Electropotence

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Electropotence

Enchantment

Whenever a creature enters the battlefield under your control, you may pay {{2,R}}. If you do, that creature deals damage equal to its power to target creature or player.

seshiro_of_the_orochi on The Red Terror

1 year ago

That's a neat idea! As your plan basically is creating lots of red tokens and having them deal damage. To make this more effective, you should consider including damage-increasers. Torbran, Thane of Red Fell and cards such as Dictate of the Twin Gods would allow you to maximize your damage, resulting in making your commander more impactful earlier in its growth.

For situations where the board is crowded, ways to transform your token creation into damage. Cards such as Impact Tremors, Electropotence, Raid Bombardment, Cavalcade of Calamity, Goblin Bombardment, Makeshift Munitions, Barrage of Expendables, Weaponize the Monsters and other similar cards seem very useful for that.

Street Urchin seems especially funny, btw.

Also, Kumano Faces Kakkazan  Flip and Kumano, Master Yamabushi could be worth a shot here.

wallisface on

1 year ago

9-lives I'd start by ditching the Pharagax Giant and Surtland Flinger, both are a LOT of mana and basically do nothing (the Pharagax Giant is literally just a vanilla 5/5, and Surtland Flinger is too slow to do anything reliably). After that I'd ditch the Electropotence (it requires waaay too much mana to activate, has a poor payoff, and does nothing on its own), and some number of Open the Armory (you already have a ton of ways to grab Colossus Hammer)

Steven89 on Sneaky Purphy B. [Primer I guess]

2 years ago

Hello Benemortal1 :)

Thanks for your questions! Regarding Warstorm Surge , Where Ancients Tread and Electropotence : Those are expensive "win-more" cards and you can play only so many of them and I chose to play with Fiery Emancipation (and to a certain degree Homura, Human Ascendant  Flip). Fiery Emancipation fits better with the gameplan of this deck (right before your turn, you cheat several creatures into play and in your beginning turn you just slam Fiery Emancipation and hope to win). This is not possible with Warstorm Surge and Where Ancients Tread. Those two enchanments need to be played first to have an effect thus telegraphing your opponents that you just entered the "From now on, my game actions are more explosive, so save all your interactions for me" gamestate. This is not good, this deck wins by choosing the right time to battle without your opponents knowing how much damage you can pull off. Electropotence seems even worse as you need extra 2R.

Homura, Human Ascendant  Flip has really suprised me and with the recent additions from Stryxhaven ( Triplicate Titan ) I plan to further play with this "win-more" card. This decklist has a subtle "go wide" theme regarding tokens so Homura fits very well, Homura's continous abilities seem on the first glance weak compared to the potential damage output of Warstorm Surge. However, while warstorm surge triggers only once for each creature, Homura's pumps your team by +2/+2, grants flying (do not underestimate flying; flying - in a sense - can accomplish the same damage output warstorm surge would do, for example in the not-so-rare cases in which your non-evasive threats like Etali, Phyrexian Triniform, Wurmcoil Engine etc cannot connect to your opponents because of ground blocker, with flying and that +2/+2 your creatures would even do more damage by connecting than they would do with warstorm surge and not being able to connect) AND shivan breath ability thus turning a every single creature (even 1/1's) of yours into very deadly threats. In the long run, Homura's damage output is at least the same but I feel the ceiling is way higher for the reasons I just stated :D Dont get me wrong, both enchantments you were suggesting obviously fit very well in what Purphy B. does and you should definetly play them, if you want to. But for me and the philosophy/gameplan of this deck, they just dont work that well :)

Braid of Fire . I tried that one, it looks good on paper, you generate more and more mana every turn and you could even use that mana. But to properly use that mana in your upkeep, you need to actually cheat your dudes into play during your turn. This very thing (cheating the fatties into play during my turn) is something that this deck only does, when I go for the alphastriking win (pass the turn with open mana, cheat stuff into play just before my turn and then drop even more fatties during my turn). In all other cases, where I do not want to alphastrike, it is usually better to be reactive and not proactive by passing with open mana and cheating the creatures into play just before my turn. My point is: Braids of Fire is only relevant for those alphastriking turns, at least for my playstyle, and the times I alphastrike should preferentially be only once during my games. Thats why I passed on that one.

