Voice of Victory: Discussion

by dknight27 on 07 May 2025

Main Deck (1 card)

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Sideboard (4 cards)

Sorceries (1)


Instants (1)

Planeswalkers (1)


Artifacts (1)

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Deck Description

Wizards of the Coast has lots its god damn mind.

Voice of Victory demonstrates such a complete divergence from the way the game is designed to be played that I can't help but think we've entered a magic-post-apocalypse where down is up and card creators are intentionally ruining their own game.

This isn't the first example of cards that shouldn't exist that have come out lately (a la Kozilek's Command, for example, that breaks the color wheel), but Voice of Victory in particular devalues what the game was designed to actually be.

Agro tries to beat control with speed and muscle. Control tries to beat agro with engines and tempo/material denial. Combo tries for a blastoff either faster than agro can smack it down or protected from control. All three strategies try to use synergy to wring 2.1 or 2.2 out of 1 + 1, which eventually (or immediately) overwhelms opponent. To this end, each strategy enjoys advantages the others don't. Control gets to play things at instant speed, literally via instants or with effects like Flash or permission cards. This gives control 1.5 turns (give or take) for every turn agro gets, as they can work on their own engines or wincons during their turn then play defense during opponent's turn. Agro gets to be much more efficient than control, and develops a clock situation that says 'deal with it or die'. If control can't develop fast enough to stop the 1-drop because it has to deal with the 2-drop (etc), control loses. Agro also doesn't have to rely on a limited amount of win conditions, as the whole deck is basically a win condition, so the inevitability is always favoring it as long as the field isn't empty. Combo gets to ignore most of these shenanigans and play outside the box, caring more what they're doing than what either other strategy is doing. They also get to ignore basic deck construction rules such as mana curve, land to non-land balance, and color fixing, etc. That's the balance, that's how the game works.

Voice of Victory ruins this completely, and is THE textbook example of how to not make a card.

A- It murders control in its sleep: stopping opponent from being able to play spells during your turn neuters control like no other effect in the game. Remember, control gets to play 1.5 turns for every 1 turn of agro, because it plays things at instant speed. Off the bat, denying control that opportunity reduces it's effectiveness by an order of magnitude. You can pull off combos in complete safety, knowing opponent can't respond. You can get threats into play in almost complete safety. Every counterspell in control's hand is now 95% a dead draw that does next to nothing but sit there and frown. That's control's entire strategy, out the window. Cards that achieve this are pretty rare, and very powerful. Remember Teferi? Two color walker that has a bad + ability and no ultimate? It's so damn powerful because of its ability to shut down control matchups, and it has lots of built in detriment to balance that effect out. Like how you have to run blue and white to play it, how it doesn't build to a win on it's own, it's legendary so you can only have one in play, and how you have to significantly weaken it to take advantage of its draw ability. Voice of Victory does almost the same thing, but as a 2-drop, with icing all over it and no detriment in sight.

B- It's mono colored and not legendary: being just white and not legendary is ludicrous. Victory can be run as a splash into ANY decktype, or in any deck that is ok with running white, which is a tremendous amount. Since it isn't legendary, you can stack them and not worry about hands clogged with legendary cards.

C- It's anti-control AND a semi-reliable clock: not only does Victory act as a 'screw you' to control in an agro deck, which is precisely the kind of card agro decks want to run, it also comes with a built-in clock in the form of its spawned tokens and fat ass. Being a 1/3 is far from perfect, as it's boltable and dies to basically every type of spot removal that's run, but the 1/3 vs 2/2 dynamic means it can attack into a 2/2 and live while still spawning its tokens to bypass blockers and eek out damage. If unchecked, the card's worth 3 damage a turn on top of being an anti control dream. Or, put another way, against control this card basically says 'bolt opponent to the face every turn and you can't play stuff during my turn, haha'.

D- The tokens don't immediately die: since the tokens die during the endphase, they can be utilized for advantage beyond clock purposes.


But hey, that's modern magic right? I guess I should be relieved that it doesn't come with Haste and Hexproof.

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  • discussion

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Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Not Legal in Vintage
  • Not Legal in Legacy

Deck discussion for Voice of Victory: Discussion

Nah man, Kozilek's Command is asinine beyond comprehension because it breaks the color pie, gives the 'color' that shits out 2 or more mana a turn a card that can for all intents and purposes answer literally everything and is always a viable card to cast with at least some use. It essentially paves over all the weaknesses of a particular strategy in one misbegotten package that is still insanely strong in situations where no weakness is showing, and irrespective of how far along the game and your mana has progressed.

Voice of Victory is like 25th 2 mana white hatebear. Grand Abolisher has existed for what a decade now? The card does the exact thing white has been doing since the days of Moat for pretty much same cost it's done it for. Voice of Victory is easy to deal with, unimpactful versus an extremely wide swath of strategies, and downright useless in many lategames as well as in a lot of fast early games.

Edit: Jesus creeping shit, what the hell is that new abolisher art.

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Posted Wednesday at 20:47

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I get what you're saying and agree that there are cards that make you question what Wizards of the Coast was thinking when they made them but all of them can be countered/tackled (I don't think there are cards that are impossible to counter/tackle save for the Split Second cards). Some will need a great deal of creative thinking that's true, but I feel that's what makes the game a little interesting.

It's either that or Rule Zero the cards you feel are overpowered or don't make sense. That's the beauty of this game, the versatility of how you and your group can play the game in my opinion.

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Posted Saturday at 09:15

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I always just come back to the Bank of America telling Hasbro to fucking chill with WotC's golden goose, despite the complexity creep and the sometimes hilarious verbosity of some cards (e.g., Ashiok, Wicked Manipulator), the game is alright when it is not going thermonuclear with the power-creep. Though I would argue all them crossover sets are very much all short term gain and their being incessantly pushed by WotC is precisely the sort of thing BoA told Hasbro to stop doing, but that is still more opinion than fact.

The bottom line is that formats can deal with cards like Teferi, and Voice of Victory, and that there will always be cards that warp formats, from Thragtusk to Sowing Mycospawn, it's just that the latter came out alongside 19 other broken cards and the game quite literally by definition cannot sustain sets that add 3 years worth of high-powerlevel, format-defining playables for very long.

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Posted Saturday at 17:50

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True, but WotC have in the past noted how broken certain cards were and down right banned them from all formats or certain formats. If people complain hard enough then the message might get across, if not there's always Rule Zero and local group banned lists.

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Posted Saturday at 19:12

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