|Commander / EDH||Legal|
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|Iconic Masters (IMA)||Rare|
|Conspiracy: Take the Crown (CN2)||Rare|
|Commander 2015 (C15)||Rare|
|Commander 2013 (C13)||Rare|
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Creature — Devil
At the beginning of your upkeep, return an instant or sorcery card at random from your graveyard to your hand.
Whenever you cast an instant or sorcery spell, Charmbreaker Devils gets +4/+0 until end of turn.
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Charmbreaker Devils Discussion
Wizardhat91 on Flynt
1 week ago
The mana curve is suffering. In case this helps you, I'll point out that with only 20 lands, especially in a deck with >60 cards, those cards in the deck that cost 5+, and often those that cost 4, will be dead cards in hand on the turn you'd want to cast them.
I use deckstats.net to help me calculate my ratios of various types of cards.
A few examples. With 20 out of 63 cards being lands, and 2 of 63 being mana-producing 4-drops, there is a 32% chance of having either your Grand Warlord Radha or your Chandra, Torch of Defiance in hand on turn 4. Even if that 32% works in your favor, you still need 4 lands, which has a 49% chance of happening by turn 4. Multiply .32 by .49 and the odds of having both one of those 4-drops plus 4 lands in hand by turn 4 is only a 15.7% chance.
The chance of having at least one of these 5-drops in hand by turn 5 is 58%, but the chance of having 5 lands by then is 31%. The chance of having both is only 18%, about one out of five games.
If the land count went up to 24, the chance of playing a 4-drop on turn 4 becomes 30%, a 5-drop on turn 5 becomes 30%, and a 6-drop on turn 6 becomes 13.3%. The combined chance of any of these happening by turn 6 becomes ~46%. With 20 lands, the combined chance is ~29%. To summarize, in my opinion you should either cut the 5- and 6-drops and replace them with low-curve spells, or you should cut some of the less impactful low-curve spells and bring up the land count. Otherwise you can't cast certain spells reliably.
2 weeks ago
Honestly I think the walkers do not go well with this deck. As it is all your threats hit the entire table, there is no disincentive to attacking you since you have no real option but to hit everyone almost equally. I would try to get a decent creature threat base so that at the least you can punish people who attack you more severely.
Thus the walkers you have will just get focussed whenever they come out. Maybe you can try more creatures such as Charmbreaker Devils, Combustible Gearhulk, Mindsparker, Scab-Clan Berserker, Stoneshaker Shaman, Urabrask the Hidden.
Btw if your playgroup allows, you can consider using a staples binder. I do as many of my cards are very expensive and I do not want to damage them during play.
1 month ago
Because you told me to.
Token Makers: Entrapment Maneuver, Assemble the Legion, Oketra's Monument, Increasing Devotion, Elspeth, Sun's Champion, Hordeling Outburst, Dragon Fodder, Raise the Alarm, Secure the Wastes, Krenko's Command, Angel of Invention, Benevolent Offering, White Sun's Zenith, Servo Exhibition, Launch the Fleet, Sram's Expertise, Deploy to the Front, Nomads' Assembly, Dawn of Hope, Martial Coup, Tilonalli's Summoner, Storm Herd
And if you take many of those token generating spells: Charmbreaker Devils
1 month ago
Thanks everybody for helping!
goblinguiderevealpls, I hear what you're saying. It's the best you might get out of a 6-drop general in one of the weaker colors. I've put effort into my wife's Aurelia deck to get some bang out of boros
This would be for multiplayer and casual-ish 1v1. I will be kind of... forcing it to be good; like you said. I found a Mana Crypt for "cheap" at ~$80 and decided to go for it and grabbed to promo Etali too
I've never really been interested in building mono until etali. You and I were on the same page looking at your suggestions!
TypicalTimmy, I definitely plan on running a lot of the protection, haste, and unblockable equipments. Might not go full voltron.