Another point worth considering: It is usually better to use your card slots for cards that provide value in form of extra cards, not extra mana (to add on that: Our commander already provides a huge discount on mana by cheating fatties). Being monored means, we dont have that many tools of getting extra cards. There are a lot of games, where I just dont draw my wheels even though I play many of them. My hand in those games is usally quite empty and having braids of fire is then extra bad, because I dont have the cards to use that mana for. This is why I would strongly recommend playing cards that actually give you more cards, e.g. more wheel effects instead of Braid of Fire, or interactive cards ;)

It got a bit lengthy, woopsie

Halflingz on Queen Marchesa

3 years ago

Board wipes that seem "on theme" and white "ramp" to consider. Kaya's Wrath Fumigate Retaliate Austere Command Decree of Pain Martial Coup Merciless Eviction Descent of Dragons Angel of the Dire Hour Magister of Worth Sunblast Angel Boreas Charger Oreskos Explorer Surveyor's Scope Solemn Simulacrum Sword of the Animist Verge Rangers Smothering Tithe Sword of Feast and Famine Dowsing Dagger  Flip

Queen Marchesa doesn't have a clear single way to build so you have lots of options. However, I feel like said you want to play her like the Kween she is and create a royal court full of politicin' and group interaction to make all the boys whine. I don't think you want to discourgage people from taking the monarch from you, more encourage them to swing others IE: NO Ghostly Prisons, YES Teysa effects. Punish the ones who swing you only after the fact and reward the ones who swing others. There is a lot listed!

Politic theme links to Scryfall searches Monarch, Will of the Council, Council's Dilemma, Join Forces, Curses, Tempting offer, Goad

You will also want to get retake the throne each turn and lets face it, the Assasin's won't always get through Dauthi Embrace Dauthi Trapper Nether Shadow Nether Traitor Soltari Visionary Changeling Outcast Tormented Soul Break Through the Line Ferropede Gingerbrute Key to the City Whispersilk Cloak Trailblazer's Boots Zhang He, Wei General Yellow Scarves Cavalry Wei Night Raiders Wei Scout Xiahou Dun, the One-Eyed Lu Bu, Master-at-Arms Guan Yu, Sainted Warrior Shadow Alley Denizen

Finally here are some other fun interactions befitting the royal court. Crown of Doom Kor Haven Cathars' Crusade Electropotence + Pandemonium (Nasty with deathtouch) Field of the Dead Mentor of the Meek In the Web of War Mace of the Valiant Ogre Battledriver Orc Sureshot Mathas, Fiend Seeker Master of Cruelties Anya, Merciless Angel Tree of Perdition Alesha, Who Smiles at Death Ashling, the Extinguisher Azra Oddsmaker Aurification Bloodforged Battle-Axe Contested War Zone Thaumatic Compass  Flip Dread Elbrus, the Binding Blade  Flip Iroas, God of Victory Aurelia, the Warleader Gisela, Blade of Goldnight Five-Alarm Fire Hellrider Hixus, Prison Warden Larceny Necropolis Regent No Mercy Phage the Untouchable Quietus Spike Skeleton Key Throat Slitter Varchild, Betrayer of Kjeldor Vraska, Scheming Gorgon Scourge of the Throne Akroan Horse Captive Audience Goblin Spymaster Forbidden Orchard Clackbridge Troll Hunted Dragon Hunted Lammasu Hunted Horror

