|Commander / EDH||Legal|
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|Dragon's Maze (DGM)||Mythic Rare|
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Planeswalker — Ral
+1: Tap target permanent, then untap another target permanent.
-2: Ral Zarek deals 3 damage to target creature or player.
-7: Flip five coins. Take an extra turn after this one for each coin that comes up heads.
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Ral Zarek Discussion
1 week ago
I took out some pieces that weren't working for the deck anymore for things that I need or can abuse.
1 week ago
I almost forgot Ral Zarek.
More include: Indomitable Creativity, Clout of the Dominus, Mindwrack Liege, Steam Vents, Desolate Lighthouse, Epic Experiment, Chandra, Pyromaster (this one was my first planeswalker ever opened), Temple of Epiphany, Stitch in Time, and Mizzium Mortar.
(Note It wasnt letting me suggest these cards, because of, ... is not legal in unknown.
1 month ago
@redkhan: Let's hope the leaks are true; I'd like to see more of those after The Immortal Sun... >_<
@PookandPie: True, I lose Doubling Season, but that also rejects any purpose for stuff like Black Tutors, as well as other crazy stuff like Atraxa. But I do understand where you're going, sir. We have Saheeli Rai, Tezzeret the Seeker , among others. But if I'm going for this, what other walkers in these colors would be recommended? I mean, remember: Ral Zarek's first ability is better what others think, you know... >_>
Oh, wincon already: Saheeli + The Chain Veil + Ral and/or Tezzeret = COURAGE MACHINE GUN PAWNCH! Sorry, had to go there... Xp
1 month ago
2 months ago
// Mishra EDH
// 52 Maindeck// 9 Artifact
// 11 Creature
// 6 Enchantment
// 5 Instant
// 1 Land
// 6 Planeswalker
// 14 Sorcery
// 2 Sideboard// 1 Artifact
// 1 Creature
SB: Tavern Swindler
So I am attempting to build a coin flip edh deck and would love some help. I chose Mishra because I am Possibility Storm's #! fan. I also like the colors R/B/U for this theme. Black can help get my pieces in hand. Anyways the win con idea here had to be original becuase Im a Jimmy player, and casual so no infinite's or anything we have all seen before a million times. The win con so far is Mirror Gallery+Krark's Thumb+Phyrexian Metamorph/Clever Impersonator/etc+Game of Chaos. With Mirror Gallery out I can get two Krark's Thumbs from anything similar to Phyrexian Metamorph. This way when I play Game of Chaos I can flip 4 coins and basically ignore three and choose one each time. This makes my chances 15/16 times I win the flip. Doing the math, Game of Chaos can kill anyone by 6-7 winning flips. As you can see this deck is screwy but that's the point. It's a coin flip deck, and that means there has to be a sense of risk and reward. I welcome all ideas and criticism, so I urge you to just drop down any idea that comes to your mind.
Upon further tinkering I have added more ways to get multiple Krark's Thumbs by using Daretti, Ingenious Iconoclast and/or Saheeli Rai. They can produce more than 2 thumbs possibly and Krark's Thumb is exponential basically with each duplicate. With 2 thumbs when I flip I coin, instead flip four and choose one. So if I have 3 or 4 or (god so help me 5) thumbs what are my odds now and how can this affect my deck? Well I'll show you a couple things in a bit.
Krark's Thumb(s) Growth Data
Thumbs and possible outcomes
0: H v T
1: HT v HH v TH v TT
2: HHHH v HHHT v HHTH v HHTT v HTTT v HTHH v HTHT v HTTH v TTTT v TTTH v TTHH v THHH v THHT v THTH v TTHT v THTT
3: 8 flips and it makes 256 outcomes trust me for now...
BY NOW I hope you see how Krark's unholy thumb is exponential and so a simple way to think about the thumb and how many flips I get is 2 to the power 0 plus X which is equal to the number of thumbs so:
F=2*(0+X) (note: tappedout wont show the normal smybol used for exponent placement so I replaced it with an asterisk please dont get confused and call me dumb)
So if I have no thumbs I only get one flip and if I have 6 thumbs I get 64 flipping flips! Also the number of possibilities is the number of previous possibilities squared. In the example above it shows:
0 thumbs = 1 flips = 2 probabilities
1 thumbs = 2 flips = 4 probabilities
2 thumbs = 4 flips = 16 probabilities
3 thumbs = 8 flips = 256 probabilities
4 thumbs = 16 flips = 65536 probabilities
5 thumbs = 32 flips = 4294967296 probabilities
Having all these thumbs can be used to do possibly the most damage from a nonX spell with Game of Chaos(up to um millions, billions, possibly trillions? I'll do the math in a bit) or with Impulsive Maneuvers no one can damage you and they deal double to each other or you deal double damage to them.
So Game of Chaos doesn't end until a player chooses to end it and not flip again doubling the stakes. This means that the target player and I can have negative life totals and keep on doubling the stakes giving me a possible chance to have an insane amount of life.
UPDATE 2/9/18 - Updated list and would really like suggestions to make the deck's strategy viable. Please overview the list of possible cards and give input into what you think might be optimal or honestly whatever comes to your mind just say it!
2 months ago
Again, thank you so much!
2 months ago
Hey, first of all, thanks for both the comment and the suggestions!
Before I explain my ideas behind the cards you suggested, I feel the need to say that for quite some time this deck has been known in my group as the deck that they need to keep in check and therefore they take their more powerful decks and as a result quite good control tools presented by numerous removal spells of all kind as well as resilient threats are present in the games.
As a consequence of that a number of things are common in games I play with this deck:
creatures with strong LTB effects are usually countered or get exiled very quickly;
a lot of artifact/enchantment removal is present and as a consequence one cannot rely on these permanents staying on the board for too long - they most commonly are destroyed before you get to untap with them;
at least one good, resilient aggro deck tends to be present at the table and one is under constant pressure.
As a result, I try to include only those cards that either have an immediate impact (on their own or if they are paired with some other card the turn they are played) or cards that affect multiple things.
Because of that reason, I don't like Mirari's Wake as it doesn't offer any advantage on the turn it is played - the card itself is so powerful that it's very unlikely to still be on the board by the time my following turn starts.
Similar reasoning can be applied to Academy Rector. Although I like the potential of the card, I not only feel like I may not be able to get advantage of its effect as it is likely to get exiled, but I also think the deck lacks an enchantment that would be good enough to grab should I not have the combo ready - because I haven't drawn it by the time its effect happened or because I don't have enough mana for the rest of the cards. This could be solved by adding Omniscience into the deck, but I feel like that addition would require an even bigger change of the deck to support this plan more but I am neither sure I want to go that route nor I think I am able to find enough place in the deck.
I like where you're going with the Reliquary Tower and I agree that its effect is quite powerful, but I'm unsure that it is powerful enough to hurt the colour consistency of the mana base as that is crucial and the idea that I lack a colour in the early game because I drew a colorless land instead of a dual land is not appealing to me.
And finally, as for Ral Zarek, even though I agree that its ultimate is fun, it goes against a rule we have in our group that says no additional turn effects shall happen during our games. With that in mind, I have to evaluate only his first two abilities that are not powerful enough to make me take something else out of the deck.
I may investigate the Academy Rector scenario again sometime in the future and may test it out, but for now, I feel like it is outshined by some other synergies.