|Commander / EDH||Legal|
Printings View all
|Modern Masters (MMA)||Uncommon|
|Future Sight (FUT)||Common|
Combos Browse all
Creature — Elemental
(Red), Return Grinning Ignus to its owner's hand: Add (2)(Red) to your mana pool. Play this ability only any time you could play a sorcery.
Price & Acquistion Set Price Alerts
|Have (4)||ironax , gildan_bladeborn , XxCataclysmiCxX , darthnuchi|
|Want (2)||zn.tportlock , Dantheman18|
Grinning Ignus Discussion
PB80 on Surrak test
2 weeks ago
Cultivate gone for a card with lower CMC
Doubling Season Change in strategy
Garruk, Caller of Beasts Change in strategy
Jace, the Mind Sculptor Change in strategy
Jace, Unraveler of Secrets Change in strategy
Kodama's Reach gone for a card with lower CMC
Maelstrom Wanderer It just hits too many cards to be productive
Mirror Image Found it a really nice card but needed the slot
Riku of Two Reflections to mana intensive for current build
Samut, the Tested Change in strategy
Stingscourger Nice card but missing something
Timestream Navigator too slow in this build
Vexing Shusher Change in strategy opens up this slot
Vivien Reid Change in strategy
Amulet of Safekeeping Like the way this tests
Chrome Mox to improve mana
Banefire extra Win con
Etali, Primal Storm heavy hitter and target to force a move
Flash opens up options
Farseek mana improvement
Grinning Ignus combo piece and mana boost
Phyrexian Revoker toolbox
Peregrine Drake combo piece
Protean Hulk combo piece and toolbox
Rampant Growth mana improvement
Trinket Mage tutor
Walking Ballista combo piece
1 month ago
I just like that the Thopter Assembly is sort of a set it and forget it option :).. For my bouncing creatures in and out i use either Grinning Ignus or Thopter Squadron. And of course, Norin the Wary. Such a hero
It's been a while since I looked at your deck, mine and yours have alot of different cards. Might suggest Devastating Summons. You can cast it for 1, not sac any lands and get 2 0/0 creatures.. they still hit the board and trigger Purphy's ability before the die..
I like Tilonalli's Summoner, I may have to find a place in my deck. It's like a reusable Tempt with Vengeance. Have you found it lives past it's first attack?. I also really like Ingot Chewer, 2 damage to everyone and i get to destroy an artifact.. all for 1 mana.
If you are looking for card draw, could always play Temple Bell or Howling Mine. I hesitated adding them for a while, but I find with the low casting cost of all the cards in these decks, I can do far more damage with an extra card than my opponents can. And my friends have learned to attack me first whenever I play my mono-red, so have had to find really fast options for killing. Of the 2, I prefer the bell, only because i can decide when everyone gets the card (usually just at end of final opponent's turn)
2 months ago
With solid access to black mana and damage doublers already in play, you could look at Insult/Gonti's Machinations and similar 'damage doubling' synergies for combo kills rather than flat burn. Doublecast, Howl of the Horde Increasing Vengeance Pyromancer Ascension Reverberate Furnace of Rath Pyromancer's Swath Quest for Pure Flame The Flame of Keld are all interesting options.
That said, the biggest thing is making sure you have things to side in for those deflecting palms. There are a subset of decks that just don't care about it, and you need to be able to fight them. The second thing is that you need to pack something to deal with leyline, as you litreally can't fight through it except by landing your combo. White has enchantment removal- consider it for sideboard.
2 months ago
Evening, Art-n-Lutherie. Thank you it's fast and fun, and new EDH players love the simplistic strategy of this deck. I have ran Empty the Warrens when I first made the deck. Great card, and when used with Grinning Ignus and Ruby Medallion combo, it is an amazing card. The problem with that card in this deck is that I would play one or two spells. To maximize Empty the Warrens, you'd want to play at least 1 spell prior to this to make 4 goblins for 4 mana. Goblin Recruiter is a good card, but I want a card that can put things in my hand rather than stagnant the top of my deck with creatures when I need land. It has been pulled for Dark-Dweller Oracle, who helps draw cards, which is needed in mono-red decks.
