|Commander / EDH||Legal|
Printings View all
|Ultimate Masters Promo (UMAP)||Mythic Rare|
|Ultimate Masters (UMA)||Rare|
|Masterpiece Series: Kaladesh Inventions (MPS)||Mythic Rare|
|Modern Masters (MMA)||Rare|
|Fifth Dawn (5DN)||Rare|
Combos Browse all
Sunburst (This enters the battlefield with a charge counter on it for each colour of mana spent to cast it.)
, Sacrifice Engineered Explosives: Destroy each nonland permanent with converted mana cost equal to the number of charge counters on Engineered Explosives.
Engineered Explosives Discussion
1 month ago
when I was drafting the deck, and considering green Tireless Tracker was at the top of the list for value creatures, card draw, and all that. I hadn't considered ruin and Engineered Explosives at all, though that does seem like a good idea.
I hadn't, and probably won't, considered Field of the Dead , I'm not really fully comfortable with the 3 (potentially 4-5, with Academy Ruins ) colourless lands already in the deck, mostly due to the condition of Mystic Sanctuary , it just seems wrong to run a Crucible deck without some sort of Wasteland effect.
1 month ago
Very cool concept. My version includes Tireless Tracker which synergies really well with cryptic/mystic loops since you'll get to make land drops every turn to get a clue. I also play Growth Spiral as a means to break land parity and ramp early game. It is also a good combo with the cryptic/mystic loop to make an extra land drop. I also set my land up to have an alternative finisher with Field of the Dead (idea inspired by Sam Black's Mystic Sultai)
Since you're playing crucible, have you thought of including Buried Ruin / Academy Ruins and Engineered Explosives ? It has been extremely useful in many situations (especially against urza outcome decks).
1 month ago
3 months ago
This list looks really good. I have a few thoughts:
With regard to combo packages, you generally want to use pieces that can be valuable on their own, while taking as few card-slots as possible. I highly suggest only leaving in the Kiki-Jiki, Mirror Breaker and the Worldgorger Dragon combos. I say this because the other combos require more cards that are dead on their own and/or cost too much mana. Leaving in just two combos, which have some interchangeable parts, means you have more slots for disruption, the deck is more consistent, and the average power of each top-deck you get increases.
You may want to consider haste-enabling reanimation magic, since you can use it to combo off without needing your general on the table. In general, the more you can combo off independent of your commander, the more frequently you'll win; people know 'kill on sight' generals, and can generally keep them off the table. Some spells to consider are: Corpse Dance (stacking the creatures you Buried Alive so Necrotic Ooze is on top of your 'yard), Shallow Grave (same stack) and Torrent of Souls . Obviously, this is a secondary method, but it's worth considering running one of these spells.
Your opponents are going to hate on you pretty hard (as people hate on all combo decks), so counter-disruption is going to be necessary. By Force is a powerful way to knock out Grafdigger's Cage , Nihil Spellbomb and similar stuff. Enchantment-based hate is a lot more difficult to deal with in Rakdos; I suggest using Engineered Explosives and/or Blast Zone to deal with cards like Leyline of the Void or Rest in Peace .
Your manabase is good, but I see some room for improvement. I think High Market is probably better than Miren, the Moaning Well as a sac-outlet, simply because it costs a bunch of mana to activate Miren, the Moaning Well . I may be missing something, but I don't think Piranha Marsh and Sunscorched Desert are very good here. I suggest running basic Mountain s and Swamp s instead.
I think you're also running two to three too many lands. You're running the best two-mana rocks, but running some of the slightly-less-awesome ones instead of a few lands can let you ramp to cast your general turn three. Mind Stone , Fellwar Stone and Coldsteel Heart are all good in addition to your Sol Ring , Talisman of Indulgence , etc.
Finally, red has some pretty great hate cards. Pretty much every deck searches at some point, so Stranglehold is a great card (that also occasionally hoses Narset, Enlightened Master decks). Price of Glory is good as a deterrent to countermagic. Depending on your meta, Flashfires , Boil and Omen of Fire can all end games -- I'm not sure what dork at R and D make Boil and Omen of Fire instants, but he deserves a high five.
Right. That's all I got. Good luck man! Hope this helps.
3 months ago
Made some changes almost on a whim that ended up really tying the deck together and being a ton of fun.
