As Flamekin Village enters the battlefield, you may reveal an Elemental card from your hand. If you don't, Flamekin Village enters the battlefield tapped.
: Add to your mana pool.
, : Target creature gains haste until end of turn.
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Flamekin Village Discussion
1 month ago
Cut both akromas, baneslayer, burnished hart, kokusho, utter end
2 months ago
Fervor & Hammer of Purphoros are great, but I'm already running 5 mass haste cards (Goblin Chieftain, Goblin Warchief, Akroma's Memorial, In the Web of War, Ogre Battledriver) + 4 more single target haste enablers for Krenko (Flamekin Village, Lightning Greaves, Swiftfoot Boots, Thousand-Year Elixir). Haste is important for this deck, however I like the additional utility all of my current haste effect choices have and I'm not sure what I'd swap out to make room for those 2 cards.
2 months ago
You should add Krenko, Mob Boss to this deck. Just kidding. One suggestion: Auntie's Hovel. You can use it for just the red mana, and I think it is probably better than your Flamekin Village in a goblin deck.
3 months ago
My recommendations are probably not the best, but i tried to suggest cards which are cheap, because it looks like, you try not to waste.
I'd suggest a little bit more variety on the land base. Opal Palace, Sunhome, Fortress of the Legion or Flamekin Village should be pretty decent in Zurgo - even if the village does not do much for zurgo himself. Have you ever had issues with the mana base?
Rhet-Crop Spearmaster < Porcelain Legionnaire - some cards like the spearmaster seem like a filler card to me.Pyreheart Wolf does not seem too strong but he is in my opinion a very underated card in aggressive decks.
3 months ago
Cards to consider:
Primal Beyond for mana fixing Elementals.
3 months ago
I have a Mairsil here Should I Pretend This Or That?. I tired my best on the primer to find all the interesting stuff for him. One thing I did notice early on is that the deck needs to not just place things in the cage, often times if you are putting as much in the cage as you can you end up falling way behind other players and have an over reliance on the commander.
Some of the more useful cards that you could include are:
Heartstone- Sure it helps everyone but this will do more for you then it will do for most other players.
Flamekin Village, Bloodsworn Steward, Hall of the Bandit Lord- I have found haste to be much more useful than untap abilities. I generally find myself flickering or bouncing Mairsil and then he is summoning sick... Honestly if I could make any changes to Mairsil all I would do is add haste.
Perilous Vault- this is kinda ridiculous in the cage. Hard on mana but I find that it doesn't hurt Mairsil nearly as much as it hurts everyone else. You could consider Boompile and Oblivion Stone for other cageable board wipes but really any board wipes should work. We tend to not have much on board with Mairsil so killing everything is really good.
Tree of Perdition with any of the following Spikeshot Elder, Hateflayer, Spikeshot Goblin. A caged tree drops people to 4 life making them really easy to finish off with the aforementioned cards or just swinging in for a pitiful 4 damage. It is important to finish a game quickly after doing this to one person as the others now know you can do it...
Heartless Hidetsugu- I have had a mixed experience with this guy. He is as likely to win the game as he is to lose the game but the ride to the end couldn't be more fun.
Hopefully some of that is of use to you. I know I had a difficult time finding good suggestions for all the hype it doesn't seem like many people ended up actually building Mairsil...
3 months ago
Playtesting there is a major problem with speed and/or having the tokens necessary when you finally hit Zada. Zada costing 4 is too slow when it doesn't have haste, I want to have tokens, zada, and a draw can-trip when I play zada out which means if I want a strong curve I need to go turn 2-3 tokens and then mana accelerant-zada-can trip turn 4. This is really hard because that also means I need to make at least 3 land drops and have a token generator. My bottom line is not enough tokens or lands, too many can trips.
also Flamekin Village
4 months ago
Hey. Looks good. Here are some additional ideas.
Conqueror's Galleon Flip - card draw & recursion
Dowsing Dagger Flip - ramp
Golden Guardian Flip - ramp and instant blockers
Thaumatic Compass Flip - a maze is always good
Nim Deathmantle - recursion
Corpse Dance - recursion with haste and only a little drawback
Scavenger Grounds - against nasty grave interactions
Bojuka Bog - How could you miss this little dirty gem?
Underworld Connections - Card draw at will is always good.
Anguished Unmaking - Instant speed removal
I would cut:
Rupture Spire - you need untapped lands for this commander since you need to be fast. Too much tapped with this one.
Subjugator Angel - too small for too much mana. You don't always have your commander available.
Ambition's Cost - replace it with something that draws more for less.
Cathartic Reunion - too less consistent reanimation for this. Better pay some life to draw and keep the cards. Your commander needs them in your hand.
Vindicate - you can do better.
True Conviction - 6 mana and 3 of them white in a tri-color commander is quite hard. Especially since the effect does not really support your commander. Better draw some card draw or haste cards and drop them 3 to 4 turns earlier than this one.
Dark Ritual - Better insert another tutor to really get what you want. With this commander there is a high propability that it will become a useless card. Even another mana rock is better in here.
That's it for now. I may come back with more.