|Commander / EDH||Legal|
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Creature — Dinosaur
Player's can't gain life.
Whenever another creature enters the battlefield, Rampaging Ferocidon deals 1 damage to that creature's controller
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Rampaging Ferocidon Discussion
1 day ago
Rampaging Ferocidon feels like its better in the side.
regisaur alpha if your ramping i think more than 1 would be better
Cherished Hatchling just doesn't do enough. its a 1 turn flash fight.
Raging Regisaur Seems pretty strong think you should give it a test
Reckless Rage Could be a good way to trigger Enrage
Lightning Bolt Just a great card
Garruk Wildspeaker Good if you want to ramp to big dinos also
Kessig Wolf Run just a amazing land to have 1 or 2 of in the deck
Birds of Paradise Just better than Llanowar Elves.
1 week ago
Added some more combos; & a Note regarding Vedalken Orrery. Maybe you could mention some regards for Posts 21-23. Sadly removed a combo that has lifegain, & Well of Lost Dreams. Added Rampaging Ferocidon + Illumination though...
1 week ago
Yeah there's a lot of people in there who don't understand Magic and are coming from other digital CCGs (as there should be). But they don't understand how deeply ingrained Magic is.
I saw a post yesterday with somebody complaining about cards that needed to be fixed (like they do in Hearth or Legends). One of them was (of course) Teferi.
I had to explain that's not the way it worked and had him look up Rampaging Ferocidon.
4 weeks ago
I’m worried your deck having no interaction will ruin you. Not being particularly fast means that if your opponent is playing any sort of combo, you’re in trouble. Also anything along the lines of Rampaging Ferocidon or Everlasting Torment just ends you - because you have no way to deal with these and your deck just turns off.
Considering your fastest wincon being activated is on T7 upkeep, you need to build your deck in a much more controlly shell to have a decent shot of lasting that long. Various removal & protection would be great for protecting your gameplan while shutting down combo, and possibly various enchants that make it hard for your opponent to attack helps stall out a later game vs aggro.
4 weeks ago
well if you really want to get away from traditional burn.. try Rampaging Ferocidon :)
1 month ago
I have lots of different pieces of advice, choose any or none of my recommendations. These are just my thoughts on the deck.
Love the themes here, but don't be afraid to include red staples. Would take a look at some more dumb red staples like Vandalblast, Ruby Medallion, Lightning Bolt, Reverberate, Reiterate, Guttersnipe, Jaya's Immolating Inferno, Rampaging Ferocidon, Reforge the Soul, Blasphemous Act, Fireball, Blood Moon
Though I like the pheonix theme, your planeswalkers scream "play instants/ Sorceries". I would include less Pheonixes and include more board wipes (to protect the walkers) and red cantrips (for single target removal and damage to the face). I would replace a few lands with staple mana rocks. I see what you're doing with caged sun, but I promise you will still find enough mountains even if you get rid of a few. You don't have to entirely scrap the theme, and still add some really good spells. (I personally would've made the deck more non creature based.)
If you'd like to be MORE creature based, you should look at Sarkhan walkers and some dragons instead of Jaya and some pheonixes.
Speaking on mana base: to be a little more competitive I would replace some of your weaker spells with a couple more mana-producing cards. You would like to start any game with 3 mana-producing cards in your hand, and on average you are getting 2.8 which can be low in some cases and mana screw you more often. (Mana screw is always way worse than mana flood in EDH.) Personally I would add two more mana-producing cards, and take out two non-mana-producing cards. Look at Nykthos, Shrine to Nyx and decide whether or not your devotion to red calls for it.
Throwing in things like Rampaging Ferocidon and Blood Moon will counter some decks and give your opponents' more things to worry about. Excellent decks are decks with multiple threats/win cons.
1 month ago
Switch the deck to either modern or casual format. Unless you want to be playing the most expensive format in the game
Lightning Bolt Lightning Strike Searing Spear and Burst Lightning are all better options then Shock Swap the mararuding maulhorn out for something like Rampaging Ferocidon Make those changes and we can see where to go from there
1 month ago
Thank you for bringing that up, I had the same thought but have not had proper chance to playtest yet. I swapped out lavamancer for Jace, Vryn's Prodigy Flip and dropped Murderous Cut as I had an extra card anyways...I can't justify Force of Will yet, but I do agree.
In terms of the build, I'm looking for board and hand control as well as ongoing card advantage. Hoping to have answers for almost any situation with instants/sorceries and a mix of approaches to dealing damage, both through combat with strong beaters and direct damage spells/effects. Looking to get as much value out of instants/sorceries through copy/double-casting and abilities of Isochron Scepter, Dual Casting, Kess, Dissident Mage, Guttersnipe, Young Pyromancer and Vial Smasher the Fierce, for example. At first, I imagined this build being focused around counters and board control, but have ended up somewhere between control and midrange... Some cards definitely step outside of the main goals, likely due to their individual value/power or having specific answers for decks encountered in recent playgroups. ex. Batterskull, Wurmcoil Engine, Bloodforged Battle-Axe, Rampaging Ferocidon...
I checked out your UR Tempo, it looks super efficient!