|Commander / EDH||Legal|
Printings View all
|Iconic Masters (IMA)||Common|
|Modern Masters (MMA)||Common|
|Planar Chaos (PLC)||Common|
Combos Browse all
Choose one - Destroy target artifact; or target creature gets +1/+1 and gains trample until end of turn; or remove two time counters from target permanent or suspended card.
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Fury Charm Discussion
5 months ago
6 months ago
Hey, nice deck! Let me make a few suggestions: Since you run Show and Tell, wouldn't it be nice to add cards such as It That Betrays, Omniscience, Blightsteel Colossus and other really big stuff in blue/red/colorless?
Now, why is it that you want to ramp so much whilst using Jhoira of the Ghitu in the command zone? She actually needs ramping only on turns 1 and 2, so she can go off ASAP by using her ability. After that, you will be drawing dead artifacts that won't help you win the game. Also, Jeskai Banner, Temur Banner and Obelisk of Grixis are illegal in your deck, since they contain white, green and black in their color identities, respectively.
And to abuse Jhoira's ability, consider adding expensive Global Removal, such as Obliterate, Decree of Annihilation and Jokulhaups. The thing is, for example, you set both Obliterate and Blightsteel Colossus with 4 time counters on them, try to make them resolve faster, using temporal tools, and if they would go to the stack at the same time, order the spells to resolve the Global Removal before the Beefy creature, them everybody has no lands, artifacts nor creatures, whilst you are left with a Zigagilion/Zigagilion creature.
Oh, a cheap combo possible in your deck is by adding Curiosity in order to use it with Niv-Mizzet, the Firemind, you'd draw as much as you want from your deck, and deal the same amount in damage to your opponents.
That's usually the plan of the deck. Other People consider a way more controlling approach, and use Jhoira's Ability to actually help you control the board whilst advancing your own, until you're able to combo of in some Izzet Way. I like both, if you want to hear more about it, just say so.
7 months ago
I hate to be a Mr. Poopybutthole, but Decimator of the Provinces can't be played due to green being in its color identity. Maybe throw in a Fury Charm for some options and faster drop time from other spells.
I like the deck, though. Very non-traditional and cheap to build.
9 months ago
- Active Volcano (limited to Blue, not Modern legal)
- Anarchy (limited to White, not Modern legal)
- Fury Charm (it can remove all of one enchantment: Reality Acid)
- Jalum Grifter (luck based, and from an Unset, so not legal in any format)
- Landfill (not only from an Unset, but it's a dexterity card. Double illegal).
- Pyroblast (limited to Blue, not Modern legal)
- Red Elemental Blast (limited to Blue, not Modern legal)
I'm sure that's all more information than you wanted, but since I did the research for my own edification, I figured I would pass along my results.
1 year ago
So I recently picked up 4 Jhoira of the Ghitu and I'm wanting to build a suspend deck. I have 4 each of Fury Charm, Jhoira's Timebug and Clockspinning. So getting the counters off wont be an issue. I guess my question is what's a good strategy with this type of deck. I'm used to playing mono black so this is a lot different from what I'm used too. I was thinking about using cards like Shock Lightning Bolt Vapor Snag Mana Leak Cancel to stall my opponent and Lotus Bloom to get Jhoira out and stuff suspended fairly quick.. Also my finishers are going to be Worldspine Wurm for singles and Worldfire with Gut Shot and Lich's Mirror for multiplayer so I can wipe the board, drop everyone down to 1 health and gut shot myself with lich's mirror out so I can start over with 7 cards and 20 health.. Easy pickings after that. lol... Anyways, I guess my question is should I go for a creature route or put more control cards in this deck?? All feedback is welcomed. Hopefully I'm on the right track with this.
1 year ago
Fun deck! I too have a Goblin deck, so I know how fun they are to play! I have some tips regarding your cards if you're interested. You seem to have 62 cards in the deck, it's never a good idea to have more than 60 card - consistency is king! In general you want a curve that is as low as possible, since you need to keep a pressure all the time. If you don't win turn 4 or 5, you will probably loose the game.
The lands look good, what you need is red mana and you've got it. A tapped land can be dangerous since you need to keep a pressure! I'm trying to run Contested War Zone in my goblin deck, it's risky since it only produce colorless mana, but it's +1/0 ability can be game winning.
Card you can consider adding, price tag in (parenthesis):
Goblin Guide - (Expensive), but really good!
Foundry Street Denizen - Can get really big really quick, (cheap).
Legion Loyalist - Devastating against token heavy decks, first strike can be really good if your goblins are buffed. (Kind of expensive).
Goblin Piledriver - Get really big, game winner with Legion Loyalist's trample, (average price), well worth the cost!
Goblin Rabblemaster - Creates you a massive goblin army, constant pressure, one of these can totally dominate the battlefield, two of them wins you the game. Recently reprinted, so it's (cheap) for what it does. Great if Quest for the Goblin Lord.
Lightning Bolt - 4x.
Goblin Bushwhacker - One of the best one/two drops for goblins, (cheap).
Warren Instigator - Haven't tried myself but he can be really powerful. (Average).
Mogg War Marshal - I like it more than cards like Krenko's Command, since it gives you a bit more resistance against sweepers. It's also a great gobling to sacrifice for Goblin Grenade.
Additional card to consider, mainly for sideboard:
Cards I'd cut:
Obelisk of Urd - In my experience, Obelisk of Urd is rarely a good card aggro or modern in general. Too expensive, or forces you to not attack a turn if you want it early.
Arms Dealer - Too slow, isn't a threat in it's own.
Goblin Kaboomist - Too unreliable.
Frenzied Goblin - There are better 1-drops.
Fury Charm - Not really a good card.
Hope you appreciate the tips and make sure to ask if you have any questions!
1 year ago
Hi, mate. Looks like you need help with the deck and I have some spare time so lets get to it.Firstly I think you have too many creatures, some of which don't have good synergy with the deck idea, mainly Flameblast Dragon, Jhoira's Timebug, Mercurial Chemister, Rift Elemental, Shivan Sand-Mage, Timebender. Some of those remove time counters but are just weak overall.I also don't like the wall cycle, the tempo gain from blocking a big creature is negligible in a multiplayer format and your wall still dies, I'd replace those too for say a Propaganda. Archivist can be replaced with Arcanis the Omnipotent same mana from jhoira, 2 more cards.
As for the spells Clockspinning, Fury Charm, Mana Leak and Timecrafting don't go enough to warrant a place in the deck and i think you should try to replace them with some kind of draw spells or counterspells without unless they play etc. Think Counterspell or Cancel
About the land base: Faerie Conclave, Looming Spires Soaring Seacliff are simply basic taplands that will slow you down immensely. Magosi, the Waterveil Shimmering Grotto Thespian's Stage don't do enough either. If you are solid on keeping Magosi, the Waterveil you need to add something to proliferate in order to get free counters instead of keep skipping turns. maybe Contagion Engine but it won't remove counters from suspended cards so its pretty much only for this 1 card.
For spot removal you can add Chaos Warp or maybe a Pongify for something especially nasty. Otherwise counter spells should be fine if someone targets you, and you should have the mana open anyway since you dont need to cast anything on your turn.
Lastly I'd put Drift of Phantasms just for the transmute ability to get Paradox Haze. Its one of my favorite cards and in your deck it will work wonders. Hope my advices will be of use to you and if you have any other questions feel free to ask. Cheers :)