Gelectrode

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Gelectrode

Creature — Weird

: Gelectrode deals 1 damage to target creature or player.

Whenever you cast an instant or sorcery spell, you may untap Gelectrode.

Dazard on pew = PEW PEW PEW (Ghyrson Starn)

1 year ago

@Reltzs: Thanks for your comments! not sure how the mechanic of Rings of Brighthearth work: does it mean that ghyrson deals an additional two damage (so 4 altogether) once one damage has been dealt? Does it mean that a pinger like for example Gelectrode gets to deal two times 1 damage for one tap?

@Dre4mc4tcher: Aegar, the Freezing Flame looks like a nice addition. Thanks a lot!

After getting my hands on Mystical Tutor i just had to put it in this deck. My main issue i have with this card now is: What should i actually tutor with it? While being in the mid- or lategame it's obviously something to answer threads, a missing combo piece, protect myself or straight out something to close the game. But what if i have Mystical Tutor in my starting hand? So far i usually got Fierce Guardianship with it as i consider this spell the most powerful one in my deck. But it kinda looses its surprise effect, once everybody knows that i have it in my hand. which card would you chose? or would you even wait and keep it in your hand and play it later?

plakjekaas on Looking for cards that have …

2 years ago

If only it were modern legal '^^ how about Gelectrode ?

TempestArmor on Great kite weather today

3 years ago

Looking good! After a few playtests, it's clear just how quickly you can assemble a small but versatile army. If I may, I have a few questions and/or recommendations for the deck. I'll start with the overarching notes.

First: why isn't there more red? It seems that you've bulked up on white and blue despite having all this red mana at your disposal. I can certainly understand the appeal when it comes to cards like Jaya's Immolating Inferno or Finale of Glory , but unless this is a dedicated combo deck bent on tutoring out a similar win con (may I suggest Comet Storm ?), I have to wonder how you're planning on making it work. If you aren't as dedicated to that, I would look into ways to turn red (or colorless!) noncreature spells into cantrips. Jori En, Ruin Diver comes to mind. While you're at it, Birgi, God of Storytelling  Flip and Runaway Steam-Kin , if not price-prohibitive, would be decent additions.

Second, it would seem you need a few more dedicated spirit token generators. Spirits can get expensive, but it is certainly possible to pick out Court of Grace , Geist-Honored Monk , and Promise of Bunrei .

I realize those are not red cards. Have you considered Electrostatic Field , Gelectrode , or Thermo-Alchemist ? Maybe take a look at modern Arclight Phoenix decks? I would also look up boros anthem effects, which are probably better than mono-white ones. Nobilis of War is free after 5 spirits.

Overall, I think being clear about how tall and how wide you want this deck to be will help streamline its consistency. Kykar has a lot going on; make the most of him (or her)!

enpc on Self Hate

3 years ago

There are a few key things here:

  1. MtG uses a thing called "the stack". This is effectively a pile of events, however the key is that the last event to go on the pile happens first, kind of like if you had a stack of papers on your desk. To you can add papers to the pile, but to get to the bottom of the pile, you have to first deal with the papers on top. the technical term is "First in, last out (FILO)" compared to "First in, first out (FIFO)". FILO makes it possible for counterspells to exist, unlike FIFO since in FIFO, the spell would lawyas resolve before the counterspell would. It also makes interactions like this possible.

  2. Once an effect is on the stack, it becomes independent of the source. This means that if you tap a Gelectrode to deal one damage to something, killing the Gelectrode in response will not remove the damage ability from the stack.

So what is happening here with Tree of Perdition is that the first thing you do is put the life swap ability on the stack and then before it resolves you cast Turn to Frog. This means that turn to frog resolves first, making the tree a 1/1 with no abilites. The life swap ability however is already on the stack (and independent of the source - i.e. the tree) so that even though the tree currently has no abilities, the instance of the ability which is already on the stack will still resolve.

If you were able to untap the frog tree , you wouldn't be able to use the ability agin, since it no longer has the ability (until end of turn). However becasue of the way the stack interacts, you can use it once, prior to turning it into a frog.

HybridPK on Channel the Tempest

4 years ago

Saw the link and request for budget suggestions. I haven't played Melek but I am currently playing Mizzix of the Izmagnus and used to play Keranos, God of Storms. I'm a fan or UR all-around. The suggestions below are fairly generic since I'm unsure of how you want to win. Suggestions are based around cards I've used before in 60-card formats or in EDH with the previously mentioned legendaries, and should be under $5 each.

