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|Commander Anthology 2018 (CM2)||Uncommon|
|Commander 2014 (C14)||Uncommon|
|Seventh Edition (7ED)||Uncommon|
|Classic Sixth Edition (6ED)||Uncommon|
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Fire Diamond enters the battlefield tapped.
: Gain .
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Fire Diamond Discussion
3 hours ago
You should run more ramp, because Izzet has trouble with that. Stuff like Sky Diamond , Fire Diamond , Mana Vault , Mana Crypt , Izzet Signet , and Thran Dynamo are all mana rocks, so they replace themselves when you cast them when Jhoira is out, plus they will allow to consistently get more mana available
1 week ago
I would highly recommend a bit more card-draw and a few untappers. Krenko does amazing with a few untappers.
Magewright's Stone is good. Thousand-Year Elixir is great too. Umbral Mantle is decent. Puppet Strings is good on a budget. Illusionist's Bracers are a good choice too. You don't need to go nuts but having three or so untappers in the 99 will serve you well. If you can tutor up Skirk Prospector, Krenko can go infinite with Thornbite Staff, though it just recently spiked in price.
Good red card draw is rare but every EDH deck needs a little. Reforge the Soul, Faithless Looting, Cathartic Reunion, Outpost Siege, Mind's Eye, Skullclamp, and Wild Guess are good. Staff of Nin is good on a budget too.
You have almost no ramp at all. Goblins are pretty low to the ground but every deck needs a little ramp. Krenko usually has a bulls-eye on his back so you'll want to be able to recast him. Sol Ring, Worn Powerstone, Fire Diamond, Mind Stone, Darksteel Ingot, Coldsteel Heart, Hedron Archive, Ur-Golem's Eye, and Gilded Lotus might be good places to start.
I would highly recommend dropping all the combat tricks. In a multiplayer setting with increased life totals they just don't have the "oomf" that they do in regular 60-card formats.
I would also drop Hedron Blade, Stormrider Rig, Claws of Valakut, Goblin War Paint, and Messenger's Speed. No good in EDH. War Horn is decent for Krenko but there are better cards out there so if things get tight you can drop it easily enough.
2 weeks 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.
2 weeks ago
I feel like you could use more ramp. Maybe cards like Talisman of Indulgence, Fire Diamond, Charcoal Diamond, Mind Stone, Coldsteel Heart, and Thought Vessel. That should help considering your average converted mana cost.
2 weeks ago
Also, after looking at the decklist, while your curve is extremely low (which is great), i noticed a severe lack of ramp card in the deck, and an abundance of lands. I would think about cutting down to 34-36 lands, and replacing those cut lands with ramp spells. I personally recommend:
I would also like to recommend a few cards that would be a great fit here for your strategy:
Impact Tremors:Is a cheaper form of Purphoros. Definitely belongs here.
Warstorm Surge: See Impact Tremors
Fanatic of Mogis: A great ETB dude to help burn your foes even more.
Goblin Bombardment: a great card to use for your tokens. They etb, burn everyone, then you can sac them to burn them even more.
Vicious Shadows:Similar to Goblin Bombardment but can end games.
Rage Thrower: See Goblin Bombardment and Vicious Shadows
Flameshadow Conjuring: My absolute favorite card. It double the productivity of most of your deck and will absolutely destroy people in this deck.
Valakut, the Molten Pinnacle: a no-brainer here.
Kher Keep: a good way to make a token.
Overall, cool deck idea. I hope these suggestions help!
1 month ago
I like what you're going for here, but I see some places where you might consider changes. Specifically I like your cantripping combat tricks (buff, commander trigger, and replace themselves, all pretty great), and I like using Prowess creatures to sort of double-dip on the effect your Commander provides.
Your average CMC is nice and low, which is great. Unfortunately you're not running very much ramp, in combination with a somewhat low land count. A deck like this is going to be deceptively mana-hungry - you only get your Commander's buff till end of turn, so ideally you want to cast multiple spells in a single turn to pump the team as much as possible. Preferably mid-combat. Multiple spells means a lot of mana. I'd look at adding rocks, especially rocks that are 2CMC or less. Wayfarer's Bauble, Fellwar Stone, Coldsteel Heart, Star Compass are all great budget rocks for a 2-color mana base. Slightly more expensive are Fire Diamond, Sky Diamond, and Gilded Lotus. Since you're using combat and only running two colors, Sword of the Animist would work well too.
You have a decent number of cost-reducers for instants and sorceries, but I;ve always found that those aren;t really a good substitute for ramp. They're great cards, and if you build the deck with lots of instants/sorceries with generic mana costs they can really help you cast multiple spells in a turn, but they supplement ramp, they can't actually replace it. Similarly, Mana Geyser costs 5 - it's not really "ramp." It's a one-time effect for a big turn, but you need enough ramp to be able to cast a 5CMC ritual in the first place.
