|Commander / EDH||Legal|
Printings View all
|Masters 25 (A25)||None|
|Modern Masters 2017 Edition (MM3)||Uncommon|
|Duel Decks: Heroes vs. Monsters (DDL)||Uncommon|
|Duel Decks: Sorin vs. Tibalt (DDK)||Uncommon|
|2011 Core Set (M11)||Uncommon|
|2010 Core Set (M10)||Uncommon|
|Tenth Edition (10E)||Uncommon|
|Ninth Edition (9ED)||Uncommon|
|Ninth Edition Foreign Black Border (9EDFBB)||Uncommon|
|Eighth Edition (8ED)||Uncommon|
|Deckmasters: Garfield vs. Finkel (DKM)||Uncommon|
|Seventh Edition (7ED)||Uncommon|
|Ice Age (ICE)||Uncommon|
|Promo Set (000)||Uncommon|
Combos Browse all
Pyroclasm deals 2 damage to each creature.
3 days ago
A lot of my experience is in competitive formats as well as some high-powered EDH, where games last 3-7 turns or so before someone combos out to win. A lot of my advice comes from that perspective, where you need to make a strong impact by turn 3 or risk losing! Casual commander is pretty fun too, but my meta has weaponized itself.
When comparing cards, I find its pretty helpful to list their stats side by side, because they aren't exactly the same but fill similar roles
- Always 2 CMC vs somewhere between 1 and 8 CMC (you're not casting it unless there's 1 critter on board lol)
- Wipes small creatures vs wipes the entire board
- Same timing restrictions, same color, both deal damage to remove
The reason I prefer Pyroclasm is because the cost is always guaranteed to be 2, which is highly playable for removal. As metas get more competitive, they tend to run lower CMC spells, including creatures. You see a lot of 1 mana drop elves (llanowar, fyndhorn, deepshadow, avacyns pilgrim, birds, deathrite shaman, etc.) that can be wiped by Pyroclasm. You also see a lot of creatures with strong hate abilities that can be killed by pyroclasm too, like Hushwing Gryff Aven Mindcensor Notion Thief Collector Ouphe and more. Pyroclasm is strong at removing all the supporting creatures that lock down the board or accelerate opponents to wins.
Its very easy to trade a pyroclasm for 3 of your opponents creatures in the first couple turns. Getting that 3 for 1 is card advantage for you, because you've removed 3 while only spending 1. Blasphemous Act does the same thing, but against 3 creatures on the board it would cost 6 mana to cast, versus just 2 for pyroclasm. Blasphact certainly scales better with more creatures, and its more likely to kill a whole board, so there's trade offs. Also worth noting that Pyro will snag about 50% of commanders, but that number lowers in casual play (bigger pool of playable commanders in casual, more have higher toughness) I would choose to run Pyroclasm in the majority of cases too.
We can do the same thing with Greenwarden and Ewit too
- 3 CMC vs. 6 CMC
- Non-tribe vs. Tribal (relevant for tutoring, cost reducing, triggered/activated effects)
- Recurs on ETB vs. Recurs on ETB and exile from GY (niche but relevant)
- Bad beater vs. Pretty good beater
Again, I personally like Ewit better. There is no denying that Greenwarden is in tribe and has the extra effect, but I think the lower CMC is way more important. It means that you can play it for value during your early turns to recur a powerful spell. It also lets you generate a value engine sooner with Ghostly Flicker or Displace (you bounce ewit and something else, use ewit to get the flicker back), but honestly you could just run both. Recursion is strong enough and they're both pretty good cards! They are also great when you up the tutor density, because it lets you get more mileage from them.
As far as ramp goes, I want to give you a new perspective on how to look at it. Your goal is to play your commander as fast as possible so you can start using its abilities (pretty common for a lot of decks). There are certain pieces of ramp that get you your commander a turn before you would get them with others.
For example, if you play a land on turn 1 2 and 3, and a piece of ramp on turn 1 or 2, you get a turn 3 commander.
- Turn 1, land
- Turn 2, land + any of these (Signets, Talisman of Impulse , Talisman of Creativity , Talisman of Curiosity , Rampant Growth , Farseek , Nature's Lore , Three Wishes , Lotus Cobra )
- Turn 3, land + commander
Some of them even can tap for mana when they come in, letting you play other stuff too. Its also worth noting that a ramp piece on turn 1 AND 2 means you get a turn 3 commander before you play your land drop, which lets you get a landfall trigger immediately.
That isn't to say that Cultivate etc. are bad cards. But a cultivate turn 3 means a turn 4 commander, which would be possible with simple land drops turns 1-4. On the other hand, they give you a land to hand too, which helps guarantee more landfall triggers and also thins deck for better draws. In fact, I would just run more ramp pieces in general, so keep the ones you have and add in the talismans and rampant growth + variants and I'd say you're set!
