|Commander / EDH||Legal|
Printings View all
|Eternal Masters (EMA)||Common|
|Seventh Edition (7ED)||Uncommon|
|Starter 2000 (S00)||Uncommon|
|Classic Sixth Edition (6ED)||Uncommon|
|Fifth Edition (5ED)||Uncommon|
|Fourth Edition (4ED)||Uncommon|
|Revised Edition (3ED)||Uncommon|
|Unlimited Edition (2ED)||Uncommon|
|Collector's Edition (CED)||Uncommon|
|International Collector's Edition (CEI)||Uncommon|
|Limited Edition Beta (LEB)||Uncommon|
|Limited Edition Alpha (LEA)||Uncommon|
Combos Browse all
Attacking creatures you control get +1/+0.
Price & Acquistion Set Price Alerts
Orcish Oriflamme Discussion
4 months ago
Cleaver Riot, baby. Not consistent, and a bit expensive, but overall it's absolutely hilarious when your creatures are guaranteed to get through. Also Generator Servant is veeerry nice ramp. Also, there's great synergy here with Five-Alarm Fire, since you'll get at least two or three blaze counters per turn. I'd maybe remove Orcish Oriflamme for it, since you've got a lot of similar effects and CMC 4 is by far the most common on your mana curve, which clashes with your commander. Actually, maybe try to cut down on 4 drops in general actually, and add something like Fire Diamond or Iron Myr in order to ramp straight to 4 asap. I also noticed that your land base conflicts a bit with itself. Valakut requires lots of mountains, and you're running Blood Moon, so I'd maximize the number of mountains you're using. I'd cut Dwarven Hold and Mercadian Bazaar, simply because they take two turns before tapping for even one mana, so they're actually far inferior to basic lands. Shivan Gorge and Temple of the False God are also subpar lands for an aggressive deck, they're too slow. Just having mountains around to fuel Valakut's trigger will likely deal more damage than shivan gorge anyways, and it also taps for red mana.
4 months ago
10 months ago
first off, Eon Hub looks like an auto-include.
second, i sense some artifact based shenanigans here to enable the kobold tribal.
here is the 5 card combo:
Kobolds of Kher Keep in hand.
cast Soul Foundry exiling Kobolds of Kher Keep from hand.
Paradox Engine and Cloudstone Curio are on the battlefield.
cast either Crookshank Kobolds or Crimson Kobolds onto the battlefield.
activate Soul Foundry for mana and create a kobold token.
Cloudstone Curio triggers. return the real Crimson Kobolds creature to hand.
recast the Crimson Kobolds. trigger Paradox Engine. untap Soul Foundry. tap, create a token, bounce kobold, repeat ad nauseum for infinite Kobolds of Kher Keep creatures.
fortunately your commander is a lord so all your 0/1 creatures are 2/3s! add in Fervor for instant win!
alternative lord cards include Coat of Arms and Orcish Oriflamme.
want to make the combo reliable? add in Daretti, Scrap Savant, Trading Post and probably some black tutor cards Demonic Tutor etc, maybeBehold the Beyond or something.
if the board is empty except for your commander Rohgahh of Kher Keep, all it takes to win this turn is: 6 cards and 15 mana.
11 months ago
Magus of Drums and Oriflamme
Creature - Elemental Wizard
Attacking Creatures you control get +1/+0 and Menace.
"Great, now they're on fire." - Lovisa Coldeyes
1 year ago
There has to be a better enchantment than Orcish Oriflamme
1 year ago
Esto se va...
Agrus Kos, Wojek Veteran: El mazo tiene que ser agresivo, tokens X/1. No te importa la defensa, de cualquier manera se van a morir. Esto dispara slo para las rojas, slo cuando atacan. No es negocio. Orcish Oriflamme te sirve mas. No le importa el color, y dispara siempre
Arashin Foremost: No dispara nunca, hay muy pocos guerreros en el mazo, y los estoy sacando todos porque son horribles. Yo tengo un mazo de 60 Tribal de Warriors, dps te lo muestro para que veas la diferencia.
Borderland Marauder: Muy debil
Boros Battleshaper: No tiene sentido, va en contra de todo lo que vos queres hacer...
Boros Elite: Muy debil
Bull Cerodon: Muy debil
Consul's Lieutenant: Muy debil
Dragonscale General: No me convence, pero le voy a dar el beneficio de la duda...
Fortress Cyclops: Muy debil
Kragma Butcher: Muy debil
Lantern Scout: No sirve de nada ganar vidas. No vas a ganar un partido curandote.
Lord of Shatterskull Pass: Muy lento
Manic Vandal: Meh...no me parece tan copado
Ordruun Veteran: Muy debil
Pearlspear Courier: Muy debil
Steelshaper Apprentice: Muy debil
Sunhome Enforcer: Muy debil
Taj-Nar Swordsmith: Muy debil
Truefire Paladin: Muy debil
1 year ago
1 year ago
It's always awesome to see a new Rith deck on the site! +1 for running Rith old school (I love brown-border artifacts) and with a bunch of cards I've never seen before!
How do Fight or Flight and Orcish Oriflamme work for you? They look cool. And possibly on the other side, how about Garruk Relentless Flip (maybe slow?), Reya Dawnbringer (maybe hard to cast for the benefit) and Wreath of Geists (maybe inconsistent)?
You have a very different Rith than mine, but if you get a chance sometime, I'd really appreciate your fresh perspective on my deck: Smashface Gardening w/ Rith.