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Creature — Elemental
(U/R)(U/R), Tap, Tap two untapped red creatures you control: Crackleburr deals 3 damage to target creature or player.
(U/R)(U/R), Untap, Untap two tapped blue creatures you control: Return target creature to its owner's hand.
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1 month ago
Here is a list of all of the remaining Hybrid mana cost izzet spells from the Shadowmoor/eventide and Return to ravinca/Dragons maze/Dissension Blocks.
2 months ago
Yeah, I guess something must be missing from a sentence like this ;) "Before to start, i would like to remind few things, i learnt some changes from about some changes from , and totally change some strategies/sinergy from ." Whatever you learned, I hope it is useful.
I guess you learned something about manabase, since you've changed a bunch of lands. Looks a lot better now.
My points, made simple:
You play a lot of cards with extra options. Those extra options comes at a mana-cost. That cost makes the cards weaker than cards with a similar, but more limited, effect. Examples: Crackleburr has roughly the same effect as Lightning Bolt, but look at the cost: 3 mana to play Crackleburr, wait for next turn, then you need 2 other creatures in play (to tap for activation cost), and another 2 mana, before you get your first Lightning Bolt out of Crackleburr. Oh, but Crackleburr has an Unsummon option too. Yes, at the same, very high cost. 5 mana for the first Unsummon, and you need Crackleburr to be tapped to play this. You have so many options with Crackleburr, but paying them is a challenge (and since it has 2 toughness, it is easy for opponents with boring removal cards to simply kill it). And most likely, your deck will simply be better for bringing 4 Lightning Bolt instead of Crackleburr.
Anything that says "opponent chooses" in one form or another, is a card you should read as if you always get the worst option on. You might occasionally meet an opponent, who'll give you the choice that's best for you by mistake, but you should never assume that your opponent is stupid enough to help you.
Have you heard the term "win-more" used to describe cards? If not, it describes cards that are only good when you are already in a winning position, but which are incapable of helping you if your opponent has the upper hand. Pain Magnification is such a card. It is only good when you are so far ahead of your opponent, that you can deal 3 damage at will. In this deck, 3 damage is either from Slagstorm or from attacking creatures.
Early pressure is not made by a single aggro card. You have to follow up with more, right away. I mean... do you seriously think that anybody plays a deck, that can't either handle 4 damage, or a creature with toughness 3 in the early part of the game? Esper Stormblade looks like it supports this strategy a bit more. Early pressure, at least the way I understand it, is when you have enough of those low-costed threats to overwhelm the cards any opponent might bring to survive early game.
2 months ago
xyr0s man, is quiet hard make a sense your reply but i understand more or less...
Before to start, i would like to remind few things, i learnt some changes from about some changes from , and totally change some strategies/sinergy from .
You tried to say i have some wrongs cards, because they're in a wrong archetype deck, but isn't true, any can work well in any deck, is depending on it combo if stay well or not.
Exemple OP Guys usually work well on burn deck or Aggro like, but here i use to create pressure during early phase, this kind of creature, i used previously, i used only colors is a kind of speciality) and have a combo with Pain Magnification, combos in this deck is very important this is a deck is a control, and a bit burn/aggro same time but flexible, can do at the same time both.
Crackleburr can be good or not is depend of the situations if i see it'll not working with an opponent, i looking for cards like Demigod of Revenge or creatures, easily ignore burn combo or removal effects( those creature are in Alpha some improvement will come, demigood isnt best but at the moment is just an avatar just to reminder ;) )
Good card to be work well, old or not doesn't matter, is necessary have many chain.
also cheaper cards (mana) isnt always best option, is depend on combo... you make an exemple Spell Pierce.anyway thank for info was useful this deck will be upgrade soon the main problem now is few creature to change and few spells like 10 more or less is near to finish!!!thank for comments, is very usefull i think for any Users.bye
2 months ago
Stormchaser Mage is basically a variation of Frostburn Weird for what it is both having pros and cons imo... What do you think of this xyr0s? -1 each of Izzet Charm,Leap of Flame, Clout of the Dominus, Electrolyze and -2 Shrewd Hatchling and ditching Crackleburr altogether in favor of 4x ea. of Lightning Bolt and Spreading Seas/Serum Visions?
2 months ago
Shrewd Hatchling could have reduced its numbers a bit. It's a 4-mana creature in a 20-land deck, which is quite expensive, and its not really good until you've played even more spells. Not something you like to draw more than 1 of during a single game, so having 2 in the deck should probably do fine. So that's space for 2 Lightning Bolts.
