|Commander / EDH||Legal|
Printings View all
|Seventh Edition (7ED)||Rare|
|Classic Sixth Edition (6ED)||Rare|
Combos Browse all
Take an extra turn after this one. At the end of that turn, you lose the game.
|Have (31)||ironax , sneferie , stephen1212 , SpottedGee , Pelli , Mousemke , jstn.mrrtt , Shiromakuro , marcus638 , Riders_of_Brohan , vashaclarens , mziter501 , Wolfninja , SirFowler , Slowbro23 , saj0219 , Lander , Schuesseled , sonnet666 , infernalbubblez , conker3009 , bakeraj4 , Mortiferus_Rosa , dbregman8585 , bradyofportdetroit , Tiddilywinkus , YossarianLives , Kimimaro , Antiat , ChainerDragon65 , joshw335|
|Want (43)||Daeyel , smaps , DeifiedExile , 1337_Nerd , GarethGrey , yerfdog1935 , Luftwaffle , Kleptozaniac , nealcm , scouts2nd , P13 , PRO-AUGMANDOO , Dk1997 , Cambro6587 , volcomstone2892 , chain_letter , tornadomkii , Awuztein , TerminalGeek , Rasp , aire86 , Travkier , olivebagel , l13199l , jkicker1 , vovoomz137 , snowmaster55555atgmaildotcom , nullwraith , lmsmq , kovellen , guntermench , toocoolrad , egh9cu , mcstew , Etello , Genres , Slivortal , Dimensquare , YaslerFuj , correcthorsebatterystaple , JOKU420 , Therrion , ImmortalCancer|
Final Fortune Discussion
2 weeks ago
XVicarious he’s in there dude! I picked up a foil one when they were a few bucks. There is a turn 1 win that I describe in the combo section, but I am yet to pull it off (I set it up to show others when they don’t believe it’s possible).
3 weeks ago
SamsWrath thanks for your deck advice! Mox Opal is going in as soon as I have enough spare cash. At the moment it doesn’t benefit to remove Gauntlet of Power and Extraplanar Lens , but once I’ve included the artifact lands (for metalcraft) and some of the quick mana you have suggested, the benefits of those cards will be eroded sufficiently.
I will be keeping the ramp spells you suggest in mind. I am currently testing extra turn cards Last Chance and Final Fortune , and once I have decided if to keep them I will move on to those. What’s your thoughts on Treasonous Ogre to pay life for ramp?
I couldn’t warrant City of Traitors but Dwarven Ruins and Sandstone Needle are going in for sure. Crystal Vein I am going to pass on as I have never been left wanting more colourless as the deck has numerous ways of producing it.
Torch Courier doesn’t give this deck enough benefit to earn a slot. I would typically play the haste card when I am all set to win. As this is targeted haste, the goblin army can’t swing out, requiring more pieces to win. Also, it doesn’t synergise with sacking Krenko back to the command zone and recasting with infinite mana.
Some great suggestions dude, thank you!
4 weeks ago
- Cast Final Fortune or Chance for Glory during your turn with 2 white permanents and mistveil plains untapped, and a white to pay for it. Sunforger Must also be in play.
- activate the mistveil plains and cycle the turn spell back to the bottom of your library
- Complete your first turn.
- Start your second turn. Equip sunforger if necessary. Cast Angel's Grace with Sunforger . Then use the mistveil plains to cycle angel's grace back to the bottom. It gets a bit mana intense here, but if you can re-equip sunforger and play another extra turn spell go ahead and do so.
- At some point you will need to get Sword of Feast and Famine or Sundial of the Infinite to keep the loop going since you need to activate mistveil plains twice in a turn both of which can be picked up with a sunforger cast of Enlightened Tutor
This sequence would allow you to go infinite. It is mana intense, so either ramping a lot and/or getting something like a kazuul's tyrant Brass Squire or Balan, Wandering Knight is recommended. You can also play the sequence to not go infinite and just grab a couple of extra turns, which may enough to put you ahead and take key players out of the game. Typing it all out it does actually seem a bit complex, but once you do it a few times you should get the hang of it.
1 month ago
TheGeneralAdvisor thank you very much for your considerations, you have given me a lot of food for thought.
