|Commander / EDH||Legal|
Printings View all
|Eternal Masters (EMA)||Uncommon|
|Premium Deck Series: Fire and Lightning (PFL)||Uncommon|
Combos Browse all
Price of Progress
Price of Progress deals 2 damage to each player for each nonbasic land he or she controls.
|Have (5)||gosora , Mortiferus_Rosa , metalmagic , awalloftext , Deoxon|
|Want (4)||Jeanmorin , dragonman10000 , Kagu11 , Tomagotchi|
Price of Progress Discussion
1 day ago
The core seems solid, but I do see some pretty obvious upgrades.
Lightning Strike (the card's power level simply isn't legacy playable) should be replaced with Lava Spike . It's a near-strict upgrade, as in a burn deck all you want to do is throw damage at the opponent's face anyways.
Icy Manipulator , at four mana, is wayyyyy too slow. Take it out. Do the same with Fireball , which is similar. the rate is too slow. You need 4 mana to deal three damage. There are plenty of ways to deal three for 1 mana. Now we have 5 free slots.
24 lands is too much for a burn deck. That's midrange numbers. I would just run 18 lands, probably just 18 mountains. Valakut, the Molten Pinnacle comes in tapped, which really slows you down, and Rishadan Port doesn't make colored mana, which is a huge liability in a deck filled with one-mana spells. Take out six lands (now you'll have 18 lands and 11 free slots.)
using the 11 free slots, there are two paths:
1: add another copy of chain lightning (another 1 mana deal 3 spell, what's not to like?), 4x Rift Bolt (another 3 damage for 1) 4x Price of Progress (if usually deals at least 4-6 damage), another 2 Fireblast s (if you have one copy in hand, your opponent's life is virtually reduced by 4, since once they reach 4 life you can just kill them with it). Now, you can also go down the Winter Orb s and Black Vise s for 4 Skewer the Critics and 2 Light Up the Stage . This build is probably the strongest.
2: if you want a build that's more fun, like my list, you can remove the 4 skewers for another Vise and 3 Ankh of Mishra s. At that point, you could stop, but if you wanna go all in on the artifact plan like I did, you could remove Light Up the Stage for 2 Mishra's Bauble s. Now you're playing so many artifacts that you can support Shrapnel Blast which is extremely powerful. You can go up to three copies of it for some Rift Bolt s, Lava spikes, or chain lightnings - you decide.
2 days ago
Good afternoon, Ragnar0k. So I checked out your reddit site, and I have to say, it's interesting to see the various types of cEDH decks. However, I still see a huge range of mana curves in the decks there. It's cool to see a few decks that have less than 30 lands and still be decent, but I will still stick to facts that most cEDH decks just don't proficiently run that low, especially commanders that costs 4 mana and more. But if it works for them, that's pretty cool. I may have to think about pulling out a land for a stax piece. I can see using Grafdigger's Cage to slow down the graveyard fun. Will try to make room for it.
I can't see myself removing Ensnaring Bridge , because it works on 's great weakness: a low hand size. There are numerous games where I find myself facing a field of dragons, merfolks, or The Locust God 's field of little guys, and this artifact holds them off (with one or two cards in my hand) till I get to my wincon. Boil is a cool card, however, I run into many EDH decks that don't really run many basic lands, or even Islands, which is why Price of Progress and Ruination hurts like hell to them.
Overall, I enjoy the thoughts you bring to the table. I agree that I can benefit from more stax pieces, and possibly a bit less land. I have been thinking about it for a while after my success with Azusa, Lost But Seeking Fun (EDH Primer) and just watching people squirm when they can't play their pieces. Thank you, I will work on it.
4 days ago
Thanks for the big ups and the recs yall. What I really need is help figuring out what to cut for upcoming technology in war of the spark. I am open to the idea of running more card advantage gimmicks like Recoup but I don't think the rest of the recs so far make the cut for these reasons...
Price of Progress blows me out when I play reactive instant to stop opposing combos. Dire Fleet Daredevil gets me a spell but didn't make it red so it can't be conspired in most situations meaning dire fleets ceiling is much lower than Recoup or Regrowth . Flashfires won't really hit my meta and even when playing in the wild my combo isn't as weak to Path to Exile as counter spells. For Howl of the Horde I just don't ever want to attack so raid feels bad.
