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Basic Land — Mountain
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11 hours ago
1 day ago
alright ill see what advice i can offer then. the problem is that most of the time aggro decks don't usually play too many pump spells. but i think with some alterations you can do it.
I think you'll want to play something like GR Zoo. a mock list would look like this:
I think this is a good start to something more competitive and still somewhat like the strategy you described. it has plenty of aggressive creatures that will come out early and possibly pump team and give haste. the spells are mostly pump, and trample, but with Lightning Bolt because it's great. the land base is somewhat normal. you can adjust it to your liking. Kessig Wolf Run is a cool one of. tell me what you think of this list. i want to know what sort of things you like and don't like about it so i can give better advice and suggestions.
1 day ago
ok so as a general basis you want to run as close to 60 cards as possible because it makes you more likely you to see the cards you want in the deck. so the biggest recommendation is reduce the card count by 10. secondly you are playing green and red budget so there are still a lot of good items you can play and you don't need to worry about much, namely your fear of flying creatures is not as dire as it may seam, green is really good at killing flying creatures through spells like Plummet and Firespout plus you have the best burn spell in existence available for you to use to pick off pesky fliers, Lightning Bolt. lastly if you are wanting to play tribal (ie a deck based around a type of creatures, in this case wolves you want to play as many 'Lords' or creatures that increase other creatures of the same types power and toughness like Immerwolf. tribal wolves is really strong because you have access to a lot of good combat tricks from the Innistrad and Shadows over innistrad sets, items like Moonlight Hunt Young Wolf Wolfir Avenger ect. as for lands you want to play "check lands" like Rootbound Crag because they are cheeper. Below is a list of items to add and items to remove, keep in mind these are just suggestions to make the deck more consistent.
additionaly utilize your colors and the idea behind a sideboard to improve your matchups against decks that you have an unfavorable game against like decks that play alot of flying creatures. this is where you would put cards like Firespout , Plummet , Destructive Revelry and Ancient Grudge
2 days ago
Good deck, but why aren't you playing any Mountains? Seems like wasted potential...
4 days ago
Only abilities that use the stack can be countered; this would be activated abilities such as Prodigal Pyromancer or triggered abilities such as Emrakul, the Promised End's second ability. This includes some things perhaps not obviously abilities, like Flame Jet's Cycling (an activated ability), either ability on Treasury Thrull (both triggered abilities) and Ovalchase Dragster's Crew (another activated ability).
Static abilities such as Shivan Dragon's flying (which only modifies blocking decisions), Glistener Elf's infect (which modifies damage), Thought Vessel's hand size modifier do not use the stack, so they cannot be countered.
Mountain and other mana source abilities are a special case. They are activated abilities, but they do not use the stack. They resolve immediately upon being activated. You'll never have an opportunity to counter them, so they cannot be countered. Some other actions are similar, such as land plays (doesn't use the stack) or activating Morph (also doesn't use the stack, though the card may have a triggered ability that does relating to its Morph).
4 days ago
So Summary Dismissal says that it "counters all abilities", and I'm wondering exactly what that means. I know you can use it to stop cast triggers like Emrakul, the Promised End stealing your turn, and activated abilities but what about passive abilities? Can I Summary Dismissal and counter the infect on my opponent's Glistener Elf or the flying on their Shivan Dragon? Could I use it on Thought Vessel to force my opponent to discard down to hand size on their end step? Can I use it to counter a Mountain's ability to tap for mana?
4 days ago
My preferred version of deck looks something like this:
4x Encircling Fissure
4x Commencement of Festivities
4x Repel the Abominable
3x Consulate Surveillance
3x Authority of the Consuls
4x Fevered Visions
4x Dynavolt Tower
2x Attune with Aether
3x Pieces of the Puzzle
1x Torrential Gearhulk
3x Radiant Flames
3x Prairie Stream
3x Canopy Vista
4x Aether Hub
2x Inspiring Vantage
2x Botanical Sanctum
1x Geier Reach Sanitarium
1x Radiant Flames
2x Ceremonious Rejection
2x Gideon, Ally of Zendikar
1x Appetite for the Unnatural
1x Quarantine Field
2x Blessed Alliance
1x Summary Dismissal
5 days ago
well, i'm looking at the deck and i'm sorry to say that there is no way to make this deck viable in legacy without extreme overhaul to the point that it would be unrecognizable.
however, there are only 6 cards in here that are not modern legal (3 Dark Ritual and 3 Malicious Affliction). I will attempt to give you advise for a scenario where you move this over to modern, and for if you intend to stick to legacy. so this post will be long.
first off modern because it will involve "less" alterations. first cut the 6 cards i mentioned as they wouldnt be legal. starting from the top Nefarox, Overlord of Grixis should be cut as he is too slow, and provides little value when he enters. for a six drop in modern you need extreme value. Ob Nixilis, Unshackled should be cut for the same reason. Haunting Echoes does absolutely nothing to help your goals in this deck. your opponent may have a creature or two that they blocked yours with or maybe some fetches and a removal spell, but likely they will only have 3-5 cards in the grave. this card will exile fetches mostly which will only serve to help them remove dead draws since at the point in the game where you play Haunting Echoes your opponent will have enough mana to do whatever they please. cut them. Archfiend of Depravity is a big flier with an effect that can really control the board, but i think there are a few other 5 drops you'd rather play (or not play and fill up on 4 drop threats which black is loaded with), so for those reasons i'd cut these as well.