I agree with your view that Wheel of Fate probably doesn’t earn the place. The more tuned the deck has become, the more suspend has been situational (need to cast it in the first few turns otherwise it’s a dead card). This might be a good cut to try Apex of Power . My only reservation is ten mana is a significant investment as would normally be expecting to win (or have been knocked out) by then. Certainly worth trying though!
If I could afford a Gauntlet of Might I would definitely swap out Extraplanar Lens . I have lost count the number of times that it has ramped me to a win when the early game had been thwarted. I also plan to pick up a Grim Monolith just to tune/speed the deck up a bit.
Goblin Bushwhacker is always cast for its kicker cost as a 2-mana, single turn haste enabler to combo off. Goblin Ringleader is a holdover from when it was more tribal based deck, and your probably right it needs removing. Moggcatcher is there to tutor up Skirk Prospector or one of the haste enabling goblins. With this list’s lack of tutors, I would definitely think she earns the spot to stay.
I used to run Aggravated Assault , but took it out to lower the curve. Now that the deck has lots of ways to produce infinite mana, I think it may be worth testing again.
I have tried Anger but could never consistently get it in the bin and don’t have space to dedicate for it to work. Hopefully a more efficient haste enabler than Ogre Battledriver comes in time and I will drop it.
Thank you so much man, your comment was awesome!
1 month ago
I think I would speed the deck up. You have a lot of control here, and if your meta needs it that’s fine, but cards like Stranglehold , Blood Moon and the like are all very slow. It’s basically skipping a turn to play them and hope that nobody deals with it, and they don’t actually advance you winning the game. Wheel of Fate is way too slow as well. As a personal opinion, I also find cards like Extraplanar Lens very clunky and vulnerable, and they rarely speed the game up faster than a Gauntlet of Might . Power is a fine substitute although I think it’s probably too slow for what you’re doing.
Sword of the Paruns is a slow combo piece that I probably wouldn’t run over the other options you’re already running. Goblin Bushwhacker , Goblin Ringleader , and Moggcatcher can be cut as well. You don’t have enough gobos unless you recruit them and it’s not worth a slot in the deck for that synergy. Finding another card draw would be much better. Bushwhacker isn’t necessary; you just have more efficient ways of winning. I think even Boggart Shenanigans could be cut as it’s somewhat redundant and slows the deck down.
If you find yourself going infinite pretty quick (which is the goal obviously) Apex of Power will get you there. It’s easy to cast (sometimes just with a ritual or hymn) and should finish the game for you. Aggravated Assault is pretty standard for Krenko combo as well.
You already have most of the cheap rocks aside from Grim Monolith , so I’d probably add that one. Also Final Fortune and Last Chance are essentially Time Walk for a deck that really just wants another turn to finish the game. Anger is a better haste enabler than Ogre Battledriver and you can add Cathartic Reunion to give you another discard outlet.
I think as a guideline for straight combo decks, a card should answer a few basic questions:
Does this card help me win, and if so, how fast is it compared to the rest of the deck? (ramp, lands, tutors, card draw, turns)
If this is a combo card, is it the most efficient one I can run? If it’s not, is it worth having the redundancy?
If it’s not a combo card and it’s not helping me win faster, why is it in the deck? (Meta, utility, maybe some recovery)
I’m sure there’s something I missed but hopefully this is useful to you.
1 month ago
Krenko is hard to tune for cEDH because at his best he's probably still a 2.5-tier commander. I play Krenko as my "fair" deck but, I have given some though into making him faster. One thing I'm 100% sure of is that outside of a turn 1 wheel that has tons of ramp and nets another wheel, I see no way to get a turn 1 win with Krenko. Below are some of the cards I've considered that you don't currently have in your list.
- Add another chance for an extra turn with Warrior's Oath.
- You can take even more extra turns with Isochron Scepter + Final Fortune + Sundial of the Infinite. Add in something to untap an artifact and that would be bonkers!
- Dwarven Ruins is a not-as-good Sandstone Needle but, is still quite capable of helping with a Turn 2 Krenko.
- More 1cmc Goblins will give you more bodies, faster, and you're missing a few really good ones such as: Foundry Street Denizen, Goblin Chirurgeon, Goblin Welder and Legion Loyalist.
- Goblin Instigator is another good 2cmc (1cmc with a reducer) for 2 1/1 Goblins.
