|Commander / EDH||Legal|
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Target creature you control fights another target creature.
Pit Fight Discussion
3 weeks ago
3 weeks ago
This looks like fun idea, although I think you might be playing too few lands. 18 (plus 2 Sol Ring s) is not enough to be casting 7-drops. I would go up to about 22, maybe more, to ensure you have enough mana to cast your Foe-Razer Regent and Nessian Wilds Ravager . If instant speed matters to you, you could try playing Pounce and Pit Fight . Nature's Way is another very good fight spell, although it doesn’t say fight on it. Good luck with the deck!
4 months ago
I've been trying to make Acorn Harvest work for ages. It's best in decks that can pitch it, but I just haven't found a home, yet.
In order to avoid Brainstorm locking yourself, I'd run 9 or 10 of your 18 lands as fetches. That also ensures fixing, as well -- although unfortunately means we miss a lot of turn 1 plays, but that's the price you pay in pauper. But responding to a Delver trigger by Brainstorming to make sure it flips is so satisfying.
One more thing I personally love as perhaps a 2-of is Daze. I LOVE the reaction when you t1 terramorpic and they feel safe to do something, and you fetch and Daze the spell. So good. And, just great for tempo in general.
Memory Lapse is conditionally good or bad, in my experience. It's very often a time-walk, which is great for a tempo deck, but sometimes it's just dead. However, I think other options are worth considering over Counterspell because of the UU -- especially at a 4-of. Rune Snag, Mana Leak, Negate or Essence Scatter are all reasonable in some combination of MB/SB.
4 months ago
Reclaim is card disadvantage; I would personally get rid of it.
5 months ago
Gratz! this idea looks cool Have you considered Grisly Salvage? i mean, you can take back you eidolons at instant speed and maybe you could also add one to your hand. I also found Pit Fight who could be useful to remove blockers, or Scar as well
6 months ago
Thanks again! Yeah, I definitely have a ton of fun playing this deck. I think a big part of it is playing stuff at instant speed, at the most annoying time for your opponent :D If you're gonna be fighting stuff (which is also super fun), I'll put in a good word for instants like Pit Fight Pounce or Mutant's Prey. Enjoy the brewing and good luck with the little one!
7 months ago
Thanks for your interest Rothian.
I went into my process for brewing one of these a little bit in the comments of the Mighty Morphin' list, but I'll paraphrase here.
Once you've got a win-condition picked, I think it's easiest to go on Gatherer or Scryfall or what have you and do a broad search for cards that are in-theme with the win-con. In the case of your deck, maybe you want to have a lot of funky multicolor cards that are in-line with the 5 Abominations. (If so you'd also need to make sure you include a decent amount of color-fixing.)
I've also found that throwing everything you like even a little into an over-sized list and then shaving it down over a couple revisions can help with tracking your options for picks.
If you don't want to theme around your win-con entirely, then I think a good place to start is to look through lists of "bridesmaid" decks or cards. Stuff that just doesn't have quite enough support to be a force in any relevant format or cards that were interesting/good in draft but floundered in constructed. Low-power/pauper/peasant cube lists often have a good number of these types of cards. Throwing in pet cards that you've always loved but never found a home for can also work.
When looking for common effects like bounce spells or artifact/enchantment removal, I like to always pick the oddest version I can find that isn't just flat out unplayable. If you can find common effects with strange riders attached to them it'll go a long way to generating those fun corner-case interactions.
Some more specific tips for construction/testing are:
Watch the mana cost of spells and activated abilities closely. Mana stalls are probably the most frequent thing you'll face during play, and changing your curve and/or number of mana producers is the easiest way to change the difficulty of your deck.
Solitaire decks are far easier to keep useful data on than decks whose performance is greatly affected by the presence of opponents. Maybe try keeping a spreadsheet of games if you really want to tune your build. Whether a game was a win or a loss, how many cards/targets you managed to remove, how much mana you spent, and the cause of failure are all relevant things to track. (P.S. If this kind of analysis is taking the fun of playing away, feel free to stop. No point in examining your deck if it means you don't ever feel like playing it)
Don't be afraid of really swingy effects. Just like in normal MTG, the careful strategy highlighted by the odd instant of blind luck are what make this game worth playing.
For your deck specifically:
I think it's important to recognize that 3 of your 5 targets are actually beneficial and remove themselves for little to no mana. Namely Razorfin Hunter, Llanowar Dead, and Goblin Legionnaire. I would guess this allows you to put in a few more challenging blockage cards than you might imagine.
You might want to try and include cards which can make Putrid Warrior's ability relevant. Since it isn't limited to combat damage, things like Pit Fight, Kiku's Shadow, or Fire Whip all let the warrior gain you life while producing some other advantage.
Hope you get something of use out of this overly-long comment and good luck brewing.
8 months ago
Maybe consider Dragon Throne of Tarkir and Mage Slayer as equipment. I'm also a fan of Siege Behemoth and Archetype of Endurance. Also maybe Prey Upon instead of Pit Fight, I have rubblebelt raider in my tech as well and it does a lot of work. Also maybe worth throwing a Whispersilk Cloak or Key to the City in there as well as a Rogue's Passage
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