|Commander / EDH||Legal|
Printings View all
|Commander 2015 (C15)||Mythic Rare|
|Commander 2013 (C13)||Mythic Rare|
|2012 Core Set (M12)||Mythic Rare|
|2011 Core Set (M11)||Mythic Rare|
|Promo Set (000)||Mythic Rare|
Combos Browse all
Creature — Giant
: Inferno Titan gets +1/+0 until end of turn.
Whenever Inferno Titan enters the battlefield or attacks, it deals 3 damage divided as you choose among one, two, or three target creatures and/or players.
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Inferno Titan Discussion
2 weeks ago
Have you considered Plague Spitter, Maga, Traitor to Mortals, Cryptborn Horror, Harvester of Souls, Mogis, God of Slaughter, Viashino Heretic, Bogardan Hellkite, Myojin of Infinite Rage, Myojin of Night's Reach, or Inferno Titan?
Also, Hammer of Purphoros for more haste?
3 weeks ago
Ashling the Pilgrim: Doesn't really do anything here. Sure, you can boardwipe, but there are better things for this.
Drana, Kalastria Bloodchief Kinda just a goodstuff card, with a commander that doesn't want to be running goodstuff.
Niv-Mizzet, Dracogenius: Again, why is this here? This ain't a goodstuff deck.
River Kelpie is a trap. I have played this card EXTENSIVELY and I find it to be a "win more" card. It ONLY works when you have your board state set up, whereas Harvester of Souls or Dark Prophecy gives you cards regardless of whether or not the things that died slipped through the cracks.
Finally, why don't you have any sac outlets? Ashnod's Altar, Attrition, ect. I feel like you're not entirely grasping what makes Marchesa powerful. You need to find a way to build around her and abuse all of her abilities. I'm not even recommending my list, just that you look at what stands out about the general and go from there.
1 month ago
Looking at your list, I'd rather not try to make the Valakut plan work, since you always need green mana on turn 1 for an elf/sprawl. The order of good dual lands to have in Ponza normally goes as such: fetchlands, shocklands (Stomping Ground), fastlands (Copperline Gorge), Cinder Glade (this moves up a spot if you have fetchlands), then Karplusan Forest or Rootbound Crag. Utopia Sprawl needs to enchant a land with the 'forest' subtype, so having dual lands without that subtype don't help when you draw hands with sprawl as your acceleration in certain cases. Copperline Gorge gets the nod over Rootbound Crag simply because you need untapped lands in the beginning of the game and seeing an opening hand with a Cinder Glade and Rootbound Crag as your only lands means you're going to be behind. For right now, I'd drop the valakut in favor of a Kessig Wolf Run, and swap some rootbound crags for more forests and work towards getting the lands over time. The Ponza facebook page often has people looking to sell their ponza decks or pieces of their decks, so you could try there to find a deal. Otherwise just work on getting the lands as you can, starting with Wooded Foothills and Stomping Ground
As far as threats go, Inferno Titan shouldn't be out of the budget for most players since I think it still costs around $2, and you only need 2-3 copies. The threats you have now are fine, but once someone plays a 4/5 goyf against you you'll find that you'll wish you had something that goes over top of it. Titan also sweeps away tokens and small creatures which can otherwise be a problem for our non-trampling beaters, so I'd look to pick up at least 2 copies in place of your 2nd courser and a huntmaster. (courser is really good when you have Tireless Tracker and Chandra, Torch of Defiance synergies to go with it. Otherwise it's just ok.)
Other than that, I agree with everything clayperce has suggested. Blood Moon has had some recent reprints which means it's likely as cheap as its going to get for a while right now. Ponza needs a lot of things to go right in order to win its games, so you want to fight against your deck as little as possible for it to do what you want it to do, which makes building a budget version hard since it really needs the best lands and Blood Moons. Good luck though!
1 month ago
I don't think you understand modern as a format, unless you can overwhelm Kiki-Jiki, Mirror Breaker and his infinite swarm, Path to Exile is useful, same goes for a Wurmcoil Engine and it's babies, or if you ever want to cast a spell chosen by a Meddling Mage.
Decks in the metagame that Path to Exile is useful against:
R/B Hollowed One (Everything, they want it recurred, now it is in exile)
Affinity (Whatever creature they alpha strike with)
U/W Control (Wall of Omens)
Scapeshift (Primeval Titan)
Living End (Archfiend of Ifnir mostly, but any of their creatures should help slow down their explosion of creatures)
Infect (Self Explanatory, any of their creatures and they are doomed)
Ironworks Combo (Kill their Scrap Trawler, and they lose)
Welp, that about wraps up my reasons why path is so dang good, but I guess I'll share some more:
It isn't rare to have Path to Exile be named the best removal in modern, next to Lightning Bolt and Fatal Push as it's contenders, it exiles, unlike either, and is unrestricted removal, some decks splash white just to play it, and you don't play it when it is your only color it looks stupid to say "Oh, I'll trample over all of the creatures it could hit", when your creatures are smaller than many (even after buffs and accounting for double strike) and they wouldn't block the others.
1 month ago
Something I would suggest is that you cut down on some of your artifact destruction. You have sooo much of it and once you've locked them out of basic lands, the destruction has diminishing returns. So I recommend including some game enders like Chandra, Torch of Defiance or Inferno Titan so that you can close the game quick once you've done your thing.
1 month ago
Maybe it's a testament to WotC's design process that we can think of relatively few recent mechanics that haven't worked in either Limited or Constructed. And the ones that have failed (Support, Meld), I've noticed that MaRo and R&D are very cognizant of why they didn't work. RIX, for example, was a great set from a mechanics design standpoint. Ascend (while annoying) wasn't too bad, and there were very few other mechanics introduced (we still had Treasure, Raid, Enrage, etc). All of which address some of the issues we've discussed in terms of strong mechanical designs.
Thanks for the fun conversation, everybody! Cheers!
1 month ago
Also if you're looking to get more serious, 80 cards is definitely too many. Frank Karsten wrote a great article awhile ago using math and computers to show how even 61 cards is a distinct disadvantage in the long run. Perhaps instead of a "dragon" deck you could do some good ol' RG ramp into big monsters. There's a modern deck out there right now that uses Utopia Sprawl and Arbor Elf to make big mana quickly, they often top out at Inferno Titan or Primeval Titan, but I've seen lists that use Stormbreath Dragon instead.
As you skill up you'll come to a point where you need to decide on giving up your pet cards. Silverblade Paladin and Wolfir Silverheart were some of my favorite cards ever in standard, hitting your opponent with an 8/8 double strike felt so awesome. But when Standard rotated I looked at the Modern metagame and saw there was no place for them so I put them in the trade binder. This is Magic. You aren't going to play the same deck for the rest of your life. You can have certain cards you like, but recognize their place. I love Dark Confidant, but he has no place in my Legacy Sultai Delver deck. I use him in my Modern Jund, but not Legacy.