Blood Moon, Magus of the Moon, and Blood Sun are in there to be a pain in the ass. I've seen a few land destruction lists and it totally makes sense (as with any commander that gives you value for no extra mana costs)! I guess I'm just too friendly for that jazz. In a paid tournament setting I would though ;D
I kinda like your Charmbreaker Devils idea to get back extra combat spells and boardwipes; I appreciate the suggestions!
Gleeock, yuuup that deck looks evil! I'm going much more creature-heavy it looks like. Def hoping to focus on ramp and swinging asap before the opposition can get blockers out. If etali can't hold on I'll try to finish peeps off with dragons I guess. I'm more of a speed-to-the-finish-line over stax kinda guy. We'll see how I do! I might get rocked by control lol
Thanks again y'all! I upvoted some of your decks!
1 month ago
Etali Voltron could be unexpected and fun. Grows and protects him while making him a double threat as a creature and a Stealer.
Red also has other Voltron guys you can drop in, and you could potentially work in something like land destruction to set opponents back.
Coupled with the high number of copy-cards red offers, you could hit 2 - 3 lands per turn mid-game. And with Charmbreaker Devils you can just get them back.
Sweep in with literally any Eldrazi with Annihilator for global wincons.
That's the basic design I'm working on for Atarka, World Render, albeit not as focused on land destruction. But you've got less colors, so go more all-in.
1 month ago
Token generators for protection from attacks:Talrand, Sky Summoner and Docent of Perfection Flip i would say are must haves, Metallurgic Summonings, Goblinslide, Young Pyromancer,Murmuring Mystic, Dragonmaster Outcast,are also good token makers.
Mana ramping for casting more: Seething Song, Mana Geyser, Brass's Bounty i think are must haves since they're all sorcery/instant so they can be effected by your commander to cast for less. Chandra, Torch of Defiance is a another good planeswalker to get mana and now you can have both planeswalkers out with the updated rules from August. You should add Vivid Creek to go with your vivid crag.
Other cards to lower casting costs: Primal Amulet Flip is a must since it lowers cost of ins/sorc and then it transforms when you want to get a land that can copy a spell. Arcane Melee, Seal of the Guildpact, Ruby Medallion,Sapphire Medallion,Jace's Sanctum are also nice.
Cards that damage opponents: Electrostatic Field and Sphinx-Bone Wand i think are must haves since they deal damage for every inst/sorc casted. Banefire, Devil's Play are great since they have the (x) in the cmc which is great for mizzix since it counts towards what you want (x) to be and you can always get an extra counter for mizzex.
Merchant Scroll is a decent tutor
Great staples: Charmbreaker Devils is a must have for the returning of inst/sorc alone. Crackling Drake can get huge power. Hypersonic Dragon casting sorcery at instant speed is great. Structural Collapse destroy a land and deal damage, and if copy it, who wouldn't want that, besides your enemies of coarse.
Wincons: Reiterate + Turnabout and Grand Architect + Pili-Pala are infinite mana combos, add Past in Flames or any damage cards with (x) in it and its deadly. Enter the Infinite is nice to get your combo's. Harness by Force is great to steal your opponents creatures then attack them with it, it also gets affected by mizzix so if you have enough counters itll cost 2 red mana and 1red mana for each extra creature.
Hope these suggestions help.
2 months ago
- Vandalize, + Abrade
- SoFi, + Swiftfoot Boots
- Sword of the Animist, + Hammer of Nazahn
- Duergar Hedge-Mage, + Primal Amulet Flip
- Phyrexian Processor, + Furnace of Rath
- Taj-Nar Swordsmith, + Heartless Hidegetsu
- Stoneforge Mystic, + Fire Servant
- Ritual of Rejuvination, + Revitalize
- Nahiri, the Harbinger, + Young Pyromancer
- Ray of Distortion, + Charmbreaker Devils
- Reaping the Rewards, + Reverberate
Also find room for Righteous Confluence Fiery Confluence Rune-Tail, Kitsune Ascendant Blaze Commando Radiate Jaya Ballard Braid of Fire Dictate of the Twin Gods Runechanter's Pike Dualcaster Mage Dual Casting Reiterate