Heroic Intervention is great in decks that can't run counterspells, basically decks without blue. In 90% of cases, you're going to use this as a counterspell, but the other 10% are dodging damage from creatures on the board (or abilities) or possibly using it to protect creatures while you're attacking. I think that a counterspell gives greater versatility overall, because you may also want to stop something that doesn't just target creatures, a la Winter Orb or Static Orb .
Release to the Wind has a lot of versatility. It can remove problem permanents for basically a turn, which can help greatly. Spot removal like Pongify outperforms it in terms of CMC and the guaranteed removal. Release to the Wind also lets you reuse ETB abilities of your own permanents, but this is rather expensive as you're paying the cost of the permanent + 3, whereas Ghostly Flicker is guaranteed to get the ETB effect for always 3 CMC. Release also lets you protect your own stuff from removal and exile, but once again, rather expensive. Its better on cheaper permanents for sure. It has an insane amount of flexibility for what it does though, which makes it worth a consider. I wouldn't run it but am not against the card being run.
3 days ago
dingusdingo, my voice of reason! Just about every piece of advice/ suggestions you made was completely logical. I was actually looking at my avg CMC today, trying to think how I wanted to tackle that problem. Dont get me wrong, avg 4cmc is playable in commander all the way, but it is often clunky and inconsistent. It is important to note that commander is not always about the most optimal plays, but the fun and powerful ones. That being said, I am going to heed much of your advice because I have not been super happy with the curve of the deck.
As I mentioned in the Primer, the point of the deck is to abuse ETBs of my Elementals. Yes, I know Eternal Witness is a better card, but I chose to run Greenwarden of Murasa because of the flavor. Avatar of Growth is another flavor card in my deck that I want to try out before i cut it. I know it helps my opponents, but I'm the landfall deck and can draw two cards off it as well. Also, it will cost 3cmc most of the time.
Decimate, Zendikar's Roil and Tyrant of Discord were also weak spots for me.
Thank you again for the feedback and Upvote! I look forward to hearing from you some more!
3 days ago
Everything else that is 4+ CMC you should highly consider cutting too. Your average CMC is extremely high at 4.16. Even with land tutor density and high land count, you're going to spend turns 1-4 doing absolutely nothing to advance your game plan. You should consider that not all elementals have the same usefulness for generating a win, so you need to up tutor density and draw effects to smooth out your games. You should also really consider a counterspell package since you have blue.
Myriad Landscape is a nice idea but slow. Cut. I don't like any of your ETB tapped lands, they cost you turns and don't generate enough advantage for it to be worthwhile. I'm not wild about the ravnica bouncelands either, but they can combo with the commander for card advantage, so I think they're worthwhile enough.
I'm not a fan of Bane of Progress or Avatar of Growth . You should run cheaper, guaranteed effects that do those things in those slots. Bane resets its own counters if you blink it, and Avatar helps your opponents as well, neither of them is a fantastic beater.
Greenwarden of Murasa has a nice effect, but you should slot Eternal Witness instead. 3 CMC cheaper so its easier to combo with repeatedly. Greenwarden is tribal and can beat, but anytime you blink it, it can't attack, and its 6 CMC for a recursion effect.
Tyrant of Discord is another similarly flashy card at too high a price. 7 CMC for an unreliable wipe is just not worthwhile. You need your boardwipes to be castable when you're in a crisis situation, not a cherry on top of strong board advantage for a win. Cut.
You run a very high density of creature copys. Spark Double is great because you can copy the commander and get extra draws and counters. Not a fan of Clever Impersonator or Progenitor Mimic . I would much rather see extra creature tutors in those slots to create a strong board state, these copies currently feel like "win more" creatures.
Not a fan of Blasphemous Act either. Run Pyroclasm or similar instead. Easier to cast as spot removal, and 2 damage is enough to take out the majority of threats or creature based ramp/draw that land on turns 1-4. It also doesn't wipe your own board when its cast later. Similarly, Decimate is slow to cast (4CMC sorcery) and can potentially backfire (you MUST choose a target for each, so you may have to choose one of your own). Replace with Naturalize or something similar.
There are certainly some other cards I'd like to see in this build too. Exploration Ghostly Flicker Displace Waterlogged Grove Fiery Islet Lotus Cobra and some counterspells. Also consider adding in some 1 drop mana producers even if they are outside tribal, Llanowar Elves Elvish Mystic Fyndhorn Elves Birds of Paradise Wild Growth Utopia Sprawl
5 days ago
------ Not Viable for DCMD, Extremely slow or just bad to the bone... 20HP mate...
