Creature — Devil
Whenever a creature you control attacks, Hellrider deals 1 damage to defending player.
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1 week ago
Thanks for checking out my deck and coming back with great suggestions, TheRedGoat!
Mana Echoes is in my "Possible Additions" section and I've been really needing to test it out. I knew it had value, but man did you enlighten me on how much value!
I'm glad you agree about Apocalypse having its place in here. I have caught so much flack for it, mainly just because of the "pitch your hand" line, but that truly is minor compared to the value of removing an Enchan-Tron deck's board presence. As for Burn at the Stake, I do like it, but I would love to hear what you would recommend for an instant speed replacement (or just replacements in general).
For me, the extra combat support isn't too necessary. I actually had Hellrider in my early stages of this deck, and it (for me) didn't do enough to justify a spot. Seeing as how easy it is for me to become unblockable, or pseudo-unblockable, I haven't had to worry much about those extra pings of damage.
Once again, thanks so much for your recommendations, TheRedGoat! Mana Echoes definitely will be tested soon, because the value is extraordinary and seems like an auto-include. Let me know some ideas you have for what to replace Burn at the Stake with; I am curious to see what you have in store.
1 week ago
Okay, so I realize you have a ton of goblin-centric synergies in addition to your Purphoros plays, so I'm about to unload a bunch of stuff that works as infinite ETB effects and just let you look over them. I've never piloted a Purph/goblin deck even so I'm not about to know where to cut unless you drop all aggro for full combo plays (which I again state I wouldn't know if that is better or even what you're wanting). Anyway. The list of possibilities as follows:
+ and any creature that creates one or more creatures when it enters or dies.Suggested options not already in your build include Pia Nalaar (for her low cost), Tuktuk the Explorer (same reason), or alternatively Su-Chi. Some of these can work with token creation on death due to the triggers going on the stack at once. By sacking the creature for mana 2 mana, you then stack the triggers to get the token that you can also sac for mana in response to the mantle trigger, thus having 4 mana to revive the first creature.
Mana Echoes does have an infinite loop with Goblin Warren and Phyrexian Altar (yes I get you aren't using it but Skirk Prospector will do the same thing). The Echoes will generate the colorless mana you need, and then one of the three can be sacked for R, and then use it all to sack the other 2 goblins for 3 new tokens. This is a "closed loop" because it doesn't generate extra tokens, but you do get infinite colorless mana in addition to the ETB triggers.
Given the right mana rocks/mana ramp Paradox Engine and Ancestral Statue can create an infinite loop of spell casting for storm triggers or also creature etb. The same is true for Cloudstone Curio and Cryptic Gateway with any or your creatures that make mass tokens ETB. Maybe something could be done with Akki Rockspeaker too if you had cost reduction?
I can also mention that you are not about to find anything close to enchantment hate in mono-red except through Apocalypse, so I really wouldn't bother changing it out unless you'd want something like Descent of the Dragons in for even more tokens.
Burn at the Stake does happen to have several options for replacement if you'd prefer instant speed effects over easy-ish mass damage.
Also, sorry for the wall-o-text.
2 weeks ago
First Game Day here as well with a Panharmonicon build - came in 10/30. Not great, but I considered it decent since the bulk of my win conditions have not yet arrived in the mail. Beating your opponent to death with a Cloudblazer takes a LONG time.
Was told they almost never hit 20 people so turnout was spectacular.
Haven't played standard since ol' Hellrider rotated out but I'm happy it seems like there are a lot of viable strategies right now (at least at the local level).
2 weeks ago
The two simplest ways to win in commander are creature damage (dropping opponents from 40 to 0) and commander damage (21 damage from the same commander). Tajic can hit that sweet spot of 7 damage (the minimum needed to kill in 3 turns) but Boros (white-red) lends itself very well to creature damage.