I brought in Nahiri, the Harbinger for several reasons. Her card filtering is great, her removal is a fantastic mainboard inclusion (she even combos with Liquimetal Coating on tapped permanents), but her ulti brought a completely unique alternate wincon (or primary now?) that the deck desperately needed.
With the splash of white I'm also able to more comfortably add Leyline of Sanctity , and I've also trimmed down the SB to be able to include some more anti-control measures with Choke . I think along with Trinisphere and my LD that Choke will be able to do some serious work.
All-in-all I lost a Blast Zone and an Acidic Slime , but a gained a lot of mainboard strength, as well as more refined sideboard in the form of Engineered Explosives now that I can make 3 colors easily.
Still trying to figure out where big Chandra should be, and if I need the playset of Nahiri or not, but otherwise I am very, very happy with this new version of the deck.
Let me know what you think!
4 months ago
Yeah, they're here just for Arcum's Astrolabe . You could easily swap those out for Serum Visions and run normal basics, but generally being able to turn on Mox Opal and having artifacts to sacrifice for Goblin Engineer and Thopter Foundry is just slightly better.
4 months ago
As I mentioned before, the deck as it is consistently storms out a win on Turn 6. This means at most, I can Chain of Vapor myself for 7 targets (initial + 6 copies from sacrificed lands) off of one blue mana. However, I can Retract all of my artifacts for that same one blue mana, which is far more powerful for continuing my storm count and combo triggers, and doesn't require me to blow up my own land to do it. Like you recommend, I typically save the self-bounces of Retract, Hurkyl's Recall , and Paradoxical Outcome for the turn I am going to win, since they easily double my storm count on their own. Much more effective for this deck than Chain of Vapor, at least in that regard.
I typically do save Krark-Clan Ironworks and Aetherflux Reservoir for the turn I am confident they will lead to a decisive victory. I am also not terribly worried about them getting targeted down in general, since the most common type of removal is creature-based that makes Jhoira the weakest link in the chain. Once she is off the field, this deck grinds to a crawl, and 4cmc to replay her is costly when the top of the curve is 5. 6cmc or more from Commander Tax can easily slow this deck down to the point that it simply can't win. I am not doubting how powerful Chain of Vapor is in general; but I simply do not see how me spending the mana on a spell that my opponent will use to shut off my engine and slow me down is worth including in this decklist. That seems like I would be playing against my own self-interest for a single tempo play, when that isn't what this deck is trying to do.
I do realize I "literally just die to like any interaction at all". That is by design. Since my playgroup is predominantly medium to medium-high competitive decklists (ranging from 50% to 80%), leaving this deck wide open to disruption was an easy and effective way to lower its power-level. There are a few incidental things that can help a bit with protections ( Aether Spellbomb bouncing Jhoira to protect against wipes or get another problem creature off the field; Herbal Poultice as a one-off regenerate to protect Jhoira from a destroy effect; Feldon's Cane and Elixir of Immortality to protect against self-decking, mill, and/or graveyard hate like Bojuka Bog; and Codex Shredder to return destroyed win-cons from the graveyard to my hand for some minor recursion), but otherwise it wasn't a primary focus.
Also note that Conjurer's Bauble is already in the decklist. That is the second recommendation you made that I already have.
Lastly, most of the "pricey" cards in the decklist ($5 or above) were cards I already owned, or were able to acquire for a lower price than listed here on the site (such as purchasing the Engineered Explosives from my friend for only $8.00 as opposed to the CardKingdom price of $18.00; or the Aetherflux Reservoir that I traded for at no monetary cost). ~$26 is the cheapest I can find Mana Vault on CardKingdom and even Lotus Petal is ~$9.00 at the low end, both at less than Near Mint conditions. While they are incredibly effective at what they do and would help the deck tremendously, they are simply too far outside of my budget for a single card, especially when they don't directly represent win-conditions the way that Aetherflux Reservoir does. I am certainly planning on buying a copy of Lotus Petal or two eventually, since it is much more within my general budget for purchasing, but at the moment it is simply not an option for me.
4 months ago
I really like this idea
Have you considered running lots of X cost and zero cost utility cards, like Chalice of the Void , Engineered Explosives , Hangarback Walker , Mishra's Bauble , and Tormod's Crypt , which could all be played for value when you don’t have celestial Kirin on the field?
Finally, most D&T decks don’t play many noncreature spells except Path to Exile . I would recommend a small thalia or two instead of your mana tithes.
Engineered Explosives occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
All decks: 0.16%
All decks: 0.27%