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Release the Gremlins
Destroy X target artifacts. Create X 2/2 red Gremlin creature tokens.
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Release the Gremlins Discussion
2 days ago
Bomat Courier generally dies real easy and becomes useless towards the late game, so I would neglect to run a play set of them. Also Flameblade Adept as a card is a little underwhelming I don't think it is any better than 1 drops like Dread Wanderer.
Amaizing cards in these types of decks would be Olivia, Mobilized for War and Bloodhall Priest. Olivia, Mobilized for War has synergy with every other creature and Fiery Temper, and Bloodhall Priest can shoot down small blockers they have or just get that extra two damage to their face to finish them off.
Im also not a fan of Alms of the Vein. it just doesn't do as much as some of the other madness cards like Stromkirk Occultist which gets around the problem where heckbent decks generally run out of cards to play.
Key to the City also seems pretty useless to me, in control matchups there wont really be any creatures to get around, and in agro matchups good removal like Fatal Push or Magma Spray (If you need to stay with a low budget) can effectively make your creatures almost impossible to block and reduces the counter attack your opponent will have.
You also don't have a sidebored which can easily lose you games at Friday Night Magic. Your worst matchups are probably going to be any Zombie or marvel deck. A few sidebord cards can fix you up against these two types of decks though. In my black-red agro deck I run a play set of Magma Spray in the side, because it deals with Scrapheap Scrounger, Dread Wanderer, Cryptbreaker, and significantly reduces the power of Diregraf Colossus. I also would run at least three Release the Gremlins because it is your only real good answer to Aetherworks Marvel. The last real card you absolutly need in your Sidebord is Transgress the Mind, because its just good against control decks that like to hold onto big scary gearhulks. the rest of your sidebord you can play around with.
Overall great deck for only being sixty dollars, you have some great stuff going for you. You seem like a fun magic player. :)
5 days ago
Maybe some Artifact-hate for Aetherworks Marvel? I like Natural Obsolescence personally, but others swear by Appetite for the Unnatural, Manglehorn, and Release the Gremlins, so I think the pros and cons all kind of even out.
And Sweltering Suns for the Zombie hordes, maybe?
6 days ago
I think that 3-4 Glorybringer is the best amount. It is very good in most game 1's and is almost always a live draw. It does kind of compete with chandra as a two red mana spell that when resolved demands an answer. I might try 3/2, or 4/1You probably should also have 3-4 Bristling Hydra if control decks are prevalent.
Your plan is to be agressive, but not Lathnu Hellion and Voltaic Brawler agressive. I think 2-4 Channeler Initiate is a good spot to be in,as it is pretty sweet at ramping and getting deep-fiends out.
I'm not sure if you are really attached to Fling, i might cut it if you aren't too attached
My suggestions for the mainboard
+1 Glorybringer (take out a chandra if you want 4)
+2 Game Trail
-1 Cinder Glade
Kozilek's Return vs Sweltering Suns/Radiant Flames: Return is only really good against really good against super-aggro decks. Zombies has Transgress the Mind to get rid of cards like Elder Deep-Fiend so return won't be flashed back. It is true, however that Sweltering Suns kills your stuff, so maybe find something else. Chandra, Flamecaller could be good. Or a different card that is good against zombies. Skysovereign is one of those cards, especially good on t4 with a mana dork. I also don't know how prevalent zombies is in your area.
On the topic of control hosers: Bristling Hydra is very good against most control decks, Glorybringer is good against planeswalker control decks, Prowling Serpopard is great against UR, UW, and other blue decks, and Tireless Tracker is good in general. i'd stick with 2-3 of the cat snake for right now, and maybe 1 tracker. You already have it in the main right now so...
+1 Bristling Hydra (very hard for tower, UR control, and sometimes mardu to beat)
-3 Whirler Virtuoso (cuz it's going in the main)
Side note: If you want to keep Fling and stuff, it's your choice. I'm only giving advice. If so:
+2 Game Trail
-1 Cinder Glade
Side Side Note: Lumbering Falls is great against control! (and in general) Throw em in!
Changes I definitely advocate for:
Skysovereign, Consul Flagship in the side
Keep calm and brew on
1 week ago
That's likely where I was heading, Errast. I've been toying with a red splash for Magma Spray and Harnessed Lightning for cheap removal (both price and cmc). This also gives me Release the Gremlins or By Force in the side. The land base gets tricky, but it should be manageable with only single red costs.
I've also toyed with Esper, but it lacks the cheap exile effects that Jeskai does to deal with the recurring Zombies. It does give access to other removal like Anguished Unmaking and Grasp of Darkness, as well as Sorin, Grim Nemesis to diversify finishers. Not sure how good he is here, I just really like the card. Black seems like it would also be taxing much more on my land base.
1 week ago
With the top contenders revealed at PT Amonkhet, it's a great time for hard control decks to materialize. The question is, however, which colors are best?
In order to survive, control would need both main and sideboard answers to:
- Aetherworks Marvel lists - the best answers here are countermagic (main) and disruption spells such as Transgress the Mind and Lost Legacy (side). Artifact destruction such as Release the Gremlins and By Force are also sideboard options.
- Zombies variants - Cheap removal, especially those that exile (yay Magma Spray) are great, as are unconditional board wipes like Fumigate, and maybe even Descend upon the Sinful? Other, more conditional options are Sweltering Suns and Yahenni's Expertise. Flying creatures are an effective way to get through the horde.
- Vehicles - The artifact destruction and removal mentioned above work here.
So, we have effective answers across four colors - white, blue, black, and red. Since I'm personally looking at a budget (getting into MTGO, but hesitant to spend much on virtual goods for now), Archangel Avacyn Flip, while an incredible answer to Zombies and good against Vehicles, is a little above my price range. Unfortunately Fatal Push is pushing it, and likely too much for the time being.
Blue is certainly the core with countermagic and access to budget finishers such as Sphinx of the Final Word, Glyph Keeper, and potentionally Dynavolt Tower However, there are arguments for each of white, black, and red. So, what do you think? What's the best route for a budget control deck in standard?
1 week ago
And maybe some more Artifact-hate for Vehicles and Aetherworks Marvel? I like Natural Obsolescence personally, but others swear by Natural State, Appetite for the Unnatural (I see the 3x in your 75), Manglehorn, and Release the Gremlins, so I think the pros and cons all kind of even out.
1 week ago
+1, glad that UR Control is back in w/ Enigma Drake
i wrote out a GIANT comment on this deck, but my computer shit the bed so everything got deleted. i'm just gonna cut to the chase & suggest my hard changes. hope this helps lol
4x Glimmer of Genius
4x Harnessed Lightning
1x Collective Defiance
3x Lightning Axe
4x Fiery Temper
2x Torrential Gearhulk
4x Enigma Drake
3x Soul-Scar Mage
2x Bedlam Reveler
2x Chandra, Torch of Defiance
4x Dynavolt Tower
4x Wandering Fumarole
4x Spirebluff Canal
4x Aether Hub
1x Geier Reach Sanitarium
4x Fevered Visions
4x Thing in the Ice Flip
3x Magma Spray
2x Sweltering Suns
2x Release the Gremlins
i obv had reasonings for all of my choices above, but they all got deleted :/ i'll comment later this weekend explaining my various choices. hope this (somehow?) helps!!