|Commander / EDH||Legal|
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Mugging deals 2 damage to target creature. That creature can't block this turn.
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2 months ago
I like the idea of creatures not blocking, but then they can still attack the next turn. It also doesn't look like you intend to block much, so instant speed removal is a way of defending yourself on your opponent's turn. Removal leaves the board open and after you attack there is no longer a backswing coming.
I'd suggest Terminate to get rid of blockers, add in some Lightning Bolts (not super budget, but also not breaking the bank) and taking out the Seismic Stomp which is a dead card against a board with fliers, while Mugging still doubles as removal.
Along with Brute Strength you might want to look at Brute Force which does essentially the same but instead of adding trample it adds extra toughness, which can in turn save your creature from dying. If it lives another turn to hit you've dealt more damage with it than with +3/+1 and trample. Brute Force also has going for it that it is a 1-drop.
Hope it helps!
2 months ago
I don't know if you're looking for cards that your local game store doesn't have, but if you just want general recommendations, I have a few.
This is if you want to make an extremely aggressive deck. All of these recommended cards are somewhere in a budget range, with nothing over 50 cents (on TCG player).
You also should cut 4 cards no matter what, because you currently have 64. You should probably get rid of Seismic Stomp, Madcap Skills, Mugging, and Act of Treason. The first 3 are sub-par, the last one is a more niche card.
If you're going to make that hyper-aggressive deck, I think 19-20 lands is preferable. And the 3 and 4 drops aren't going to cut it.
If you want to keep Exava and add planeswalkers, the deck is going to be a lot slower. If you do go that direction you should add some of the control elements like doom blade and duress. You should also probably take some of the 3-drops from the deck you linked to: Shambling Remains, Hellhole Flailer, Ashenmoor Gouger.
Just my 2 cents.
4 months ago
Raging Goblin, Barrage of Expendables, Firebreathing, Akroan Crusader, Kolaghan Stormsinger, Somberwald Vigilante, Bold Impaler, Otherworldly Outburst, Hammerhand, Renegade Tactics, Mugging, Outnumber, Fiery Impulse, Magma Spray, Epiphany Storm.
that all I got for now.
10 months ago
I'm sure this is covered somewhere but having trouble getting the right search terms I guess.
In this specific case:
I have Soulblade Djinn on the battlefield
I play Rise from the Tides
My understanding is that Soulblade Djinn triggers and resolves before Rise from the Tides resolves ... But is the Soulblade Djinn effect something that lasts all round, or does it just affect the creatures on the battlefield as it resolves?
I guess it's the difference of whether it's an effect that is present and applies until the end of turn, or an effect that is applied in that moment and the results it gives out last until the end of turn.
1 year ago
Take out something for Monastery Swiftspear and take out Mugging for Chain Lightning Don't like Sarkhan, the Dragonspeaker he will rarely be casted at 5 and use Koth of the Hammer Or Tibalt, the Fiend-Blooded
1 year ago
Since you don't seem to be on budget here are my recommendations. Replace Lightning Strike with Lightning Bolt; Replace Chambreaker Devils with Vexing Devil; Replace Arc Lightning with Anger of the Gods or Exquisite Firecraft; Replace Magmatic Insight with Mugging since this is a burn deck and not a control deck and finally, this is Modern. :D
Here's my Burn deck if you want to check it out: Big Burn Theory _