|Commander / EDH||Legal|
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|Duels of the Planeswalkers (DPA)||Rare|
|Tenth Edition (10E)||Rare|
|Ninth Edition (9ED)||Rare|
|Eighth Edition (8ED)||Rare|
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Furnace of Rath
If a source would deal damage to a creature or player, it deals double that damage to that creature or player instead.
Price & Acquistion Set Price Alerts
|Have (14)||Lucretian , TheRealPeaches , Dr.Jackel , pskinn01 , geazykagar , Kravian , Spinalripper , mziter501 , Splashy , sonnet666 , Mousemke , Ashy , awalloftext , ironax|
|Want (3)||Ariumlegion , richardmv , Suns_Champion|
Furnace of Rath Discussion
1 day ago
Your force is formidable, but there are plenty of Warriors you should look into for upgrades. A few particularly useful options include Archetype of Aggression, Bloodmark Mentor, Heartlash Cinder, Neheb, the Eternal, Ogre Battledriver, Paragon of Fierce Defiance, and Vengeful Firebrand.
You seem to want to attack a lot, so why not more than once a turn? Combat Celebrant, Savage Beating, World at War or, my personal favorite, Aggravated Assault are all great tech to keep the beats going.
Why stop at just hitting more though? Red offers plenty of way to apply even more damage every time you hit something. Try out Furnace of Rath, Dictate of the Twin Gods and especially Gratuitous Violence for extra pain.
Other than those, all I can think of that you may want are some basic staples in Red. Blasphemous Act and Chaos Warp are the best removal you can pack in this color. Mana doublers like Caged Sun, Extraplanar Lens, Gauntlet of Might and Gauntlet of Power will help you out a ton. Other useful tech such as Insurrection, Shared Animosity and Valakut, the Molten Pinnacle can give you the extra boost your deck might want.
Granted, not all of these are cheap, but just keep them in mind for long-term goals. Mono-Red is tough to play well in this format, so you'll need plenty of help to attain victory. Good luck!
4 days ago
6 days ago
As per the usual Eternal, I am a fan of your deck! Thank you for the thought-driven explanations in your description. If you were going to build a $50-$60 framework with the intention of upgrading it to this list, what would be the $$ must-have cards? I feel like it would be Pyromancer's Goggles, Quietus Spike, Repercussion, Stranglehold, Furnace of Rath, Price of Glory. What are your thoughts?
I am curious about your use of Eldrazi Monument in this list. Is it strictly for the combo win? I feel like all of the creatures you have are creatures that you need. When will you drop the monument? I have always felt like it is a more beneficial card in a graveyard strategy. But then again, I struggle with letting go of resources on the board if I can't get them back. Two more questions for now. I see that you have Malignus in your maybe-board. Have you tested him and he didn't perform well, or are you considering trying him out? Have you considered/played Glacial Chasm, and what are your thoughts on it?
2 weeks ago
No problem, man. If you use too many basics, you run the risk of not having enough different colors to cast certain cards.
There are other cards like Reflecting Pool, City of Brass and Forbidden Orchard that will give you the colors that you need as well, but if you run too many non-basics, people can abuse the fact that by playing cards like Ruination: it never really happens in my play group, but it's common in others.
Personally, I would replace Opal Palace when you have the opportunity: there are so many lands that let you gain mana instead of simply exchanging one colorless mana for a colored mana.
As far as card draw goes, black is arguably the best color in Magic, but with black there's always a drawback. That being said, cards like Skeletal Scrying, Underworld Connections and Necrologia may seem bad on the surface, but they allow you to draw more than Ambition's Cost. There's even colorless options like Mind's Eye and Memory Jar. Skullclamp and Phyrexian Arena are definitely worth keeping in your deck!
It varies from deck to deck, but a good rule of thumb is to have at least 10 cards that serve as mana ramp, such as Sol Ring, Dark Ritual, Mana Geyser, Caged Sun and Myriad Landscape. There are rare exceptions, where you really don't need it, like in a weenie deck where most of your creatures cost 1 or 2 mana.
Mana ramp helps you play everything earlier. I know you're not really trying to get your commander out on the battlefield, but in most decks you have a huge advantage by playing your spells 1-2 turns earlier, and cards like Jet Medallion and Burnished Hart will help ensure that the Butcher of Malakir you drew in your opening hand can be played on turn 5, instead of 7.
You typically want to have at least 10 card draw cards, too. Ultimately, you may have to adjust how much ramp/card draw you include or remove, based on how the deck performs, but that's a good starting point.
Coat of Arms is a great card, unless you're playing your friend's The Ur-Dragon deck, since it also gives your friend's dragons +1/+1 counters. A better alternative for your colors would be Shared Animosity: it's confusing to read at first, but once you understand how it works, it's actually better for a tribal deck. Anyhow, Coat of Arms is still awesome, unless you're playing against another strong, tribal deck.
Consuming Vapors doesn't allow you to pick what creature you want to destroy, so if you use it against an Edgar Markov deck, that person will just sacrifice one of their vampire tokens, instead of that annoying Captivating Vampire. Hero's Downfall lets you pick a creature or planeswalker.
Also, if you look on the right side of the page, you'll see a stat that shows your Avg. CMC (average converted mana cost) is 3.79. You can reduce that average and make your deck faster and more efficient by replacing cards with high cmc costs with lower cmc costs. For example, by replacing Dutiful Return with Death's Duet, you can make your deck run faster and reduce the overall cost. If you try to do this with every card, your deck will become more competitive as a result.
