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By Force Discussion
4 days ago
i'm looking to build a budget Gx tron deck. unfortunately i cannot afford karns, ugins, and wurmcoils. heres the deck so far.
2 COMMENTS | 23 VIEWS
I would like suggestions on a good secondary color, as well as sideboard options. so far the secondary color is red because Banefire seems good in a deck that can easily get X to 5+. it also gives me access to By Force which would help immensely against Hardened Modular.
I'm pretty familiar with who the good players at my LGS are, and what decks they have been using. so my main concerns are the following decks.
Tron mirror: there are at least 3 tron players who frequent FNM. unlike me, they are able to afford karns, ugins, and wurmcoils.
Jund: a buddy of mine assures me Tron is favored in this matchup. but i still want to be prepared, for several reasons. A) i'm running a budget build. B) Assassin's Trophy can destroy lands when it gets released. C) the jund player knows full well the tron players will show up. he knows them personally. if Tron is truly favored in this matchup, i figure he's coming prepared. D) i don't particularly like the guy. he tried to make fun of my current modern deck, which is 5C Sliver Company. on the bright side though, i went 3-1 that night and won some boosters.
Goblins: this guys deck is about as fast and competitive as i imagine goblins can be. minus the fact he doesnt use Throne of the God-Pharaoh like i would. its great in "go wide" decks. i have some mainboard threats that could potentially serve as answers here, but i have to live long enough to use them. Steel Hellkite can destroy all his tokens at once for 0 mana, but thats a turn 4 play at best meaning i'd better hope i go first. Myr Battlesphere can give some blockers. this matchup is what made me consider Spatial Contortion for the sideboard. it can remove any goblin, or pump up a Reality Smasher to swing for 8 on turn 3.
Hardened Modular: same friend that said Tron is favored against Jund, said Goblins and Hardened Modular might be difficult. obviously i should already be packing artifact removal since almost any opponent can drop a Damping Sphere against me, but single-target removal may not be enough here.
any suggestions are appreciated. if you think i should add something, please also suggest what i should cut. i am more than happy to give feedback and advice in return, on any modern format decks. that is the format i am most familiar with.
6 days ago
- Grasp of Fate
- Return to Dust
- Path to Exile
- Swords to Plowshares
- Darksteel Mutation
- By Force
2 weeks ago
4 weeks ago
@xJonahSlayerx: Yeah, card draw and removal are definitely key. For card advantage, Apex of Power, Dark-Dweller Oracle, Mind's Eye, Outpost Siege, Reforge the Soul and Skullclamp. For removal, I'm running Aligned Hedron Network, Blasphemous Act, Burn at the Stake, By Force, Goblin Bombardment and Vandalblast among others. Try sorting the deck by custom categories to see everything I have under Card Advantage and Removal.
@Shinkusenshi: I used to run Goblinslide in the early days of this deck. I really liked the idea of Goblinslide, but found in practice it added too little value compared to other cards that could take that card slot in the deck.
@iwhaleme: There's only 1 copy of Pia and Kiran Nalaar. I had the deck set to sort by custom categories, so it was showing that Pia and Kiran serve multiple roles in the deck, both generating tokens and dealing damage. I've changed the default sorting back to Type for clarity that cards aren't actually in there multiple times.
1 month ago
VexenX: Well since the deck is 87% Green, and the only card needing double red is Omrath himself, and the only other 7 red cards in the deck only need single red, it really seems like Ranger's Path is just a strictly better card in this case. Ranger's Path in this deck instead of Explosive Vegetation will find the red mana needed to cast Omrath, and neither ramp spell would let the lands enter untapped if it was needed to cast Omrath the same turn. Furthermore, it would reduce the number of ramp spells restricted to finding basics which also seems very good, since it could lead to a reduced number of basics in the future if similar new ramp spells is printed, like Hour of Promise :) I think it's a swap right away, unless there is a more underperforming ramp spell to replace, but i can't really see which one it should be :)
In regards to removal, Beast Within takes any permanent even lands, so this could be nice to include. But if you are going to add removal, it is not very reliable to only have 1, then you would need at least 3-5 to make it more consistent which is a key essential in any optimized build in my experience. Furthermore it would be hard to figure out what to cut to run a bigger amount of removal, and removal and hate cards are very meta dependent. So a creature heavy meta like your own won't need a lot of removal cards. Obviously if they ever print an Aura Shards in these colours put that baby in right away :)
Hate cards and removal are always the hardest to make objectively correct in my opinion as amount and which cards are best, change depending on the meta. A few cards are objectively very strong and ALMOST needs to go in every deck they can, like Anguished Unmaking or Beast Within.
