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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
2 days ago
Hey, been playing Mairsil for a few months now and here to offer some suggestions. But I also have some questions.
1: Are you married to infinite mana combos? MY experience is that they are ineffective because they require perfect hands. And due to your budget limit I would imagine Demonic and Vampiric Tutors are out of the question. Ditto Intuition. It's too bad because these three would really enable artifact based combos to be assembled easier. Of course there's Fabricate or Whir of Invention but these are sub-optimal to Black tutors which fetch anything you want. Board wipes for example, which are SO important in a Mairsil build. You should also run Mystical Tutor as it's within your budget and fetches maybe the most important card in the deck (Buried Alive) Also, DEFINITELY play Gamble is you're not running the black tutors. If there that doesn't care about the discard, this is it.
2: Pillowforts and Board Wipes. Which do you prefer? My personal experience is that pillowfort cards like Smoke Crawlspace and Caverns of Despair (or in your deck, Propaganda) are not only not always effective, they are prone to removal. Both from other players and from you caging Nev's Disk with Mairsil and establishing a soft lock. I would take the Last One Standing and mainboard it immediately along with the excellent Chandra's Ignition and if you're willing to go overbudget Toxic Deluge is also a must. Though cheaper $$$, but higher CMC, alternatives exist. You might also want to consider Fire Covenant as a mix between targeted and mass removal. Crypt Rats is also a good walking boardwipe and cage target. Though it is best when Chromatic Lanterns is on board or if you're running Urborg, Tomb of Yawgmoth
Card Draw: First off: Fact or Fiction is your best friend. This is literally the best card draw card in Magic for this Commander. The reasons for which are pretty easy to see. As another commenter on Reddit said: Wheels. Wheels. Wheels. Windfall , Magus of the Wheel , but Jace's Archivist and Whispering Madness most of all since they can be stapled to Mairsil for further wheeling. You want to be POWERING through your deck. Especially since you are not/ cannot get the high end, low CMC tutors. For additional evil, add Legacy All Star Notion Thief . "Flash in Notion Thief at the end of your turn. My turn. Windfall. We all discard your hands. I draw 28 cards...you guys draw none" A few of the loot effects are fine for the extremely early game but I'd keep 3 max and replace the rest with FoF's and wheels.
Haste enablers: I am just going to assume you don't know about Hanweir Battlements and Flamekin Village you can lose Urabrask for sure and free up a slot for something else and also lose either Fervor or Thousand Year (which, as established, die to Disk...though despite dying to Disk I would recommend Lightning Greaves for the Shroud just as much as the Haste)
Counters: I would lose anything with 2 Blue in the casting cost in favor of things like Intervene . Keeping as much Blue open as possible for Aetherling and Quicksilver Elemental's abilities to be activated when needed. Negate is also a strong pick as, largely, your opponents creatures shouldn't be of much concern to you. You are mostly concerned with countering instants that try to kill Mairsil in response to an ability activation or, frustratingly, people attempting to counter Mairsil. To be specific put in the two cards I suggested and take out Counterspell and Wizard's Retort.
Cage Targets/ Creatures: Personally, I would lose the infinite mana stuff as it is convoluted in several ways, but to each their own. I'll try to keep my advice away from that issue save to say that: Your combos should really be two cards and preferably creatures so they and Aetherling can be dumped in one go with Buried Alive. (It's getting late here so I'm not going to offer any reasons from here on out but if you have questions I'll respond to them tomorrow) Out: Deadeye Nav, Duskmantle Guildmage, Knacksaw Clique, Mischievious Poltergeist, Oona, Soul of New Phyrexia, Urabrask, Walking Ballista. Maybe out: Geth, Memnarch, The Locust God (he may be worth keeping if you follow through on running a tonne of wheels). (I will suggest cards to run and wrap up this comment tomorrow, though feel more than free to hit me up in the meantime)
1 week ago
Recommended Cards to Add
This of course does not take into accountmana curve considerations or anything similar. It is merely cards to consider
Captivating Crew - Repeated steal effect to have ammunition to throw at people
Evra, Halcyon Witness - Large creature that can be as big as your lifetotal when thrown if wanted.
Serra Avatar - Large creature that is as big as your life total to potentially one shot someone and double your lifetotal
Zealous Conscripts - Can steal an opposing creature to throw, opposing walker to ult or any other problematic permenent. Also incidentaly goes infinite with Kiki Jiki.
Kiki-Jiki, Mirror Breaker - Can tap to make copies of your big creatures to throw. Goes infinite with Zealous conscripts.
Malignus - Large creature that scales with life total of opponent
Molten Primordial - Mass threaten on a stick
Feldon of the Third Path - makes copies of your already dead creatures
Emeria Shepherd - Recursion that can also be reanimation
Hoarding Dragon - A way to search out our game winning artifacts. Easy enough to throw at someone to get our artifact.
Karmic Guide - Reanimation
Neheb, the Eternal - lots of mana if you throw things pre combat
Yosei, the Morning Star - Very good thing to be able to recur. Can lock people out of the game with enough setup.
War Elemental - Scales as we throw things
Bloodshot Cyclops - Backup Brion?
Bearer of the Heavens - Dont make me do this!
