|Commander / EDH||Legal|
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|Battle for Zendikar (BFZ)||Common|
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Outnumber deals damage to target creature equal to the number of creatures you control.
1 month ago
Ooh Foul-Tongue Shriek sounds really interesting. I'll definitely be trying that one out in a future variant.
Lotus Petal is actually what was replaced by Arcum's Astrolabe . As much as I liked Lotus Petal for its potential explosiveness, it was highly inconsistent. If this were a t3 Glass Cannon deck like Kiln Fiend it would be Lotus Petal without a doubt. But for one like this ot just hurts the consistency too much.
Thanks for taking the time to comment. I can't wait to test your suggestion in a new variant. Seems fun as all crap.
1 month ago
Perhaps you could squeeze in 2-3 Foul-Tongue Shriek s as a surprise finisher to capitalize off of your high creature count?
Food for thought at the very least. =)
1 month ago
I appreciate the feedback!
Outnumber was just a solid one mana spot removal that would probably reliably kill a threat that I couldn't counterspell. I was nervous going in with most of my removal being counters, since I have only just recently been running more.
Mana base does need fixing for sure, but I'm less concerned with speed for my meta. My decks already run faster than my group (enough that they've been complaining about it), mainly cuz I have a preference towards lower CMC with a bottom heavy curve so I can cast multiple things on a turn, or leave mana up for counterspells safely.
In terms of shutting down opponents and stealing creatures, I'm not a big fan of them. It's definitely no fun to not be able to do anything and I would rather balance casual competitiveness with fun for everyone else. Stealing creatures is more palatable for me, so I may look into that. I like the idea, thematically, due to the set The Locust God is from.
Arcanis the Omnipotent is, in fact, terrible. I've played a few games now having drawn it and never once played it. I was unsure if I'd be able to make enough Insect tokens to have adequate block fodder and wanted creatures that synergized well. I didn't have a ton of options, as it turned out.
Feel free to add other stuff, if what I said gave you any ideas!!
1 month ago
I highly suggest Preordain to accompany your Ponder and Brainstorm . One-mana cantrips are great: They'll dig you to lands if you need them, or past them if you don't. Note that these Xerox-style cards allow you to run fewer lands, as it becomes easier to find the lands when you really need them. I suggest you run around thirty-three or thirty-four lands, at most. Similarly, Faithless Looting is great.
Windfall deserves to come out of the Maybeboard into the main. I think it's better than Skyscribing , as you can cast it after an opponent tutors and make them discard whatever they got; additionally, if an opponent has more cards than you, Windfall becomes card-positive. Additionally, pairing Windfall with your Narset, Parter of Veils is... good.
Mass-draw is always good. Treasure Cruise and Dig Through Time are great, though running both is slightly questionable (delving one makes the other tougher to cast). If you run Dack Fayden out of the Maybeboard (I suggest doing that), then delving becomes easier. I see Distant Melody in your Maybeboard; I think the effect is powerful, but Slate of Ancestry is better.
One-for-ones like Outnumber are alright in one-on-one games, but in a usual EDH game you typically have three opponents. I think boardwipes, in addition to your Cyclonic Rift , are probably the way to go. Rolling Earthquake is a great red boardwipe in most decks, but I think straight Earthquake is better in this one (it lets your bug-things live). Similarly, By Force is great as artifact-hate.
Coat of Arms is an interesting include. I think Shared Animosity is probably better deserving of that slot, if only because it is asymmetric and more affordable mana-wise. Typically you'll have a lot of bug-duders, so not pumping toughness isn't a big deal (they're disposable). However, this may be a meta-call.
In colors outside green, ramp is difficult to find but still important. I suggest reexamining your rock-package; there're a lot of good rocks out there. Talisman of Creativity , Mind Stone , Fellwar Stone , the soon-to-release Arcane Signet , Coldsteel Heart , Fire Diamond and Sky Diamond are all good. In general, two-mana ramp is better than three-mana ramp, since by turn three you want to be casting more powerful cards and/or landing a threat. If you have access, Mana Vault and Mana Crypt are excellent ways to turbo-out your general.
Depending on your budget, your mana-base can be improved. Prismatic Vista seems really good, especially since fetches massively improve your Brainstorm . Steam Vents is around $11 these days, and is also a good include.
If you don't want to run a lot of non-basics, you can craft a sort of blue-moon package into this deck; in my experience, this can shut down a lot of opponents. Back to Basics , Magus of the Moon and Blood Moon are all good ways to take advantage of a basic-based land-base, and punish suckers like me for playing more complicated mana-bases. Cutting a bunch of your colorless lands, like Ghost Quarter or Tectonic Edge , for Snow-Covered Island can end up allowing you access to your colors while still running non-basic hate.
I don't think Arcanis the Omnipotent is very good. Six-mana is a lot to pay, and having to wait a turn-cycle before you can start drawing cards is a big drawback that gives your opponents a long time to kill him. For six-mana, you want a bigger punch; I suggest bringing out your Consecrated Sphinx or Niv-Mizzet, Parun from your Maybeboard instead.
