|Commander / EDH||Legal|
Printings View all
Combos Browse all
Creature — Satyr Shaman
Whenever Firedrinker Satyr is dealt damage, it deals that much damage to you.
1R: Firedrinker Satyr gets +1/+0 until end of turn and deals 1 damage to you.
Price & Acquistion Set Price Alerts
|Have (20)||Wolfebladeelite , the.beanpole , bradyofportdetroit , redlegs_17 , REV666 , Splashy , Kimimaro , Wolfninja , fireborne1986 , ThisIsBullshit , ChainerDragon65 , Rez09 , Regulus1010 , Riders_of_Brohan , frederiklw , mziter501 , Venser_the_Sojoner , golgarigirl , thetechzombie , YossarianLives|
Firedrinker Satyr Discussion
1 week ago
(shaman, shaman, shaman)
I hope you like shaman too
As an avid edh Wort, the Raidmother featuring the combo Of Kiki-Jiki, Mirror Breaker, and Lightning Crafter and shaman stuff, I like jund/gruul as much as i love grixis, always looking for new ways to play the colors in modern and edh, this deck gets my vote
Its subtly powerful and original, and well built
1 month ago
I think the biggest way to improve this deck right now would be to make it either mono-red or mono-black. Having lands that enter the battlefield tapped is a serious problem for an aggro deck and not being able to cast your spells on curve because you've got the wrong combination of red and black is going to slow the deck down a lot too.
Red is the easiest to make a good creature aggro deck with, so I'm going to recommend cards for that: Goblin Bushwhacker, Reckless Bushwhacker, Rakdos Cackler, Falkenrath Gorger, Burning-Tree Emissary, Lightning Mauler, Firedrinker Satyr, Foundry Street Denizen. Basically, I think that you have to have a really good reason to include a card that costs more than 2 mana both so you can run a low land count and not get mana screwed and so you can deploy as many threats as possible as quickly as possible to overwhelm your opponent and none of your expensive cards at the moment justify their inclusion.
3 months ago
@ Kragmork Glad you appreciated my advice and suggestions! However, I do have a few more tiny suggestions to make. After the addition of Sarkhan, the Dragonspeaker, the deck seems to be a little bit slower and has a tougher time establishing a board presence on turns 1 and 2. To solve this, I would suggest lowering you curve a little and adding a few different cards. These are mainly budget options, although they might increase you deck's overall cost to around 60$. Anyways, the first suggestion I am going to make is to cut Purphoros, God of the Forge and replace him with Koth of the Hammer. While Purphoros is definitely a great card, once you get him out and reach enough devotion to turn him into a creature, I feel like you have usually won the game and you would much rather be playing another Flamewake Phoenix and Lightning Bolt or a Fanatic of Mogis to deal the last few points of damage. If you still want to have the option of playing Purphoros, you could always move 1-2 copies of him to your sideboard! Koth of the Hammer on the other hand is a staple of mono-red midrange decks and immediately threatens your opponent with a 4/4 elemental as soon as he comes down. His -2 can be a devastating ramp effect late game and his ultimate is amazing for ending stalled games! The next suggestion I would make is to cut 2 Molten Rains and both of your Fanatic of Mogis in exchange for 2 Kiln Fiends and 2 Rift Bolts. Kiln Fiend is a great creature that can trigger ferocious after one instant or sorcery, and Rift Bolt is a great spell that is second only to the original Lightning Bolt (imo). Two more cards that warrant some consideration are Browbeat and Firedrinker Satyr. I don't know what you would cut, but they both seem like they may be good in this deck. You seem to have very little 1-drops, so Firedrinker Satyr would fix this problem and provide you with an efficient 2/1 beater that is ready to attack on turn 2! Browbeat on the other hand is a great form of red card draw that forces your opponent to choose between a rock and a hard place. While the downside is that it does give your opponents a choice, both options are almost always good and it might be worthwhile to see how it compares to Tormenting Voice! Your sideboard is also looking pretty good as well! The only thing I would suggest is cutting 2 Peak Eruptions and a single Dragon's Claw for 1 Stigma Lasher and 2 Flames of the Blood Hands against life game matchups. Other options include more Molten Rains or Sowing Salt for tron, Tormod's Crypt/Relic of Progenitus for reanimator/dredge and Exquisite Firecraft or Vexing Shusher for counter-heavy control matches! Good luck!
4 months ago
I don't know if you're looking for cards that your local game store doesn't have, but if you just want general recommendations, I have a few.
This is if you want to make an extremely aggressive deck. All of these recommended cards are somewhere in a budget range, with nothing over 50 cents (on TCG player).
You also should cut 4 cards no matter what, because you currently have 64. You should probably get rid of Seismic Stomp, Madcap Skills, Mugging, and Act of Treason. The first 3 are sub-par, the last one is a more niche card.
If you're going to make that hyper-aggressive deck, I think 19-20 lands is preferable. And the 3 and 4 drops aren't going to cut it.
If you want to keep Exava and add planeswalkers, the deck is going to be a lot slower. If you do go that direction you should add some of the control elements like doom blade and duress. You should also probably take some of the 3-drops from the deck you linked to: Shambling Remains, Hellhole Flailer, Ashenmoor Gouger.
Just my 2 cents.
5 months ago
Satyr tribal unfortunately is pretty much like Minotaurs were before Amonkhet was announced, since there's only a few bunch of creatures that have this type, so most decks are kinda similar. Still my fave mythical creatures tho.
5 months ago
Very cool tribal. I've been thinking about satyr tribal for some time now, i like yours. +1 from me. You might want Firedrinker Satyr.
5 months ago
4 Wooded Foothills is good, you can drop to 3 Stomping Ground if you need to, but 4 is good for aggressive archetypes. I'm not sure Experiment One will evolve enough times to be worth it seeing the powers of the rest of your creatures (1-2). Colossal Might is strictly worse than Ghor-Clan Rampager. Wild Guess is OK, if you need that card draw, Faithless Looting can do that and feed some possible Tarmogoyfs. Dismember can hit more targets than Thunderbolt. I am not sure if Atarka's Command and Firedrinker Satyr are worth including.
2-4x Ghor-Clan Rampager
0x Wild Guess
6 months ago
Maybe for an alternate wincon add Chain Reaction to combo (alongside of Blasphemous Act with Stuffy Doll, Arcbond, Coalhauler Swine, Firedrinker Satyr, Shinka Gatekeeper, and/or Boros Reckoner (not all of them are very good, but some may fit your gameplan better than others) along with some ways to gum up the board with weak donate-able tokens to make the damage spell easier to cast/better. Id's not amazing but it's the best I could do in this format without time to think/research.