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Target creature you control deals damage equal to its power to each other creature and each opponent.
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Chandra's Ignition Discussion
7 hours ago
Hi_diddly_ho_neighbor, I was thinking about cutting Amulet of Vigor and Chandra's Ignition for Abundance and Soulblast. What do you think? Abundance would pair perfectly with Sylvan Library. As for Soulblast, it's what I was trying to accomplish with Chandra's Ignition, but better due to the amount of damage that would be dealt.
riburah, +1 for your deck as well. Another great adaptation on Omnath. I'll have to thoroughly review your deck to see if there are any "must adds" to incorporate to mine.
12 hours ago
In terms of ramp, most of the ramp you have are cards that push you only 1 mana ahead, which I think is too small of an effect unless it comes with another valuable effect. Because of this, I would drop Mina and Denn, Wildborn, Sakura-Tribe Elder, Rampant Growth, Animist's Awakening, and Gruul Signet for Worn Powerstone, Astral Cornucopia, Gyre Sage, Khalni Heart Expedition, and Overgrowth. That kind of upgrade to your ramp will ensure that you get huge creatures out very easily. If you want to see other cards that could also fit this role, check out MagicalHacker - List of All Ramp Cards, but I would say that this deck definitely needs cards that advance your manabase by two or more, so ignore the cards that only ramp you by one.
Secondly, I only see three cards in here for draw, so there's no wonder that this deck doesn't hold it's own! We have all been there at some point, so let me emphasize this point: Draw is the most important thing for 99% of decks. Draw will let you have options, draw will let you build board states quickly, and draw will make it harder for you to get mana screwed or mana flooded. All of these are very important. You have Harmonize, Lifeblood Hydra, and Citanul Flute, but let's try to get 7 more cards for draw in here. If you need to take some out after testing, that's fine, but I don't see that being a problem. Too much draw isn't usually a problem with 10 cards that draw in the deck, so I think you should add any 7 of the following 9 options: Abzan Beastmaster, Elemental Bond, Triumph of Ferocity, Drumhunter, Outpost Siege, Lifecrafter's Bestiary, Skullclamp, Wheel of Fortune, and Life's Legacy to your deck to be able to refill your hand quickly and often. Check out MagicalHacker - List of All Draw Cards (Steady) and MagicalHacker - List of All Draw Cards (Burst) if you want to see options I didn't mention or options that aren't quite so expensive. I do think that those 9 cards are probably the best draw cards for your deck though, so picking 7 will bring your draw up to a reasonable amount. (I'll get into what 7 cards to drop soon.)
Next, let's tackle boardwipes. You've got Savage Twister and Chandra's Ignition, which I think are fantastic, but you do need more. There are only a few board wipes that can kill flying creatures and nonflying creatures in red and green at a reasonable mana investment, and those are Nevinyrral's Disk, Chain Reaction, Heaven / Earth, Blasphemous Act, Rolling Earthquake, and Starstorm. I think you can pick any 3 of those to add to the deck and you will be set on board wipes. (This brings us up to 12 cards that need to be dropped.) If you want even more options, again, feel free to check out MagicalHacker - List of All Board Wipe Cards to see more cards that could work, but I think adding any three of the above options would be fine.
Now, let's move on to item removal. You have Decimate, Hull Breach, Vandalblast, Beast Within, and Steel Hellkite. These are all fantastic, but I'd like to see Chaos Warp as well to be able to deal with any permanent.
Lastly, let's take a look at what cards you have to be able to deal with creatures at instant speed. Most people assume that dealing with creatures at sorcery speed is just as strong as dealing with creatures at instant speed, but here is why that is not correct: your opponents' creatures are good cards for you when they are attacking other opponents, and they only become problems when they attack you. For that reason, it's important to remember to have lots of instant speed removal to be able to kill creatures during combat when they would deal lots of damage to you or to kill creatures that are about to allow an opponent to go infinite. That said, your only options for that are Chaos Warp and Beast Within, making Chaos Warp that much more important for this deck.
Now that we have gotten the enablers down, let's talk about the bulk of the deck. To really abuse Rosheen Meanderer, we want the rest of the deck to be about using that X restriction. That said, we do want to use cards that will use that restriction to do things of value. If we are going to make big creatures (which we do want to do), we want to make sure that those creatures can attack to deal damage to players by giving them evasion.
Lifeblood Hydra and Primordial Hydra are the only ones that have an evasion ability naturally, so then we are forced to include things to give evasion. Flying is a good start, so I think that Akroma's Memorial and Homura, Human Ascendant are a place to start. You were right to add some ways to give everything trample, but I would add Khenra Charioteer, Gruul War Plow, and Primal Rage. Those five in addition to your Nylea, God of the Hunt and Archetype of Aggression should be enough ways to make your big dudes go through.
