|Commander / EDH||Legal|
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|Seventh Edition (7ED)||Rare|
|Urza's Saga (USG)||Rare|
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Creatures can't block.
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1 week ago
I had thought about Repercussion earlier but initially chose not to include it since Varchild makes it so Survivor tokens can't block and since I am running Bedlam. However, I probably should be running it anyways.
Mana Flare seems like a great inclusion!
2 weeks ago
Some takeaways from today's games:
Curse of Opulence is wonderful at influencing combat and helping ramp. A lot of value packed into one red mana. The card has cemented its slot in this deck.
While I never got to actually activate it, Shinka, the Bloodsoaked Keep was a fantastic option to hold up, as a 5/5 first striker can survive most fights in the early to mid game; it was nice to have the option.
I run too many non-basics for a two-color deck. A late-game From the Ashes neutered any chance I had at winning one of the games.
Drawing Words of Waste felt awful. I didn't want to skip out on the card draw for a Xantcha activation just to make everyone discard a card, and it didn't seem like a good use of 4 mana, either, even with the added loss of 2 life. I can see cutting this immediately for something more impactful.
I'd like to decrease my dependency on creature blockers as rattlesnakes, which will allow me to include something like Bedlam to more readily encourage combat. It improves the usefulness of Virtus the Veiled and Master of Cruelties, too.
Targeted unblockable repeated effects from cards like Key to the City seem like a better long-term goal for keeping Xantcha connecting each turn than to run extra targeted removal. I'd rather save that removal for the actual threats, while enabling Xantcha to continue dealing damage in other means.
Group damage doublers like Dictate of the Twin Gods definitely seem promising in such a world, so I'm likely to give that a try.
Finally, I need to take a hard look at how I actually intend to win. Seems simple and silly to admit, but in the late game, after casting a tutor, I didn't have the confidence in knowing what my ultimate end game needed to be. Maybe I do need to put some combos in after all...
3 weeks ago
No Bedlam? I'm a bit surprised.... Though, I bet you want to block if you can ;p
2 months ago
3 months ago
You need to streamline your game plan. Put in ten manarocks with cmc 2 or less.
You have a lot of equipment and random artifacts that don't really work with your gameplan. I honestly feel that you can cut everything to make space for the mana rocks.
You may want to make your creature suite more lean. Keep the 5 cost dragons, maybe add Glorybringer, Scourge of Valkas, Mirrorwing Dragon. I would cut all other 6cmc or higher dragons except the ones that give useful abilities. Keep Utvara hellkite, Balefire dragon, Scourge of the Throne, Hellkite tyrant, Dragonlord Kolaghan, Flameblast. You should have no other creatures above cmc 6. These dragons will be your prime targets for reanimation via your commander.
Add in aggressive creatures such as Harsh Mentor, Rampaging Ferocidon, Urabrask the Hidden, Grenzo, Havoc Raiser, Felhide Spiritbinder, Tree of Perdition, Fanatic of Mogis etc. These will fill out your early aggression. Make these the bulk of your force.
3 months ago
It looks like you built the deck to go as wide as possible. You also have a little too much goad in here as well as when you get down to 1v1 that goad will blow up in your face. Now if you are making this deck to purely steal people's cards, Marchesa, the Black Rose does that infinitely better and has viable removal and interaction options being Grixis.
As For Card purging:
- You have no real decent targets for Reverberate so there is no point in having it. - Bomat Courier is only really good very early game, the odds of having it opening hand are bad, and commander has removal everywhere so if it does hit the field later it will never stick. - Hound of Griselbrand is too expensive for what it does. - Bedlam will more often than not backfire. - Zealous Conscripts is far too expensive. - Urabrask the Hidden enters the battlefield to late to be effective.
- I agree above, Blasphemous Act is handing the game to someone else. if you cast it, you will lose 99% of the time.
- I am a huge fan of Neheb, the Eternal... as a commander. That being said as one of the 99 in a go wide deck, he will throw your curve off badly and will never live long enough for it to bear fruit. If he hits, a semi-intelligent player will kill him immediately, no less smart ones. - Invasion Plans really has the chance to backfire as against decks with larger creatures, it will board-wipe you. - The same with Heat Stroke. There are more than a few decks that can keep up with you, Goblins, Vampires and especially Elves can race you for going wide. Don't play cards that will put you at a disadvantage against them.
I would go more goblin centered, adding in Goblin Warchief, Vanquisher's Banner, Goblin Chainwhirler, Squee, the Immortal, Mogg War Marshal among many others. These are just some things to think about. Good luck.
3 months ago
A few ways to give a token swarm evasion are Bedlam, Break Through the Line, and Goblin War Drums. I would place my focus on things like Tempt with Vengeance, something like Hostility could also be a good pay off if you do add some X cost burns. I can't think of any cards that produce tokens for just mana but if you find an enchantment of that nature it would be a powerful engine in a deck like this.
You may find a few useful things in here Cry Havoc, Ooo Shiny. It is mono red but it is designed to throw tons of tokens out that are difficult to block.