When you combine red's themes of energy, movement, and aggression with white's themes of order, protection, and community, you get a military force. Straightforward, resilient, powerful beatdown. Boros doesn't just lend itself to "going wide" thematically; going wide reduces your color's natural weaknesses. WR doesn't have the card draw spells, tutor spells (search your library for a card you want), or ramp (sustainable extra mana, from creatures or putting extra land into play) to quickly recover from a big loss, and lacks counterspells and graveyard recursion to prevent or mitigate removal spells (it has all of that, of course, just less than other colors). You can "go tall" and stack a bunch of equipment and auras on Tajic (and indestructible makes that more viable than it would be otherwise) but a Darksteel Mutation or the like stops you in your tracks.
The most threatening card on the table draws everybody's removal, generally, so you can avoid that by not playing cards that are threatening in and of themselves but become much more powerful than the sum of their parts. Lets say you have Tajic, Akroan Hoplite, and Aurelia, the Warleader on the board. You swing for a total of 14 and then swing again for another 14. Respectable. But a single Malfunction or Murder on your big Aurelia drops that from 28 to 4 damage. Compare to having, just one example, Tajic, Akroan Hoplite, Hanweir Garrison, and Kongming, "Sleeping Dragon" out: you swing for 26, but knocking out any one creature doesn't drop that nearly as much or cost you that much mana. You want to deal with removal and counterspells the same way you deal with creatures, by going straight through them. It comes down to card advantage: spending a Murder or Malfunction on a big creature is good, but spending it on a buffed-up token is rarely going to be worth the battlefield advantage. I've been running Iroas, God of Victory for awhile now: he's a blast to play and I'm constantly surprised at how often I win.
Cut cards with Heroic (Akroan Crusader) that benefit you for spending resources on them for cards with Battalion (Firemane Avenger, Battlefield Medic) that benefit you for building up a board state. Cut cards with enter the battlefield pumps (Viashino Firstblade) for cards with permanent, army-wide pumps (Kongming). Cut burn spells (Lightning Strike) for cards that shut down creatures regardless of how tough they are (Excoriate). Cut big, temporary, single target pumps (Titan's Strength) for army-wide pumps (True Conviction)
Noblis of War and Cavalry Pegasus are great, but you get more value out of them the more creatures you have on the field: Spear of Heliod gives more extra damage if you have ten 1/1s than one 10/10. You have a good base, but some cards don't synergize well with the rest of what you're doing: Spikeshot Elder, Spark Trooper, Skyknight Legionnaire, Minotaur Skullcleaver, Dawnstrike Paladin, Cyclops Tyrant, Anax and Cymede, and Akroan Crusader are all good creatures, but they don't help you build a threatening army beyond the paltry damage they deal. Battlewise Valor, Lightning Strike, Magma Jet, Titan's Strength, Warleader's Helix, Act of Treason, Mugging and even Silence don't give recurring value or enough of it in one go to swing the game completely. You don't have enough lifegain going on to benefit from Angelic Accord.
Some cheap, combat oriented cards I'd suggest: Archetype of Aggression, Archetype of Courage, Hanweir Garrison and Hanweir Battlements, Angel of Jubilation, Balefire Liege, Heliod, God of the Sun, Legion Loyalist, Geist-Honored Monk, Assemble the Legion, Cathars' Crusade, Agrus Kos, Wojek Veteran, Pianna, Nomad Captain, Captain of the Watch, Hammer of Purphoros, Sun Titan, Hellrider. Sunhome, Fortress of the Legion and Slayers' Stronghold are better than sorceries or instants that pump your creatures because they can do it over and over again, and provide mana when they aren't.
2 weeks ago
Took about 10 minutes to put this together. When creating a deck with a tribe theme you want to try to stick to one tribe. IE Devils or demons.
I chose devils to give you an idea of having your deck work together.
Indulgent Tormentor (Demon but fit in)
Ob Nixilis, the Fallen (Demon but fit in)
Now even though all these cards do the same thing in a sense it doesnt mean itll make a great deck However if you team these cards with some decent burn cards Like Lightning Bolt , Lava Spike , Rift Bolt use your creatures to attack aggressively and die and so on and forget the X cost burn the payout isnt that great unless its a finisher like you need to deal 6 more and have the mana but if its countered youre all tapped out so keep that in mind.