In case to Vandalblast & By Force, these are more meta dependent, or needed if one deck has a tough time dealing with artifacts. I change decks very often and i have multiple decks, and a lot of players in my meta does the same, so including hate cards are often a waste since they can be awesome in one case where you draw it and play against the right decks, otherwise they are horrible. So cards like Grafdigger's Cage, Torpor Orb and similar effects are very inconsistent. Torpor Orb hits cards in almost any deck so that is a better hate card than most, but still very inconsistent.
Hope you can use some of my thoughts, even though this comment ended up being quite long :p
1 month ago
That works for the Ranger's Path switch. Vandalblast I find worse than By Force, because a number of the time someone drops a Grafdigger's Cage shutting out a Karador deck, and you just want to blow up every artifact your opponents control except that hate piece. By Force will do the trick! I get that in this list Bane of Progress might not work, but many Omnath decks aren't going to use that many enchantments, and would just like it as a large beatstick elemental that also blows stuff to smithereens.
1 month ago
I would replace the two copies flames of the blood hand in your side-board and put in Leyline of Punishment. And I would change the four copies of smash to smithereens to two copies of By Force and two copies of Destructive Revelry. Playing a burn like deck when Leyline of Sanctity is a side-board staple in modern means you win game one, but lose games two and three. to be able to play the revelries I would replace four of your mountains with four copies of Cinder Glade since it doesn't cost life to play and is cheaper than stomping ground. Nobody will bring in Bloodmoon against you since you are a red deck.
Also, I would cut down on the number of revelers to two instead of four and increase goblin guide to three copies or even four. Most of your instants and sorceries are two and three cmc, casting revelers will be hard when they cost eight and you have three spells in the graveyard. If you want to stay with four revelers, then I would switch the browbeats to Faithless Looting. It can draw you cards and fills your graveyard with dead cards.
Lastly, I really like your deck and aside from the changes I suggested there really isn't anything I see that needs to be changed.
1 month ago
I see you have Derevi, Empyrial Tactician in your maybe board. You should definitely move him to the main board. His value is ridiculously strong.
Other cards I would recommend that won't necessarily break the bank: Bear Umbra, Kindred Discovery , Reconnaissance, Shared Animosity, Path to Exile, Cyclonic Rift, Yasova Dragonclaw, Eternal Witness, Vandalblast, Shattering Spree, and By Force.
Reconnaissance is truly an all star. It allows you to swing with everything, then remove them from combat AFTER their damage goes through but BEFORE your opponents damage goes through. It's like vigilance, only 10x better. Plus allows you to tap them for mana to things like Cryptolith Rite.
One sided board wipes, clears, or artifact removal, or even just spot removal is always a good thing. Though it might more depend on the meta you play in, the need for those cards.
Eternal Witness can get you your cards back. 'Nuff said? Yasova Dragonclaw can steal some fun things. Shared Animosity can get ridiculous, real quick. It's like a cheaper Coat of Arms (but slightly worse, but only goes for your things...so...you know). Kindred Discovery is a great card draw engine.
Obviously, to increase the consistency of your deck, tutors. And a more expensive landbase. But you said your budget is $150. So most tutors are already out. However, if you decide you want to sink way too much money into it, Tutors are easy, no brainer, inclusions
Now the hard part. What do you cut to put things in that maybe help you combo, or make your stuff bigger, all of a sudden, or just to provide value?
My recommendations for that, mostly based on high CMC or not providing as much value as something else: Zealous Conscripts, Surrak Dragonclaw, Stonehoof Chieftain, Lovisa Coldeyes, Jazal Goldmane, Blood-Chin Fanatic, Blaring Recruiter, and Blaring Captain.
Of course, all of these are just suggestions. If you like the way a card interacts with the deck, or you think it's just fun to play, keep it! It's just a game, designed for people to have fun with. And all that matters is that you have fun with playing your deck. Best of luck to you in all your future games, I love Najeela. She's a lot of fun, and almost no one like to see her across the table from them.