|Commander / EDH||Legal|
Printings View all
|Duel Decks: Merfolk vs. Goblins (DDT)||None|
|Tenth Edition (10E)||Rare|
|Ninth Edition (9ED)||Rare|
|Ninth Edition Foreign Black Border (9EDFBB)||Rare|
|Eighth Edition (8ED)||Rare|
|Seventh Edition (7ED)||Rare|
|Starter 1999 (S99)||Rare|
|Portal Three Kingdoms (PTK)||Rare|
|Classic Sixth Edition (6ED)||Rare|
|Portal Second Age (P02)||Rare|
Combos Browse all
Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.
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Relentless Assault Discussion
5 hours ago
Ill try to keep budget low, I dont know how good you want this deck to be, but we can definitely make it pretty nasty on a budget aside from mana base. I personally think you should focus on B/W/R This gives you good draw, good stax peices, and extra combat turns. Some of these cards have alternate prints that are a bit cheaper. But i think this is a good start
Alesha, Who Smiles at Death Hidden commander
Meekstone Since you get untap effects, should really help slow others down. Add in some other stax peices as you get budget if you want to keep tuning it, but alot of good stax cards are a little higher costed
4 days ago
Gamble is really good in the deck as well, esp on turn one when u have 7 in hand
for wizard or altar i would cut Relentless Assault, its good but it doesnt synergize well with the token strat
Purphoros, God of the Forge is an absolute beast in krenko, and theres an infinite Lightning Bolt combo that i dont see here, it involves Lightning Crafter + Kiki-Jiki, Mirror Breaker to create a token of crafter and champion kiki, then sac the token to an outlet like Skirk Prospector to bring kiki in untapped and get infinite damage, etb and mana!
2 weeks ago
@louisjrt Thanks. I really appreciate your suggestions. I have Goblin War Strike and Boggart Shenanigans in the deck already so they are certainly useful to me. Bloodmark Mentor was actually cut pretty recently, but I still think it's a decent option. Stingscourger is also pretty good in my opinion. Mogg Maniac and Goblin Taskmaster look like they could be fun to build around, in fact I'd never seen the latter before. Jeering Instigator is interesting, but you'd probably be better served using a cheaper option mana-wise like Kari Zev's Expertise. Final Fortune and Relentless Assault are certainly playable as well if you are so inclined, Aggravated Assault is another option if you favour repeatability.
1 month ago
Couple of things/questions:
- What's your game plan? How is this deck supposed to work? I have an inkling, but I'd prefer if you yourself gave some insights into that.
- I'd add some more cards that would allow Narset to attack more often; preferably over some of the creatures you've chosen. Aurelia, the Warleader seems obvious, as well as cards like Relentless Assault and Waves of Aggression.
- Strionic Resonator is extremely useful to copy Narset's awesome ability every time she gets to use it.
Happy brewing and playing!
1 month ago
Relentless Assault and Combat Celebrant would give you more combat phases and more tokens. You can trigger Combat Celebrant more than once if you untap him between
1 month ago
Hi! Since you said you aren't very familiar with old cards I'll just throw out a couple, that usually would go in a tribal/gishath deck and let you decide which way to go.
The fight mechanic is greens only creature removal, so you can keep a few, maybe consider Chaos Warp, Thrashing Brontodon Bane of Progress or any other stuff that can deal with enchantments/artifact. Also I think you need a bit more lands. Most of the deck run between 32-40, I put 36 in mine, but I run around 8-10 ramps and like 5+ draw in every deck I have. For 30 lands i think people run a very different deck than yours and possibly play broken stuff like Mana Crypt. If you really want to keep the enrage theme then the best way to do it is with Caltrops or Pyrohemia, as they provide constant effect, compared to say Rile's one-time use.
These are the cards I could come up with for now, hope they will be of some use to you. Happy deckbuilding! :)
2 months ago
A good include could be cards that let you take an additional combat phase, as it will double your token count for the sacrifice effects and damage value, card like Combat Celebrant, World at War, Aggravated Assault, and Relentless Assault. As long as you have red mana, you can take a bunch of combat phases using Aggravated Assault. Planeswalkers like Chandra, Torch of Defiance, Jaya Ballard, and Chandra, Bold Pyromancer could all help with keeping the red-mana flowing in the late game for these effects or your other abilities, plus they deal constant damage if used right. Captain's Claws might also be a worthwhile include, as it lets the token stay on the battlefield, so after you untap, you can always keep it back as a blocker, and if you use it in conjunction with the additional combat cards, you can generate a bunch and just not attack with them.