I realize now though that I've lost track of how many cards to add, so instead I am going to make a decklist to show what I would suggest this deck should become. No worries, I will link it at the end.
I would actually add all the creatures that cost X but enter with X counters (excluding the ones that cost double X, since those are not as powerful). And after that, just some ways to double +1/+1 counters or use Rosheen's ability will round out the deck.
Personally, I believe that 37 lands including Sol Ring would be enough since you now have enough ramp, so I brought down the number of lands too.
Hope I was able to help you!
3 days ago
Love the deck list. Looks really good and fun. Have some suggestions. I think these cards would go great with the deck. Chandra's Ignition can do massive damage to your opponents as well as dumping your entire hand onto the field. Chandra, Pyrogenius instantly pings opponents over and over and can easily make your big guys come out and also recast rakdos. Chandra, Torch of Defiance pretty much does the same thing but even better if you get to her -7 ability. Fiery Confluence feels like a must in this deck, 6 damage to each opponent with the option of artifact removal. Too good to pass up I think. With there being many ways of bringing creatures out I feel Purphoros, God of the Forge fits the deck very well also. Vial Smasher the Fierce easily brings down the cost of your biggies when rakdos in on the field, as well as doing alot of damage to someone. And finally Sorin Markov just...WOW. His -3 ability counts towards rakdos ability to make your creatures come out literally free. If they're at 30 life, you activate his -3, they lost 20 life. Those are my suggestions, love the deck though! Let me know what you think! +1
5 days ago
Brilliant Ultimatum and Seek the Horizon aren't very good cards, i think you would do just fine without them.
Currently, your deck is all powerful fatties, but it lacks a supporting shell around them: Cards that cheat creatures into play (Elvish Piper, Garruk, Caller of Beasts, Selvala's Stampede), cards that benefit from them (Rishkar's Expertise, Chandra's Ignition), cards that interact with the opposition (Austere Command, Cyclonic Rift, Ashen Rider) and cards that protect you from bad things (Swan Song, Stubborn Denial) seem like they would be helpful.
1 week ago
You should play Decimate, Ashnod's Altar, Cultivate, Kodama's Reach, Acidic Slime, Chandra's Ignition, Fleshbag Marauder, Harvester of Souls, Deathbringer Thoctar, Viscera Seer, Blasphemous Act, Solemn Simulacrum, and Yavimaya Elder. I'll make another comment on what to cut.
1 week ago
Very cool. +1 from me definitely
Animar will feed off the morph mechanic like a champ. I've always envisioned building a version after they announced MEGAMORPHHH and yea this looks fun
You're missing one I noticed right away which was Den Protector. Very solid mid-late game to retrieve key pieces. Brine Elemental + Vesuvan Shapeshifter looks super evil, good job there wow! You might have to get them or Cloudstone Curio back after they're destroyed. To the point where I'd maybe even suggest Eternal Witness
To connect as much as you can with animar I'd consider replacing Kodama's Reach, Cultivate, Wayfarer's Bauble, Untamed Wilds, etc with guys like Wood Elves, Sakura-Tribe Elder, Farhaven Elf, and Solemn Simulacrum. Bouncing Wood Elves back and forth with a morph creature (and Cloudstone Curio) to rip all the forests out is really powerful. Solemn Simulacrum works with Tidespout Tyrant and a morph to the same effect; only all basics
Please take a minute to swing by my Animar deck to give 'er a +1 if you can! Cheers!
1 week ago
My favorite thing to do with mirrorwing apart from boosting all my tokens, is to make them indestructible and wrath the board, extremely effective.
The best thing I have done with a Zada or Mirrorwing effect killing the table with a Chandra's Ignition on zada/mirrorwing after making all my creatures indestructible making alot of copy of chandra's ignition each triggering for the number of tokens I had if I remember the table took around 146 points of damages before attack steps.
2 weeks ago
If you're looking to make room, some cuts to consider beyond the ones I already listed based on power level or they just don't push you towards your deck theme/win condition: Psychic Spiral, Chandra's Ignition, Tablet of the Guilds,Trail of Evidence. Otherwise, the other cards are fine, but they may have better options. For example, bounce can be strong if you are playing in a meta that makes big huge tokens, but otherwise not so much. Baral's Expertise is an exception to this considering that it has the versatility of targeting artifacts and lets you cheat mana-cost for a card in hand. You're in red, so instead you could put in something more useful like artifact destruction. You also could replace things with better targets for your doublers, which is a pretty consistent theme an represents a pretty hefty weight on your deck. If you have no targets for them, they are dead in your hand. I already mentioned stuff like Fireball, but there are other options like Stolen Goods, Saheeli's Artistry, Fall of the Titans, etc. You could probably take the one-two worst cards from your Utility, Bounce, Copy, burn sections along with your entire possible cuts section and have tons of room.