So on a build using these guys all the lower cost creatures you would have 4 each and go up the cost and cut back to say 2 typically building i use the following rule
4 copies = I want this card in my opening hand or asap Every Game
3 Copies = I Want this card every game just not in my opening hand
2 Copies = I don't want this card in my opening hand but would like to see it every game
1 Copy = You could use this in a game but due with out it. (Typically I dont use one copy of a card unless i can tutor for it or it can save the game on some off chance situation)
1 month ago
To your first comment, I would say Animist is always good. Fetching that color of land that you need is always important.
Conquerer's Flail is great for flavor in a deck, but Grand Abolisher is just so much stronger.
As for the gods, keep them. They're indestructible and so easy to cast with only 1 color devotion in their CMC. They'll stick around longer and do exactly what you want from the other creatures that give the exact same bonuses.
Cool Stuff: Give Hellrider infect with Glistening Oil and take out the Brago player as soon as possible. Aggro beats control because control needs more time to setup their board presence before they can lock down the game and contol their opponents.
They're already choosing to play cutthroat generals like Brago, Eternal Douchebag. Time for them to just #gitgudm8
Blitz the fuck outta them!
2 months ago
Me when I heard about it: "What do you mean they made a two drop Hellrider?!"
2 months ago
Alright, so some changes come to mind immediately.
First, Nissa, Nature's Artisan isn't that great. I'd recommend cutting her, Dazzling Refection, Verdant Crescendo for a few extra lands. I'd recommend Llanowar Wastes, Battlefield Forge, Brushland, Sulfurous Springs, Overgrown Tomb, Sacred Foundry, Temple Garden and Stomping Ground as well as cutting some taplands for these for a few utility lands like Homeward Path or Strip Mine. As for your basic land distribution, try 3 Swamp, 2 Plains 2 Forest 2 Mountain. It'll work a hell of a lot better than 9 Swamps.
As for your creature base, for such an aggressive deck, it's actually pretty low. I don't personally see Curse of Vengeance, Campaign of Vengeance, Holy Mantle, Fragmentize, Sorin, Grim Nemesis, Tormenting Voice, Dark Ritual doesn't really cut it in this deck, Bloodchief Ascension is only good with Mindcrank, Palace Siege, or Retreat to Hagra really doing anything in this deck with such a low count. Add Fumiko the Lowblood, Avatar of Slaughter (who literally went from about 2 bucks to ten this past week, so wait a bit on him), Hellrider, Thalia, Heretic Cathar, Ankle Shanker, Aurelia, the Warleader, Gisela, Blade of Goldnight, Solemn Simulacrum, Brooding Saurian, and Ogre Battledriver. Cut Vampire Cutthroat, he's really, really bad. Same with Hellkite Tyrant; he's good, but not here. In their place, add Thunderfoot Baloth, Dragonlord Dromoka. If you really, really want to go for the hardline aggressive route, cut Drana's Emmisary and Cliffhaven Vampire for Dauntless Escort and Mirror Entity.
Blood Seeker is strictly worse than Suture Priest; making the switch will go very well. Also, finding a cut for Tana, the Bloodsower, who goes infinite with a haste enabler and something to make your opponents not block (Chaos, maybe?)
Cutting Lightning Helix, while a great card, for Fires of Yavimaya will really give you the upper hand in combat, which is where this deck is attempting to reign. If you need card draw, cut Read the Bones for something like Necropotence or Mentor of the Meek. Make something out of the inherent lifegain in the deck, don't just use your life as a bragging point.
Not all of these switches need to be made, but this deck is designed to go sideways. Make sure it works with it. If you need any other ideas for your deck, use EDHREC for Saskia to get some ideas. Seriously, this website is incredible. Good luck!