|Commander / EDH||Legal|
Printings View all
|Eternal Masters (EMA)||Uncommon|
|Premium Deck Series: Fire and Lightning (PD2)||Uncommon|
Combos Browse all
Price of Progress
Price of Progress deals 2 damage to each player for each nonbasic land he or she controls.
Price & Acquistion Set Price Alerts
|Have (13)||brokendwarf , Supremespeed , the.beanpole , Sparky41 , Daeyel , MoJoMiXuP , Wiggins , Roadhog , jrschnoebelen , Famicomania , Benniator , Mousemke , awalloftext|
|Want (2)||samuelianstorm , failurechild88|
Price of Progress Discussion
5 days ago
Jimmy_Chinchila: Thanks Jimmy!
I will go through the suggestions one by one, but most of the answers are because of CMC.
Mutavault - I run very, very few non-basic lands because part of the deck is trying to punish the decks that run a lot of them. Even when I ran 20 nonbasic lands I ran into a lot of problems with not having enough mountains to sacrifice to Ib, which also makes it hard to cast a Price of Progress without killing myself, you get a lot of bad interactions with Blood Moon and Blood Sun, and I just can't capitalize on an extra 2/2, it just makes it a land that is easier to hit with spot removal.
Metallic Mimic - While it wouldn't be a bad card at all, I try really hard to keep my Goblins under 2/2 as much as possible, so that I can take advantage of Raid Bombardment and Shared Animosity at the same time. Also, the bigger the individual Goblins get, the closer they are to doing reduced damage when blocked if they are above a 4/4, or not being blocked at all which makes it harder for me to use a lot of the blocking tricks that I have. You also look like less of a threat (temporarily) when you only have a table full of 1/1's.
Stoneforge Masterwork - I had this in the deck at one point, but it has the same problem that Reckless One and Battle Squadron have, that they might be a 40/40, but if they are blocked when Ib is out they only do 4 damage. It is a pretty good form of protection to put on Ib himself, but I would rather give him hexproof or shroud instead. I can do a fair bit of toughness buffing with Goblin Sledder when needed.
Obelisk of Urd - Same as Mutavault, I don't really want to buff the individual Goblins up. The Convoke is a great selling point though, so this could be a meta choice for someone building the deck.
Door of Destinies - This card is great if two things happens: You get it down early, and you actually cast a lot of your creatures. I've never gotten this card down early in my other tribal decks, and it has no impact if you draw it late game. I would look more towards Coat of Arms and waiting as long as possible to play it, so that it has a profound effect the instant it gets played, instead of just speeding up the whole game if other tribal decks are at the table. Second, I don't cast more than two or three Goblins per game on average, so that would be a lot of work for a little buff. That's why I only have kind of a bare bones of either Goblin token generators, or utility Goblins, so no matter what I draw into I can build something out of it. It's why I don't have any Goblins that I actually attack with, outside of Goblin Lackey and Warren Instigator, the rest are mostly meant to sit there and provide a buff or a combat tweak. I have a few friends that play tribal decks with Door and have a lot of success with it, it's just never performed that well for me.
Caged Sun - I don't need the mana doubler for anything (I always have extra, it's cards in hand that I need), so I would be paying the 6 CMC only for the +1/+1. Definitely a tribal staple, but I have a hard time with anything over 4 mana when I am trying to keep the Average CMC of the deck as low as possible to help make rebuilding after a wipe a lot faster.
Swiftfoot Boots - I've actually been thinking about this for a little more targetted haste, and protection for Ib/Krenko/King/Warchief/Feldon etc...Adding this to the sideboard until I can find a spot for it.
Elixir of Immortality - While mono-red definitely suffers from lack of recursion, I haven't been able to get Elixir to work how I wanted. I generally spend all game trying to get all of my lands out of my library, so that I am only drawing into spells or creatures, but if I sacrifice a bunch of lands and then sac the Elixir, I'll be drawing a bunch of lands late game, which would be like starting the game over for me, but no one else at the table. I do want to see if I can play around it on purpose though (like how I use Surveyor's Scope to great effect now), and not just use it as an Emergency Button, in which case I would put it in place of Feldon of the Third Path because that is the job he is trying to do, but has a hard time with.
