|Commander / EDH||Legal|
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|Magic 2013 (M13)||Uncommon|
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Creatures you control gain double strike until end of turn.
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Cleaver Riot Discussion
1 month ago
so......a goblin flamethrower huh? can't say i've seen that before. and that saying something since i am a pro goblin commander player. now....onto business.
if this deck is meant to be a flamethrower then toss out a good chunk of the cards including.....
however, if this deck is suppose to have a dual function (like burn and swarm) then i can understand why allot of those cards are in there. but even so having Goblin Rabblemaster and Hellraiser Goblin is a no go for goblin swarming. swarming takes time and tactics. those two are like "nope. you attack whether you want to or not" so get those out. i have yet to find a good tactic involving those two. but if you use X based spells then Volcanic Geyser and Rolling Thunder are both good choices.
7 months ago
Cleaver Riot, baby. Not consistent, and a bit expensive, but overall it's absolutely hilarious when your creatures are guaranteed to get through. Also Generator Servant is veeerry nice ramp. Also, there's great synergy here with Five-Alarm Fire, since you'll get at least two or three blaze counters per turn. I'd maybe remove Orcish Oriflamme for it, since you've got a lot of similar effects and CMC 4 is by far the most common on your mana curve, which clashes with your commander. Actually, maybe try to cut down on 4 drops in general actually, and add something like Fire Diamond or Iron Myr in order to ramp straight to 4 asap. I also noticed that your land base conflicts a bit with itself. Valakut requires lots of mountains, and you're running Blood Moon, so I'd maximize the number of mountains you're using. I'd cut Dwarven Hold and Mercadian Bazaar, simply because they take two turns before tapping for even one mana, so they're actually far inferior to basic lands. Shivan Gorge and Temple of the False God are also subpar lands for an aggressive deck, they're too slow. Just having mountains around to fuel Valakut's trigger will likely deal more damage than shivan gorge anyways, and it also taps for red mana.
1 year ago
oh and void winnower exists, which means those lands are going to be helpful still. and being in a mono color he can get the full value of nykthos, caged sun, extra planar lens, etc. since he is a token deck he can run purphoros for extra damage and stuff, and red has good rituals so you may bea able to pump out a little extra mana to pay for the exiled spell you want. Break Through the Line is real. and if you just run every good on hit effect . . . Five-Alarm Fire, Cleaver Riot,Rogue's Gloves, Specter's Shroud, Sword of Feast and Famine, Latulla's Orders, Curse of Stalked Prey Destructive Urge, Rapacious One, Quietus Spike all mass double strike givers . . .Berserkers' Onslaught, Rage Reflection, Avatar of Slaughter and some other stuff . . . Demoralize Legion Loyalist
1 year ago
Sunforger because you run so many Instants.
Orim's Thunder is incredible.
1 year ago
So taking a look at the deck I feel like your mana curve could use some help and that you have a few too many creatures. Below are additions and subtractions I would recommend for the deck and reasons why.
Abhorrent Overlord - No additional value beyond the tokens and requires sacrificing a creature every turn. Expensive mana cost.
Endrek Sahr, Master Breeder - Not a demon and only value is producing 1/1 tokens. Due to high mana cost of other cards in deck would end up dying quickly.
Charcoal Diamond - Comes into play tapped and only gives you black mana.
Cleaver Riot - Expensive for a one time use card. Sorcery speed warns everyone what you are about to do.
Furnace Celebration - Very little gain for the cost
Heartless Summoning - While it does reduce your power, saving 2 mana per creature is really good
Liliana of the Dark Realms - Tutors for mana, and the ultimate lets you get tons of mana
Dreadbore - Another decent kill spell
Xathrid Demon - Lets you deal damage without attacking. Demon.
Shadowborn Demon - Built in kill spell on a demon
Thran Dynamo - Good mana ramp
You also need to add some mass board wipes for those times when you are behind and need to clear the field.
Thats all for now!
2 years ago
Alhammarret's Archive Seems like it would be a good idea, It doubles your hand size after casting a spell.
Mirrorworks To make copies of mana rocks, voltron equips, and other utility artifacts
Command Beacon You never know how your commander might get removed.
Rogue's Passage To push damage through.
Dictate of the Twin Gods to win with commander damage (Also is a combat trick)
This deck looks fun, I hope I could help a little.