3 months ago
Hi 'A wall of text',
You're raising some excellent points. Grinning Ignus actually used to be in here but like you said, Mardu Scout gives me some more synergy options with the other Gobbo-related stuff that's in here. I've not included Pia and Kiran Nalaar for similar reasons.
I will find some room for Chaos Warp and Mana Vault though; both would definitely come in handy. The spell subtheme has been working really well for me. I really like that this deck has multiple angles that can take you to a win, and both the Goggles and Mastery have been instrumental in this multiple times.
3 months ago
Oh yeah! I used to run a Purphoros deck - eventually switched it to a Grenzo, Havoc Raiser deck after a while, but I still remember Purph fondly.
The biggest thing I think you're missing is Grinning Ignus: It costs a quarter, and essentially reads : Trigger Purphoros. I think Mardu Scout may be a close enough swap, although obviously you lose out on Mana Echoes shenanigans.
Personally, I like Sulfuric Vortex over Leyline of Punishment, but I guess that's subjective. Also, kudos for Price of Progress, Price of Glory, and Ruination - mono-red needs all the help it can get, great choices!
A couple other suggestions:
Pia and Kiran Nalaar: I ran this card in my Purph deck to great success, and had at least three games that I just barely won by sacking an extra artifact at the last minute.
Chaos Warp: I think this one's mandatory, honestly. As mono-red, you need all the interaction you can get! I'd find room for it if you can.
How's the spell subtheme (Pyromancer's Goggles, Mizzix's Mastery, Young Pyromancer, etc) working out for you?
3 months ago
Its always good to see new players.
Decks tend to fall into three categories- aggro, midrange and control. Most combo decks also fall into these categories too.
Aggro looks to play lots of small threats and win asap, midrange looks to trade even then play efficient medium sized threats, then control looks to stop the opponent doing anything while it gets small advantages and eventually win (think 4 Pristine Angel and a bunch of Mana Leak).
Most angels form a midrange strategy. You try to stall until you have enough mana, then play hard to kill three and four drops which fly over the opposing board. You get that you're trying to do this, and having trouble.
This is because a lot of your creatures form part of an aggro strategy- they are 1 and 2 drops that want to attack lots, but by attacking they mostly aren't helping you survive. If you want to carry on attacking with the small creatures, I reccomend more Bishop's Soldier, with some backup creatures like Hopeful Eidolon Mesa Unicorn, Sacred Cat etc to help you live an extra couple of turns and gain enough life to challenge aggro.
Alternatively, you can pick up powerful blockers and disruption spells- your Nyx-Fleece Ram, your Authority of the Consuls etc, but that Silverblade Paladin/Precinct Captain interaction will go to waste.
In all of these, Archangel of Thune is an all star, but I can understand wanting a variety of angels- I still dust off my 'all the dragons' deck once in a while. You can back this up with accesss to R/W's amazing budget removal suite. Chained to the Rocks, Oblivion Ring, Oust and many others all help stop your opponent doing what they want to be doing, and don't break the bank.
If you like the format in modern, there are a set of staple cards (Path to Exile, Lightning Bolt, Fatal Push, Mana Leak, meta manadorks) that you will want, but its best not to commit too soon, as you can still put up a respectable winrate even in competitive environments without them, and pick up exactly what you need for a deck you like playing.
If you are having trouble figuring out land percentage and land drops (we were all there once), there are a couple of simple rules of thumb. For decks with all 1 drops, you can drop to 18 lands, but you will lose some mulligans. For decks that consistantly want 4 drops 25-26 land equivalents are the call, with manadorks, cheap land search and ramp counting as half a land. There are more detailed guides if you look at a specific strategy.
Playing six mana angels is a lot of fun, and I completely get it. If you want to focus on this, then dedicated ramp and a focus on angels with haste or similar immediate effects is a must. You can use things like Pentad Prism to play an angel a couple of turns early, and pray that it is enough. Cards like Desperate Ritual or Pyretic Ritual can also help, as can things like Grinning Ignus. Just remember that the more you rely on any one card, the more your opponent gets when they kill it- this is why everyone loves cards that do stuff right away when they enter the battelfield, you care (somewhat) less when you opponent kills it, and why having a hand with one important spell and mostly things to let you cast it can be a problem.