|Commander / EDH||Legal|
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Creatures you control get +1/-1.
Flowstone Surge Discussion
2 months ago
First I must suggest Fist of Suns for the obvious combo with Morophon, the Boundless , Jodah, Archmage Eternal also does it, essentially you get to cast any card of the chosen creature type on morophon for free.
Now I also suggest running this deck to be heavier green for all the cheap ramp spells you can run for it, this will make the deck more affordable than running all the fetch lands and duals the fetchlands can nab.
Now for cuts, you very likely do not need all of these anthems to make the combo work, hell some like Flowstone Surge actually doesn't work at all, instead you could use cards with transmute like Muddle the Mixture and cantrip draw spells like Ponder to help you find your combo, hell you're in 5 colors and you can just run spells like Diabolic Tutor to help you assemble it as well.
While the shapshifter tribal can be a wonky idea playing 1/1's and 2/2's where their only ability is that they're every creature type isn't really worth running.
If you really want a 2ndary plan, Turntimber Ranger combos with any of your it's all tribal now enchantments by naming ally, then when the ranger or any other creature enters you make as many wolf ally tokens as you want.
5 months ago
Since you're using Dash costs, which to be honest I had never heard of before now but good for you for using it, Brave the Sands does not seem like a good fit. You creatures will be returned to your hand at the end of the turn, they do not need vigilance or better blocking. The ones that aren't dashed in will likely be better off alive than blocking, and I doubt your opponent will tap out against you with such a threat of burst damage. Speaking of burst damage, Lightning Bolt , Lightning Strike , and other burn cards may give you the reach you need once an opponent begins to develope a board to contest yours. Instead of Brave the Sands , I would recommend cards such as Mardu Ascendancy , Flowstone Surge , Glorious Anthem , or Goblin War Drums .
Dash Hopes , while flavorful (which may be good enough to keep it in, your call), is not particularly good. Mardu counterspells include Lapse of Certainty , Pyroblast , Red Elemental Blast , Imp's Mischief , and Withering Boon depending on what you need for your play group. Though to be honest, I'm not sure whether you need them. The counterspells are what I would replace for extra burn or card draw.
Hope this helped and good luck with your deck!
2 years ago
I have been slowing building a Kresh Deck myself and have a few suggestions for you to consider.
Rite of the Raging Storm - High mana cost, but a potentially 5 counters every end step.
Ulvenwald Tracker - Single target removal / Kresh wins fights...
Flowstone Slide - Spicy / underrated / lesser known card. How many extra counters would you like? Also consider Flowstone Surge against/with token strategies
Reyhan, Last of the Abzan - Because your creatures will die or put into the command zone ...
Traverse the Outlands - Ramp based on creature's power ...
Rishkar's Expertise - Draw based on creature's power ...
2 years ago
Warstorm Surge causes the creature that enters to deal damage equal to it's power when the ability resolves. That means that it cares about it's power as it resolves, rather than as it enters.
If you have a triggered ability like Ogre Battledriver, you choose the order that they go on the stack. If you want the extra 2 damage, you would put Warstorm Surge on the stack first and the battledriver's ability on second so it resolves with the +2/0, then the damage. If you don't want the extra damage for whatever reason, you reverse that.
If you're opponent decides to kill your creature in response to the entry trigger (after targeting), it uses the creature's power as it last existed on the battlefield. So if you have an Ogre Battledriver enter and they respond with Doom Blade, you'll still deal 3 damage. If they respond with Grasp of Darkness, you'll deal 0 damage.
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