|Commander / EDH||Legal|
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|Masters 25 (A25)||None|
|Journey into Nyx (JOU)||Rare|
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Eidolon of the Great Revel
Enchantment Creature — Spirit
Whenever a player casts a spell with converted mana cost 3 or less, Eidolon of the Great Revel deals 2 damage to that player.
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Eidolon of the Great Revel Discussion
1 week ago
Just gonna bring this up to make sure you know it, Rugged Prairie + Damping Sphere = ... since if you use it to filter like you want to it technically creates 2 colored mana. Just a cause for concern.
The other option that you have for the list (since you have so much life gain) is running 3-4 Eidolon of the Great Revel. A lot of decks are hurt by it since it is so taxing on life. I think that either Eidolon or Canonist should be present in the SB.
I would also take out the Kiki-Jiki, Mirror Breakers and shift them for Baneslayer Angel. Kiki can't block, and can be bolted, Baneslayer Angel is at best a 6/6 first striking/lifelinker/flier with extra upside after... that sounds better than an optional infinite resto's and makes the mana base slightly more consistent (no more !)
Also agree with above that Pithing Needle or Sorcerous Spyglass would be good for the deck in the side! I'd cut 1 Stony Silence and the 2 Boil. I know counterspells are an issue for you, but Blood Moon is better than boil since most lands are non-basic.
2 weeks ago
I like the splash of black for some extra life loss! Some more notable cards to consider:
- Fireblast: To squeeze out those last drops of damage when tapped out.
- Eidolon of the Great Revel: You'd be amazed by how many strategies this hoses. If you're racing, this can be surprisingly damaging.
- Hell's Thunder: A flying damage spell that comes back to surprise your opponent if they've forgotten about it.
- Flame Javelin: Sometimes you just need one extra damage. Also hits creatures.
2 weeks ago
Overall I am a huge fan of this deck. I did some super basic testing with your list and my only worry with your list is that it seems risky to run only one copy of Grapeshot I know you have Noxious Revival to get it back if it gets countered but at my LGS everyone runs some kind of graveyard hate so I would personally stick in another copy. For the sideboard an option you could look at is a way to get rid of any annoying creatures that are stopping your plan and or slowing you down. You have Ghirapur AEther Grid but that might come to late to deal with something like Eidolon of the Great Revel. Now this is all based on local meta but some fun cards could be Galvanic Blast Dispatch or just Path to Exile. Thanks for dealing with all my suggestions. If you ever play this deck in paper or MTGO I would like to know how it faired.
3 weeks ago
You are missing out on Eidolon of the Great Revel. Replace some of your janky bois and you should be good ;)
4 weeks ago
I think most of those are solid budget options. I would not run Assault Strobe--I'm not overly fond of pump spells that can't be played at instant speed. I want to make sure my unblocked creature is as powerful as possible, or I can win an exchange with one of their other creatures they thought safe.
If you go a bit more heavy on the pump spells and more budget burn options, I might consider scalling back or eliminating Eidolon of the Great Revel. I expect this card might still be worth it, but if it is making you lose more life than your spells are dealing, that could be a problem. Worth playtesting some to determine.
4 weeks ago
Eidolon of the Great Revel. This is, perhaps, the most Red card one can play. It hurts you, but will end up hurting your opponent far more. The vast majority of spells in Modern are under 3 CMC, meaning most every spell your opponent will play will ping them for 2 damage. While you're playing a lot of spells that will ping you for 2 as well, they also deal 3 damage to your opponent, so you come out ahead in that exchange.
Skullcrack is a solid burn spell with some pretty nifty additional effects.
Searing Blaze will often hit your opponent for 3 and take out one of their creatures.
The next thing you'll want to do if you wish to play competitively is make a sideboard. A sideboard is a set of 15 cards that do not go in your main deck, but can be substituted in and out before games 2 and 3 of the round. You're a bit limited in mono-Red in what you can place in your sideboard, but some solid options would be Abrade (as shirouu suggested--I'm just not sure you want to mainboard a spell that can't hit an opponent), Ensnaring Bridge (to deal with creature-heavy decks, substituting out your own creatures), and Relic of Progenitus (to put pressure on Delve and other graveyard shenanigans).
