Ignition Team

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Legality

Format Legality
1v1 Commander Legal
Archenemy 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
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Ignition Team

Creature — Goblin Warrior

Ignition Team enters the battlefield with X +1/+1 counters on it, where X is the number of tapped lands on the battlefield. 2Red, Remove a +1/+1 counter from Ignition Team: Target land becomes a 4/4 red Elemental creature until end of turn. It's still a land.

Chrizz on Zirda, the Dawnwaker

3 years ago

Hey RelinquishedAttempts, thanks for your comment!

I can understand how this deck may seem a bit all over the place. I definitely took it in a different directions than most people do. Most people either use infinite combo's using Basalt Monolith and/or Grim Monolith, or they focus more on equipments. I think both of these strategies are not very interesting. My deck focusses on non-tap abilities that are made cheaper by Zirda to get a lot of value. Because of this, the deck includes many cards you normally don't see because the activation cost is too expensive. Some cards I just find cool to play, for example Chained to the Rocks is usually worse than Swords to Plowshares, but I just like the flavor of the former more. Likewise, Hundred-Handed One is not a very strong card, but it does have some synergy with Zirda, and I just think it's a very funny card. With that said, there may well be some cards I will swap later on, once I've played some more games with this deck (I have only played this deck in four games, due to covid).

As for your suggestions, Brion Stoutarm indeed seems out of place in this deck, since its cost is not reduced by Zirda. For this reason, I have definitely considered removing it, however, there are quite a lot of ways to get big creatures in this deck, for example: Evra, Halcyon Witness, Dark Depths, Phyrexian Processor, Custodi Soulbinders, Ignition Team, Clockwork Dragon, Wine of Blood and Iron, Mirage Mirror, Captivating Crew etc. But like I said, I should really play some more games and decide whether it fits well enough or not.

Dawn of Hope and Sacred Mesa could indeed work quite well. I'm personally not a huge fan of making many small tokens, so I don't want to center my deck around that, but some of them are fine. If after some more playing I discover that a card really doesn't work well, I will consider adding these instead.

As for Gerrard's Battle Cry, it seems almost strictly better than Leonin Sun Standard, however, I don't like having old-bordered cards in my decks. That's just a style thing, if it was reprinted I would definitely add it.

The meta in my playgroup is quite slow, so that's why the average CMC of this deck is a bit higher than what most would consider ideal, but in our meta, you really need to have a strong late game.

You also mentioned the price of the deck. The prices listed on tappedout are way higher than what I paid in Europe. For example, I paid €8 for Smothering Tithe, not $24. I paid €3 for Sword of the Animist instead of $12, and only €3 for Braid of Fire instead of $17.

I also took a look at your deck. I don't quite understand why you have so many direct damage spells, they don't really synergize as far as I can tell. Consequently, I also don't think the spell copying fits that well. Maybe your meta is more reactive than mine, but in my meta this would not make much sense.

I also see some cards that I have considered, but ultimately rejected. (Planar Bridge, Umbral Mantle, Kurkesh, Onakke Ancient), the reasonings are explained in the description of my deck. I have also considered Rings of Brighthearth, but decided against it because the value is usually not that high in my deck, because most abilities are non-tap abilities and activating the ability again is often cheaper or the same cost as paying the 2 mana. Staff of Domination was rejected for a similar reason, I think the value is just not that great in my deck (the life-gain is meh, most abilities are non-tap, so untapping is not necessary, and drawing a card for 3 is not great).

Furthermore I noticed that your deck has some equipment synergy (Stonehewer Giant, Godo, Bandit Warlord and Open the Armory) even though your deck only contains 4 equipments.

I think a big difference between our decks is that my deck has mostly non-tap abilities, and yours has more tap abilities. This explain why you put in cards like Manifold Key, Staff of Domination, Umbral Mantle and Voltaic Key

Neither strategy is wrong of course, but if there is one thing I would recommend, it is to reconsider whether the direct damage spells in your deck make sense. Thanks again for your comment and your suggestions. If you have any more questions, feel free to ask.