Thanks a lot for your suggestions!
5 days ago
Nice deck! I've always struggled playing against mono red. Never seen it in commander though.
I think you should consider adding Prowler's Helm. It will pretty well guarantee damage by whatever it is attached to. A basic control method that can put you way ahead is Ember Swallower. Since you're getting free land every turn you don't need to worry about losing 3 permanent lands, but your opponent will be at an immediate disadvantage.
Also, I would consider putting Price of Progress in the main deck instead of the sideboard.
Now for the requested sideboard help.
Probably your sideboard should either give more options in line with the main theme of the deck or give options to combat the main weaknesses that come up during play.
Now I'm not entirely sure what your main weaknesses are, but with some gameplay you should be able to figure it out and sideboard cards that would be effective combatants against it.
1 month ago
Flooremoji do it! If you need help with any of them hit me up!
conk2000 ain't no body got time for that! Thanks!
Pallino Thanks for the comment!
1 month ago
Suns_Champion, thanks for the upvote and the very kind words. I appreciate it. Here are my initial answers to your questions. I may have other answers as I think more about your questions, but these are my answers based on what I have seen so far.
First, the deck is fun, and if you already win most games, this deck will probably not change that, unless you are seriously cutthroat already. It basically just evens the power of most decks until the last round or two, and plays as a 75% deck at every table I have found it. I probably wins more than that, but this is because I am the most experienced and obsessed player in my normal meta (it has seen 2 different metas so far, due to a move) and when I show up at random tables, no one really expects it. It has become more popular to play Queen Marchesa, but not enough to be that big of a deal. I would love people to build it and give me feed back on how it does at more tables than I can reach. Even with the concerns about inexperience in your meta, it can withstand more hate than it seems, and while the intention is to ride below the radar, even if it doesn't, it can still often hang. If they waste resources on your death touchers, even the Queen, something else will get them. The Queen and her deathtouch army definitely add to the strategy, but the deck runs fine if they are taken out. Something gets them in the end.
Second, as for Swiftfoot Boots and Lightning Greaves, I didn't include them for two reasons. First, I needed the slots. It is a really tight list. Second, removing the Queen is less of a problem than you think. Bring her back out and you are the Monarch again. This provides some disincentive to take her out, at least for the guy who is currently or soon will be the Monarch. She is fairly inexpensive with a CMC of , so this can happen a few times before it gets truly out of hand. For a minor third reason, you only get half of the benefit of those cards when playing with Queen Marchesa, since she already has haste. I found better uses for those slots.
Third, Price of Progress, Anathemancer, and Acidic Soil are all just cards with a low CMC and a high potential damage for the average meta. Commander is notorious for non-basics. If this is not worth it in your meta, think about a resource, situation, or game characteristic that is very common in your meta, and hit them for that. If a bajillion creatures are often on the board, try mainboarding Insurrection, Incite Rebellion, and Stronghold Discipline. If people draw a ton of cards, try Underworld Dreams and Sudden Impact. Go after common game states and the usual overreach for your meta. Take advantage of the way that players build their decks to work. Use their strategy to take them down. Become one with their deck, let their power become yours. There are many ways to do this, I have just seen that excessive lands, especially nonbasic lands, can be a source of power for my offense, and Price of Progress and Anathemancer are usually just really efficient bombs.
Fourth, there have been a few times I have really wanted Arcane Lighthouse. It is pretty amazing. This has been especially true against really aggressive decks, especially voltron decks, since Greaves/Boots are standard issue for voltron. That is definitely a consideration, and probably could be fit in if shroud/hexproof are a problem.
Fifth, Scavenger Grounds is a great card, and if graveyard is a serious threat in your meta, it is a good include. I find that with Bojuka Bog, Shred Memory, and Rakdos Charm, I am often covered well enough. If it got further out of hand with the graveyard shenanigans, I would possibly include Scavenger Grounds, or maybe Rest in Peace.
