|Commander / EDH||Legal|
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|Iconic Masters (IMA)||Rare|
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Anger of the Gods
Anger of the Gods deals 3 damage to each creature. If a creature dealt damage this way would die this turn, exile it instead.
Anger of the Gods Discussion
2 days ago
A general rule to live by when playing modern is that it's okay to be slow as long as you can slow the game down with you.
I don't feel you're able to slow the game down to the pace where this kind of deck can keep up. Let's be honest here, this list is extremely slow, even for a dragon deck. And you don't have much interaction to support it a slow playstyle.
You have a few good ramp cards to help you speed up a tad, and that's pretty dang nice. Dragonlord's Servant seems good, and Everflowing Chalice ain't bad either. But you have so many, big, clunky cards that are going to clog up your hand while your opponent is preparing to kill you on turn 3.
As for as big clunky cards goes, Berserkers' Onslaught and Crucible of Worlds even seem like a bit of a missmatch here. They are cards that ask you to have commited a powerful battlefield before you apply them, as to maximize their effect. In this list, not only will they often come into play before your creatures, but they will help you even less than a creature when you're struggling to survive the early game.
Sarkhan's Triumph , despite being one of your cheaper cards, is not that great either, but that's mostly just due to the nature of dragons. There aren't many disruptive dragons that can suit a particular situation greatly. They mostly just hit hard. There aren't any draconic Meddling Mage s or Deputy of Detention s that you can tutor for to counter what's going on, so it's probably just better to play more dragons instead.
You can of course play the way you want to, but in essence, if you wish for the deck to be more competitive, you should lower your curve (Cutting some 7+ drops), get a bit of ramp, and get some more interaction to slow the game down.
I think someone already mentioned Glorybringer , but the powerflevel of that card is through the roof as far as dragons go. One of, if not the best mono-colored dragon in modern. Stormbreath Dragon is also nice. Anger of the Gods or Sweltering Suns are ncie to fight aggro decks. Chalice of the Void and Blood Moon are some great disrupts. Abrade is a great piece of basic inetraction. Mind Stone and potentially Dragon's Hoard are cool options for ramp.
1 week ago
Love the match-up. I run TYS Kess as well, and it can run super smooth. I have a few quality of life upgrades I can recommend, but ultimately everything has to come down to what works best in your local meta.
For starters, I would reduce the land count by about 3-5. Particularly, I would cut Nykthos and then a combo of islands and/or swamps. Devotion works well in mono to two color decks, but TYS relies on you pulling spells more than lands or permanents, so you won't get as much value out of it here. Instead, I'd recommend Temple of the False God . Most times, you can get it online fairly regularly and having one land that taps for 2 colorless is pretty dope. I'd also recommend either the Dimir Aqueduct or Izzet Boilerworks . Karoo lands may set you back just a bit, but you want as much value as you can get out of it. Ultimately, I'd say drop back to 34 lands, and add Temple and a Karoo land of your preference into that mix.
Next, you have a decent creature-base, but I would tweak and trim that a little bit as well. I'd sub out Hypersonic Dragon for Backdraft Hellkite and remove Crypt Ghast and Consecrated Sphinx . All of those are solid choices in most cases, but Ghast hits the same issue that Nykthos does. Hypersonic is decent for value, but opening your graveyard further with Backdraft so you're not limited to just 1 card per turn is huge on your storm turn. Lastly, Sphinx is an absolute monster of a card, but it might come out a little too late to really get you ahead. I'd add a Mystic Remora , but that's personal preference. Honestly, Sphinx could go either way depending on your meta.
As for Instants, I'd sub out Boomerang for Chain of Vapor , Counterflux for Flusterstorm , Countersquall for Negate , Dissipate for Swan Song , Reverberate for Increasing Vengeance , Rewind for Muddle the Mixture , and Undermine for Disallow . My reasoning for Chain is that most people won't sacrifice a land to copy it, and if you really need to save something, you can do it to yourself, sac a land, and then bounce someone else's permanent. Not to mention, it's a good way to keep something heavy off the board if they use a ritual to sneak a threat in early. As for the counterspells, some of them in there seem a little narrow compared to the ones you had (i.e. they target specific card types), but the most threatening things you'll deal with on your main storm turn are instants and cards with flash, so conditional counters work as good defense for off-turn threats. Also, Muddle the Mixture is a great tutor if you have a lot of 2 CMC cards, because it will fetch you any of them for just 3 mana. It also doubles as a counterspell sometimes. For Increasing Vengeance , I always recommend this over other red copy spells because it gets so much more value out of the graveyard, even more so if you cast it with Kess. Instead of having to pay the flashback, you play its normal CMC and get a double-copy for the price of one (not to mention its interaction with TYS).
Artifacts, I'd swap Manalith and Vedalken Orrery for Talisman of Dominance and Talisman of Creativity . Extra mana rocks will help you get around land destruction, and provide you extra mana acceleration earlier. They also don't require you to filter mana the same way the signets do, but in exchange they do hurt.
I'd see if you can fit a Narset, Parter of Veils in place of Liliana. She works wonders for digging purposes, and totally shuts down everyone else's draw.
Lastly, for sorceries, I'd remove Barter in Blood , Decree of Pain , Fabricate , and Mana Geyser . In their place, I'd put Anger of the Gods , Cabal Ritual , Entomb , and Desperate Ritual . Anger absolutely nukes graveyard value, and if you hit it off storm it only gets stronger. Cabal Ritual works as a much more efficient black ritual once you hit threshold, which you should hit fairly quickly if you're cantripping and looting often. Entomb is just as good as tutoring to hand with Kess because if you're looking for a spell, just pitch it and cast it without conditions.