Gisela, Blade of Goldnight - Double our damage, half theirs? Yes please
The usual goes here of making sure that we have interaction for people trying to stop us or making sure we can stop people. Though of specific mention
Faith's Reward - Recover from a wrath or just rebuy a couple of good creatures after a combat and throw.
Orim's Thunder - Hadn't actually seen this before but it seems to be a good potential 2 for 1 while also being a good answer to artifacts and enchantments.
Here there are a lot of potential threaten effects that i could recommend. But we know that we need them so i won't list them all. Other effects we could need do include one or two wraths as even though we are the creature deck, sometimes they just have more or better creatures. However other things to note.
Open the Armory - Tutors equipment or Auras.
Chandra's Ignition - Targetting some of our big creatures might just end the game with this.
Insurrection - You usually just win if this resolves on a decent board state.
Other than that, the fun things include
Phyrexian Processor - Yeh this card is rather good. Just Make big tokens and start throwing them
Well of Lost Dreams - With the triggers from Brion we should be able to restock our hand quite easily with this
Illusionist's Bracers - Copy the fling. As sacrificing a creature is part of the cost it will effectively be two triggers from flinging the same creature.
Thornbite Staff - Untaps brion when a creature dies. This includes sacrificing the creature to brion, so effectively tapping him causes him to untap....
Thousand-Year Elixir - Gives Brion haste and an untap.
Aetherflux Reservoir - 50cal Sniper Rifle to the face anyone?
Damage doublers can be recommended but i usually avoid the symettrical ones from personal preference. One or two effects that give Haste might be good too. Other effects however
Flameshadow Conjuring - Copy up our faties for good ETB triggers, effective haste or extra copies to throw with Brion.
Sigil of the New Dawn - Recur everything!
Marshal's Anthem - Decent mass resurrect in white. Though a little mana intensive
Angelic Renewal - One time use recursion of a creature
Goblin Bombardment - Backup sacrifice effects for all our threatens. WE don't want to have to give their toys back do we?
1 week ago
WitherLordPlayz Well the plan probably won’t be to win with Chance Encounter but having it in as a win con sounds really good. I think my main plan will be to win flips to get Okaun, Eye of Chaos to a high enough power to knock people down with a trample equipment or just play Chandra's Ignition or some Fling effects to just kill people.
2 weeks ago
Some great card choices in here, but it does seem a bit light on card draw and removal. Elemental Bond , Colossal Majesty and Beast Whisperer could be good for card draw. Land/artifact ramp is also generally better than creature ramp in commander, board wipes are everywhere. If you are looking for a good board wipes/removal yourself though, Chandra's Ignition and Sarkhan's Unsealing are both great. Temple Altisaur and Trapjaw Tyrant could be good additions too. Hope that helps!
2 weeks ago
3 weeks ago
Hi PartyJ! I dunno how to tag your name so I came here to post my reply. First of all, thank you for appreciating my deck. Its my favorite because of how unique the mechanic and how unpopular the commander is. I think it has less than 200 decks in edhrec. Hallar can surprise you in so many ways.
Regarding my versions of Hallar, these were my experiences.
My first few iterations of him was putting so much +1/+1 counters and heavily protected him with hexproof stuff. The problem I encountered with this build was too much protection and not much kickers.
So I readjusted him to adding more kicker spells and less protection. But the problem here was, some kicker spells are simply inefficient and triggering Hallar turn by turn was quite putting a target on you.
After plenty more iterations, I settled on my current build now, I'm still trying out Panharmonicon though. My main goal is to approach multiple wincons at the same time, which is not very hard with Hallar as your commander.
Wincon 1: To burn opponents at the same time through, Chandra's Ignition and/or multiple cheap kicker spells while having a bunch of counters on Hallar.
Wincon 3: Deal commander damage through having trample and lots of counters. Poison works here too.
Things to note though :
- Properly time your instant kickers so that you can somehow make the most of Hallar before a boardwipe or a spot removal.
- Have ways to draw more cards, my favorites are Keen Sense and Snake Umbra because you can put them on creatures in "wincon 2" and still draw.
I hope I was able to help you with your future Hallar Deck. :)
1 month ago
I like those Arena cards! I will go put those in my cart now. I actually added Setessan Tactics to the deck to test out and it has done well. While I like Predation, it is a hefty mana cost for this deck I think. 3 and 8 total cost is steep, and there are cheaper ways to wipe the board that I like like Chandra's Ignition . Thanks for the suggestions!
1 month ago
I felt inspired by all of the Zada (and alcohol) talk on the podcast so I went ahead, pulled out a dusty ol' tappedout file, and formulated a budget tune-down Zada list with included drinking game. If you feel so inclined you can have a squiz here: Zadang, that is a nice Coin-Flip sub-theme.
Now THAT should be an arc. Arc of alcohol. Four drinking-game decks.
In terms of overlooked Zada inclusions, I think Greater Gargadon is fantastic. Although it is probably too slow to be viable in fast cEDH, it works incredibly well with cards like Rile , Fiery Gambit , Chandra's Ignition , or just an opponent's board-wipe. It is easy to sacrifice a load of 1/1 creatures when they die and thus end up with a massive 9/7 threat on-board.
Chandra's Ignition occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%