|Commander / EDH||Legal|
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Artifact — Equipment
Equipped creature gets +2/+2.
Whenever equipped creature dies, you may put a creature card from your hand onto the battlefield and attach Deathrender to it.
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1 week ago
1 week ago
cracks knuckles This should be fun! :)
One of the first EDH decks I ever played against was a Kemba voltron deck, and my pet deck has been my Judgment Day: Avacyn the Purifier EDH | *PRIMER* voltron list (which also might give you some ideas). There's a beauty in simplicity inherent in Voltron strategies. With some experience with Voltron, here are my thoughts on your list:
1) Generally speaking, it does work better to whack people with your commander, just to take advantage of that handy commander damage rule. But I understand that your non-reliance on your commander is the unique thing about this deck, so I won't suggest swapping commanders. That being said, I would test a few games with Sram at the helm, because he's one heck of a drug in this kind of deck ;)
2) Your creature base looks fine. The only major omission I see is the lack of Mother of Runes here. Ranger of Eos and Recruiter of the Guard can also be great tutors. And Silverblade Paladin is great for getting in faster damage and giving doubled Swords triggers...
6) With an average CMC of 3.4, I personally would not dare play as low as 34 lands (Maze of Ith doesn't count because it does not produce mana).
7) I would take a look through your equipment and cut the lower-impact ones. In any deck planning to win via combat damage, every single card needs to have a major impact when it hits the board. I've never found Deathrender or Haunted Cloak to do enough to justify their inclusion in my decks.
8) Double strike is your best friend in aggressive decks. I am currently loving Duelist's Heritage (though many of the best options are in boros colors alas).
9) Your primer seems like a good start! :)
1 week ago
Yes, as long as you make sure to resolve the triggers in the correct order. You control both triggers, so that means you get to choose what order to put them onto the stack if they trigger at the same time. If you put Deathrender's trigger on the bottom and Enduring Ideal's trigger on the top of the stack, the Ideal's trigger will resolve first and the creature will be in your hand at the time Deathrender's trigger resolves.
If multiple triggered abilities (triggered abilities always start with either "when", "whenever", or "at") are trying to go onto the stack at the same time, the active player (whoever's turn it is) first puts all their triggers onto the stack in the order of their choice, then the non-active player puts all their triggers onto the stack on top of those in the order of their choice (meaning the non-active player's triggers will resolve first). If the game has more than two players, then you go around the table in turn order, starting with the active player.
1 week ago
Maybe consider Elvish Piper. It does basically the same thing as deathrender. Also instead of dark steel colossus maybe add one of the eldrazi. Elvish piper would also help eliminate the possibility that you don't draw deathrender, and take out some of the more useless cards in your deck that rely only on Deathrender
1 week ago
What's good about Deathrender is that you can cheat out a big fatty after another. I feel like now the deck looks like a one-trick pony revolving around only Hellkite Overlord to win. While the card IS good, it's certainly NOT versatile and relying on only this beater to win will instantly shut you out of certain matchups.
I playtested a bit and although I could cheat out the dragon quite early on, I didn't feel like he should be your end-all be-all card alone. What if someone uses an Unsummon effect? What if someone uses a Thoughtseize effect and remove your Deathrender from your hand? would you have to wait for 9 mana to play Bringer of the White Dawn even though his effect does not guarantee you'll recover your lost artifacts since it only triggers the next turn? What if an enchantment prevents you from attacking or how do you revive the hellkite if the game drags on?
I'm not saying the deck is bad, I really love decks that cheats out stuff. I myself piloted one for a few months at my local game store and it was nasty, but I didn't rely on just one creature to win, or else it's too obvious.
Elesh Norn, Grand Cenobite you talked about your creatures being frail earlier. This card could fix it. It would make your opponent's cards crap while yours have decent stats.
Again those are just my thoughts feel free to ignore everything I've said since what matters is your fun only :D
2 weeks ago
Okay so I have made quite a few changes. I felt like it kinda of sidetracked away from the main objective a little with the amount of card choices :P.
I have added in the Faithless Looting I think that will truly work wonders in this deck. I have removed the cards I have deemed to be unnecessary even if they are good cards in their own right. As you've said the main objective is to be able to pull off a combo in the early stages of the game.
I feel like Metallurgeon is very relevant, it can protect itself unless cards say 'cannot be regenerated' and it protects Deathrender and Quicksilver Amulet however the beauty of Welding Jar is that it's a instant, free negate. Makes me wonder if the opponent would even play enough removal to worry about running out of jars and needing the Metallurgeon
I have added in Insolent Neonate also, even if the sacrifice for the combo doesn't come off it's still card draw to stop it being a dead card.
lithium142 - Let me know your thoughts?
2 weeks ago
np, dude. I love tinkering with rogue decks. to me, that's the highlight of the game is trying to snap it in half with a new deck idea. I like and dont like the changes. I like the direction it's taken, but i dislike that it made the deck quite a bit less consistent. it's obvious why; there are too many 2-ofs in the deck now. it's interesting that the deck didnt lose much power to it, though.
Anyway, I spent an irresponsible amount of time testing this today. You should be happy, I ended up going back to a more aggressive strategy, lol. In the end, the biggest problem your deck has is the mana base. it slows you down, and can really screw you over in a lot of circumstances. I first looked into cheaper options that would make it more consistent, but in the end i found the best way was to go mono-red. And man, what a difference it made. here's that version of the deck, as it sits right now I swear i'm not cheating.
Obviously I dont expect you to mirror my build, but i thought it might give you some really good ideas. in particular, Faithless Looting was a massive game changer, allowing me to draw into combo pieces way earlier. I tried running a version with 4x Pyretic Ritual and 3x Desperate Ritual along with Simian Spirit Guide (basically full on ramp). My hope was that it would allow me to drop either Quicksilver Amulet or Deathrender and crack them in the same turn (or at least earlier), but it just never worked properly. also, dont mind my choice of big-bad creatures to finish the game, we'll never agree on the best ones, however, i think the ideal number of them is 8.
Last, I think you can get away with a very small number of removal spells. The bulk of your deck's focus is (and should be) getting the combo going. so dont stray from that too much
2 weeks ago
Artisan of Kozilek won't trigger from Quicksilver Amulet or Deathrender since you don't cast it but instead play it from your hand. Cards like Omniscience are the only ways to activate the effects of cards like Artisan's revival or Emrakul, the Aeons Torn's extra turn since it mentions the casting part.
Maybe something like Twilight Shepherd would do the job better? Heck it could also be used as a way to ''cancel'' artifact removal and boardwipes.