|Commander / EDH||Legal|
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Burning Sun's Avatar
Creature — Dinosaur Avatar
When Burning Sun's Avatar enters the battlefield, it deals 3 damage to target opponent and 3 damage to up to one target creature.
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Burning Sun's Avatar Discussion
3 weeks ago
I would probably suggest you replace some of the more mana intensive ramp you have with Utopia Sprawl since you are already running Arbor Elf, simply because it is the fastest ramp in modern. Overall the deck seems kind of slow for modern, even with ramp - if somebody removes your Arbor Elf on turn one (assuming you drew the only 1 drop ramp or mana dork you run), you wont have any acceleration until your turn 3, and investing 3 mana on turn 3 on modern to ramp is simply too slow, when your opponent has had plenty of time to develop and rush you down, or against control you've given them plenty of time to get enough mana to stop your plans.
I would recommend adding a playset of Birds of Paradise as well to shore up the 1 drop mana dork slot. That way you are way more likely to draw something to ramp you early on. Some of the higher cost creatures you run are also a bit suspect, for example Burning Sun's Avatars effect might have been powerful in standard but in modern its pretty underwhelming for a 6 cmc creature. I totally understand this is a casual list, but theres probably too many cards that were good in standard but don't really match up to the power level of modern.
I'd also consider removing some of the more expensive buffs you run like Blanchwood Armor, simply because single target removal is extremely common in modern, and you essentially waste mana buffing a creature that will be removed anyways. Rancor is exceptionally good in modern because of its automatic graveyard recursion and cheap casting cost in comparison.
I do think the idea is there, ramp quickly into big Gruul creatures can be a solid deck though.
1 month ago
My other thoughts are that you might want more haste effects to let Gishath and others drop and swing the same turn, and that you might want to add more card draw or card advantage in case Gishath gets imprisoned somehow.
Also a possibility are damage-dealing board wipes, which would trigger enrage and possibly not even clear all your own creatures.
- Swiftfoot Boots
- Lightning Greaves
- Heirloom Blade - cheap and can provide card advantage; there are admittedly better options at higher budgets
- Blasphemous Act
- Wave of Reckoning
- Boros Charm
- Heroic Intervention - keep those dinos alive
- Pounce and other "Fights target creature" cards (I see you already have Savage Stomp which is probably the best for your deck)
- Kindred Summons - Drop it after a Regisaur Alpha to close out the game
- Rishkar's Expertise and similar draw spells (many in the Selvala list you played with the other day: Selvala, Omnipotent)
- Verdant Sun's Avatar - mana intensive for what it brings
- Burning Sun's Avatar - no flicker package here, so the value isn't great
- Gruul Charm - mildly useful but fairly situational
- Trace of Abundance I agree you need ramp, but this one doesn't really help with fixing, which you will want in a 3 color deck.
- Raging Regisaur doesn't look like it'll bring enough value in this format
2 months ago
You asked me for some suggestions, so here comes my quick Brainstorm:
Dinosaur Stampede is just unnecessary. Of course, it has "dino" in its name, but there are far better options, such as Concerted Effort, Overwhelming Stampede, Titanic Ultimatum (maybe a bit hard to cast, but worth to try out) and if you feel nasty Triumph of the Hordes.
Raptor Hatchling is in my eyes quite worthless in EDH - there ate a lot of better dinos out there. In my deck I also cut Burning Sun's Avatar, because his effect is just not worth its risky mana cost.
I would also suggest to ass some more ramp options. I only counted 3 ramp spells and 5 Mana rocks. There is a thumb rule that says, you should run 38 Lands (you miss one), and 8 mana rocks in a normal deck. You do have some ramp creatures, but my experience says that they often get removed quickly and should be counted with caution to your ramp numbers.
2 months ago
Fixed now Burning Sun's Avatar
Some people just do not know the basics of card databases ...
2 months ago
3 months ago
3 months ago
I'm building this deck too so I appreciate checking out your alternative build - Vanquisher's Banner is a great idea! Thanks!
I've got a couple cards that I think you should consider:
Wily Goblin is an absolute must-include as a 4x. It ramps you to Siege-Gang and there's no drawbacks to sacking it cuz ETB.
Rigging Runner is another cheap gobo that pairs well with Chainwhirler for blocking something up to a 5/5.
Goblin Barrage is unreal in this deck.
I was play testing with a version similar to yours and while it started fast, it lacked any meaningful threats in the late game to finish things off. I threw in 1x Burning Sun's Avatar Flip, 1x Verix Bladewing, and 1x Fight with Fire and the deck performs a lot better now. The kickers are surprisingly achievable with a Prospector on the battlefield.
As for what you might cut, I would drop all the Goblin Warchief (not enough goblins need colorless mana), a couple spells, and a couple banners.
4 months ago
Burning Sun's Avatar is considered to be a flip card
Rummaging Goblin's image doesn't show on deck pages