- Mass Hysteria is probably the fastest and cheapest way to get haste for ALL of your gobos!
- The more Ramp the better because that's how you're going to drop Krenko Turn 1-2 and multiply your gobos fast! Find room for that Mox Diamond and also consider: Infernal Plunge, Desperate Ritual, Pyretic Ritual, Seething Song and Simian Spirit Guide.
- Draw helps a lot. You might also want to consider: Memory Jar, Reforge the Soul, Scroll Rack and Slate of Ancestry.
- More spell-cost reduction never hurt and in a tribal deck Urza's Incubator and Semblance Anvil could do some work.
- Staff of Domination to untap Krenko!
1 month ago
You'll probably want as much Ramp as possible for this theme.
Isochron Scepter is also a must. You'll probably also want to drop in Dramatic Reversal. You can make copies of Isochron Scepter with a different imprinted spell on each copy by using Copy Artifact, Copy Enchantment (use it on Copy Artifact) and Sculpting Steel.
You might also find this theme fun to combine with taking extra turns. Blue has a LOT of extra turn spells but, red also has a few however, they are a little more difficult to use because you lose at the end of the extra turn unless you have a way to stop the extra turn before the end step such as using Sundial of the Infinite. The red extra turn spells are:
- Final Fortune which, is the best of the 3 since it is an instant and can be imprinted onto Isochron Scepter
- Warrior's Oath
- Last Chance
Galvanoth is an interesting creature that could work with this deck.
1 month ago
Cards Missing From Initial Build
Goblin Welder Jhoira, Weatherlight Captain Thopter Engineer Thopter Squadron Blade of Selves Coldsteel Heart Commander's Sphere Retrofitter Foundry Vedalken Orrery Treasure Map Flip Fire Diamond Sky Diamond Thirst for Knowledge Gamble
More Removal/Wipes Blasphemous Act - Staple Release the Gremlins - Gives more tokens Rapid Hybridization, Pongify - Staples and can give yourself a 3/3 token Meteor Golem - High CMC, but can destroy Enchantments which is a huge weakness of the deck.
Master Transmuter - Cheats out your big artifacts, but kind expensive.
Curse of Opulence - A weird staple for this deck, but I think you can figure out why.
Think about how fast you can make tokens. Does it make Purphoros, God of the Forge worth it?
Check through what effects require set up and make sure you don't have too many compared to stand alone cards. Even though Krark-Clan Ironworks does ramp, I wouldn't count it as ramp because it requires set up. Same goes for Storm the Vault Flip (But you have 36 actual lands which is totally fine)
Gamble, Mystical Tutor, Fabricate, maybe Hoarding Dragon (?) - Combos in decks are strong and fun, but really hard to pull of without a descent amount of tutors and/or redundancy. Ignoring combos, each tutor can search out a key cards.
Dramatic Reversal - I don't think you have enough mana rock/dorks to get to infinite mana, and without that it's kind of a waste of a card.
These combos in general don't really synergize with the goal of the deck (infinite mana more than infinite turns) like an infinite token combo would. I think there is a combo with Scrap Trawler and Hangarback Walker that I vaguely remember that you might want to try to find.
Everflowing Chalice - I always go colored mana over colorless if it costs the same, even if artifacts don't need it. It has potential to ramp you a bit more late game, but you usually don't need the ramp at that point.
Inspired Sphinx - 6 mana for a draw 3, maybe 4, and a hefty costed mana sink doesn't seem worth it to me.
Mycosynth Lattice - I might be missing something, but it seems a little narrow sited. It works a little with Darksteel Forge and Combos well with Hellkite Tyrant, but if the deck makes a bunch of tokens you don't need it to win with the Hellkite.
Cut Phyrexia's Core -Negligible effect unless you have a consistent way to abuse LTB triggers.
Caldera Lake - There are far better lands.
Swiftwater Cliffs - Its fine if you want to stay budget.
Reliquary Tower - I don't see a way for you to draw a bunch of cards and overflow your hand, so this isn't really needed.
Scalding Tarn - Obvious include if you want to spend the money.
Myriad Landscape is a 2 land fetch and taps for mana.
Overall, good base. It has potential to go from 0 - 100 and kill everyone out of nowhere.
Final Fortune occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%