Release the Gremlins

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Aether Revolt (AER) Rare

Combos Browse all

Tokens

Release the Gremlins

Sorcery

Destroy X target artifacts. Create X 2/2 red Gremlin creature tokens.

Release the Gremlins Discussion

Chhris on Weenie Tokens

2 weeks ago

Great concept for the deck. Really like it. Having access to Red and Blue is a huge boon outside of your usual W/G white weenies token armies. Having said that I think there are a few cards you can add (on a budget, too) to give yourself more tokens with which to punch through.

Release the Gremlins is a good wipe and gives you tokens. Red also has Devils' Playground and Revel of the Fallen God . You also need a good finisher. Craterhoof Behemoth is ideal, but End-Raze Forerunners and/or Decimator of the Provinces works equally well. Trostani Discordant is also amazing for you. As is Storm Herd . All in all, I think this is a great idea on it's way to greatness.

+1

Chhris on How should Gruul break stax?

3 weeks ago

Decimate will be a great addition. How about Creeping Corrosion for artifacts, to go along with Vandalblast . Release the Gremlins does much of the same but you can sink the mana in and get some 2/2s for it too, but the lower cost cards will be more competitive.

goldlion on The Great Radhaggro

3 months ago

Knollspine Dragon and Chancellor of the Forge weren't even on my radar, those seem fantastic. Just got a Tempt with Vengeance , so that's great! I already have a Tendershoot Dryad , so perhaps it'll take a slot till I find better alternatives. I've been gravitating towards things like War Cadence , Uphill Battle , Stoneshaker Shaman , Release the Gremlins , Overwhelming Instinct , Druids' Repository and Nacatl War-Pride .

Thanks very much mmcgeach. I appreciate it. It's going to be an experiment to see where the balance is, but I think it'll teach me a lot. If you're interested, I'll share the decklist with you when it's up.

Randomsome1 on Brudiclad

4 months ago

Cards Missing From Initial Build

Goblin Welder Jhoira, Weatherlight Captain Thopter Engineer Thopter Squadron Blade of Selves Coldsteel Heart Commander's Sphere Retrofitter Foundry Vedalken Orrery Treasure Map  Flip Fire Diamond Sky Diamond Thirst for Knowledge Gamble

Ideas

More Removal/Wipes Blasphemous Act - Staple Release the Gremlins - Gives more tokens Rapid Hybridization, Pongify - Staples and can give yourself a 3/3 token Meteor Golem - High CMC, but can destroy Enchantments which is a huge weakness of the deck.

Master Transmuter - Cheats out your big artifacts, but kind expensive.

Curse of Opulence - A weird staple for this deck, but I think you can figure out why.

Pirate's Pillage/Pirate's Prize - Draw and tokens, maybe

Thoughts

Think about how fast you can make tokens. Does it make Purphoros, God of the Forge worth it?

Check through what effects require set up and make sure you don't have too many compared to stand alone cards. Even though Krark-Clan Ironworks does ramp, I wouldn't count it as ramp because it requires set up. Same goes for Storm the Vault  Flip (But you have 36 actual lands which is totally fine)

Your curving out around 4, so 2 drop ramp spells are much more important than the other higher ramp spells. Iron Myr, Fire Diamond, Sky Diamond, Silver Myr, Coldsteel Heart fit the best imo.

Gamble, Mystical Tutor, Fabricate, maybe Hoarding Dragon (?) - Combos in decks are strong and fun, but really hard to pull of without a descent amount of tutors and/or redundancy. Ignoring combos, each tutor can search out a key cards.

Final Fortune - Speaking of combos. Great combo with Isochron Scepter and Sundial of the Infinite, but you should either cut this or add more tutors to make getting it a bit more consistent.

Dramatic Reversal - I don't think you have enough mana rock/dorks to get to infinite mana, and without that it's kind of a waste of a card.

These combos in general don't really synergize with the goal of the deck (infinite mana more than infinite turns) like an infinite token combo would. I think there is a combo with Scrap Trawler and Hangarback Walker that I vaguely remember that you might want to try to find.

Darksteel Colossus/Blightsteel Colossus are super strong, but don't really fit. If you can find more targets for Mimic Vat and Prototype Portal then maybe, but those 4 cards stick out.

Cuts (IMO)

Everflowing Chalice - I always go colored mana over colorless if it costs the same, even if artifacts don't need it. It has potential to ramp you a bit more late game, but you usually don't need the ramp at that point.

Inspired Sphinx - 6 mana for a draw 3, maybe 4, and a hefty costed mana sink doesn't seem worth it to me.

Mycosynth Lattice - I might be missing something, but it seems a little narrow sited. It works a little with Darksteel Forge and Combos well with Hellkite Tyrant, but if the deck makes a bunch of tokens you don't need it to win with the Hellkite.

Panharmonicon - Same as Mycosynth Lattice. I might be missing something but there isn't a lot of ETBs to abuse this. I'm only counting 1 card that works: Thopter Spy Network

Lands

Cut Phyrexia's Core -Negligible effect unless you have a consistent way to abuse LTB triggers.

Caldera Lake - There are far better lands.

Swiftwater Cliffs - Its fine if you want to stay budget.

Reliquary Tower - I don't see a way for you to draw a bunch of cards and overflow your hand, so this isn't really needed.

Add City of Brass Reflecting Pool Mana Confluence - All staples in multicolored decks. Spire of Industry too for artifact decks, but is super cheap.

Izzet Guildgate and Highland Lake - Better, and cheaper, than Caldera Lake if you want to stay budget

Scalding Tarn - Obvious include if you want to spend the money.

Evolving Wilds/Terramorphic Expanse - Color fixing

Myriad Landscape is a 2 land fetch and taps for mana.

Overall, good base. It has potential to go from 0 - 100 and kill everyone out of nowhere.

Kaleo42 on cEDH Beat Down

5 months ago

Magus of the Moon is only good if your meta includes a lot of nonbasics so that would be the first one I would look at switching for Glorious End. Release the Gremlins is also generally not the strongest if your opponents are moving too fast.

McToters on Purphoros, God of the Forge

8 months ago

Hey there... i know it's more expensive CMC wise in most cases, but how about Release the Gremlins?

+1

bottomless_pete on Lord of the tokens

8 months ago

Feldon of the Third Path has been great in my deck. I'm curious how well Release the Gremlins performs. I have been running By Force, but may need to playtest the gremlins.

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