|Commander / EDH||Legal|
Printings View all
|Masters 25 (A25)||None|
|Masters Edition IV (ME4)||Uncommon|
|Fourth Edition (4ED)||Common|
|4th Edition Foreign Black Border (4EDFBB)||Common|
|Revised Edition (3ED)||Common|
|Revised Foreign Black Border (3EDFBB)||Common|
|Unlimited Edition (2ED)||Common|
|Collector's Edition (CED)||Common|
|International Collector's Edition (CEI)||Common|
|Limited Edition Beta (LEB)||Common|
|Limited Edition Alpha (LEA)||Common|
Combos Browse all
Red Elemental Blast
Choose one - Counter target blue spell; or destroy target blue permanent.
Price & Acquistion Set Price Alerts
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Red Elemental Blast Discussion
1 week ago
I really like you deck. I already play a Jhoira storm deck but wanted to try a mono-colored deck. It was between Daretti and Arcum and my choice went for the mono red.
I'll probably add them just in case in my own version of the deck .
Your deck is awesome!
1 week ago
Burn at the Stake: Great win condition for decks where you have boatloads of creatures.
Blasphemous Act: Boardwipe for if things get out of hand.
Goblin Recruiter: Great tutor for goblin decks.
Coat of Arms: Turns all of your goblins into very large creatures that usually wins the game unless someone deals with it the turn you play it.
Shared Animosity: Another great way to win games.
Vanquisher's Banner: Lord effect for your goblins and a card draw engine. Definitely a plus.
Chaos Warp: Arguably the best red single-target removal spell in the game.
Hammer of Purphoros: Haste enabler, and allows you to do something with the extra mountains you no longer need during late game.
Goblin War Strike: Win condition for some games.
Ogre Battledriver: Haste enabler that also buffs your creatures.
Battle Squadron/Reckless One: Another win condition. While the haste on Reckless One is nice, I would recommend Battle Squadron due to the deck not having any other answers to flying creatures besides burn spells, and it'll likely have haste anyway from the many other haste enablers you have in the deck.
Massive Raid: Targeted creature or player removal.
Reverberate: Used to copy someone's win condition, or copy an opponents counterspell to counter their counter. All-around great card, very versatile.
Mogg War Marshal: Not a bad card, but you already get a bunch of 1/1's from Krenko. There are just better cards to have in your deck.
Beetleback Chief: Same reason as Mogg War Marshal.
Grenzo, Havoc Raiser: Doesn't really synergise with what the rest of the deck is supposed to do.
Sparksmith: This is a fun card for obvious reasons, but will also likely get you killed.
Buried Ruin: You don't have enough important artifacts for this to be necessary.
Hellraiser Goblin: There are better haste enablers without the drawback of forcing you to attack.
Coldsteel Heart: Goblins don't really cost a lot of mana, so you likely won't need the ramp. That, and this is pretty slow as far as ramp goes.
Goblin Chainwhirler: This is a terrific card in standard, but not neraly as much in EDH. Unless your playgroup meta has a lot of creatures with one toughness, this card isn't going to do much.
Snow-Covered Mountain: Is there a reason you're running these over regular Mountains? If not, the hefty price tag on these lands is why I'd choose to stay away from these. Edit: I just saw Scrying Sheets. If this is your only reason for snow lands, I don't think it's really necessary.
Mutavault: While this does help somewhat, it's not by that much. It doesn't help your deck enough to be worth the $12 price tag.
Squee, Goblin Nabob: Unless you play against a lot of discard-oriented decks, this doesn't do a lot to help you.
Red Elemental Blast/Pyroblast: Unless you play against a lot of blue counterspells, I would drop this for some better components. There's a specific card later on I wold replace this with anyway if you're having issues with your stuff getting countered.
Commander's Sphere: While the ramp and card draw is nice, you don't really need it. Your goblins don't cost a lot, and the card draw is pretty minimal.
Foundry Street Denizen: This would be an extremely good card if it had trample. Unfortunately, the lack of trample, and the rather low toughness of 1 means it will likely just get trump blocked by some tiny creature your opponents control and die.
3 weeks ago
Cool project you got there...I'm thinking the partners Akiri, Line-Slinger & Bruse Tarl, Boorish Herder as a possible cEDH voltron with MLD and artifact destruction (like Boil) for a start. Since stax is out of the question, maybe a Sunforger package including Pyroblast/Red Elemental Blast/Lapse of Certainty/Dawn Charm/Mana Tithe. Obviously tutors including Enlightened Tutor/Gamble/etc. Additionally, Puresteel Paladin/Sigarda's Aid should be in there.
3 weeks ago
Well after my denial w/ Boros, I actually have one other plan in mind...
Should I make a Gate Deck, or what? Just asking to be sure...
4 weeks ago
Good morning, Metachemist. Oh, wow, I am very honored that you made a budget version of my deck. It makes me feel like I am going on the right side of something. Some of the cards that you may want to look at that I had to drop for more expensive cards: control- Warping Wail Mana- Generator Servant, Armillary Sphere draw- Outpost Siege WinCon- Descent of the Dragons
Just to give you some directions. I would also highly recommend using Red Elemental Blast and Pyroblast at least, because the EDH games tend to have plenty of blue players. Or at least sideboard it. Hope I added some food for fodder, and good luck!
4 weeks ago
great primer... Upvoted +1 btw it would be nice to see a turn by turn description of those 2 games in the event report.
1 month ago
I also run Kindred Discovery in my deck as well. You might want to consider adding Pyroblast, Red Elemental Blast and Stifle to get rid of the Kindred Discovery in case you can’t win by the time you have no more cards or Laboratory Maniac eats removal. Simian Spirit Guide will also allow you to stop the combo with no other mana sources in case you have to go off sooner.
1 month ago
If you were to choose a Rakdos commander, Vial Smasher the Fierce would be the most competitive simply because you have the option to pair it up with other partner cards to get access to more colors. As it stands, Xantcha isn't a bad commander; it's just hard to competitively build her when she refills your opponents' hands and is a mana sink for the entire table.