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Quest for Pure Flame
Whenever a source you control deals damage to an opponent, you may put a quest counter on Quest for Pure Flame.
Remove four quest counters from Quest for Pure Flame and sacrifice it: If any source you control would deal damage to a creature or player this turn, it deals double that damage to that creature or player instead.
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Quest for Pure Flame Discussion
4 days ago
Hmm...ok, so here's an idea: Quest for Pure Flame. Somehow I got this idea that it'd be fun to sacrifice a quest, and use Mana Seism to Bitter Ordeal their entire life total in one shot. I just don't think it'll work like that in practice.
Proclamation of Rebirth for Boggart Forager along with your Psychic Surgery would make it the world's worst Lantern of Insight control. You can even Memory's Journey for 0 cards, just to make them shuffle twice, if you don't like their top card.
Use Muddle the Mixture to find and protect your probes.
Anyway...I'm just brainstorming.
5 days ago
Here's a few more suggestions. some pricier than others!
4 weeks ago
Quest for Pure Flame and Insult are both one-turn power-doubling, which might be all you need for Neheb. You won't find any permanent doublers lower than 5 CMC, unless they have significant downsides.
Anthem of Rakdos seems good enough to actually be worth its CMC. The +2/+0 AND damage doubling with Neheb's first strike is nuts.
As far as deck feedback goes, I'd be happy to hit up your decks if it would be helpful.
1 month ago
The first card that came to mind was Quest for Pure Flame which will turn on quickly once the barbs hits the field, and could give the opponent some serious pain. They would be even more afraid to tap lands.
1 month ago
Thanks for your suggestions, AlmightyTentacle!
You've definitely suggested a ton of cards that I either want to test out or already have, so thanks for that! :)
When it comes to card draw, I really haven't experienced many issues. You are correct that I don't have a ton, but keep in mind that I do have tutors/cheaters that essentially are card draws for the specific cards needed.
Herald’s Horn is one that I was pretty excited for when I saw it got spoiled. It'll definitely get tested!
Grenzo, Havoc Raiser was a card that I tested out before, but ended up passing on him. He might be worth testing out again though!
Mikokoro, Center of the Sea will definitely need to be tested. I've honestly overlooked this one, but it can definitely be handy.
I would love to run Imperial Recruiter, but there is no way that I can spend that kinda money...maybe someday though!
Gamble will need to be tested. I hated the idea that I could be forced to pitch what I tutored, but mono-red doesn't really get any better tutors, haha.
The Control & Others category are pretty much all previous inclusions or considerations. I end up not needing the redundancy with some of these cards as much as one would think because most games are won by around turn 8 at the latest.
Quest for Pure Flame may also be re-tested.
As for your recommended cuts, I agree with some of them.
Mardu Scout is another one. I love dashing him for repeatable 2 damage with Purph, and he does synergize with Door of Destinies, but you are right about him being on the chopping board. Grenzo, Havoc Raiser may fill his gap.
Apocalypse is actually really good. I recover exceptionally well after board wipes, and pitching my hand never really hurts me too bad. This deals with heavy enchantment based decks like Bruna, Light of Alabaster, Sigarda, Host of Herons, and Zur the Enchanter.
Again though, thanks so much for your comment! I will be testing out some of these and seeing what works most efficiently! :)
1 month ago
First of all I really like your Purhporos goblin tribal deck!
As you mentioned your deck is built to be closer to a 1 vs 1 Commander (French) deck, but still I want to suggest you some of the cards for more multiplayer game strategy that imho I think you should consider to add.
Analizing your deck I see some problems in too low count of draw engines. I think you need to maximize draw power cuz in current state after several board whipes you just be run out of gas.
Magus of the Wheel - 2nd greatest wheel spell in MTG, one minus it is not a goblin ;-)
Mikokoro, Center of the Sea - sometimes one card draw separates you from victory, you can easy cut one of your mountains for it.
Chandra, Torch of Defiance - best Chandra till date, provides card advantage, ramp and some board control.
