|Commander / EDH||Legal|
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|Ravnica: City of Guilds (RAV)||Common|
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Creature — Boar Beast
Whenever Coalhauler Swine is dealt damage, it deals that much damage to each player.
Coalhauler Swine Discussion
6 days ago
King_Kaliban No problem! Another suggestion I just thought of while looking through your list again since you want to keep your creature count low. It looks like you want some artifact recursion since you are playing Daring Archaeologist and Trusty Packbeast . Instead of running both I think you may be better off running Trading Post as an ultimate utility card since it can do it all and it will open open up another card slot. With the open card slot you could then try Coalhauler Swine since I think that fits the theme of your deck really well. And I would personally take out Bounty Hunter for Vandalblast or Disenchant (or some other artifact/enchantment removal that has you gain life or deal damage). Another card that just came to mind to is red's best way of dealing with artifacts: Aura Barbs . It's unfortunate you can't gain life off of that with F&S but you'd sling some damage.
Obviously, all of that is my personal opinion, and I still think your deck is awesome regardless! Let me know what you think!
1 week ago
Awesome deck! I see you are already running Stuffy Doll so how about Coalhauler Swine + Pariah . And you will need to make the swine indestructible to cause more than just 4 damage to your opponents (due to its toughness), in that case there’s Indestructibility . It’s janky AF but right up this deck’s alley. There is also this card called Repercussion which you may already know about, but it works wonders with Blasphemous Act and/or Star of Extinction . All you need is for your opponents to have 2+ creatures out, and with Repercussion out cast Act or Star to sling massive massive damage. It’s really neat!
Good luck! +1
1 month ago
1 month ago
After playing last night, I get the feeling that the deck is being pulled into too many different directions. My advice is to lean into the cantrip effects while protecting Feather and the other creatures, and try to win through combat as soon as possible. I think that the token subtheme is solid, but I'd chuck the redirect shenanigans. It would make for a good laugh when/if it finally goes off, but the combo is too fragile, too expensive, and takes up way too many card slots.
My suggestions (in no particular order):
- Gods Willing - Card draw/protection
- Balduvian Rage - Card draw/damage (potentially lethal)
- Niveous Wisps - Card draw/tap down a big creature if you sense that it will be coming at you next combat
- Panic - Card draw/get through a blocker
- Rile - Card draw/trample
- Chaos Warp - Turn tokens into value or deal with an enemy threat
- Samut's Sprint - Set up a card draw with the scry/more damage
- Shelter - Card draw/protection
- Vanguard of Brimaz - Token generation
- Boros Charm - Will likely be used to protect your board state, but could also be used to finish off an opponent(s)
- Aurelia's Fury - Can be abused repeatedly by just pinging one of your creatures/can be used as a finisher
- Seize the Day - Repeatable extra combats
- Ajani's Presence - Protection
- Balefire Liege - Lifegain and extra damage while buffing your creatures
- Iroas, God of Victory - Menace and damage prevention when you're swinging. Definitely.
- Titan's Strength - More damage/Scry to set up card draw
- Valorous Stance - Protection/Destroy an enemy threat
- Guided Strike - Card draw/might be able to first strike surprise someone
- Temur Battle Rage - Finisher
- Accelerate - Card draw/haste
- Grapeshot - You'll be casting enough cheap spells that this could be a finisher
- Swiftfoot Boots - Feather is key to the strategy, so hexproof is going to be very useful. I wouldn't bother with Lightning Greaves though.
- Aetherflux Reservoir - Definitely. Lifegain and one-shotting an opponent.
- Fellwar Stone - R/W are the two least played, so you may have more trouble getting what you want, but more mana is rarely bad.
- Darksteel Ingot - Colored mana rock
- Purphoros, God of the Forge - On the fence with this one, but I think you have enough token generation to warrant him.
- Twinflame - Multiple Heroic trigger and synergizes well with Purphoros
- Spawning Breath - Puke up tokens for ramp/Purph triggers. Bonus points if you proc Heroic.
- Assemble the Legion - Another iffy card that I'd probably only run with the Purph package. It pretty much has to be answered or it will get out of control, but it takes time.
- Skullclamp - Plenty of tokens to draw cards off of. May already have enough card draw, if there is such a thing. Test to find out.
