|Commander / EDH||Legal|
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Aftermath (Cast this spell only from your graveyard. Then exile it.) Injury deals 2 damage to target creature and 2 damage to target player.
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7 months ago
Brilliant deck, I'm seriously thinking about making a deck along these lines now :) Although Flame of keld +Gutter Snipe +Shock= 8 dmg not 6 it is even better!(Shock=2dmg Flame of Keld (on Shock)=2dmg Guttersnipe(on Shock)=2dmg and Flame of Keld(on Guttersnipe)=2dmg) have you considered putting an Insult//Injury in the deck? It works well in my wizards burn blue/red deck (built around Adeliz, the Cinder Wind) Thanks for sharing the deck, Ed
11 months ago
1 year ago
Lol, makes sense. If you can, you should playtest Fling and Insult/Injury, they've proven themselves worthy of being two-ofs in my Ur Drake Control deck. Maybe they'll work for you. My deck is still a WIP however; since you've had more experience, maybe you can give me some advice?
1 year ago
Correct me if I'm wrong, but it seems that your problems have been mostly with tempo. Hve you considered adjusting it so that it is more of a control deck? Instead of competing for the early game, you control it with instants, drawing cards and filling the graveyard until you can drop a huge Enigma Drake and protect it with counters. Fling and Insult/Injury really help to get in 1-turn kills with this style of deck.
1 year ago
I play a streamlined version of this deck at my LGS, and the one card you -need- to fool around with is Insult It triggers Riddleform and causes it to swing for at least 6, not including any Favorable Winds in play. it counts towards Enigma Drake in the graveyard (at least until you cast Injury). Your shocks hit for 4 damage and and Lightning Strikes do 6. I often close out games in turn 5, and took first place in a tournament last night.
Besides that, I'd give Admiral's Order a shot in your build as well. At worst it's a Cancel, and it lets you blow out an opponent that was relying on Settle the Wreckage to clear your fliers.
1 year ago
I've played a bunch of paper games with this deck and it's pretty consistent. Injury is the only form of creature removal in the main, but it synergizes with the deck (the Insult half), and it works better if you have a Baral or an Amulet out. I've consistently dealt 8 damage divided between my opponent's face and their creature for 4 mana (or less!) off of that one card (albeit at sorcery speed). Also, Showdown hits creatures, if you're that desperate.
The deck is designed to stall the game as long as possible to pull of the combo. Baral and Amulet come out a turn later respectively to hold up one blue for counter magic. There's also a ton of card filtering, so you'll rarely not have what you need. Also, almost every spell can function in two ways, whether that be cycling or Supreme Will, or the aftermath spells.
The sideboard is a transformative sideboard. It assumes your opponent will board out their creature removal for counter spells. This sideboard takes advantage of that, with some room for more efficient removal.
I've had games where I didn't find any of my pieces, but that's how the combo decks function (or cease to function, in this case). I suggest you proxy it up or at the very least check out a few test hands. In any case, thanks for advice. I really appreciate it.
1 year ago
Makes sense. Again, draw well!
1 year ago
Splashing B really increases your available card pool. Cut / Ribbons and Bone Picker are both very good in a burn/tempo deck. You also get to run Alms of the Vein which is another huge burn spell for B and helps against aggro. Incendiary Flow is good. Collective Defiance is removal, burn, and a madness enabler/hand reset. I would also recommend against running more than 2 Bedlam Reveler since they are awful in multiples and can be hard to cast if you say, draw 2 of them and not enough spells. 15 creatures is too many to have Reveler be consistent. Thermo-Alchemist is insane in a burn deck.
-Add B, since it improves the deck whether you're going aggro or burn. It doesn't have to be a big splash, but a lot of good aggro creatures are black (Scrapheap Scrounger and Dread Wanderer), and you get good removal (Unlicensed Disintegration alongside Scrounger or Fatal Push) and sideboard options (Lay Bare the Heart is big right now).
-Decide whether you want to play creature aggro or burn. Bedlam Reveler doesn't really go in the creature version. Bomat Courier, Dread Wanderer, and Scrapheap Scrounger are pretty well set in the aggro version, along with 1-2 Glorybringer and/or 2-3 Hazoret the Fervent as top-end. The 2 and 3 drops are less set; I've seen Forerunner of Slaughter, Pia Nalaar and Weldfast Engineer, or Bloodrage Brawler if you're doing madness. You can also go a stronger artifact theme with Inventor's Apprentice if you have any Heart of Kiran. For the burn version, you want to cut most of the creatures except for 1-2 Bedlam Reveler and 4 Thermo-Alchemist. Bone Picker and Glorybringer also fit if preferred, but ideally the creature count is 8 or less. Goblin Dark-Dwellers is also pretty good if you tailor your spells so it can cast most of them. For spells, 4 Alms of the Vein and 4 Fiery Temper, 3-4 Lightning Axe, 2-3 Collective Defiance, 2 Cut / Ribbons, and either a 2-4 or a 3-3 split between Tormenting Voice and Cathartic Reunion, keeping in mind that Reunion is stronger, but harder to cast in general and much worse against control (since they can counter after you pay the discard cost - sweet 3 for 1). Incendiary Flow is a good card if you want another versatile early burn spell. You also need some number of sweepers. I prefer 2-damage sweepers here like Kozilek's Return or Flaying Tendrils since 3-damage sweepers take out Thermo-Alchemist, even though Sweltering Suns is pretty cool. Chandra, Torch of Defiance is pretty perfect in burn if you have it. You can also go a neat energy variant that runs Harnessed Lightning for removal, Aether Hubs, and 4 Gonti's Machinations. This gives you more survivability against aggro and another 1-cmc 3 damage effect. Not sure how inserting the energy subtheme affects the card totals.
-I don't think you want more than one Insult / Injury, if any. Injury is pretty expensive at 3 mana considering it does nothing without either another burn spell to follow up (hard to do before turn 5-6) or creatures on the field. The card doesn't seem great in aggro either since it's mostly just discard fodder. Injury is expensive for a sorcery burn spell.
-Soul-Scar Mage is fun, but doesn't really go in burn since he encourages you to burn creatures rather than your opponent. I feel like it might make sense as a sideboard card against big creature decks if you plan to try removing their creatures, but it's usually just better to have a fast burn clock against midrange.
This is mostly academic. The best burn deck in standard right now is U/R, but you basically need 4 Torrential Gearhulk (expensive!) and the deck is incredibly soft to Dispossess. You can also always make a U/R or Temur Turbo-Drake deck that just cycles and dumps most of your deck into the grave while casting fogs until you stick an Enigma Drake and Fling it at your opponent's face. The ability to do 50+ damage in a turn is pretty foul.
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