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Target attacking creature gets +X/+0 until end of turn.
Draw a card at the beginning of the next turn's upkeep.
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Balduvian Rage Discussion
4 months ago
I like the feedback, but I can't say I agree too much. I'll go through everything you mentioned, and explain.When it comes to anything with prowess, the copies of the spells from Zada, Hedron Grinder aren't cast, but simply appear on the stack. Thus, each copy does NOT trigger prowess, rendering the ability nearly useless. As for Ogre Battledriver and other haste effects, I simply don't get enough creatures in a single turn to merit that. The deck doesn't explode creatures onto the board, it explodes the creatures' power and toughness that are already there.
As for enchantments and artifacts in general, such as Dictate of the Twin Gods, Flameshadow Conjuring, and Panharmonicon, the deck benefits more from simply having more bodies on the field than it does from these effects. Even effects like Genesis Chamber, Warstorm Surge, and Flameshadow Conjuring which combo with creatures aren't as effective as simply getting more creatures. In fact, I'll go through these individually. Genesis Chamber doesn't help very much, because I'm trying to get as many tokens as I can. Sounds like a contradiction, yes, but Genesis Chamber only triggers off of nontoken creatures, meaning it gets significantly less value than probably any card I could cut for it. Warstorm Surge is simply way too much mana for an underwhelming effect. Because the deck has a lot of 1/1's, Warstorm Surge is almost exactly equal to it's 2 mana counterpart, Impact Tremors, which makes it not even remotely worth the cost. Flameshadow Conjuring doesn't work because, again, it only works with nontoken creatures. However, it also uses up my precious red mana, and the token disappears. It's just not on the battlefield long enough to do anything useful with it. Kiki-Jiki, Mirror Breaker also already does this, and better than it does. Also, the deck just doesn't have enough ETB to try and build more around it, such as using Panharmonicon, however Purphoros, God of the Forge because he's also a creature, and Impact Tremors because it's very cheap mana, and very efficient. Notice it deals 1 damage to each player, while Warstorm Surge only deals damage to target creature or player. Only one target.
Also, any draw that also discards is more detrimental than helpful. Yes, Chandra, Flamecaller can refill my hand, but if I'm in the situation requiring my hand to be refilled I should have won the previous turn. The same goes for any wheel type effect, as well as exile off the top of the deck effect. The reason Rile works is because I control the stack. I let it deal damage to a creature that survives, then draw a card, one by one until I get a card that buffs toughness, then cast it at instant speed, assuming I can, targeting Zada, Hedron Grinder of course, and then all THOSE go on the stack and trigger before the rest of the Rile's, thus all my previously 1/1 tokens survive and I fill my hand and buff my board to win. The same goes for absolutely any spell that single targets Zada, Hedron Grinder that says "Draw a card" on it. And yes, even the ones meant to target opponents boards, because drawing half my deck for 1-2 mana lets me get the buff spells I need to literally win. Yes, that means Stun is good and staying. Panic and Balduvian Rage are also great because they can set me up for the next turn, meaning I don't have to try and win immediately. This leads me to Kari Zev's Expertise, because of how the stack resolves and how I can manipulate it, I can cast it on Zada, Hedron Grinder and then it will be copied for all of my other creatures. Not only is this a source of haste, but how it will play out is, let the first Kari Zev's Expertise resolve on a creature of mine, then play the free card, targeting Zada, Hedron Grinder, and let that and all of it's copies resolve. I will have tried to cast a card that draws, as long as I draw immediately. With all the new cards in my hand, the second Kari Zev's Expertise resolves, and then I cast another spell for free, targeting Zada, Hedron Grinder, and then that spell resolves, and hopefully also drew cards. At this point, I should have enough combat tricks to win the game, and still have hopefully another 3 or 4 Kari Zev's Expertise's left on the stack. I'll cast free combat tricks from each one of those, and should win that turn. Kari Zev's Expertise is one of the most consistent ways to pop off in the deck.
As for the creature curve, I'd like you to take a look again at how strong each creature in the deck is. I'll go further into detail in a second. First, the artifacts I have cap out at 2 mana, and 4 out of 6 either give mana, reduce mana costs, or draw cards, all effectively helping me reach the creatures and allowing me to play them. Also notice the creatures that literally give me mana for almost free. Treasonous Ogre for example. Pay 3 life for a mana? That's easy, the max life I pay is 18. That's less than half my life total. Normally I'll be paying a cap of 9-12. Also, consider that cards like Emrakul's Hatcher is more than 5 mana for a 3/3. It's 5 mana for 4 bodies, which can all be buffed, and give card draw. That goes for any creature that creates a token in the whole deck. Look at it as mana cost per body, rather than mana cost vs power/toughness value. I also don't want to run tribal, because it would require too many cards to shift over to more tribal base, and slow down the deck in its entirety.