- Bathe in Light - Protection for likely many of your creatures, but no card draw, and it doesn't protect against board wipes.
- Grand Abolisher - We aren't a particularly counter-heavy meta, but I think this might warrant an include to protect from getting hit with a 2-for-1 destroy spell in response to your targeting your creature with a spell. This deck will be reliant on swinging hard every turn.
- Duergar Hedge-Mage - We have a pretty enchantment/artifact heavy meta, but if you are fast enough, it may not matter.
- Runaway Steam-Kin - Useful for storing up some red mana for those X spells, but there aren't many in the deck currently.
- Vandalblast - cough Meta cough
- Soul's Fire - Good way to finish someone off, if you can't get through easily. Might not be necessary.
- Emerge Unscathed - Protection. The free cast is nice, but lacks the card draw.
- Sentinel Tower - Iffy on this one, but I think you'll cast enough spells to make this valuable.
- Graceful Reprieve - ETB triggers/"Protection". Definitely better than Gift of Immortality in this deck, but you should be able to keep your creatures alive without needing this.
- Teferi's Protection - Dodging boardwipes is useful, but this may be unnecessary. No way of abusing Feather's ability here.
- Gilded Lotus - Colored mana rock, but with such a low average CMC, this may not be necessary relative to the cost.
- Fell the Mighty - Board wipe that will let you keep at least something of yours. Test to see if it is necessary. You may be able to outpace opponents without it.
- Austere Command - Value city. Likely to be used to wipe other threats while keeping your own. Test to see if it is necessary. You may be able to outpace opponents without it.
- Chandra's Ignition - paired with one of the spells that give protection or indestructible, and targeting a heavy hitter, you can wipe everyone else's creatures and keep your own. Might be too heavy-handed, but probably worth testing.
- Bandage - Card draw/possible protection. The protection seems a bit weak, so I'd only add it, if you feel that you're stalling out on card draw.
- Heal - Card draw/possible protection The protection seems a bit weak, so I'd only add it, if you feel that you're stalling out on card draw.
- Crowd's Favor - Not sure that it does enough to warrant a card slot, especially without drawing you a card.
- Galvanic Blast - Part of the cut redirect package. Little use outside of said package.
- Liberate - Currently, the only ETB effects in the deck are Captain of the Watch and Stuffy Doll 's choose a player clause, both of which I would recommend cutting. It would synergize with the Purph package, but even still I'm not sure it warrants a spot, given all the protection you already have.
- Lightning Bolt - Part of the cut redirect package. Little use outside of said package.
- Lightning Strike - Part of the cut redirect package. Little use outside of said package.
- Magnetic Theft - There are currently only two equipments in the deck, and you're unlikely to face too many equipments in our meta, since your decks make up most of the equipment in said meta.
- Shock - Part of the cut redirect package. Little use outside of said package.
- Authority of the Consuls - The small amount of lifegain is unlikely to be needed. The hatebear effect is too easy to play around.
- Gift of Immortality - This card doesn't synergize with much of anything. You're better off running protection spells that Feather can return to your hand.
- Guilty Conscience - Part of the cut redirect package. Little use outside of said package.
- Indestructibility - With as many instants that give a creature indestructible, this card seems unnecessary and only serves to slow the deck down.
- Pariah - Part of the cut redirect package. Little use outside of said package.
- Shielded by Faith - With as many instants that give a creature indestructible, this card seems unnecessary and only serves to slow the deck down.
- Boros Reckoner - Part of the cut redirect package. Little use outside of said package.
- Captain of the Watch - There are only 3 other soldiers in the deck. She might (barely) make the cut, if you had Purphoros, but I'd likely still cut her.
- Coalhauler Swine - Part of the cut redirect package. Little use outside of said package.
- Fabled Hero - Basically, just a beater. I'd much rather proc the other Heroic triggers in order to get tokens to protect against forced sacrifice effects.
- Firesong and Sunspeaker - You have 1 white spell that can trigger this, and that is if you swords your own creature. You have 6 (cut to 2 with these suggestions) red spells that will gain you life. Using Blasphemous Act to gain a bunch of life is neat, but lifegain in Commander is often negligible due to commander damage, and with so few ways of actually triggering this card at all, it definitely doesn't make the cut.