ClockworkSwordfish on

3 years ago

A good trick for getting more punch out of Gyrus is to run guys who have more power than their printed stats might indicate. For instance, Arcbound Overseer has 0 power when he's in the graveyard, but as soon as you return him, he's attacking for 6! Other examples include Clockwork Dragon, Drakestown Forgotten, Nighthowler, Sewer Nemesis, Thought Gorger, Ignition Team, Crovax the Cursed, Spike Hatcher, Naya Soulbeast and Workhorse. Your opponents will be surprised how often "2 or less" won't feel like it!

Other cards that fit your general strategy include Grenzo, Dungeon Warden and Unearth, which can return a lot of the same cards as Gyrus. You might also want more removal, such as Bone Shredder, Ravenous Baboons and Garza's Assassin. Good luck!

JANKYARD_DOG on Alesha's Amazing Automata!

4 years ago

+1 from another Alesha fan. A few suggestions: Nahiri, the Harbinger can be a good source of removal and/or filtering/filling the yard, and if you happen to get the ult off, bonus. Priest of the Blood Rite brings a 5/5 evil flap flap with him every time you rez him. Yahenni, Undying Partisan is great as a sac outlet and makes opponents think before they boardwipe. Ignition Team can get pretty big, and on the land topic, though not big as a creature Anathemancer can pack a punch. Don't ask what to take out... that not my forte, hope it helps.

koizintec9 on Alesha EDH

4 years ago

I'm not sure if you're already aware of this, but Ankle Shanker doesn't work with Alesha's ability because he already comes tapped and attacking, while his trigger happens during it's attack declaration. Ignition Team is one I really like in my Alesha deck, he usually enters as a very big beater and when reanimated with Alesha can be deadly. Altar of Dementia , Spawning Pit , Ashnod's Altar . Alesha really smiles at death, so having those sac outlets will be the best way to get the most value out of recurring creatures with your commander. Plus it's an essential enabler if you wish to combo off with Karmic Guide + Reveillark or Anafenza, Kin-Tree Spirit + Murderous Redcap .

woolleyh on Come Out and Playyyyyy

5 years ago

@seshiro_of_the_orochi Thanks! I did consider Zurgo Bellstriker and I think you're right that I should get them in there so that a turn 2 Mindblade Render could start drawing me cards. I considered Brighthearth Banneret too and originally decided cost reduction wasn't as important in a deck that effectively tops out at 5 CMC, but the cost reduction would help me play multiple small creatures in a turn and use up the extra cards that I'll draw. I think that's a good idea and I'll probably try to get them in there. Flamerush Rider doesn't do much, you're right, it's gone! Ignition Team is in there because Alesha, Who Smiles at Death can bring it back, and it would be quite large in a multiplayer setting (and scary with Double Strike) but I think you're right that it should be cut. Cutting Zurgo Helmsmasher I could see, basically all he does is whack really hard but he'd die to removal real quick; he does hit really hard though. Garna, the Bloodflame is the one I'm most reluctant to cut, she can save all my dudes when someone board wipes, and she's great as a follow up to Last One Standing. Thanks again for your suggestions, I think they'll make the deck quicker and better!

seshiro_of_the_orochi on Come Out and Playyyyyy

5 years ago

Looks fun. One thing you should change is to add more one-drops. I'd suggest dropping Zurgo Helmsmasher, Ignition Team, Garna, the Bloodflame and Flamerush Rider and replace them with four Zurgo Bellstriker. Another great red two-drop warrior is Brighthearth Banneret. Also, adding some Obsidian Battle-Axe seems a great plan.

savagetrooper on Gyrus, The Meat Grinder

5 years ago

Honestly, I would take out Ignition Team. This card doesn't fill the graveyard, doesn't mana ramp, and doesn't have trample, so a little 1/1 can block it. I feel Duplicant fits here way more to exile a creature.

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