Finally, Mr. Steal-yo-Gurl cards are great as a form of spot removal. Vedalken Shackles , Control Magic , Sower of Temptation and Treachery are all great ways to make opposing threats into your threats.
Good luck! Love this general.
2 months ago
Hey, interesting brew combining Goblins with Aurelia. White gives you lots of good support cards for Goblins that red doesn't offer.
This deck's budget is very low. It's going to be difficult to make any real improvements without spending an extra $15, but a $15 upgrade could do a lot for your deck. Even a $10 upgrade can help quite a bit.
Good budget ($3 or less each) cards to consider adding:
- Battlefield Forge
- Command Tower
- Needle Spires
- Open the Armory : tutor for Skullclamp .
- Frontline Medic : repeatable indestructibility for your attacking creatures. Can be reanimated with Titan or Teshar.
- Talisman of Conviction
- Commander's Sphere
- Assemble the Legion : repeatable source of tokens.
- Swords to Plowshares
- Boros Charm
- Generous Gift : instant, destroy any permanent.
- Duergar Hedge-Mage : can potentially destroy both an artifact and enchantment. Can be reanimated with Titan or Teshar.
- Faithless Looting
This could be a about $15 upgrade. Tower and Forge are two Boros dual lands that ETB (enter the battlefield) untapped which is helpful in game play. Tower is one of the best lands to play in mulicolored Commander decks. Cut Plains for these lands.
Armory gives you more opportunity to get Skullclamp because it's is by far your best repeatable source of draw because of having many sources of 1/1 Goblins. Assemble can be another repeatable source of 1/1 tokens and if not dealt with by opponents can create a lot of value over the course of turns. Adding more mana rocks that can make white mana is helpful to be able to reduce the number of Plains in the manabase.
Cards to consider cutting:
- 6x Plains
- Sephara, Sky's Blade
- Battlegrace Angel
- Baird, Steward of Argive
- Sublime Archangel
- Archetype of Courage
- Angelic Exaltation
- Aerial Assault
- Tormenting Voice
- Wand of Vertebrae
- Sigil of Valor
40 lands is a lot of lands and when you have this many basic lands it's very likely you'll get consistently land flooded which is not fun. My advice is to reduce the number of Plains. If doing this then cut the casting cost cards because white is the secondary color, red is the primary color since you need lots more red for Goblins.
In my opinion Titan and Aurelia are the only worth keeping because they're six drops which makes it easier to have double white mana available when you want to cast them. Archetype of Courage is a good card, but having consistently for a three drop is not something you should have to worry about.
6 months ago
Anti-sticky_keys, I like both those options. Only reason I don't run Outnumber is I prefer being able to hit creatures or players, not just creatures, Goblin War Strike is sort of the better version of it in this deck. Ixthinon, I don't like Chancellor of the Forge since I often found it dead in my hand. Herald's Horn is an option I'm debating on trying to find space for. Kiki-Jiki, Mirror Breaker was in an earlier build of this deck along with Lightning Crafter ,but I decided against them, since I rarely got it off (especially since my group hates on Kiki-Jiki and prevents it from ever going off. DeltaDisease,no, I do not know that combo, please do tell.
6 months ago
Magus of the Moon is another opportunity to draw a Blood Moon effect that can help quickly close out the game, and Outnumber is also very good at using all of your tokens to take out major blockers that could threaten your entire board.
9 months ago
Thanks for the shoutout Darth_Savage,
I have had a quick look at your deck and can see that you are trying to go wide with lots of creatures, and utitlise the power of cards like Goblin Bushwhacker, Hellion Eruption, might of masses and Outnumber so i will stick with this theme of the deck and make some suggestions based on this assumption.
Firstly I would change Runaway Steam-Kin as this card is only really good in a mono red deck looking to play small spells, your deck is currently 33% green and 67% red, and although this is a large amount of red, you dont have enough low cost red spells to make this a great card, we can find something better :). If you decide to go mono red down the line, then this is a potential card to bring back.
A lot of your deck seems to be about generating a huge amount of eldrazi spawn's, so with this in mind I would up the Broodwarden to 4, as this will really help finding one, and multiple of these is even better!
To make sure you can cast your 5/6 mana spells we would need to up the land count to 24/25 or have more ways to create mana if you take my advice to remove the Runaway Steam-Kin's. Instead of adding extra lands, I see you already have Growth Spasm, so I would suggest putting 2 more in as well to make sure you hit lands consistently, but still allows you to develop your board. (You wont want to sacrifice too many eldrazi spawns for mana).
Lastly I would try and make room for 2 more Outnumber and 1 more Lightning Bolt as these are both key removal for your deck. I would drop x1 Relentless Assault and x2 Emrakul's Hatcher to make room for this, as both these cards require a lot of mana to cast. Relentless assault is also a card you dont want to ever have 2 of, and with other win-cons in your deck, I feel that dropping one still should mean you see it in 30-50% of games and gives you the option of double combat if needed.
I hope the above is taken as suggestions based on my experience of the game and the cards you have chosen currently and isnt meant as a definitive guide.
If you need any additional information on my selections or want to know my opinion on other cards, i'd be happy to help.
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