|Commander / EDH||Legal|
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|Betrayers of Kamigawa (BOK)||Rare|
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Instant — Arcane
You may remove a red card with converted mana cost X in your hand from the game rather than pay Blazing Shoal's mana cost.
Target creature gets +X/+0 until end of turn.
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Blazing Shoal Discussion
2 months ago
I wrote you a huge, detailed comment... then my computer crashed and erased what I'd written >.< Given that, I'm going to write it out as essentially bullet points and if you have any questions or want clarification, I can give more detailed thoughts :)
Let's start with the landbase. I'd cut down until you mostly have Mountains, and rebuild from there. Lands you may have missed: City of Shadows, Safe Haven, Command Beacon, Nykthos, Shrine to Nyx. Lands I'd definitely cut: Desert of the Fervent, Field of Ruin, Forbidden Orchard, Forgotten Cave, Homeward Path (your opponents will get the Survivors back...), Temple of the False God, and possibly Valakut, the Molten Pinnacle. I'd run as many basics as possible, then play Ruination, Extraplanar Lens, etc.
Beyond that, I still don't see Blades of Velis Vel! ;) I'd also run Mana Crypt, if you can fit it in the budget (T1 commander seems GOOD for this deck). I am a huge fan of Mana Geyser in mono-red, as well as some free pump spells for Varchild (such as Blazing Shoal and Downhill Charge). You could also devour all of your Survivors to Descent of the Dragons...heh. Perhaps Conjurer's Closet to steal Survivors every turn?
I hope this helps! :)
2 months ago
I'm also surprised that the deck isn't running Overblaze or Blazing Shoal. These combine with Desperate ritual (splicing it into those spells onto Zada) to provide a metric shitton of mana, often repeatable via past in flames or Mizzixing the arcane spell and re-splicing. Both can be alternate wincons with a large enough army.
7 months ago
8 months ago
If you are looking to finish of opponents with infect creatures I would recommend to do it quick and with one blow. You're really going to need some solid pump spells:
Although not really budget Skithiryx, the Blight Dragon fits your theme perfectly!
I would also run more haste enablers like:
If you're sticking with the infect theme then I would also suggest running these:
Including a secondary theme with things like "proliferate" gives you a solid plan-B if you've already managed to hit everyone with infect and they shut down your creatures. I really like the idea and I think it can be pretty strong if you manage to utilize it to it's full potential! +1
8 months ago
I think affinity gains a lot with Skullclamp and the artifact lands. Disciple of the Vault in conjunction with Skullclamp will be just gross and I think strong enough. I think you can cut the creature lands and just play the artifact lands and have a fine amount of threats.
Elves will be debateably the best deck. I think this will be the deck to beat.
A card to consider coming back is Chrome Mox. This card is going to give headway to some decks to accelerate.
Pyromancer/Mentor/Delver - I mean you get Treasure Cruise and Dig Through Time. Hard to say what numbers. There will be a bunch of brews with misstep and probe and the ability to cast a ton of "free spells" in one turn. Maybe Chrome Mox has a home here.
I think decks like dredge are to slow. Dread Return is powerful and I'm sure it can be broken. I think Eldrazi and decks like Jund/Abzan are just to slow too. Pod will be to slow. Possibly a blue control deck like Miracles could be good. You get Jace, the Mind Sculptor, Counterbalance, Sensei's Divining Top. Those are very powerful cards; however I think it will miss enough for combo to knock them out personally. Mental Misstep is a great card though.
8 months ago
Hypergenesis and Infect (with Blazing Shoal) seem like obvious choices, but from what I understand, they get hated out too easily and are more fragile than Storm or Elves. Hypergenesis is probably the most broken deck in the format, but you and everyone else realizes this and then everyone has sideboard tech for it.
Dredge, Dark Depths, and Eldrazi are also strong contenders, but no one seems to have solved those decks, so you're probably on your own trying to build one.
Lastly, don't forget the traditional Modern decks that have dominated in the past. Splinter Twin and Birthing Pod shouldn't be overlooked or ruled out. Splinter Twin is particularly vorpal with Remand ("lol @ your cascading spells, phyrexian mana, and so-called free spells"), Mental Misstep, and Dig Through Time. Jund gets Deathrite Shaman and Bloodbraid Elf with Punishing Fire. These aren't going to be like the other degenerate decks in the format. But: you just have so many answers to everything broken while your opponents can't answer your 5/6 Tarmogoyfs and other value cards.
10 months ago
Hello! I saw your post in the MTG EDH COMMANDER group.
This is my Zada list (with a linked budget version):
Commander / EDH
SCORE: 152 | 209 COMMENTS | 23698 VIEWS | IN 67 FOLDERS
I've had a great deal of success with this list (although it can be fragile). I know it's significantly less budget than your list, but it still might have some good pointers for you :)
Particularly, in terms of pump spells, I'd add Downhill Charge and Blazing Shoal. Otherworldly Outburst is good boardwipe protection stapled to a marginal power boost. You could also use as much ramp as you can get your hands on, such as Iron Myr, Mana Geyser, Ruby Medallion, etc. You could probably cut most of your 3-mana rocks and replace them with 2-mana rocks (such as Fellwar Stone, Coldsteel Heart, etc) so that you can cast Zada T3 if needed :) Other than that, depending on meta, you could play effects like Ruination or Price of Progress to take advantage of your reliance on basic lands. Hope that helps!
11 months ago
Winning so early requires that the opponent in no way shape or form interacts with the deck (instead of "it isn't disrupted too much"), and a very solid hand.
If storm wins on turn 3 then half of the modern format does.
Mono green Goblin Charbelcher can also win on turn 3 - and as artifact removal is more rare, its harder to disrupt.
Death's Shadow decks can also win on turn 3 - specially with Temur Battle Rage
Even "jank" like Hollow One decks can win in turn 3.
In theory - In reality winning on turn 3 is gonna happen once in a blue moon. (If all goes well and no removal, discard, or counterspells are present on the opposing side of the board)
Modern is called a turn 4 format for a very good reason - because decks that have a realistic shot at reliably winning before turn 4 tend to meet the fate of Blazing Shoal, Seething Song, Summer Bloom... etc.