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(1), Tap: Untap target creature that has an activated ability with Tap in its cost.
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Magewright's Stone Discussion
1 week ago
Hey Nick it's Owen!
Love the look of the deck so far- I can tell you've put a lot of work into designing it and it really shows, dude. As a first deck, this is definitely a helluva lot better than the first deck I ever made on my own. I do however want to give you a heads up about some things that you may want to change after playing the deck some- I figured giving some feedback on the list itself now might help you with maintaining a direction once you start experimenting with switching out cards!
If you check out your mana curve, you'll see that there's a heavy leaning towards 3 cost spells in your deck- this is good! The lower the Avg. CMC is on a decklist, the better. This means you'll be able to play more of your deck before other players- in an aggro build you don't want to get to the point that you are hard casting Kozelik because you want to win before then (I know he's in for the graveyard shuffle but I just used him for example because of his high cost). I will point out though that you've still got a heavy leaning on the mana heavier side of 3 which brings your Avg. CMC to 3.59 with around 5 cards that cost 7 CMC and then reaching up to 10 with Kozelik. Because of this- you're going to need more ramp than you currently have in the deck. Solemn Simulacrum and Burnished Hart aren't the kind of ramp you want here simply because they are expensive mana-wise and will only fetch you lands (these are good in multi colored decks because you're trying to fix your board to have all the colors you need). In mono colored decks the best ramp is cheap colorless mana rocks because they'll ramp you hella fast and you don't necessarily need the extra color. I highly recommend placing in Fellwar Stone, Mind Stone, Wayfarer's Bauble, and Coldsteel Heart. You'll be overtaking Matt in mana at that rate, especially since you can play all of those pieces of ramp before dropping a Simulacrum or Burnished Hart, or especially a Caged Sun which costs 6 and normally leads to an endgame strategy like paying for Aggravated Assault.
Second, I'd actually recommend running less lands- in fact you can replace some of those lands with the colorless ramp I mentioned before. Lands aren't needed as heavily in mono color as multi color, so it can be safe to run as few as 32 or 33 and the deck still work very efficiently.
The cards you've got in here are fantastic and I can't wait to see them in action, but when you're looking for more cards in the future I have these highly recommended here for ya:
Brightstone Ritual - With this you can very easily kill the entire board paired with Aggravated Assault or Bonfire of the Damned.
Mob Justice - Another fantastic wincon that can be used to either close out a game or really drive down someone's health.
Magewright's Stone - This one is brutally good for untapping Krenko
Reckless One - big boi real fast
Goblin Chirurgeon - This one is just so brutally good. Every goblin krenko makes suddenly becomes a flesh shield to keep him from dying.
Anywho- these are just my recommendations to take with a grain of salt! The deck really does look great and I'm very much looking forward to seeing your goblin swarm in action. Well done, my dude.
Ya boi, Owen
2 weeks ago
Merieke Ri Berit, Preacher and Beguiler of Wills could be fun since you can sac what you steal :O Magewright's Stone and Thousand-Year Elixir would allow you to use Ertai multiple times per round. Intruder Alarm would be especially good here if you ran things like Bloodline Keeper Flip and Thraben Doomsayer. Mimic Vat seems useful as well given all your ETB-effect creatures. Dovescape could be a silly way to dominate the game, especially if you have Guile or Lullmage Mentor out.
I would definitely run more than 31 lands in a deck like this. Maybe remove redundant/low card advantage stuff like Render Silent, Fact or Fiction, and Counterspell and try to increase your land count?
Cool deck! Upvoted :)
2 weeks ago
Hey, always wanted to try a Phenax deck myself. Given his tap for mill ability seems like it would be your most consistent mill effect, why not try some cards that gain bonus from tapping like these cards with "inspired" ability: Arbiter of the Ideal, Daring Thief, Disciple of Deceit, King Macar, the Gold-Cursed, Servant of Tymaret, Siren of the Silent Song, and Sphinx's Disciple would be some good ones to look into.
Any good walls would also work for your commanders ability and there are numerous merfolk that have mill abilities (pretty sure most are budget friendly).
Also things that untap your creatures are a godsend (get it?). Paradox Engine and Staff of Domination are the most powerful ones I can think of, but probably not budget friendly. Otherwise there's Magewright's Stone, Umbral Mantle, and Sword of the Paruns as some other options. Blue also has a ton of untap effects, too.
As for what to take out?....Well to be honest, I think I listed too many things. I guess just think of these things as ideas to ponder on. I would suggest removing Tetzimoc, Primal Death for King Macar, the Gold-Cursed though for your creature removal.
3 weeks ago
I am not sure of the good cards but since you are building around Mayael maybe add some cards to abuse her trigger. For example Magewright's Stone Extra triggers for late game when you have the ability to activate twice.
Deathrender to cheat a creature in after a death
Triassic Egg Flavor win?
1 month ago
2 months ago
I like your deck a lot! To my knowledge, Instill Energy deserves a place in the mainboard though, along with a card you have not considered yet but does the same thing: Nature's Chosen. Both are cheaper (free) to use than Magewright's Stone for instance. Furthermore, I prefer Soul of the Harvest over Regal Force but both are good so whatever makes you happy. Last but not least, I think Joraga Warcaller would fit well in here.
2 months ago
Krenko wants to move fast so here is what I would cut and add:
Door of Destinies is too slow; Quest for the Goblin Lord too little boost; Boggart Shenanigans 1 too much mana; Warstorm Surge seems win-more; Wheel of Fate cannot control it well; Kindred Charge too expensive; Vanquisher's Banner too expensive; Goblin Charbelcher don't see a way to manipulate this effectively; Conqueror's Galleon if kept I'd add Throne of the God-Pharaoh; Chancellor of the Forge too expensive; Goblin Assassin fun but expensive; Goblin Recruiter have doubles so cut 1 and add Goblin Matron; Metallic Mimic a slow lord that may not be truly needed; and Ogre Battledriver kind of win-more.
Foundry Street Denizen can get huge like Reckless One; Goblin Chainwhirler will be fun; Goblin Dark-Dwellers expensive but good utility; Lightning Crafter consistent burn; Mogg War Marshal more goblins; Wily Goblin mini ramp; Zo-Zu the Punisher can punish heavy ramping decks;
Fling works well w 2 (or 3 if you add FSD) for obvious reasons; Mizzium Mortars overload ftw; ; Fork, Reiterate, Reverberate, Increasing Vengeance, and Howl of the Horde let you 2 for 1 spells, even your opponents, so you can counter a counter or copy ramp to get ahead or copy a kill spell for your own satisfaction too; Battle Hymn, Brightstone Ritual, Pyretic Ritual, and Seething Song to get moving quicker.
Relic of Progenitus and Tormod's Crypt for graveyard hate; Coldsteel Heart, Fellwar Stone, Fire Diamond, Ruby Medallion, Hazoret's Monument, Sol Ring,Wayfarer's Bauble, Armillary Sphere, Traveler's Amulet, Expedition Map for ramp (see a theme? You want 1-2 (a few 3) CMC ramp in here).
Now, Zada, Hedron Grinder is my baby and I think you should add her in with a few spells that will be fine without her but amazing if she is out: Crimson Wisps and Expedite draw and give haste, which you want Krenko to always have just in case he might get killed. With Zada you still get haste but draw 10+ cards; Heat Shimmer and Twinflame let you get a 2nd utility goblin or Krenko (sacking original) for even more goblins. With Zada she will double your entire board.