|Commander / EDH||Legal|
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|Scars of Mirrodin (SOM)||Common|
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Target creature gains double strike until end of turn. (It deals both first strike and regular combat damage.)
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Assault Strobe Discussion
1 week ago
Hey there! Cool deck you have here! Have you considered Lightning Bolt as a very efficient removal spell, or perhaps Assault Strobe in place of Armed / Dangerous? I also prefer Slip Through Space to Artful Dodge, and I'm a big fan of using Serum Visions to smooth your draws. Also, Mana Leak and Remand are two of the best counterspells in Modern, due to their efficiency. Good luck!
2 weeks ago
I agree with the fact the early game still need fleshed out some, tho once it is updated I think the plan is early hand disruption and removal. As far as infect goes, I forgot the tier 1 deck is blue green, mine splashes red for Assault Strobe and Double Cleave making turn 2s a little easier. The mana base is all City of Brass and similar stuff tho, so Blood Moon is an instant loss if I dont win on turn 2-3. What would you suggest as a more proactive early game? If he can make this work I wouldnt mind sleeving it up and seeing how it does at my lgs.
3 weeks ago
I currently do not have this build exactly. I took out the fetch lands and more expensive cards like Disrupting Shoal and Visions of Beyond. I need some time before I can get those. However, play testing it on untap.in had great results with your build exactly. Irl, it was harder to get the combo off because my group has plenty of control. Substituting in for those expensive cards though I put in cards like Crash Through and Assault Strobe. I wanted ways to deal damage with the Weird even if I didnt have the combo. The Assault Strobe comes in clutch because Double Strike and unblockable with Slip Through Space means only 10 instant/sorcery cards to kill. I usually dont go overboard with the damage when I play :p 20 damage to kill em is enough for me.
Also note that this is casual play. No competitive games. A really fun and surprising deck for sure when I just kept drawing and playing cards XD
One fun note, I was able to pull out 2 Weirds with the Mantels attached and I would tap them both for mana while only pay 1 mana for many enchantments. So by the end of all the drawing and playing all the instants, I was already hitting a with 2, 12/12 Weirds, with double strike, trample and unblockable. Talk about overkill! And since I had 2 taping for mana for mostly 1 cm cards, I had like 8 mana in my pool before I attacked. It was hilarious!
1 month ago
Braid of Fire seems really cool to drop your beginning hand, but it seems like a pretty awful topdeck once (if) you get to that part of the game. I personally feel like Assault Strobe or Temur Battle Rage would go great with your Swiftspear/Kiln Fiend plan as giving them double strike is great. Granted, those both suffer from the same problem as Braid with being bad top decks if your board is clear, so it's your call.
Other than that, I think it may be worth putting at least the Arid Mesa mainboard and maybe putting 3x Eidolon of the Great Revel or 3 Harsh Mentor into the sideboard so that way you have less cards dedicated to your transformative sideboard and more cards for other matchups.
Dig the interesting take on burn, and thanks for the upvote!
1 month ago
I'd recommend some evoke creatures. If you evoke them, it counts as casting the spell and the original CMC, but you pay much less than it. Other cards that have reduced CMC like avatars and Delve creatures are good too. Some of the ones I'd recommend are AEthersnipe, with decent removal with six CMC, Avatar of Might, since with your low amount of creatures the condition will almost always be met, plus an 8/8 trample for GG and an 8 CMC will be able to end games pretty easily and hopefully cascade into an extra turn effect or similar and kill someone right off the bat, Avatar of Woe is a sweet repeatable removal spell, again for just BB considering most of the time by late-ish game you'll have that condition met, and Mulldrifter, a staple even not in yidris decks. Also, cards that give your yidris double strike or hard to block can help get oyur yidris to hit more often, and sometimes more than once, giving your cards double cascade. Cards like Psychotic Fury, Temur Battle Rage, Uncaged Fury, Assault Strobe, Runes of the Deus, Berserkers' Onslaught, Blood Mist, Sangrite Surge and Rage Reflection all grant double strike, and Aggravated Assault, Fury of the Horde, Relentless Assault, Seize the Day, and World at War all grant an additional combat. Aqueous Form, Shimmering Wings, Slip Through Space, Shizo, Death's Storehouse, and Amphin Pathmage all make your yidris harder to block so you can get triggers more easily.
1 month ago
The land count here seems a bit low, especially considering that you're playing only the usual number of mana artifacts. You want to be sure you're dropping Lovisa right on turn 5 so she can buff your team, and I don't think you'll be making land drops consistently enough with only 30 lands. I'd cut some narrow cards (Darksteel Forge, Dragon's Claw, Balduvian Rage, Assault Strobe) for mountains or else utility lands like Valakut, the Molten Pinnacle or Rogue's Passage. It's not a sexy change, but your deck will operate more smoothly.
1 month ago
1 month ago
I think you need more draw and/or cantrips. The "Prowess" problem of having an empty hand slows this deck too much. Take a look at cards that have rebound (like Emerge Unscathed or Center Soul) for repeatable Prowess triggers. Also, you might want to add some evasion and/or protection like Gods Willing or your old friend Feat of Resistance. I noticed also that all three charms you are using all require specific colors of mana (no generic), I wonder if this slows you down?(You need more white mana since all 3 charms use white). The Boros Charm seems like maybe not a good fit here...I know you wanted to put Assault Strobe in instead, it would be a good fit esp if you can add some evasion.