Theme directions to explore? Lifegain to stay above the swings? Angelic Chorus Answered Prayers Anointer Priest Authority of the Consuls Ayara, First of Locthwain Daxos, Blessed by the Sun Healer of the Pride Impassioned Orator Pious Evangel  Flip Soul's Attendant Soul Warden Archangel of Thune Suture Priest Ajani's Welcome Dawn of Hope Deathgreeter Exquisite Blood Epicure of Blood Falkenrath Noble Karlov of the Ghost Council Noble Purpose Righteous Cause Sanguine Bond Searing Meditation Seraph Sanctuary Serene Steward Shattered Angel Spirit Loop Sun Droplet Vizkopa Guildmage Well of Lost Dreams Alhammarret's Archive Licia, Sanguine Tribune Ayli, Eternal Pilgrim Eternity Vessel Chalice of Life  Flip Resolute Archangel Storm Herd Felidar Sovereign Divinity of Pride Serra Ascendant

Aristocrats of the Court (slow life drain strategy)? Bastion of Remembrance Corpse Knight Impact Tremors Purphoros, God of the Forge Blood Artist Zulaport Cutthroat Outpost Siege Bontu's Monument Brutal Hordechief Campaign of Vengeance Cliffhaven Vampire Cruel Celebrant Kambal, Consul of Allocation Polluted Bonds Retreat to Hagra Vindictive Vampire revenge Sorin, Grim Nemesis Judith, the Scourge Diva Stalking Vengeance Syr Konrad, the Grim

KIRK77 on kaalia of the vast

3 years ago

Just a suggestion for the removal suite would be Electropotence, Warstorm Surge, or Where Ancients Tread type effects since they are very repeatable and I'm sure you're usually playing the bigger creatures

UpperDeckerTaco on Midrange decks in combo-happy meta

4 years ago

You can definitely make Omnath, Locus of Rage competitive. I have a friend who plays it.

Ramp is your best friend. And Sac Outlets are your best friend along with some wrath effects.

Purphoros, God of the Forge works wonders in the deck, especially along side the staples of Avenger of Zendikar and Rampaging Baloths .

Cards that you need to make the deck function better are Explore type effects: Oracle of Mul Daya , Azusa, Lost but Seeking , Exploration , Explore , Enter the Unknown , Journey of Discovery , Mina and Denn, Wildborn , Summer Bloom , Wayward Swordtooth ... These work to great effect in getting the most out of Omnath's triggered ability and might hinder your opponents' plans of sweeping the board.

Also, you should be running more lands than the usual EDH deck because you want to be able to keep playing lands.

Recursion is also what will assist in the control metas: Regrowth , Eternal Witness , Den Protector , Greenwarden of Murasa , Recollect , The Mending of Dominaria ... These will help you maintain use of the cards that get removed. Also it allows you to let your general go to Graveyard and get it back to cast it for regular CMC.

Some form of protection is necessary: Heroic Intervention , Ranger's Guile , Blossoming Defense , Lightning Greaves ...

As for sac outlets, you have a great one in Goblin Bombardment and Greater Good and also Ashnod's Altar and Phyrexian Altar .

You could also use some triggers upon a creature entering the battlefield: Electropotence , Impact Tremors , In the Web of War , Mana Echoes , Warstorm Surge , Purphoros, God of the Forge , Colossal Majesty , Elemental Bond ...

And of course you could use some of the staples: Sylvan Library , Krosan Grip , Constant Mists , Beast Within , Word of Seizing ...

As for some sweepers: Chandra's Ignition and Star of Extinction are good ones. Hour of Devastation does some work. Insurrection is usually a good game finisher.

The world is your "oyster" good sir! So have at it. And happy shuffling. Hope this helps.

Ray_F on Swashbucklers of Booty Bay ($50 Budget)

5 years ago

What about Brawl to deal damage to your opponent's creatures and gain control of them because of Admiral Beckett Brass? You could do the same with cards such as Electropotence, Fall of the Hammer, Tail Slash, etc.

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