|Commander / EDH||Legal|
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|Shards of Alara (ALA)||Uncommon|
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Creature — Human Druid Shaman
At the end of your turn, if you control a creature with power 5 or greater, you may have Exuberant Firestoker deal 2 damage to target player.
Tap: Add (1) to your mana pool.
Exuberant Firestoker Discussion
5 months ago
Honestly, I don’t think you have nearly enough lands for this deck. I also don’t think you need the alt win con from mayaels aria. I would pull the aria, wayfarers bauble, darksteel ingot, mordant dragon, flameblast dragon, and zendikar resurgent. Either not good, not necessary, or too expensive. I would as the fetch lands and shock lands. You also don’t have nearly enough creatures. I would pull your overpriced ramp cards and your mana based artifacts and add Draconic Disciple, Drumhunter, Sunseed Nurturer, Exuberant Firestoker, and maybe other mana dorks. Also, replace rain of thorns with Decimate. Cheaper and more destructive. I think it’s a solid base I just don’t see it doing enough as quickly as you want.
5 months ago
Big smashy Naya decks can be a ton of fun! It kinda depends on what direction you want to take the deck, but if you're looking at the classic 'power 5 or greater matters' theme, here are some suggestions:
Remove: Chandra, Fire of Kaladesh Flip: This deck focuses more on casting big creatures, so the likelihood of flipping Chandra is very low. Firemane Angel: Very expensive for her effects. Better creatures and lifegain can be found. Gigantosaurus: Hilarious card, but the 5 green will be super hard to get in a three color deck. Legion Loyalist, Legion Warboss, and Ajani's Welcome: These cards are all geared towards a 'go-wide' playstyle that encourages lots of small creatures. That's not how Naya usually plays, and most of the rest of your deck isn't set up to support them. Light of the Legion, Swiftblade Vindicator, Dawn of Hope, Path of Discovery, Prodigious Growth, Urban Utopia, Bounty of Might, Flower / Flourish, Boros Keyrune, and Selesnya Cluestone: These are all cards that either don't mesh great with the rest of the deck, or are decent, but have cards that can usually do the same thing better.
Big Boyz: Meglonoth: Great power for 6 mana, and can really pump out damage both attacking and blocking each time around the table! Mycoid Shepherd: Pretty decent source of lifegain. Paleoloth: Graveyard recursion. Spearbreaker Behemoth: Gives your important stuff indestructibility! Spellbreaker Behemoth: Can absolutely wreck blue control. Woolly Thoctar: 5/4 for 3. Nuff said. Bull Cerodon: Really solid creature to keep bashing your opponent's with. Godsire: Can be hard to play, but will generate an insane amount of value if it stays in play. Stalking Vengeance: When your stuff dies, so do your opponents! Victory's Herald: massive boost to your field, especially with lifegain.
Mana Ramp: Gruul Signet and Selesnya Signet: Some of the best ramp for three color decks. Drumhunter, Exuberant Firestoker, Sacellum Godspeaker, and Sunseed Nurturer: Can be okay as ramp, while also synergizing with your theme. Mul Daya Channelers: can be either a 5/5, or help you ramp into one. Somberwald Sage, Beastcaller Savant, Birds of Paradise, Channeler Initiate, Chromatic Lantern, Commander's Sphere, Draconic Disciple, Llanowar Elves, Atzocan Seer, and Drover of the Mighty: All permanents with useful ramp abilities, some of which even have a few other potential synergies. Traverse the Ulvenwald, Sakura-Tribe Elder, Yavimaya Elder, Harrow, Journey of Discovery, Gift of Estates, Cultivate, Caravan Vigil, and Collective Voyage: Cards with varying effects that let you search up lands from your library.
Utility: Asceticism: Lots of protection for your board. Anger and Fires of Yavimaya: gives all of your creatures haste. Signal the Clans: Great tutor card for creature based decks. Loxodon Warhammer and Behemoth Sledge: Trample and lifegain on a stick. Domri Rade: Card draw, repeatable fighting, and a crazy ult. Deafening Clarion, Austere Command, Earthquake, Mizzium Mortars, Comet Storm, and Savage Twister: All have the potential to be near one-sided boardwipes.
Lands: Ancient Ziggurat: With a focus on creatures, this card is usually really useful. Command Tower: Should be in every commander deck. Naya Panorama and Jungle Shrine Kessig Wolf Run: Extra damage and trample. Contested Cliffs: Repeatable fighting for your beasts.
There are probably more suggestions I could make, and certainly not all of these cards need to go in. Just some different ideas for you to consider!
5 months ago
1 year ago
I took a look on the gatherer searching for cards with the text "power 5 or greater" and found a few cards that I think would be good for dinos.
Drumhunter, Exuberant Firestoker, Feed the Clan, Godtracker of Jund, maybe Mayael the Anima, Mayael's Aria, Mighty Emergence, Mycoid Shepherd, maybe Spearbreaker Behemoth, Spellbreaker Behemoth, Sunseed Nurturer, and Where Ancients Tread.
1 year ago
Back in the Alara Block, they made a whole bunch of stuff that wanted you to have a creature with power 5 or greater. Things like: Bloodthorn Taunter, Exuberant Firestoker or Mighty Emergence. Back in the Tarkir block, they made stuff that wanted a critter with power 4 or greater. Things like: Wild Slash, Savage Punch, or Temur Battle Rage.
I bring this up, because it seems like the Lupine prototype and Avatar of discord are cheap ways to meet these power-conditions.
Around the time of Ravnica, there were plenty of cards that wanted you to have no cards in hand. Cards like Jagged Poppet, Keldon Megaliths, Taste for Mayhem. The most recent sets have included Hazoret the Fervent, Neheb, the Worthy and Thresher Lizard, along similar lines as the older Hellbent cards.
What's the point of all this? Adding another color would increase the power of the deck considerably. The Jagged Poppet would probably be the most powerful addition, since it survives bolt (and Fatal Push without Revolt), and you may even consider bolting him yourself because you wanted another way to discard your hand, and can generate advantage by making them discard their hand.
You might still want to keep your deck monoblack, but I remembered an old card that would be awesome here: Colfenor's Plans. In this deck, it basically gives you a new hand of 7 cards. You're planning to discard your hand, it's not like you'd ever be playing more than 1 spell per turn anyway. I've used them before, they are impressively powerful when they chain into eachother, with one of them exiling another.
Anyway...these are things to think about.
1 year ago
NIce. May i give you some ideas?
2 years ago
Perhaps Exuberant Firestoker? It's a mana dork that occasionally shocks someone.
2 years ago
Since you're in red and have a lot of damage, Thornbite Staff might be good to trigger Zirilian an extra time or two. Dangerous Wager is actually great card draw once you empty the rest of your hand(something not hard to do in EDH). Temple of the False God is pretty good too, and Tatsumasa, the Dragon's Fang gives you an equip and a way to spawn a dragon blocker at instant speed. I'm surprised at no Ryusei, the Falling Star- it might kill your general if you sac it but it's a cheap way to wipe an enemy field.
Exuberant Firestoker is a cheap mana rock that shocks people.
If you have dragons in your hand you'll enjoy Cryptic Gateway to cheat them out as well.
Dragonstorm might be too expensive considering the other ways you have to cheat out dragons but it's worth considering.
You don't have a lot of Instants/Sorceries which seems odd when you're in red but having more dragons is always worthwhile I suppose.
Either way looks like a fun deck to play!
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