The problem with shroud is, that you can't even target a shroud'ed creature. So if you go for a Leap of Flame with many copies, all to be eaten by Nivmagus Elemental, there's no copying it on a creature with shroud (illegal target).
2 months ago
@xyr0s yeah there is a lot of investment to make Crackleburr go off but so satisfying when it does. 9/10 times he is just a trigger for Riverfall Mimic/Shrewd Hatchling... If I put more land in here that's probably where id start.... I'll definitely consider reducing some other spells for Serum Visions...Clout of the Dominus does seem nonbo with some of the instant/scorcery spells in here but the shroud doesn't interfere too badly, often just target another creature or have Nivmagus Elemental eat it.
@antacidbrn yeah I hear you about Nivmagus Elemental... Sometimes he works awesome and other times not so much but he is my personal favorite option of the one-drops currently available... Lightning Bolt has been right there with Serum Visions for me because I know I need them but haven't quite found a spot for them...the struggle of building a 60 card deck.
2 months ago
Crackleburr is not good - it takes a minor army to get it working, and 2 mana pr. activation.
You should probably play 4 Serum Visions/Opt instead of a copy each of Leap of Flame, Izzet Charm, Teleportal, and Clout of the Dominus. That would also help on your mana, which seems a little on the light end (you should probably have 24 lands or so, since you want to play spells at extra cost each and every turn.And, now we're at it, playing anything that gives your creatures shroud seems like a nonbo, since you then you can't target that creature with Leap of Flame or non-overloaded Teleportal.
Oh, and your deck is definitely not a control deck - it doesn't try to interfere with your opponents plays very much (Electrolyze and Izzet Charm aren't exactly a wall of counterspells and removal), and doesn't try to win by drawing ahead on cards or getting extra use out of the cards you play.
2 months ago
Vexing Devil. In an aggressive deck, like burn, it's fine since it doesn't have any bad outcomes. In this deck, you don't follow up with more damage in the same way a burn deck does, and a deck with built-in lifegain could just take the damage and regain life later, while a deck with a lot of removal would let you have the creature, only to kill it with Fatal Push right away.
Crackleburr is not really a modern-viable card. 3 mana to play for a 2/2 body, waiting out the summoning sickness, then needing 2 mana AND two other creatures in play (which you don't intend to use for attacking), is way too high mana costs and difficult circumstances to ever really rely on.
There's a couple of cards that seem like they are simply less efficient versions of well-known modern staples. Soul Manipulation, for example. It seems like a counterspell with an upside (and it is), but you most likely can't play it until turn 4 (a lot of ETB-tapped lands in your deck), and you only get full value if opponent actually plays a creature worth countering. It also costs a lot for a counterspell, stopping you from playing more than one of them in a single turn. Truth or Tale - isn't it better (due to mana cost) to play Serum Visions or Opt? Pain Magnification is, again, only conditionally good - only when you get to attack for at least 3 damage. If you don't, it's just dead cardboard. At the same cost you could get Kolaghan's Command, or Blightning if you're on a budget. I know which of those cards I'd rather play during turn 3 against more or less every deck in modern. Perplex is another of these "opponent chooses"-cards, and they are in general bad cards - at turn 3 (realistically 4, due to ETB-tapped lands), any agro deck is done barfing their hand all over the table. Mana Leak instead? Or discard? The problem isn't that you play a few unusual cards, that hold multiple options, but that this deck only has multi-option decks at higher mana costs - if you want to play counterspells, play at least some number of Spell Pierce, Remand, Mana Leak, and so on. You know, the usual stuff (they are played much, because they're efficient and solid cards).
If your main strategy is discard, you should start on it turn 1. Thoughtseize and Inquisition of Kozilek are really good openers, in spite of their slightly boring text, since they don't give your opponent any choices - they lose the best card in their opening hand when you play it turn 1. This, in turn, becomes advantage for you as opponent can't make his best possible opening, and the game goes a bit longer (just think of what happens to burn, when you trade your discard effect for a Lightning Bolt). Waiting for creatures to come into play and attack, is a very fragile kind of discard.
Overall, I think you have put too much emphasis on having options, but have forgotten about mana-efficiency in the process - in modern, casting cost is more important than almost anything else. Spell Pierce sees more play than Disallow, in spite of disallow being a much stronger card. Fatal Push is played a lot, Murder is not played at all - guess why :)