Master of Cruelties: interesting card for sure. a very serious threat on offense or defense. sadly it's pretty high on the curve for a card that's usefulness is stopped by 1/1s. your deck will probably want to be more aggressive than this card lets you be. so for that reason i'd cut him.
time for 4 drops and lower. Exava, Rakdos Blood Witch is good when you have lots of creatures with +1/+1 counters the turn they enter (her ability is useless for Desecration Demon. currently you have 7 (10 if you count the megamorph option on Silumgar Assassin which would only count if you play it face down and flip it the same turn). all of these creatures are expected to come down much earlier than her, and wouldn't provide much value if played after her because of their small size, regardless of haste. so i'd cut her for a more efficient 4 drop.
Desecration Demon: decent card depending on the scenario, but you're leaving yourself open to tempo loss. if you opponent has a few disposable creatures then you probably spent 4 mana and a card to do nothing. however if you can control the board with well placed removal, your opponent will be forced to make some tough choices. basically i'd say this guy is bad in the current deck but will be much better with more removal (which will be discussed later).
Rakdos, Lord of Riots: great body with evasion and trample for when he can't evade blockers. great body. the mana cost is restrictive, but with a better mana base you will be able to cast him easier. the damage condition hopefully wont be terribly difficult for a deck that plays red. the second effect is something you shouldn't ever expect or rely on, but will be nice to have when it happens.
Hellhole Flailer isn't very good for it's mana cost. you could be playing cards with better stats for the same cost Ashenmoor Gouger. yes it can't be sacrificed, but it can't be Lightning Bolted either. or Shambling Remains which is basically Hellhole Flailer that can be brought back for another swing if needed. there are also other cards like Anathemancer which will enter and probably deal 3-4 damage to the opponent and still leave a 2/2 body. Olivia, Mobilized for War basically as a 3/3 flyer for 3 with an optional effect that can be relevant in some cases.
Spike Jester is an aggressive card for this aggressive deck. might be slightly outclassed by other 2 drops. keep at your own discretion.
Silumgar Assassin is a bad card for a bad scenario. it's ability is only relevant when your opponent has bigger creatures than you, in which case you swinging for 2 unblockable won't matter much when their Tarmogoyf hits back for 6. cut this.
Devour in Shadow: red and black are the two colors with the most removal in pretty much every format. this card is outclassed by its competitors like Terminate and Lightning Bolt and Grasp of Darkness and Dismember and Victim of Night (this one is more for mono-black but still possible), Ultimate Price...etc etc etc. cut this. it will be replaced with better removal.
Rakdos Cackler: aggressive 1 drop on a budget does exactly what it needs to do.
ok so thats 25 cards removed.
now what to add back in. you need more low drop threats to pressure your opponent. Monastery Swiftspear is good if we add more instants and sorceries, but i think this will end up as a creature heavy deck. you can play Zurgo Bellstriker as a 2 of. he is basically a better cackler. but only 2 since he is legendary. Bloodsoaked Champion is good if you plan on winning with many smaller attackers, but it looks like you'd prefer a more midrangy plan with bigger beaters. so i think for now you can just add 2 zurgos for 1 drops. but i don't think you need a lot of these.
for 2 drops you have lots of options. Battle Brawler is a 2 mana 3/2 first strike most of the time. Burning-Tree Emissary can help you with a going wide strategy, as it refunds itself. its a little hard to get the double red on turn 2. but it will refund a red and an extra to play any other red two drops you have. or it can be held for latter to basically play for free before you cast another creature. but it's much harder to optimally use without green. Eidolon of the Great Revel is a bit pricey, but is a great addition to your deck. especially since you will be able to grind out your opponent who will probably have more cards with cmc 3 or less compared to you. if you end up in heavy black Gatekeeper of Malakir is great (but usually held back until turn 3 for the kicker). Goblin Deathraiders is a good card that can replace Spike Jester if you want to try going over your opponents creatures. might be better with the midrange style of your deck (slightly slower and more big creatures). Scrapheap Scrounger is a new card that could have some potential here. Grixis Grimblade is good if other multicolored enchantments are added.
4 drops that warrant attention: Ashenmoor Liege is a great way to buff your entire team and it will cost your opponent 4 life to remove it which is decent value, Carnage Gladiator makes blocking decisions much harder, Mogis, God of Slaughter will be turned on fairly easily with lots of the creatures already mentioned that are highly saturated colorwise. theres also the cards that we didnt cut from the deck.
removal that you should consider: Lightning Bolt this card should go in. this one isnt really a suggestion. this is more of a necessity. Terminate is great and will really help you out. basically anything i mentioned earlier.
other supporting cards that could help you out would be a discard suite.
so to sum things up:
-3x Hellhole Flailer
-3x Dark Ritual
-3x Devour in Shadow
-2x Haunting Echoes
for the advice on legacy, i'll be blunt. there is no way to conceivably make this deck legacy viable and still have it look even remotely like the current deck. the only cards that i would keep in a legacy version of this deck would probably be 4 basic mountains and 3 basic swamps. at most.