That being said, it's not worth it to to replace a good card with a worse version of the same card, even if it costs less. For example, Furnace of Rath may be cheaper, but Gratuitous Violence is definitely better and worth the higher cost.
Sometimes the worse card is actually better for your deck. For example, Grave Pact has a much lower cmc than Butcher of Malakir, and it's harder to remove an enchantment than it is to remove a creature, but since you're playing a vampire deck, Butcher of Malakir is a more synergistic choice, and that makes Butcher of Malakir a superior option.
3 weeks ago
Thanks Odysseus_97 for suggestions!
Faithless Looting doesnt seem to add much to the deck. I might add some draw cards, but probably in form of enchantments rather than spells.
As for CMDR2017 curses, I might try them in the future, at least the blue one. They are fun but Im not really into curses in this deck.
Furnace of Rath was replaced by Dictate due to flash. I like using it as surprise doubler, even when Im not directly involved in damage. Doubling damage also often means that Im losing faster.
Pandemonium isnt really helping me and there is always someone in my local meta that have token deck. Too risky.
Sands of Time - I was considering it. Gonna try it out for sure in the future.
Fatespinner / Meekstone / Price of Glory / Pendrell Mists and any other stax card - I dont want to go this path. While people mostly like chaos, noone likes stax and it will make me targeted I guess. At least I wont use such cards for now.
Confusion in the Ranks it is really asymetrical for token decks. Ends with them having all better creatures.
Riptide Laboratory is expensive but might add it to bounce Arjun when needed.
Mana Breach was included in first version of this deck but it doesnt really do much.
Fevered Visions might be added as additional draw.
Guttersnipe wont really work since I dont go storm way and am not casting many spells. Typicall Arjun deck would surely use it, but its not that deck.
Frenetic Sliver may be not bad but still not worth excluding any other card that there already is in here.
Feel free to comment and ask about help with building Your deck.
3 weeks ago
I am in the middle of rebuilding my own EDH Chaos deck replacing Jhoira of the Ghitu with Arjun, the Shifting Flame just as you did. My new chaos deck will draw a lot of inspiration from this build. Have to say i have fallen in love with this chaos build of yours wished i had seen it before building the one i have now.
But now that i am retooling the deck, i find some cards that have done some good work and thought i would list them.
Faithless Looting: Might work pretty well in this deck, it lets you draw cards and filter your selection and you can cast it later from your graveyard when you might need a trigger from Arjun, the Shifting Flame
Curse of Verbosity & Curse of Opulence: As the chaos player i often am the target for "Not making the game fun" the curses can help by giving people rewards for attacking other ones than you. The ramp is always nice in commander, also for us with our expensive hard cast cards. The blue gives card draw which will refill our hand and make a larger draw amount occur when triggering Arjun, the Shifting Flame.
Pandemonium: A pretty fun enter the battlefield trigger for every creature.
Sands of Time: Dont know how many tap abilities you have in this deck. But this card is one i really love for people always considering every tap they make during their turns.
Fatespinner: Sadly only works on our opponents, but honestly we will almost always skip combat in our turns anyway. Another fun card, can see why it wont fit but sadly its really fun.
Silent Arbiter: Good way to keep yourself alive if becoming the target, and good way to see some swarm decks becoming completely shut down. Silent Arbiter is a decent blocker itself with the 5 toughness which can keep you safe.
Illicit Auction: I think the auction cards are really fun.
Price of Glory: In my old deck there were almost no instant speed cards, there is a good amount in here so this might be a nonbo, but still worth mentioning.
Meekstone: This might be really good in this deck, you only have 7 creatures and only 3 with power greater than 2. And non of those creatures need to be untapped.
Confusion in the Ranks: Another exchange control of special types of cards.
Riptide Laboratory: This is good protection for wizards for board wipes or things like it, this effect is only protection for your commander, but it is a pretty important piece so it might be worth to consider.
Pendrell Mists: A good way to slow down your opponents big army of creatures. You will have a low amount of creatures, making it cheap for you to keep them around.
Mana Breach: Not sure how this will work, haven't really got to playtest it, but seems pretty fun.
Fevered Visions: There seem to be a little card draw theme, maybe this will be there as a small win condition or just a way to help with giving out damage.
3 weeks ago
IF You really want to make Burn viable i9n EDH, there are two options.
First is going into Storm, but I don't really like it, and I won't really be able to help you here.
Other option is goin for big X spells. This is what I like and what I know well. Banefire, Devil's Play, Fault Line, Titan's Revenge, Rolling Earthquake. But hey, You need mana for that. You already have Mizzix of the Izmagnus that lower their costs. Another must have is Mana Geyser and Mana Seism imo. Both gives You so much quick mana in mid-late game that it lets you to burn everyone. Another cards are all kinds of copy spells like Fork, Reverberate and Reiterate. Double burn? Nice. Now damage doublers which are Fire Servant, Furnace of Rath and Dictate of the Twin Gods.
There are more viable cards to write down, it will be simpler for you to check my Ignite your Planeswalker spark.
3 weeks ago
Cheaper cards cash-wise:
Flamebreak, Comet Storm, Howl of the Horde, Hostility, Price of Progress, Furnace of Rath, Past in Flames, Mana Geyser, Viashino Heretic, Dualcaster Mage, Thermo-Alchemist, Dictate of the Twin Gods and Guttersnipe