Sixth, Pacification Array is pretty weak. It occasionally allows for something surprising, since it is often forgotten about, and is otherwise pretty cheap. It probably gets played from my hand as a sorcery speed tap one creature or artifact card for immediate advantage more than any other way, but it does act as a decent Kor Haven replacement with some frequency. Think of it like surprise tempo, defense, and politics all wrapped up in a relatively cheap package. I like how flexible it is, being used for both offensive and defensive uses, as well as politically by defending other players (rare) or opening a line of attack against a common opponent (more frequent) so that I can encourage that attack to point away from me. It is honestly still in there because I have just not taken it out again, since it has come out before, but you may be overlooking it's subtle power. It will get replaced with Forcefield when I can get one. With a deck as pimped as I have made this, Forcefield kind of needs to be in there. It will be some day. For someone else's deck, it could be just about anything.
Thanks again for the kind words. I look forward to seeing your version when you make it. It really is a ton of fun to play, and never disappoints, even when it loses.
1 month ago
Hi! Been following this list for a while. I'll admit I'm in love and am considering testing/buying it.
I love love love LOVE everything about this deck. The Commander, the Colors, the Aikido theme and strategy, the card choices, and the political nature of the deck. Everything. My most enthusiastic +1
Some questions for you friend.
I have a fairly small meta, 7-9 people. I and one other person win 75% of games. I'm probably the best player and get the most wins, even with my just for fun decks. My meta is pretty younga and Timmy-ish, so things like Mardu colors being weak in commander don't register as much as "Eek! haste and deathtouch? That's scary!" if that makes sense. I'm also already know as the best politician in the group as well. This deck looks like the perfect deck for me, but I'm not sure if it'll be the right fit due to my position in my meta. Curious on your thoughts about that.
My meta is fairly budget, and run a lot of basic lands even in 3-5 color decks. Are Price of Progress, which I haven't found useful yet in my Neheb, the Eternal deck, and Anathemancer still worth it you think? Are they so important to the deck you'd still run them when their effectiveness is cut in half? And if so, with what would you replace them with?
Have you considered Arcane Lighthouse to help the Threaten effect get through Boots/Greaves and such?
Pacification Array seems weaker than the rest of the list... are there no better options?
Trust me when I say your excellent Primer has already answered loads of questions. Respect all the work you put into it.
I want to thank you in advance for any time you give to answering my questions. I can't wait to discus it further!
1 month ago
Word. I hear ya. I'll SB it in for Butcher of Malakir when the meta gets weenie-heavy. And I'll pay attention to the politics.
Price of Progress would be a non-starter in my meta. The other guys run way more basics than I do.
1 month ago
I can see that. Different direction than my Queen Marchesa, for sure. But given that you have 18 creatures, the Queen and any tokens she has produced, and 7 Threaten effects, you may be surprised at how well Wrath of Goad does for you. You should try it out before totally dismissing it. It almost always ends a game for me. That being said, I often get people to attack each other for 10-15, I hit them for another 3-5 or so each after they are tapped out attacking each other, and then I drop a Price of Progress on them for another ~8-20. If this is resolving on turn 6-8, many people often have ~30 life, and this ends the game or gets really close more times than not. Even when I am not able to end the game, it is actually an interesting Fog effect that can keep me safe for an entire round of the table. This is pretty great defense. On top of that, you would be surprised how often the goad is forgotten and the act of attacking starts a feud between my opponents that serves me well both offensively and defensively for a significant portion of the game. I have been extremely impressed with Disrupt Decorum in play, much more than I would have guessed by just reading the card.
2 months ago
K34, I can see why it would look like that. But, with 10 lands having a sacrifice effect, Price of Progress ends up hurting others in my meta, more then myself. In classic burn style, Mr. Rakdos rarely cares about the damage he does to you, he just wants others dead before you. It obviously becomes a useless card, when my life is low, but the value out of it can be very high. Great card to start a huge Eldrazi Riot with.