As we venture into new Standard, many new decks are emerging to claim viability in the metagame, one thing to think about is what are the best removal spells in the format? You can play one of the many aggro decks in the format, but you still need to have some removal to be able to push through your creatures. Today we’ll look at the 10 best removal spells in the format that you should be playing in your decks.
The Metagame
At the time of writing, there’s a few decks that are pushing to the front of the meta. The first is Gruul Werewolves / Gruul Aggro. Next up is Selesnya Ramp / Landfall featuring
Wrenn and Seven
Wrenn and Seven
+1: Reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard.
0: Put any number of land cards from your hand onto the battlefield tapped.
−3: Create a green Treefolk creature token with reach and "This token's power and toughness are each equal to the number of lands you control."
−8: Return all permanent cards from your graveyard to your hand. You get an emblem with "You have no maximum hand size."
. Next is Mono Green Aggro, followed by Izzet Dragons and lastly Mono White Aggro / Book of Exalted Deeds combo. In light of these, let’s get into our list.
10. Cinderclasm
Cinderclasm
Cinderclasm
Kicker {R} (You may pay an additional {R} as you cast this spell.)
Cinderclasm deals 1 damage to each creature. If it was kicked, it deals 2 damage to each creature instead.
is our first card, and this makes the list because it can deal with an entire board. It does need to be kicked to get the most out of it, but this clears some important creatures like
Jaspera Sentinel
Jaspera Sentinel
Reach
{T}, Tap an untapped creature you control: Add one mana of any color.
,
Prosperous Innkeeper
Prosperous Innkeeper
When this creature enters, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Whenever another creature you control enters, you gain 1 life.
, and
Esika’s Chariot
Esika’s Chariot
When Esika's Chariot enters, create two 2/2 green Cat creature tokens.
Whenever Esika's Chariot attacks, create a token that's a copy of target token you control.
Crew 4
and
Ranger Class
Ranger Class
(Gain the next level as a sorcery to add its ability.)
When this Class enters, create a 2/2 green Wolf creature token.
{1}{G}: Level 2
Whenever you attack, put a +1/+1 counter on target attacking creature.
{3}{G}: Level 3
You may look at the top card of your library any time.
You may cast creature spells from the top of your library.
Tokens.
9. Tangletrap
Next up is
Tangletrap
Tangletrap
Choose one —
• Tangletrap deals 5 damage to target creature with flying.
• Destroy target artifact.
. This one is a bit more narrow, but this can deal with various flying creatures such as
Goldspan Dragon
Goldspan Dragon
Flying, haste
Whenever this creature attacks or becomes the target of a spell, create a Treasure token.
Treasures you control have "{T}, Sacrifice this artifact: Add two mana of any one color."
, but can also handily set back
The Book of Exalted Deeds
The Book of Exalted Deeds
At the beginning of your end step, if you gained 3 or more life this turn, create a 3/3 white Angel creature token with flying.
{W}{W}{W}, {T}, Exile The Book of Exalted Deeds: Put an enlightened counter on target Angel. It gains "You can't lose the game and your opponents can't win the game." Activate only as a sorcery.
.
8. Fracture
Fracture
Fracture
Destroy target artifact, enchantment, or planeswalker.
comes in next. This inexpensive instant can help to deal with some powerful cards like
Wrenn and Seven
Wrenn and Seven
+1: Reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard.
0: Put any number of land cards from your hand onto the battlefield tapped.
−3: Create a green Treefolk creature token with reach and "This token's power and toughness are each equal to the number of lands you control."
−8: Return all permanent cards from your graveyard to your hand. You get an emblem with "You have no maximum hand size."
,
Ranger Class
Ranger Class
(Gain the next level as a sorcery to add its ability.)
When this Class enters, create a 2/2 green Wolf creature token.
{1}{G}: Level 2
Whenever you attack, put a +1/+1 counter on target attacking creature.
{3}{G}: Level 3
You may look at the top card of your library any time.
You may cast creature spells from the top of your library.
,
Esika’s Chariot
Esika’s Chariot
When Esika's Chariot enters, create two 2/2 green Cat creature tokens.
Whenever Esika's Chariot attacks, create a token that's a copy of target token you control.
Crew 4
and [tooltip]The Book of Exalted Deeds[/tooltips]. This is requiring you to be at least in Orzhov, which is a lesser played color pair, but this is still very strong
7. Vanishing Verse
In a similar vein as Fracture,
Vanishing Verse
Vanishing Verse
Exile target monocolored permanent.
is a very useful tool to have in your back pocket. Many of the important permanents that you’ll want to hit in the format are monocolored, so this can easily find a target. Since control isn’t as prevalent right now, this is rarely dead in your hand. Once again, you do have to play Orzhov in some fashion, which isn’t very popular right now.
7. Doomskar
Doomskar
Doomskar
Destroy all creatures.
Foretell {1}{W}{W} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
comes in at Number 7. This one is a bit tricky, as this can handily deal with a curved out board, but this doesn’t play into any popular decks at the moment. As we’ve stated, control isn’t very popular right now, and the only deck this really sees play in is the Book of Exalted Deeds deck. If you can find a deck that can play this, it’s great
6. Portable Hole
Number 6 is
Portable Hole
Portable Hole
When this artifact enters, exile target nonland permanent an opponent controls with mana value 2 or less until this artifact leaves the battlefield.
. This 1 mana removal spell deals with many very important permanents in the game.
Werewolf Pack Leader
Werewolf Pack Leader
Pack tactics — Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, draw a card.
{3}{G}: Until end of turn, this creature has base power and toughness 5/3, gains trample, and isn't a Human.