You're running several cards that are more optimized for 1v1, 20-life formats. I'm talking about Lightning Bolt, Lightning Strike, and Wizard's Lightning. There are times to play these in Commander, but typically only as part of a combo (Bolt doesnt do much in Commander...unless you can cast infinite bolts, which can be fun). There are much better removal options: Rapid Hybridization, Pongify, Reality Shift, Echoing Truth, Curse of the Swine, Snap, Into the Roil, Commit / Memory, Blink of an Eye. I believe these are all dirt cheap, and most are instants, so you can cast them during combat.
If you can spare the cash (and hopefully it'll get a reprint in the next Ravnica set), Cyclonic Rift is the 2nd most-played card in Commander for good reason. It's some of the best removal available in any color.
Also bear in mind that "copy spell" effects don;t provide additional cast triggers. If you use Bonus Round, then cast Brainstorm, you still only get two cast triggers total, even though three spells will resolve. To get extra cast triggers you need wording like on Isochron Scepter - "you may cast the copy."
Card draw is fantastically important, and so is evasion. Open Into Wonder does both for you. Kindred Discovery would be pretty much perfect for this deck, and I think it came in this precon so you might already have a copy; otherwise I think the price has risen unfortunately. Card is a powerhouse for tribal decks.
Also great for tribal decks are some universal pump effects. Shared Animosity, Coat of Arms, Vanquisher's Banner (also draws cards), Door of Destinies, Adaptive Automaton, Metallic Mimic, Obelisk of Urd all work well. If you can generate tokens consistently, Eldrazi Monument gives evasion, pump, and makes your Wizards indestructible. For some mana-doubling, Caged Sun and Gauntlet of Power can make your lands produce more mana and also pump your creatures.
Also consider some Buyback cards - you can spend extra mana to put them back into your hand isntead of the grave as part of their resolution. Capsize, Haze of Rage (this one is particularly perfect for you - the combination of Buyback and Storm pumping your entire team is nuts), Mystic Speculation, Shattering Pulse, Whispers of the Muse, and Seething Anger all look pretty good for this deck.
Now, combat damage with no infinite combos is pretty tough to pull off in Commander, where you have 3 opponents typically and everybody starts with 40 life. Thats a lot of damage you need to rack up, and your combat buff effects basically all wear off at the end of the turn, leaving you with a bunch of low-power Wizards for the next turn. I'm going to make some combo-based suggestions - this would be perfectly acceptable in my meta, but everybody's playgroup is different. Some of this will be dirt cheap, some of it will cost a little.
You're already running Isochron Scepter. This card is phenomenal. It can help you pull off your main game plan (smash with Wizards), and it can also provide alternative win conditions that you can use if combat becomes unfavorable.
Scepter imprinting Dramatic Reversal with enough non-land mana sources to produce 2 mana will untap all your mana rocks, all your Wizards...and the Scepter itself, which lets you reuse it. And it casts the Imprinted card, so you get an Adelize trigger every time. You can do this infinitely to make your whole team infinitely large. If your mana rocks can produce 3 or more mana, you also can produce infinite mana.
You can also pair the Scepter with Paradox Engine. This starts to get crazy, because the Engine basically provides the same effect as Dramatic Reversal, but you an Imprint something else onto the Scepter. For example, you can Imprint Reality Shift. Activate Scepter to cast a copy of Shift, targeting an opponent's creature. Engine triggers, untapping the Scepter and your mana rocks. Reality Shift resolves, exiling the creature, and turning the top card of their library into a new creature. Activate the Scepter again to exile the Manifest creature and Manifest the next card of their library. Rinse and repeat until their entire library is in exile. Do that again for all of your opponents who have a creature out. Pass the turn, and let them lose from drawing on an empty deck. You can see how flexible this is. Opponents can stop you with well-timed interaction, but it works super well, and you're playing Blue, so you can hold counterspells to protect yourself. Engine is going up in price, I think its about $20 now, but it's well worth the buy. It'll only get more expensive.
1 month ago
I like it.
I run a similar deck What's a Battalion?.
Have you considered running Indomitable Creativity? I know it is not consistent since it can hit creatures and artifacts, but with a 1 mana commander it will likely upgrade. If you cast it with the deck as is now the worst hits would be Relic of Progenitus or Fire Diamond: even then, not bad.
1 month ago
I would start by adding in more mana rocks, even mana rocks that don't necessarily add color as your curve is quite high, some suggestions Fellwar Stone, MindStone, Lotus Petal, Chrome Mox, Sky Diamond, Fire Diamond, Coldsteel Heart can go in.
What is your goal of winning in this deck? So far I just see quite a bit of control but no real way to end the game.