6 days ago
Palinvigator I haven't played in a while, but DNT seems worse because of the extra support cards and Recruiter of the Guard turning the deck into a toolbox-style strategy. Miracles seems a lot better due to the top ban, and 12 post still seems easy to shit on (The eldrazi variant seems difficult to beat though; despite us being able to exploit their manabase to our advantage with Price of Progress , they run Chalice of the Void and can quickly outclass our creatures). These are all just my initial thoughts from seeing these matchups on paper though, I haven't really played any constructed format except commander in over a year now, and I haven't had the chance to see if the matchups actually play out like I think they would on paper. Last time I sat down for a competitive Legacy event was towards the beginning of 2018, right before the DRS ban.
Despite my lack of playing, there's not much new stuff that has come out for this deck in the last few years. Heck, I would still probably keep most of the sideboard as it is since this deck is still bad against dredge/reanimator strategies, and the extra removal of Smash to Smithereens and Searing Blood is still highly relevant if DNT has gained meta presence. The only new card that I think is worth considering at this point is Skewer the Critics as a replacement for Lava Spike in the main, and if the prominence of combo decks like Belcher and storm have gone down as a result of the Probe ban, the only Sideboard change I'd make is swapping Mindbreak Trap for either more Searing cards or Shattering Spree (depending on if DNT or Eldrazi are more prevalent in your local meta).
Gameplay wise, I don't think much (if anything) has changed with how you're supposed to play the deck and the general order to play your cards to maximize efficiency with your deck in a blind meta has not changed at all.
I don't feel right trying to update the deck and matchups list when I haven't had the time in my life to sit down and play the game recently though. Without the game time, I couldn't do the updates any justice. My best suggestion is to just build a stock list and try out Skewer the Critics and get reps in at an FNM if one is available for you nearby. You'll learn a lot more about how to play against certain decks through gameplay as opposed to reading about how someone else would play a matchup on the internet.
1 week ago
Hey, nice deck, tons of great cards here :)
There's a lot of one drops here which is good, but it's deceiving because there's only five one drop Vamps. Two drops are the same, there's only six two drop Vamps. A total of 11 one and two drop Vamps is not enough for aggro. Consider more early game Vamps?
- Vicious Conquistador
- Pulse Tracker
- Shadow Alley Denizen
- Skymarcher Aspirant
- Metallic Mimic
- Gifted Aetherborn
- Dusk Legion Zealot
- Olivia's Bloodsworn
In multiplayer Commander aggro is difficult to play because you don't have to just kill one opponent you have to kill three with 40 life each. Because of this playing more cards that can damage all opponents at once gives you more reach. Cards like Impact Tremors , Throne of the God-Pharaoh , Zulaport Cutthroat and Price of Progress are low CMC cards that can add a lot of reach. Cutthroat is not a Vamp, but he punishes each opponent when a board wipe or removal happens. Mass Hysteria with haste and Blind Obedience making opponents creatures ETB tapped are low CMC cards that can increase your aggression. Obedience's extort is also reach.
For the manabase Pain lands and Rainbow lands are better than Filter lands and Scry lands because of one drops. Command Tower , Mana Confluence , Caves of Koilos , Battlefield Forge , Sulfurous Springs are helpful with one drops. The Scry lands ETB tapped which is not what you want with aggro. There's not enough basic lands to support Smoldering Marsh; it's consistently going to ETB tapped. It looks like you can afford just about any land so no reason to play any lands that ETB tapped.
There's only 34 black cards here compared to 65 nonblack cards this makes Vampire Nocturnus unreliable and your four drop needs to do a lot and be reliable. Top and Rack do help with Nocturnus, but this is too slow especially when you already have Bloodline Keeper who you don't have to jump through hoops to use. Exquisite Blood , Merciless Eviction and Kindred Dominance are good cards, but not with aggro. Mavren Fein, Dusk Apostle , Heirloom Blade and Mortify are also good cards, but lackluster here compared to the all the other cards.
I have more advice, but I'll stop now. Good luck with your deck.
2 weeks ago
2 weeks ago
You've got a lot of mana utility artifacts, but none of the true group hug artifacts. Ghirapur Orrery is a cheap group hug card. Horn of Greed is a better card, but Horn of Plenty is much cheaper. Otherworld Atlas is nice because you control how much value it adds and can look to use that in politicking. Temple Bell tops $1, but it also fits.
As for removals, I'd drop Price of Progress . I'd drop Sylvan Reclamation in favor of Broken Bond - cheaper and you need that removal to be quick. You are running every possible signet, but you don't need the reds and blues as much because your curve is half the size there. Some of those could go.
Price of Progress occurrence in decks from the last year
All decks: 0.28%
Commander / EDH:
All decks: 0.01%