Creature — Devil
Whenever a creature you control attacks, Hellrider deals 1 damage to defending player.
Price & Acquistion Set Price Alerts
|TCGPlayer.com Price 4%||Cardhoarder (O) Price|
|$0.32||$0.59||$2.95||$2.57||0.41 TIX||0.07 TIX|
|Have (23)||sonnet666 , Lightning_Collectors , HunterEste , JoshebBasshebeth , Gameover209X , DiamondFlavor , kevzin , Mrbiscuit22 , NoahNocturnus , PTsmitty , Valentine35 , gildan_bladeborn , TheTyrant , maiden77 , Conqueror_of_Thrones , nighthawk101 , pskinn01 , Spinalripper , miracle , ruflescl , , Kyndoria , aeonstoremyliver|
|Want (2)||ChrisH , danfike|
1 day ago
@Draw_Wurm I totally agree, Hero of Oxid Ridge does great work against Lingering Souls and such. The big benefit of Hellrider is that it always deals damage, no matter what. Additionally, it's ability triggers even if it doesn't attack, whereas the Hero must attack to trigger.
1 day ago
2 days ago
love this - saw it on tumblr and had to come upvote :)) I'd maybe replace say 3 mountains and a Hellrider with 4 copies of Infectious Bloodlust (more likely to have delirium but also gives some card advantage and better with Sin Prodder) though i realise you curve high for Devil's Playground
2 days ago
Thanks. My only problem with Spike Jester, Rakdos Shred-Freak,& Murderous Redcap is that they are likely going to die and redcap is expensive at 4 mana, which is the cost of the main card,Hellrider. Kolaghan's Command is a really good Idea though along with cackler. Ashenmoor Gouger could have potential as well.
4 days ago
Yay! I love commenting on Krenko decks. Buckle in because I have a bunch of suggestions.
Blood Moon If you're ok with your playgroup hating you a little bit, this card is amazing for mono-reds. You can run only mountains and still be fine, but a lot of other decks in EDH are really miffed when they don't have their nonbasics (not to mention it wrecks their mana curve).
Ashling's Prerogative is probably my favorite toolkit for Krenko. With it, Krenko and all of his goblins (0 mana cost, ergo even) come in with haste. Basically it's a giant buff to your combo pieces, with a small chance of tapping their favorite cards.
Coat of Arms This is a staple and I think you'll be able to figure out why very, very quickly.
Eldrazi Monument If you really want to put the nails into your opponent, throw this at them. This makes you good against almost all combat decks and can cause any deck to have to sacrifice key combo pieces. If you really want to hurt their ability to have permanents on the field, try out Smokestack; you should be able to outproduce its draining effects.
Hellrider shreds through opponents. Also try Purphoros, God of the Forge. Although it's not quite as strong as Shared Animosity, it's a very useful utility card even without its second ability.
One last thing. Since you have so many goblins, Goblin Wizard might be a useful card.
1 week ago
Hey derhealman, thanks for your suggestions. I'll reply with my thoughts on a few.
Restoration Angel will replace Glimmerpoint Stag and Karmic Guide will replace Miraculous Recovery as soon as I get my hands on them. Both of these are great fits for the deck, not to mention that Restoration Angel goes infinite with Kiki-Jiki, Mirror Breaker.
Eldrazi Displacer looks really good, but I'm not sure if I could reliably make colourless mana. Fiend Hunter is tempting, because he also goes infinite with Sun Titan and Goblin Bombardment, or temporarily contains a big threat.
Assemble the Legion was in the deck in an earlier iteration. It is great, but when I had to make cuts to fit some removal I cut it as I needed to prioritise token producers that were recurrable.
I don't like Goblin Rabblemaster as he needs to stick around to produce tokens. Also he forces his tokens to attack, meaning they must survive combat first if I want to use them with Skullclamp or Trading Post. Not to mention, forcing Krenko, Mob Boss to attack or tap in my pre-combat main phase.
Ghostway looks good, but it flickers any tokens as well which could be terrible. Eerie Interlude and Cloudshift are great, but 1-offs in this build. I have skipped them in favour of creatures and artifacts that can be recurred later in the game.
1 week ago
Here are some thoughts - take from it what you will, and I by no means claim to be an expert.
Fecundity benefits everyone, but should be overwhelmingly in your favor if you're churning out tokens. Straight up draw tech!
Jar of Eyeballs can help you search deep for a combo piece you need. Punish your enemies for their board wipes, get value out of chump blocks, etc.
Courser of Kruphix can help you reduce top-decking land draws (and help you get to curve faster) by letting you play your land from turn from deck if its showing. This guy is a budget all star, but isn't an Oracle of Mul Daya by any stretch.
Mikaeus, the Lunarch can make things bigger, and would combo well with a Primal Vigor (if you can find one on the cheap or are willing to splurge for a card). Vigor interacts well with other cards you already have in the deck, but can be a bit spendy (not a Doubling Season though, so it could be even more pricey)
Elspeth, Sun's Champion is an inexpsensive walker due to her printing in the duel deck that provides nothing but options and utility
Odric, Master Tactician could be of decent utility for ensuring you can swing through with your commander, or deal lethal by not allowing blocks. In a deck like this he can really shine
Rampaging Baloths is a creature worth considering, especially if you are running any number of fetches (since you can get 2 per turn with a fetch). Bigger bodies give you stronger tokens to double with your end game abilities, and can bolster the ranks end game
Some thoughts on lands
Feel free to ignore all of this if you're not thinking about tweaking the mana base. MTG players get twitchy about their mana, but this is just my 2 cents on some budget improvements
Consider whether cards like Opal Palace actually help you in this deck - something like Rogue's Passage (while not good) might still be better because it gives you a way to give your commander evasion or Mosswort Bridge to be able to cheat a card in to play for cheap once you have some presence.
From my experience playing them, cards like Rith's Grove (while great for the tri-color mana) are setting you back a land drop. While you can tap the land that turn before dropping the Grove, the next turn you're still down the land opportunity from having to pick one up for Rith's. Rupture Spire or Transguild Promenade are budget choices for mana balancing (with their own set of drawbacks). City of Brass or Mana Confluence can be great tempo substitutions if you're willing to bleed a bit. Reflecting Pool can be a decent card too if you're willing to spend a few bucks and aren't trying to drop it turn one
Sideboard for graveyard
If you need more graveyard hate, Angel of Finality and Dryad Militant can be good choices depending on the types of recursion you're seeing. Ground Seal is a great option for getting a card + affecting your opponent's ability to interact with graveyard for some things
Hope in all of this you found some useful things. Good luck and happy hunting!
|Commander / EDH||Legal|
Printings View all
|Duel Decks: Sorin vs. Tibalt||Rare|