That will give you a very solid deck to start. If you feel like upgrading down the line, consider adding White for Boros Charm and Lightning Helix (and Deflecting Palm, Path to Exile. and Wear // Tear in the sideboard). You can also add one copy of Stomping Ground, fetch lands, and a sideboarded Destructive Revelry to deal with artifacts/enchantments.
But adding those colors can be quite expensive due to the fetch/shock lands required. You'll have a solid list with mono-red, albeit one that can't deal with enchantments.
1 month ago
So you can take a look at a very similar deck I made if you want to see how I did it, but I keep Eidolon of the Great Revel in side against control and other decks that are annoying for burn to play (Soul Sisters, Humans). The thing that stands out the most as being weird to me is your inclusion of green, and the only thing I see you using it for is Destructive Revelry, when you could just use Wear and stay in your colors. I think two lavamancers is perfect. I also do not play this deck with fetches because I never feel mana starved. Four lands is more than enough to win.
1 month ago
Gleeock Oooh I love the deck! Nature's Revolt seems pretty disgusting in this kind of build... I secretly love it. I also didn't know about the "hunted" cycle! Seems really interesting and it looks like it might be exactly what this deck needs. I can make my opponents attack every turn, but when they have no creatures to attack with it doesn't really help anything. Also Varchild, Betrayer of Kjeldor looks even better now that I take another look at her; I'll have to consider her for this deck too.
As far as redirect spells are concerned, I'm not sure what I would use them on! There's nothing really that this deck plays that needs to be protected from targeted removal except from Xantcha herself and maybe a couple huge enchantments like Havoc Festival. I LOVE the redirect spells in my Zada, Hedron Grinder deck because they effectively work as counterspells for my opponents' counterspells, but not sure how they would really help in this deck. Can you explain a little further?
scumbling1 Thanks for showing interest!! It's still a little too early to tell what's good and what's not but I was able to play two games with her using a proxy for the commander (because my cards finally arrived a couple days ago!) and I'll give you my first impressions below before I give a "formal" update after I get to jam a few more games.
First game I played went pretty horribly. Got mana screwed but I think that was moreso bad shuffling and WAY too greedy of a keep (2 lands and a Star Compass). I was only able to get a Spellshock and Xantcha to stick in the early game. Xantcha was great because I was able to use her activated ability to try and draw myself into lands, but I had to go about 4-5 cards deep before I even found another land. By the time I was able to play Painful Quandary my opponent combo'd off and took out the table. The deck ran 9 mana rocks and 35 mana producing lands (excluding Glacial Chasm and Maze of Ith at the time, which I felt was plenty. I added Thaumatic Compass Flip to help consistently get land drops and change into a functional Maze of Ith for the late game, but might also replace one or two of the weaker mana rocks with a 36th/37th land for more early game consistency. I'd want to play a few more games though since this was a greedy keep and the first game I've played.
Second game was MUCH better. My opening hand was 3 lands, Sol Ring, Last One Standing, War's Toll, and Manabarbs. Thanks to the early ramp I was able to get Xantcha and my damage dealers online much quicker. I drew into Eidolon of the Great Revel (which didn't really do much damage that game), Furnace of Rath, Spellshock, and Exsanguinate. Unfortunately, we made a ruling mistake that allowed me to do much more damage than I was supposed to. We didn't know that War's Toll's trigger doesn't draw the mana from your lands when you tap them. Because of that, Manabarbs ended up dealing about twice the amount of damage it was supposed to. With that all being said, I was able to play Furnace of Rath, have it survive a turn around the table, and then Exsanguinate (where x=7) for 14 damage and gain 52 life. Then for the remaining player, I cast Mob Rule to take the majority of their blockers and knock them out of the game. Even though there was the ruling error that caused me to deal more damage than I was supposed to, the deck was still sitting in a prominent position and probably would have won regardless. The only complaint I had with the second game was that it took until ~turn 4 before I felt like I was really impacting the game. I wish there were more cards like Harsh Mentor, Eidolon of the Great Revel, or Pyrostatic Pillar that I could replace some of the top-end cards with. I really wanted to order Polluted Bonds for the deck for the constant damage and lifegain, but considering the curve of this deck I think I'll hold off on it.
No more major changes slated until I get to play a couple more games with it! Like I said, would love to add more low cost cards.