,
Prosperous Innkeeper
Prosperous Innkeeper
When this creature enters, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Whenever another creature you control enters, you gain 1 life.
, other
Portable Hole
Portable Hole
When this artifact enters, exile target nonland permanent an opponent controls with mana value 2 or less until this artifact leaves the battlefield.
s, and tokens come to mind for great targets. It’s cheap and a pretty hard card type to deal with right now, so this can slot into many decks.
5. Infernal Grasp
Infernal Grasp
Infernal Grasp
Destroy target creature. You lose 2 life.
is the best black removal spell out there. It’s unconditional for creatures which is a really big deal. The life loss is a drawback, but at the end of the day, if you aren’t dying to a massive creature, then the trade off is worth it.
READ MORE: Ten Most Expensive MTG Cards From Innistrad: Midnight Hunt
4. Cathartic Pyre
Cathartic Pyre
Cathartic Pyre
Choose one —
• Cathartic Pyre deals 3 damage to target creature or planeswalker.
• Discard up to two cards, then draw that many cards.
comes in next. The flexibility of being a 3 damage burn spell and a rummage spell is very valuable in decks that want it. Often times, this is going to slot into the aggro / midrange decks where card draw isn’t a main focus, so this is a great option to help fuel their hand.
READ MORE: Best Multicolor Cards to Buy that Survive Rotation for MTG Standard 2022
3. Fateful Absence
Fateful Absence
Fateful Absence
Destroy target creature or planeswalker. Its controller investigates. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
comes in at number 3 and for good reason. This is the only white instant speed unconditional creature / planeswalker removal. The flexibility to hit planeswalkers is also why this is mentioned this late in the game. The downside of having your opponent Investigate is a pretty small one so this is a great option for decks playing white.
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2. Burning Hands
Number 2 and Number 1 on the list are VERY close, nearly tied. Number 2 is
Burning Hands
Burning Hands
Burning Hands deals 2 damage to target creature or planeswalker. If that permanent is green, Burning Hands deals 6 damage instead.
. With Green being a very heavily played color in the format, this card is often dealing 6 damage to it’s target. Being able to cleanly deal with various Werewolves, or
Wrenn and Seven
Wrenn and Seven
+1: Reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard.
0: Put any number of land cards from your hand onto the battlefield tapped.
−3: Create a green Treefolk creature token with reach and "This token's power and toughness are each equal to the number of lands you control."
−8: Return all permanent cards from your graveyard to your hand. You get an emblem with "You have no maximum hand size."
for only 2 mana is a huge benefit.
READ MORE: Is Lurrus of the Dream-Den Too Good for MTG’s Modern Format?
1. Dragon’s Fire
Dragon’s Fire
Dragon’s Fire
As an additional cost to cast this spell, you may reveal a Dragon card from your hand or choose a Dragon you control.
Dragon's Fire deals 3 damage to target creature or planeswalker. If you revealed a Dragon card or chose a Dragon as you cast this spell, Dragon's Fire deals damage equal to the power of that card or creature instead.
comes in at our number 1 spot for Standard. The reason that this sits up at number 1 is because it does 3 damage on its face, but if you’re playing a dragon, ie
Goldspan Dragon
Goldspan Dragon
Flying, haste
Whenever this creature attacks or becomes the target of a spell, create a Treasure token.
Treasures you control have "{T}, Sacrifice this artifact: Add two mana of any one color."
, then this deals 4 damage. Here’s some of the important creatures that you can hit with the 4 damage:
-
Righteous Valkyrie
Righteous Valkyrie
Flying
Whenever another Angel or Cleric you control enters, you gain life equal to that creature's toughness.
As long as you have at least 7 life more than your starting life total, creatures you control get +2/+2. -
Smoldering Egg
Smoldering Egg
Defender
Whenever you cast an instant or sorcery spell, put a number of ember counters on this creature equal to the amount of mana spent to cast that spell. Then if this creature has seven or more ember counters on it, remove them and transform this creature. -
Moonveil Regent
Moonveil Regent
Flying
Whenever you cast a spell, you may discard your hand. If you do, draw a card for each of that spell's colors.
When this creature dies, it deals X damage to any target, where X is the number of colors among permanents you control. -
Goldspan Dragon
Goldspan Dragon
Flying, haste
Whenever this creature attacks or becomes the target of a spell, create a Treasure token.
Treasures you control have "{T}, Sacrifice this artifact: Add two mana of any one color." -
Esika’s Chariot
Esika’s Chariot
When Esika's Chariot enters, create two 2/2 green Cat creature tokens.
Whenever Esika's Chariot attacks, create a token that's a copy of target token you control.
Crew 4 -
Froghemoth
Froghemoth
Trample, haste
Whenever this creature deals combat damage to a player, exile up to that many target cards from their graveyard. Put a +1/+1 counter on this creature for each creature card exiled this way. You gain 1 life for each noncreature card exiled this way. -
Galazeth Prismari
Galazeth Prismari
Flying
When Galazeth Prismari enters, create a Treasure token.
Artifacts you control have "{T}: Add one mana of any color. Spend this mana only to cast an instant or sorcery spell." -
Yasharn, Implacable Earth
Yasharn, Implacable Earth
When Yasharn enters, search your library for a basic Forest card and a basic Plains card, reveal those cards, put them into your hand, then shuffle.
Players can't pay life or sacrifice nonland permanents to cast spells or activate abilities.
—
That’s a pretty decent list, and each of these creatures are definitely high value targets to remove from the board.
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This list definitely could change, but these definitely are the best and most efficient removal spells in the format right now. You definitely should be playing these in your 75. What are your thoughts on this? Are there any spells that you’d add to this list? Let us know in the comments!