- Stuffy Doll - Part of the cut redirect package. Little use outside of said package.
- Truefire Captain - Part of the cut redirect package. Little use outside of said package.
- Fire Diamond - Not terrible when you get it early, but coming in tapped is going to feel bad when you need the mana that turn.
- Marble Diamond - Not terrible when you get it early, but coming in tapped is going to feel bad when you need the mana that turn.
- Pariah's Shield - Part of the cut redirect package. Little use outside of said package.
- Pearl Medallion - Not enough high CMC white cards to warrant this, especially since it doesn't discount the color cost.
- Chain Lightning - Part of the cut redirect package. Little use outside of said package.
5 months ago
Coalhauler Swine and Stuffy Doll are already included in the deck, while Boros Reckoner I think is too fragile to include on its own, without at least a small package of protection cards. Coalhauler Swine is almost as fragile but it has much more potential.
As for Painter's Servant I didn't know it was banned, therefore I've taken it down from the maybeboard (which is a bit messy anyway). Thank you for pointing that out!
8 months ago
Haeus Thanks for the suggestions, and it's so cool to me that you're playing the deck! I don't get on here often anymore, but I do still own / play this as my only paper EDH deck. I just updated the list with the changes I've made over the past year or so. You were totally right about Stonehewer Giant, can't believe I'd missed him before -- it's basically a one card combo since it can tutor Darksteel Plate --> Pariah's Shield --> Sunforger --> Arcbond over three turns!
Re: the creature count, the deck is definitely a glass cannon, and it's not the most powerful commander deck. More creatures would be nice since that'd make it less glass cannony and more valuey, but I don't know how I'd fit all the tutors and combo pieces with a higher creature count. Also, the types of creatures we're interested in often don't do enough on their own to be worth anything if you draw too many of them. I feel like I'd probably run about three more Boros Reckoners if they existed. It helps a lot that they printed Truefire Captain! I was finally able to cut Coalhauler Swine, which was truly a terrible card, lol. Six mana is just so much for a creature that doesn't have any kind of protection or immediate value built in.
It kinda depends on what decks you're playing against as to when you play your creatures too. If they're likely to have spot removal, you want to get the creature out and protected asap. But if they're likely to have mass bounce / mass exile / edict effects, you want to hold creatures in your hand until late game when you can get the whole combo off in a turn (which usually takes about ten mana). If it gets to a point where you've played / protected a creature and they've removed it, you're looking at an uphill battle for sure. There's always the Zurgo beatstick plan and the silver bullet plan though, and in the late game you'll usually have most of your combo pieces on board just waiting for a payoff.
It also helps a lot if your opponents don't know what you're up to. If you're playing with a regular group they can definitely start to hate you out. But, that's EDH ¯_(ツ)_/¯ You can always focus on your backup wincons and run hate cards of your own in that case.
The other new card I'm excited about is Chance for Glory. Getting an extra turn and making a creature indestructible seems like a fantastic way to accelerate the combo -- and it's tutorable by Sunforger and Dimir Machinations!
1 year ago
I chose not to run them because I don't run a lot of creatures. I focused more on ramp and draw to deal with the Boros Curse and abuse FS/SS. I also chose big blowout spells so I can keep as many cards in my hand as possible.
1 year ago
I've considered both Dualcaster Mage and Balefire Liege and ended up cutting them.
Thanks for the comment!
Chiberia do it! You can always build on Tapped/Out first, no need to buy all the cards before you know what you want! That's what I do anyway. Don't sweat the upvotes too much. The comments and advice are what really matter. Usually my decks are also 6 month processes, this one happened to be e perfect storm of new Boros commander, mine was the first one, the commander became really popular, I featured it 5 times.... so there are a lot of factors :)
TheACTR I will check it out when I have time :)
DrukenReaps Good question. I actually only have 4-5 cards that really kill my own stuff, and those either net me a ton of life(Blasphemous Act) thus making it worth it or it's my attempt to win the game anyway(Molten Disaster). I didn't encounter any of those the other night so I'm not sure, but Mark of Asylum felt like a dead draw twice. More testing is required before I can definitively answer the question, but it didn't feel like a huge concern over 3 games.
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