Grenzo, Havoc Raiser - play enemy spells why not?
Herald’s Horn - cut your goblins cmc is already nice but it gives you addition chance to draw card wich is even more nicer!
Mana Crypt - expensive but cost all its money.
Ancient Tomb - nice land, cut mountain for it.
Herald’s Horn - was mentioned before.
Imperial Recruiter - I know it is expensive card but it can tutor 80% of all your creatures!
Gamble - saves me hundred of times! Offcorse it has drawback and you can discard what you was looking for, but still it is best tutor in red color.
Control & Others:
Chaos Warp - staple in EDH mono-red decks. Can help you remove any permanent from board especially nasty enchantments.
Fiery Confluence - easy best card from all Confluences imho.
Goblin Welder - why you dont use this one goblin? It is really nice artifact reviver and can sometimes force your opponnet to sacrifice powerfull artifact and return something less dangerous for his/her graveyard.
Quest for Pure Flame - cheap, can be fast charged and provide great damage boost for one turn.
kindred charge - I know you already think about adding this one to the board, must be auto include imho.
Cards I think you need to cut out:
Goblin Balloon Brigade - too weak.
Mardu Scout - same as above.
Ensnaring Bridge - can be nombo with all your pumped out goblins.
Hammer of Purphoros - you already have enough haste engines imho.
Apocalypse - cool and savage card used it in my Purphoros deck too, but drop it out cuz never really want to play it and it is almoust impossible to win after you use it.
Goblin War Strike - you can damage only one player.
Mogg Alarm - worst goblin token producer from all your sorcery spells.
Reverberate - copy spells bad in aggresives style decks.
Smash to Smithereens - too weak in EDH.
Caterwauling Boggart - too high cmc.
P.S. Sorry for some grammar mistakes it was hell of amount of text to type ;-P
1 month ago
Hey friend. Thanks for thinking of me -- I'm happy to help!
It's a solid build. I don't have any groundbreaking revelations for you, because it's so good. Maybe, just maybe, damage doublers like Insult / Injury/Quest for Pure Flame/Dictate of the Twin Gods/Curse of Bloodletting could help you, as it's essentially a +X/+0 in a different form. Heartless Hidetsugu is definitely one-sided in this deck. Also, I'd think about cutting some of the one-use creatures you have like Ball Lightning in favor of things that grow over time. Falkenrath Marauders comes to mind as one example. Check out my deck @ Blood-Braided Beatdown (Primer) for a very similar concept in Jund colors to see what I mean.
Anyways, hope that helps! Excellent deck.
1 month ago
I also have a deck with Saskia at the helm (You can find it on my profile page, not gonna link it here). I think you can play her in very different ways while keeping a strong and fun deck. For example I tried to go with just a multicolor theme.
If you want her abilities to shine then I see multiple roads:
swarm the field with tokens, in this case you will need some better / more consistent token producers and some payoffs. For example, Luminarch Ascension (a bit expensive, but the best token producer out there in my opinion) or Ant Queen are very good at making tokens. The precon already has some good token producers and payoffs with Mycoloth and Brutal Hordechief. I would then play stuff like Zulaport Cutthroat and Blood Artist as well as Harvest Season. Maybe include a planeswalker that can make some tokens or buff them (or get other uses out of them).
the other option (for taking maximum advantage of Saskia) would be playing some sort of goodstuff evasive deck (trample, flying, unblockable, menace) and combine this with damage doublers like Gratuitous Violence, Furnace of Rath, Quest for Pure Flame and payoffs for hitting players (like the person above me mentionned). With this plan you can probably take out at least one player with commander damage.
What I think is the most important if you want to improve the deck is pick a clear strategy and stick to it. When having access to 4 colours, the most difficult thing is not to find good cards, it's to limit yourself to 100 cards. For that reason if you're honest about what cards you think work/do not work with your plan you'll have it easier cutting.
Good luck, I'm curious what you'll come up with!