Now for Neheb, the Eternal, and other more expensive creatures, I'll go through one by one. Charmbreaker Devils is interesting, because 6 mana is literally the very top of the curve, and as I've already stated, his second ability won't trigger per copy, only on the initial spell. The real deal with him, is that his second ability gives him +4/+0 instead of +1/+1, which is a much better deal, and stacks up MUCH faster. As well as with his first ability, it allows me to continue to have steam when I really shouldn't. Emrakul's Hatcher, 5 mana, 4 bodies. Not much else to be said, just great value for the mana cost, because have 4 extra targets for my copied spells is great. Pia and Kiran Nalaar are in the same category as Emrakul's Hatcher. Goblin Dark-Dwellers is also a card that gives me fuel when I should be out. It also works very well with Kiki-Jiki, Mirror Breaker to continue casting spells of my choice out of my graveyard. Kiki-Jiki, Mirror Breaker, I don't really have to explain why this is here, do I? Oh, and yes, it combos with combat celebrant for potentially infinite combat steps. Mirrorwing Dragon, this should also be obvious why it's in the deck. Neheb, the Eternal, is great because it helps set up for following turns. If I can get Neheb out early, and deal some damage, I can get enough mana to cast more creatures for my following turn. If I don't get Neheb out fast, then too bad for me, I'm sure I had something else to play. Siege-Gang Commander, 5 mana, 4 bodies, enough said. Goblin Rally 5 mana, 4 bodies, enough said.
The thing with this deck, is it can work with a low amount of tokens. Yeah, higher amounts of tokens are preferred, but 4-5 is the minimum. Which is obtainable through a single card. I don't need 20 goblin tokens, I only need 6 and expedite. I don't need them to attack the turn they hit the board, so I don't require haste. Hopefully this explains why all the cards that are in, are in, and I think I responded to everything in your comment.
9 months 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.
11 months ago
But yeah, Zada is awesome! I can't quite commit to playing mono red so I've built a couple versions with her and Mirrorwing Dragon in the 99. I'd love feedback and suggestions on my Zada Package card collection! What do you think are the strongest cards with Zada?
I saw Rites of Initiation and that looked like a surprisingly awesome wincon!
11 months ago
hubatish I do as well! I've been thinking about making a more mid-rangy version that isn't so all out glass cannon. As for Balduvian Rage, I had it in the list long ago but, have since cut it. I don't like the delayed draw on it, as 99% of the time I'm looking to win on the turn I'm casting the vast majority of my cards. If I end up making a more grindy version of the deck it'll probably be included, same with Panic.
11 months ago
1 year ago
I would use Vapor Snag over Unsummon. Also Distortion Strike might be useful.You should add some flashback spells to get more value out of your cards. Faithless Looting, Reckless Charge, Nightbird's Clutches, Desperate Ravings, Think Twice
1 year ago
Scorprix wouldn't Ash Zealot Vexing Devil or for a good haste enabler Mass Hysteria or Expedite and for pump spells Balduvian Rage or Assault Strobe Ghitu Firebreathing or Rush of Blood and for instant speed protection Apostle's Blessing or Ricochet Trap of course side board Ricochet Trap tho
1 year ago
Budget Friendly Decks:
Talrand, The Sky Summoner: simply fill with counters and other instant and/or sorceries and attack with your drake army. Runechanter's Pike is a good addition as well as Bident of Thassa/Coastal Piracy.
Purphoros, God of the Forge: Have to second this one as I main this. any token spell makes quick work on your opponents. Goblins have the most synergy simply for things like Skirk Prospector, Goblin Recruiter, Goblin Matron, ect. In other words goblins offer tutors for other goblins and are also very prolific.
Karametra, God of Harvests: She is actually pretty darn fun. I built mine quasi-group hug with Heartwood Storyteller, Rites of Flourishing, and Horn of Greed simply for extra card draw and the latter we will abuse to no end. She flies under the radar until your Llanowar Elves and whatnot produce 20+ lands... She also works great as a Landfall general but I wouldn't focus on it. Oh! and she works great with Panglacial Wurm; no one expects a 9/5 trample to get whipped out of nowhere simply for casting Llanowar Elves.
Zada, Hedron Grinder: goblin tribal. All you have to do is throw out a bunch of goblins, cast a cheap cantrip or two (like Accelerate and/or Balduvian Rage) on Zada and in no time you'll have 20+ 26/26 trample, haste goblins and more cards than you know what to do with in hand.
Doran, the Siege Tower: Can be built several ways: goodstuff (albeit more expensive), treefolk tribal (not my cup of tea, very limited), or big butts attack. The latter can be done easily on a budget using cards like Yoked Ox or Tasseled Dromedary. Doran himself is about ~$10 but that can be the most expensive card in the deck.
Edric, Spymaster of Trest: I feel dirty suggesting this one. Add in mana dorks, cheap evasive weenies like Scryb Sprites or Gudul Lurker. Ideally skip all the 2-3 drops, the first 2 turns you want to drop 1 drops so on turn three when Edric comes out you can attack to net cards. As mentioned earlier with Talrand, Coastal Piracy/Bident of Thassa act as Edric replacements. Most people have caught on to his shenanigans by now. You could over time upgrade him too adding in extra turn spells and ways to return them to your hand (like via Eternal Witness).