++++++ Gucci 80% - 100% + played cards in Jeskai, Also Auto-includes!
42 Lands GucciBass
12 Obvious DCMD cuts but okay for the slower MTGO1v1Cmdr :
6 days ago
Granted I never played competitively but; I think that looks like a really "nice" combo that can fit into a skred red shell.
2 weeks ago
Seems like it needs Life from the Loam if the budget can afford it. You could pull 3 lands out of the graveyard, then cycle them away or throw them at the opponent as burn.
4 weeks ago
The easiest way to speed up a deck is by removing ETB tapped lands. I highly suggest running Command Tower , as well as City of Brass and Mana Confluence . If you have access to it, Cavern of Souls is a good option for any tribal deck, but Unclaimed Territory is another good option. Forbidden Orchard , Exotic Orchard and Reflecting Pool are more interesting lands to consider.
Green dorks and two-mana rocks are also very good. I see you're running Birds of Paradise , but Elves of Deep Shadow , Llanowar Elves , Rampant Growth , Fyndhorn Elves , Orcish Lumberjack and (if you can) Noble Hierarch are also great additions. If you want to invest relatively heavily into your dork-base, Bloom Tender is REALLY good in chromatic decks. If you find yourself facing a lot of blue decks, Carpet of Flowers is a good idea, too; Joiner Adept acts as a second Chromatic Lantern .
Fellwar Stone is good. The talisman cycles ( Talisman of Dominance , Talisman of Indulgence , Talisman of Impulse , Talisman of Unity , Talisman of Progress and the new five from Modern Horizons) are all good; I suggest that most, if not all, of your mana rocks should be two or less mana. Using a land like Ancient Tomb also helps cast these turn one. Signets like Dimir Signet or Boros Signet are good too, although I think most of the time the talismans will be better. Gilded Lotus is a good exception to my CMC rule in a deck with as many fat creatures as yours.
I don't think Nissa's Renewal is very good; generally, ramp is good in the early game, but not so good by the time you reach six mana. Nature's Lore , Rampant Growth , Farseek , Cultivate and/or Kodama's Reach are all powerful ramp spells you can fire off early. I think the first three are better, if only because they can fetch non-basics like Breeding Pool or Godless Shrine . I'm not as much a fan of the other two, but experience will show if they're worth including. Finally, I think Skyshroud Claim is better than Explosive Vegetation .
If at all possible, tutors are good. Demonic Tutor is the gold standard here, but Diabolic Tutor is a good, more affordable alternative. Vampiric Tutor , Worldly Tutor , Sylvan Tutor , Dark Petition and Gamble are all good cards as well, though their affordability varies tremendously.
Red comes with good counter counter magic options. Price of Glory is a good card if you want to discourage opponents playing on your turn, and Pyroblast is a good way to stop Counterspell and friends. Cards like Pyrostatic Pillar can punish decks with lower curves.
Card draw is at a premium in EDH. Staff of Nin is easy on the colored mana and gives you an extra draw each turn, and Phyrexian Arena is another good option. Harmonize , Concentrate and Painful Truths are good draw-threes.
Because your deck is running a LOT of fatties (and the best fatties, at that, 'cause they're dragons), you may find cards like Lurking Predators is be pretty good; Descendants' Path is a similar card. Depending on how fatty-heavy your meta is, Eureka effects like Show and Tell may be good. Sneak Attack is good if you want to use one-time face-smacks like Nicol Bolas or your already included Oros, the Avenger .
If you DON'T want to run dorks, and opt for artifact ramp instead, depending on your meta you may have a good time with cards like Porphyry Nodes or Night of Souls' Betrayal . Effects like Pyroclasm and Volcanic Fallout can also wipe out opponent's boards if they choose to go wide.
I think EDH decks tend to need a lot of mass removal. By Force is a favorite of mine, and Toxic Deluge , Wrath of God , Ritual of Soot and Supreme Verdict are all great if you have access to them. Back to Nature is good if you choose to cut down on the number of enchantments you're running, but Nature's Claim or Krosan Grip are also pretty good options.
If your curve is really high, things like Timesifter can be pretty brutal.
I'm not super sure Niv-Mizzet Reborn is very good. I don't know if you'll be getting very much card advantage, because you have a lot of cards that are more or less than exactly two colors. I think a card-draw spell like the ones I mentioned above would be better, like Treasure Cruise or Dig Through Time .
Good luck with deck building my man!
1 month ago
So the first card that comes to mind is Mindslicer . In Rakdos decks, you can typically tune your 99 to make you the king of top-decks; this is part of the reason reanimating Sire Of Insanity is such a brutal play in decks like Xantcha, Sleeper Agent .