Spell-cost Reduction

Token Generators

Pingers

Copy Effects

Miscellaneous

Podkomorka on Pauper EDH Deck Compendium

4 years ago

Deck added:

Oh no you can use any tags you wish in the deck titles. The issue with brackets is syntax so I have to remove them when adding the decks link. (<{||}>) can all stay.

KongMing on $10 Controlled Burn, Arcane Edition! [UltraBudget]

4 years ago

Eh, the increased cost really is a reason to dismiss it for this deck, though. And it's still Turn 3 or 4 before I can swing or block with the elementals, which are only 1/1s. Not really that 'fast' compared to other modern human or elf decks, even budget ones. I don't benefit from ETB, death or attack triggers either, so spawning more creatures doesn't do much for me.

Guttersnipe's damage happens the moment I cast the spell, whether that spell gets countered or not. It also hits all opponents for 2 damage, which is a huge difference in a 4-player game.

I don't want to dismiss this too quickly, and I also want to see the damage potential, so let's set up two similar situations. I hit 'Playtest' for the deck, and am using a sample hand it has generated. Thermo-Alchemist, Guttersnipe, Gelectrode, Toils of Night and Day, Mystic Monastery, Plains x2.

Okay, not bad. Let's play a second hand side by side, replacing the Guttersnipe with Young Pyromancer. I'll denote them as [GS] and [YP].

[GS] Turn 1 :: Draw Blessed Breath, play Mystic Monastery, pass.

[YP] Turn 1 :: Draw Blessed Breath, play Mystic Monastery, pass.

[GS] Turn 2 :: Draw Toils of Night and Day (oh boy), play Plains, cast Thermo-Alchemist, pass.

[YP] Turn 2 :: Draw Toils of Night and Day, play Plains, cast Thermo-Alchemist, pass.

[GS] Turn 3 :: Draw Mountain, play Mountain, cast Gelectrode, pass. (Ping opponent with TA on their end step.)

[YP] Turn 3 :: Draw Mountain, play Mountain, cast Young Pyromancer, pass. (Ping opponent with TA on their end step.)

Pausing here to asses board states. The nice thing about YP here is the extra W mana I have leftover right now, so I can cast Blessed Breath to protect my creatures, and get an elemental out of the deal. With the GS board, I'm playing Gelectrode first to get it unsick, and so I can play GS next turn and be able to Blessed Breath like I am with YP this turn.

[GS] Turn 4 :: Draw Reach Through Mists, play Plains, cast Guttersnipe, pass. (Either Blessed Breath or Reach Through Mists as needed, generating a total of 6 damage to a single opponent or 14 damage to 3 opponents.)

[YP] Turn 4 :: Draw Reach Through Mists, play Plains, pass. (Use Toils of Night and Day to tap down attacker and get an extra untap out of TA, splice on protection for a blocker if needed. If not, just Reach Through Mists, splice as needed. Can also use Toils to untap Mystic Monastery to give an extra blue mana to cast Reach. If we cast one spell, we generate a 1/1 elemental and a total of 2 damage against a single opponent or a total of 6 damage to 3 opponents. Two spells gives us 2 elementals, 3 damage or 9 damage.)

Let's pretend we had to use Blessed Breath to protect our creatures in both cases. So YP will in effect cast Toils with BB spliced, untapping Mystic Monastery, and then casting Reach at end step to draw an Island.

[GS] Turn 5 :: Draw Island, play Island, cast Reach Through Mists drawing Peer Through Depths, generate 6 damage to a single opponent, 14 to three. Cast Toils of Night and Day on Mystic Monastery and Island, generate 4 damage to a single opponent, 10 to three. Cast Peer Through Depths, revealing Island, GS, Mountain, Peer Through Depths, and Reach Through Mists, selecting Reach Through Mists and generating 4 damage to a single opponent, 10 to three. (A single opponent with no lifegain will now be dead.) Cast Reach Through Mists, generating 4 damage to a single opponent, 7 to two, drawing Evolving Wilds. Pass.

[YP] Turn 5 :: Draw Peer Through Depths, play Island, etc...

From here, you can see that as a Burn deck, there's no way Young Pyromancer can outdamage Guttersnipe in the early game. Even if you're going cantrips, Guttersnipe can still rack up more damage. The tap triggers and the protection in the deck help deal with oncoming aggro, so the tokens aren't as necessary as blockers as they might initially seem.

Maybe I'll make a $15 deck that features some of the cards people have been suggesting, because those would all synergize well together, lol.

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