes that neither could help with, and I found myself wondering why I was bothering with these thematic protection spells over more comprehensive answers.
Looking at EDHREC's list of the most played instants over the last 2 years:
1. Swords to Plowshares
2. Path to Exile
4. Beast Within
5. Chaos Warp
6. Assassin's Trophy
8. Cyclonic Rift
9. Generous Gift
11. Anguished Unmaking
So, 3 of the top 8 spot removal spells are affected by indestructible. Obviously hexproof is protection vs all of these except an overloaded CycRift.
For sorceries:
4. Blasphemous Act
9. Ruinous Ultimatum
10. Feed the Swarm
12. Toxic Deluge
14. Damn
15. Vandalblast
17. Supreme Verdict
19. Farewell
21. Auster Command
This looks much better for indestructible protection. Kind of surprised the Ultimatum is so high on the list.
One huge advantage of the indestructible-granting cards, is you can use them proactively alongside your own board wipe.
I'll also note that I generally favor Austere Command over Farewell still, since all of my decks have some recursion built into them, and I'd generally prefer to break parity on a wipe in some way (saving some of my creatures, or being able to recur whatever gets killed) to having a more comprehensive wipe. I think I'm playing Farewell in my enchantress deck, which has a few sources of indestructible, but generally leans on creatures a little less, and runs 0 artifacts, so it can more easily break parity on 2 modes, and depending on how the game has gone so far, may also break parity on the graveyard exile (auras go to the yard as state based effects, so if I wipe creatures and yards, my auras will end up in the grave after Farewell has resolved). I also run Farewell in Osgir, who has only 1 or 2 enchantments, and can often sacrifice key creatures beforehand to not get hit too hard by creatures being exiled, though it hurts having the grave exiled.