You're likely to be sacrificing a whole butt-ton of creatures. I advise ways to exploit your guys dying: Dictate of Erebos or Grave Pact come readily to mind. Skullclamp is pretty busted if you're going to be sacrificing creatures anyways, and its especially good seeing as you're running Gravecrawler already.
Zombies is one of the oldest archetypes, and thus it has access to a LOT of tribal effects. Cemetery Reaper , Death Baron , Zombie Master , Undead Warchief , Lord of the Accursed and Lord of the Undead are all good ways to pump your team and/or give them extra abilities. (Depending on the meta, you may want to run Bad Moon as well.) Call to the Grave is really good if you can tune the deck to have 2 or fewer non-zombie creatures. Dark Salvation and Liliana's Mastery are both viable cards in this deck. Graveborn Muse is another good card draw engine next to Phyrexian Arena , which I see you're already running. Unholy Grotto gives you a measure of recursion over your zombies. Noxious Ghoul also comes to mind, as does Withered Wretch as a form of one-sided graveyard hate.
One common issue I've seen in a lot of EDH decks is the prevalence of 1-for-1 instant and sorceries. In a majority of EDH games, you're going to have 2-3 opponents, rather than just one; this means you are facing roughly 2-3 times as many cards as you yourself have access to. Cards like Dreadbore and Terminate are good in 1-on-1 formats like Modern, but in EDH I have frequently found them to just not be good enough. I advise you run cards like Fire Covenant , Ashes to Ashes , Volcanic Fallout or Toxic Deluge instead. These have the potential to take out several creatures at the cost of one card, leaving you up that many cards over your opponents.
On a related note, since most games of EDH are decided by card advantage, anything you can do to draw cards will always be welcome. Ambition's Cost , Night's Whisper and the like are good ways to refill your hand. Wheel of Fortune is another good card, but it's about $100 now, so... consider carefully. Light Up the Stage is another one to consider. While Rakdos is good at topdecking, managing to draw extra cards means it is more likely to hit.
Looting effects tend to be very good in zombie decks, which have access to graveyard recursion. Faithless Looting is essentially card advantage in your deck, because you can discard things like Gravecrawler at no cost. Similarly, I advise running a bigger reanimation package (supplementing your Animate Dead ) to get back fatties your opponents may have killed or you may have discarded. Reanimate , and Necromancy are good cards -- if you want to get spicy, Dance of the Dead is a card most people have never played against before, mostly because it isn't nearly as good as the other three. But I figured I'd mention it. Also, a bigger reanimation package means things like Entomb or Buried Alive become exponentially better.
With regard to planeswalkers, Liliana, Death's Majesty is a good card for any zombie deck.
With regard to your lands: I don't think Blighted Fen is very good, and Temple of the False God should be replaced with Ancient Tomb if at all possible. If you want good utility lands that can kill pesky creatures, I advise Blast Zone . If you are able, I advise running Bloodstained Mire and/or the off-color fetches in order to grab your Blood Crypt or Smoldering Marsh . These fetches are in effect extra dual lands.
If you have a lot of recursion, which I see you do in things like Phyrexian Reclamation , you may have luck with pox-style cards. Pox is one of the most brutal cards to resolve in EDH, and Smallpox and Innocent Blood also can be played to great effect. Note that these get around hexproof, shroud and indestructible.
Depending on how hateful your meta is, you may want to consider some pretty mean red cards. Changing your land base slightly will give you access to Blood Moon , Magus of the Moon and Ruination , while Price of Glory will make people think twice about casting counter-magic. If your meta is as blue-heavy as mine, Pyroblast and Red Elemental Blast are also fine considerations. If you end up running a lot of lord effects, you may want to consider Pyroclasm or Anger of the Gods , as your guys won't die if they're big enough. Possibility Storm is a good way to disrupt combo players -- I should know, as I play Storm in cEDH.
Because black has literally only one card designed to destroy artifacts ( Gate to Phyrexia ), red is a welcome addition to the team. By Force is a favorite of mine, but Shattering Spree , Vandalblast and Shatterstorm are also good ideas.
Rocks are great in EDH, especially if they're only 1 or 2 mana. I advise Talisman of Indulgence to replace Rakdos Locket and Mind Stone to replace Commander's Sphere . Coldsteel Heart is good as well, though it enters tapped, just like Charcoal Diamond and Fire Diamond . Thought Vessel is also worth considering.
Good luck with deck building!
Pyroclasm occurrence in decks from the last year
All decks: 0.02%
Commander / EDH:
All decks: 0.01%