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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
4 days ago
If you really want to make opponents draw their whole deck, you have to able to beat every single one of their 60 cards. Your current build will have huge trouble against decks with 4 Skullcrack or decks that deal 20+ damage with Lightning Storm, Walking Ballista, Grapeshot or Valakut, the Molten Pinnacle. You will also run into serious problems with Eidolon of the Great Revel, Liliana of the Veil, Karn Liberated or Chandra, Torch of Defiance. If your opponent has any of these cards in their deck, you will make them draw it over the course of the game, and you don't have many interactive cards except for lots of fog effects.
My point is, if you want the game to go really long, relying mostly on fogs is a very risky plan. So you should either find a way to win faster and more reliably (maybe a planeswalker?) or improve your interaction (some counterspells in the maindeck?).
1 week ago
1 week ago
xyr0s Well yes I'm also new to the competitive scene. I have done a few standard fnm a couple years ago but almost my entire experience has been casual with my friends.
I have made some changes in the deck according to your suggestions. I might still add Eidolon of the Great Revel I just dont know what to get rid of from here.
1 week ago
So, the basic burn cards are there, like Lightning Bolt and Rift Bolt... but no Boros Charm or Lava Spike. I'm getting a sense, that the deckbuilder is a bit new to burn decks and strategies, since a 6 cmc planeswalker, a 4 cmc enchantment, and a creature that are made for lifegain all are 4-ofs. In short (and rude) terms: they all need to go. Or something else needs to go. But since it says "burn" in the deck title, it's probably better to go with a burn plan.
Soulfire Grand Master does not really help you, since what you want is early damage in large amounts. It costs 2 mana, and does not have haste. And for what you are trying to do with a burn deck, lifegain is mostly irrelevant. Buyback could be funny, but the cost is way too high. If you can afford it, exchange for 4 Eidolon of the Great Revel. Yes, it hurts you as well as your opponent. But since you are pressing their lifetotal hard early on, it's worse for them than you.
Outpost Siege best case, you get an extra card to play in turn 5. That is after you spent all of turn 4 playing a card, that did nothing when you played it. Ask yourself: Is this something I want to do with a burn deck? Could be exchanged for Abbot of Keral Keep of you really want that extra card, but your deck is really missing a set of Searing Blaze.
Chandra Ablaze consider: At your current land count, you get to play this card at turn 8 (you won't hit all your lands drops, see?). Is this a good card in turn 8? Maybe. But burn decks hope to finish the game way earlier, and any reliance on "refilling your hand" or "grind by card advantage" indicates that you are not really playing burn. How about a nice set of Lava Spikes instead? Cheap and simple card, point at opponents face, attack with prowess creature afterwards.
Lands: You have about 4 lands too much. Like someone previously suggested, a set of Boros Charm would be good. Mostly for the 4 damage, but occasionally for the other modes of the card too. 4 less land, 4 more charm.
1 week ago
I'd suggest replacing Pyrostatic Pillar with Eidolon of the Great Revel even though the pillar is harder to remove, but the Eidolon can also attack, so I think it would be better to help you win that race when you play it, because your own deck has several cards with CMC 3 or less!
1 week ago
Eidolon of the Great Revel is essential for this deck. The way he controls games is one reason why Burn is considered among the top in the meta. Obviously the mana could be worked on for now Inspiring Vantage helps fix your mana because you dont want to see multiple plains. 22 lands is too much cut down to like 20 or 19 then you have access to more creatures. Skullcrack would not be a bad addition either as it is a burn spell that can make it so your opponent doesnt gain life
1 week ago
I have roughly the same feedback as the other guys, the most important here is to replace Pyrostatic Pillar for Eidolon of the Great Revel as soon as possible and maybe adding the combination of Grim Lavamancer + Soul-Scar Mage might be worth it as well!!
Other than that, Blood Moon for the Sideboard is a nice choice if you can afford it!
1 week ago
I play Zurgo a lot in 20 life, and I know that the format is very different, but in general we want to be doing the same things. In 20 life you can very reliably go for a heavy burn plan and have it work out well. This strategy is in my opinion very sub-optimal at 30 life. I think you basically want to be as heavy on the beatdown plan as possible. 30-life zurgo was basically a meta-gaming deck, if you see a lot of control decks, this is were you want to be, Green meta-game = not so much. From what I understand of the format for 1v1 commander online, it is heavily slanted to control(vial smasher etc), and somewhat combo (baral). This means that Zurgo is in a good spot, however if the Nissa/Azusa decks get very popular, or more hate bear style decks come up Zurgo will get much worse.
Here are my suggestions for your deck, cut the following:
- Bomat Courier
- Chandra, Fire of Kaladesh
- Countryside Crusher
- Grenzo Havoc Raiser
- Hazorent the Fervent
- Jaya Ballard Task Mage
- Legion Loyalist
- Sin Proder
- Dangerous Wager
- Faithless Looting
- Kari-Zev's Expertise
- Lava Spike
- Molten Rain
- Wheel of Fortune
Some of these are too slow(Wheel of Fortune, Skullclamp), some of there just aren't efficient enough for 30 life(Lava Spike), and some are just outright bad (Bomat Courier, Sin Proder etc.).
What you want to look for in your cards is the following; repeatable sources damage (mostly in the form of creatures though artifacts and enchantments are great sources as well) or the ability for your instants/sorceruies to kill creatures as well as deal damage to players.
Here is what I would add to the deck:
- Lightning Mauler
- Mardu Scout
- Mudbrawler Cohort
- Speedway Fanatic
- Valley Dasher
- War-Name Aspirant
- Thriving Grubs
- Hellspark Elemental
- Eidolon of the Great Revel
The deck's best hands are turn one zurgo, turn two 2-cmc creature (preferable hasty) so I've tried to maximize the number of 2-cmc creature to ensure this happens as often as possible. If you end up wanting more 2-cmc creatures I suggest looking towards Ember Hauler or Goblin Bushwhacker
Next lets add a little beef to your threats:
Hero is essentially, Hellrider # 2 so it is great. Heelcutter is great at allowing you to spend you mana every turn, and also Superb against single blockers. Koth is just an outstanding card that allows you to diversify your threats in the face of wraths and can win games single handedly.
Instants and sorceries you should add:
These are efficent and you are already playing effective copies of 3 of the cards. If you find yourself running into more blockers, or the meta game is more green, I would look to the following cards: Flametongue Kavu, Chandra, Torch of Defiance, Flame Slash, Mizzium Mortars, Roast. These are great at clearing paths for your creatures to get through uncontested.
Personally I am not a fan of either Chandra, Pyromaster or Outpost Siege as they feel tough to maneuver around counterspells and are very slow against combo. As a result I would cut them and play Flame Slash and Forked Bolt (which feels great against many of the x/1 of the format).
In terms of your mana base, if you are playing grim Lavamancer, you should be to play all the red fetches. Encroaching wastes should be wasteland (I'm sure budget is a big concern here but even still I would just cut it), Rishadan Port is another great land you aren't playing. Mutavault is excellent to help with flooding. Hellion Cruicible seems a little underwhelming, and honestly most of the creatures in the deck have hast so Hanweir Battlements seems like a pipe dream to try to meld, however I think it is mostly a free roll if you are dead set on playing it. Barbarian ring is another card you could be playing, and so is teetering peaks. I also tend to play 37 lands as it is roughly equivalent to 22 lands in 60 card decks, and you are trying to cast 4 drops in this deck but 36 should theoretically work.
Best of luck!