|Commander / EDH||Legal|
Printings View all
|Masters Edition (MED)||Common|
|Ice Age (ICE)||Uncommon|
Combos Browse all
As an additional cost to play Fire Covenant, pay X life.
Fire Covenant deals X damage divided as you choose among any number of target creatures.
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Fire Covenant Discussion
1 month ago
Just wondering what would be the best substitute for it, am considering either Sterling Grove or Drift of Phantasms for now. Which is better? Maybe both of them in place of the two cards above. Or should I use Windfall in place of Timetwister?
Also how about Zur the Enchanter to search for Food Chain or Necropotence, I'm guessing its not included because the mana cost is too high.
For the mana base, I tried replacing basic Forest with Taiga but then feel the basic forest is better. There was one occasion where I cannot find the red mana to cast Fire Covenant in time though but otherwise it was okay.
Since this deck is often able to produce G,U and B consistently, I am considering replacing Tundra with Scrubland, as triple black is important if Necropotence is needed early somehow. Not sure if it is a good idea though?
Would love to hear your opinion. Thanks in advance.
1 month ago
@Lilbrudder, I see where you're going. I've been impressed with luminarch ascension in stax decks, it could probably work here. And serra ascendant is awesome if you draw it early. Obviously less good later, but the early game awesomeness almost makes up for that.
I think I'd want to cut Gamble for one more card advantage engine. Dark Confidant maybe. Do you find there's too much lifeloss? I sometimes feel that way about Fire Covenant... it's awesome but paying 16 to wipe the board is a lot. I guess you're trying to set up angel's grace + ad naus so being able to get value off the naked ad naus after a big life payment is less important.
1 month ago
Also more draw power and ways to lose life. Look into Grim Haruspex (This card draws gross amounts of cards in this deck), Phyrexian Arena, Greed, Erebos, God of the Dead, and if you feel your manabase can handle it, Necropotence.
Toxic Deluge, Fire Covenant (poor man's toxic deluge here), Lim-Dul's Vault (good card filtering with bonus lost life), City of Brass, Mana Confluence (and rest of painlands), Goblin Bombardment (you can hit yourself, which is sometimes the right answer), Flayer of the Hatebound (again, can be used to hit yourself), and Spellskite (redirect the same spell on the stack as many times as needed to drop off the throne) are all good ways to manipulate your life total as well.
1 month ago
A year later already, eh? I love the list. Fire Covenant is an excellent addition for utilizing your life total. It's great for anything from nuking a single dork to an army. Izzet Charm is a great card. Flexibility is key in commander, and the charms exemplify that ideal. I love the control/combo build you have currently. My only suggestion is to either commit to, or completely remove the reanimation spells. Entomb, Buried Alive, and Animate Dead work well when you have bomb payoffs. I see you cut those in favor of better control cards, mana fixing, and just general consistency. If you intend to maximize the control/combo archetype to its fullest I recommend more draw/cantrips such as Impulse, Ponder, and Preordain. If you intend to continue with the reanimator sub-theme I highly recommend at least one more bomb besides C-sphnix and Thopter Assembly. You want 3 to fetch with Buried Alive. I'd still recommend trying to slot Frantic Search into the deck no matter what because I believe that card is absolutely busted in control and reanimator. I can see the deck is currently teched to fight my tier one bullshit. Even still, I believe Recurring Insight will still benefit the deck in a cut-throat meta, as well as you school's. It's perfect to refill your hand; as a top deck, top-end, or tutor target.
3 months ago
3 months ago
jacobmcguffin I would cut the extra turn spells, Fireball, Grapeshot, and some of the less useful artifacts. If you are adding in Paradox Engine and Isochron Scepter/Dramatic Reversal you can also cut Alhammarret's Archive (really only seems useful when you are already winning) and Unwinding Clock (basically just a slower Paradox Engine). I also don't think that Dimir House Guard is necessary given that you already have a decent amount of tutor effects. Dark Tutelage and Dark Confidant aren't absolutely necessary and tend to function better in decks that want to play the long game over fast combo decks but that is just a preference of mine.
Outside of that, it would just swap out cards that you think you can justify removing. The best way I have found to figure out what cards to cut is when I am playing the deck, I note times that cards are particularly good/bad and if they end up being bad more often than I like, I cut them and see if I end up missing them. If I don't end up missing the card, it is usually safe to say that the cut was correct.
4 months ago
Thanks for the warning, I confess I did not remember that part when building the deck. Luckily it's just inconvinience that I can work around.