Wow, that was a lot longer than I expected. For some final additions, I'd recommend Red Elemental Blast / Pyroblast , Narset's Reversal , Arcane Denial , and Fire Covenant . REB/Pyro works as a good defender on storm turn and can remove a pesky blue permanent that's complicating your life. Narset's Reversal is excellent at protecting your own spells from counters, providing you extra iterations of those spells if you have excess mana, and copying particularly useful spells from other players if you don't want to be effected by them. Arcane Denial is an excellent cheap counter that, though it draws you and an opponent cards, works as a decent political tool and can buy you an extra turn when you're storming off. Lastly, Fire Covenant is a great targeted wipe spell. If you put enough life in it, you can take out just about any number of creatures that are giving you headaches without losing your own in the process.
Overall, I see a lot of potential in the deck and think it could be super smooth with a few changes. The biggest enemy in EDH is inconsistency, so you have to fight that harder than most of your opponents. Also, life is a resource too. Starting at 40 makes it really easy to pay life into spells. I hope this almost dictionary of changes helps, and I look forward to seeing it progress!
2 weeks ago
I am newish to magic and had a friend recommend this deck to me to beat one of our other friends. Needless to say I won, I won so much it is banned in my circle of friends. I ran exactly what you have up top for 1v1. We play a lot of 4 player FFA so I added a variant (since I kept decking myself and not having enough mana on hand to deal 60 damage) where I run Psychic Corrosion and added some Index ’s as well. Thank you from a very novice player (me) at starting a legitimate addiction. The 4 player FFA deck is 4x swans, 4x seismic assaults, 4x psychic corrosion’s, 2 index’s, 4x treasure hunts and basically the same as the 1v1 above I removed the Molten Vortex ’s and the Anger of the Gods to make room and not screw up the mama ratio too much.
3 weeks ago
I like the addition of Torch Courier, in the Ilharg shell. I'm not so sure about Leyline of Sanctity in your sideboard. Discard effects can hurt the deck and there is no denying that, the Leyline also has some value against Prowess or Ensoul decks, personally though I've never been a fan of putting in a dead card. Rather than Leyline I have two copies of Elixir of Immortality this gains life, but also shuffles your graveyard back into your deck.
Other common sideboard inclusions are Ruric Thar, the Unbowed Hornet Queen and Carnage Tyrant (or Plated Crusher in a push) alongside Anger of the Gods and Pithing Needle these cards are likely a good place to start. I was tempted by Archetype of Endurance partly because it's a boar and partly for it's hexproof based abilities.
Hope this is of some help, good luck brewing your deck.
Tuba on R/W Midgro
1 month ago
Used to play a blue red version of this back in standard, Stubborn Denial ing and Swan Song ing opponents Anger of the Gods . Used Akroan Crusader , it allowed me to go wide and have insurance in case my heroic creature died and I needed a body to drop enchantments on. His tokens have haste which is a nice touch. It forces them to have a sweeper early on. It also allowed me to consistently cast a playset Stoke the Flames , often for free, giving me a surprise late game finisher. I'd highly suggest trying out Akroan Crusader/Stoke the Flames package.
Also, some other worth considering, Dragon Mantle is a nice enchantment that replaces itself. Ordeal of Purphoros can make even your one drops and tokens huge and can kill a blocker or close out a game. Even on just a Swiftspear it's quite good. Ordeal of Heliod could be quite good in the sideboard for aggro mirrors.
1 month ago
I've found the deck needed a sweeper vs. go-wide/Aggro decks, and IMO Anger of the Gods is the best one in RG. In practice, I don't think I've ever removed one of my own Creatures with it (well, maybe a single Voltaic Brawler once), as our team either has 4 toughness, a bunch of +1/+1 counters, it's second main after a big pump, or I just wait to cast the Creature until after the Anger.
Yeah, Once Upon a Time is great at finding Creatures and also allows us to keep sketchier mulligans. But it's a bummer when we have a bunch of Creatures and can't find a pump (though like djnewellmit mentions, Ghor-Clan Rampager is great there, since it does double duty). I'll probably drop it tbh, but only because I think it'll probably get banned too, and I don't want to spend a ton of time testing with it just to have that happen! :-D
Love all your suggestions. Thanks much!
And yeah, the Veil of Summer banning stunned me. Ah well. I think I'll probably end up adding some mix of Ranger's Guile for extra Creature protection, Rhythm of the Wild or maybe Domri, Anarch of Bolas for uncounterable, and (depending on how the meta shifts) perhaps a couple Leyline of Sanctity as anti- Thoughtseize tech.
Definitely feels like old times. Even if only for that, I LOVE this new format!
1 month ago
Dragonlord's Servant is a neat tool to consider for getting dragons out a bit faster... maybe Mind Stone for a bit more mana acceleration with a draw option.... some earlier plays could also be Slumbering Dragon and Dragon Egg for a bit of defense while waiting to player other dragons...otherwise without earlier plays/barriers then i think you would need Pyroclasm / Anger of the Gods to stave off the opponents incomming assault for their creatures. id also consider Sarkhan, Fireblood as a replacement planswalker.
1 month ago
Anger of the Gods occurrence in decks from the last year
All decks: 0.15%
Commander / EDH:
All decks: 0.01%