Here is some cards I think you could remove: Braid of Fire, Ghostly Prison, Rakdos's Return, Fire Covenant, Debt to the Deathless, sanctum seeker, Drana, Liberator of Malakir, Falkenrath Gorger and Bloodlord of Vaasgoth.
I tried to keep in mind what you are trying to do do but maybe it's too much? To my eye your deck is Vampire tribal with comboes with a lot of removal, return from the grave thingies and pillowfort.
For the lands, that's for you to decide and test out what works but I would suggest at least to add the mardu colored pain lands: Caves of Koilos, Sulfurous Springs and Battlefield Forge. If you make a lot of tokens Westvale Abbey Flip would work, also I would use Temple of the False God.
4 months ago
@meowndabout Nice questions! Glad to help with this. I changed the write up slightly, to include a sample blue print for playing the deck. That answers some of your questions, other ones are below.
Fauna Shaman - usually you discard extra mana elves (which aren't that great in the mid-game) to get actual stax pieces or utility creatures. But, also, you can just discard anything. It turns each creature into a Worldly Tutor + free card draw.
Loyal Retainers - this is actually best with Iona, Shield of Emeria, which is decent to run if your meta has some mono-colored decks. However, it's worth leaving in the deck even without Iona, just to get back anything that happens to get killed. It's pretty good reanimation, just by itself.
The Tabernacle at Pendrell Vale - Actually, Magus of the Tabernacle is a pretty good replacement. Tabernacle is here mostly to combat other decks that rely on creatures and mana elves (like us), but have a harder time tutoring for Gaea's Cradle. To perform this function, another answer is Defense of the Heart. Magus might be better since it's a creature and slides under your Thorn of Amethyst effects.
Nullstone Gargoyle - this is a new card I'm testing. It's easily hard-castable with Gaea's Cradle and Nykthos, Shrine to Nyx. And it's a pretty strong lock with Eidolon of Rhetoric. Yes, if I could get this lock together, I'd just cast creature after that.
Recruiter of the Guard - you just get whatever you need for the situation you're in. Get whatever stops your opponents the hardest. You have to know how your opponent's strategies work.
Sanctum Prelate - pretty much always names 2 or 3. These stop boardwipes that sneak under Gaddock Teeg; on three you stop: Toxic Deluge and Fire Covenant; on two you stop Cyclonic Rift and Pyroclasm. I usually pick either 2 or 3 based on which board wipe I'm more afraid of at the moment; but in either case you end up shutting off large parts of your opponents' decks.
Yisan, the Wanderer Bard - this is becoming less important in this list; however I think it's still probably good enough to run. Yeah, you just get whatever is most helpful. You can either get Quirion Ranger on 1 to activate Yisan or Sisay twice per turn, or you get Sylvan Safekeeper to guard Sisay against spot removal. After that, you know, get whatever you need.
Crop Rotation - there's a lot of strong lands in the list. Strip Mine and Horizon Canopy are very good with Ramunap Excavator. You can also get Tabernacle. You can get one of the ramp-lands like Gaea's Cradle, nykthos, or Ancient Tomb. If possible, you should always sacrifice a Flagstones of Trokair.
Creature tutors - You get whatever you really need top stop what your opponents are doing. These tutors let you get non-legendary creatures tho, so sometimes you can get Sanctum Prelate or Eidolon of Rhetoric or Spirit of the Labyrinth if one of those seems really appropriate, or you're in a winning position already, you can go for the kill with Shaman of the Forgotten Way or a lock with Nullstone Gargoyle.
Enlightened Tutor - yes, frequently the most powerful thing to get with this is Living Plane, although there's a lot of great artifact/enchantment stax pieces you may want, particularly Rest in Peace, Null Rod or Sphere of Resistance. It can get ramp in Mana Crypt or Carpet of Flowers. It can also get Lightning Greaves which can be great for Sisay. This card is awesome in this list.
Gemstone Caverns, Chrome Mox - these are ramp, which is totally critical. You just exile whatever you don't need. Try to prioritize playing a turn 1 or 2 stax piece with these ramp cards. Also think about when you will play Sisay. If you have these ramp cards, try to set up a sequence where you play a stax card turn 1, a mana creature turn 2, and SIsay turn 3.
Null Rod, Stony Silence - these only shut off our artifact ramp, not our creature ramp. Only play them if they're going to hurt your opponents more than they hurt you. But the deck is pretty much designed so that it's usually pretty asymmetric, although certain hands and board states can make it more nuanced.
You can totally run snow lands if you want to.
Solemnity - this doesn't do anything...
Ashes of the Abhorrent - This can work if your meta has a lot of reanimation or storm...