2 months ago
This isn't super sorted, but I tried to keep similar effects together, sorted by cost as well.
General Tip - Since Narset can only cast things whenever they could be cast, instants are a big advantage
About Wraths - You won't want to cast them with Narset out, but it's better than dying(probably get 4-6)
Things to cut:
any equipment - equipment is okay, but since you don't get the equip cost for free you want to focus on low equip costs, or things that protect narset
about aura's - normally they're just card disadvantage but narset probably offsets that
bounce lands - (like Boros Garrison) are usually a little awkward and slow, in three colors you're better off with basics
Aether Gale - tricky since it needs six targets and that won't always be possible
Sea God's Revenge - bounce that only targets creatures usually isn't worth it in EDH, probably better to have hard removal
Breath of Fury - while decent if you have the creatures (and you have some token generation) it's probably not consistent enough, just run sorcs that give extra combats
Dissipation Field - often gives too much value to opponents, maybe even being a lure (lightmine field might be a decent replacement)
Dismiss Into Dreams - you're not targeting that often, and if you are it should be removal anyways
Assemble the Legion - Seems to slow to be effective
Throne of the God-Pharaoh - Need to go wide for this to be really effective
_cheap$$(around or less than a dollar): _
Swords to Plowshares(removal) - excellent creature removal, cheap if you happen to draw it
Crib Swap(removal) - still exiles a creature outright, but 3cmc
Banishing Stroke (removal, tuck, utility) - expensive hard cast without narset/miracle but tucking is often better than destroying(worse than exiling)
Relentless Assault(extra combats) - Extra attack steps with Narset is dumb, do it
Fury of the Horde(extra combats) - extra attack steps (they're the best)
Boros Charm(protection, burn) - versatile, keeps narset alive
Return to Dust(utility removal) - Exiling artifacts and enchantments is better than not
Vandalblast(Mass artifact removal) - not an exciting card, but taking out only opponents artifacts cripples some decks
Sunforger(tutor/equipment) - only good if you have enough cards it can search for, is mana intensive but if you have enough cards it can fetch it'll be worth it
Lightmine Field(pillowfort/defense) - Narset can attack through it, and keeps token swarms off your back
Crawlspace(pillowfort/defense) - Against, stops large swarms, still you'll probably get hit by the two biggest creatures
Counterflux(counterspell) - strong counterspell, wins counter wars
Render Silent(counterspell) - Makes people sad, locks them out of whole turns
Insidious Will(counterspell, spell copy) - versatile, let's you copy stronger effects from narset as well
Reverberate(spell copy) - often is what you need it to be, can be a counterspell or raw value, great for piggybacking on green ramp
Wild Ricochet(spell copy) - copy a spell, twice!
Spelltwine(spell copy, recursion) - recursion is great since you're putting so much stuff in your graveyard
Call to Mind (recursion) - you have spells, may as well re-use the best ones
Mystic Retrieval (recursion) - same but with flashback!
Mirari(spell copying) - copying any instant or sorcery for three is a pretty good deal if you don't have to pay for the spell already
Clone Legion(wincon) - With how many etb creatures people run, this can be a game ender, or enough raw value to put you ahead
Blatant Thievery(card advantage, removal) - stealing things makes people mad, but it's very effective
Journeyer's Kite(ramp) - slower than rocks, but more reliable, a slow and steady way to get mana
Brass's Bounty(ramp) - only good if you need a lot of mana one time
Chain Reaction(mass removal) - board dependent, and kills narset, sometimes you need more wraths
Day of Judgment(mass removal) - very strong
Final Judgment(mass removal) - against some decks destroying all creatures isn't enough, exiling is
_LANDS(can be boring, but are often a big part of how your deck performs): _
Command Tower - Must have in three colors
Mystic Monastery - Tapped lands aren't great, tri-color tap lands in your color are
Rogue's Passage(unblockable) - Being colorless is bad, being unblockable is good
not so cheap$$(around three or more dollars):
Path to Exile(removal) - a second StP, not all decks need it, but it is strong
Darksteel Plate(protection) - keeps your commander safer, isn't super powerful, cheap equip
Rite of Replication(wincon, value) - You still have to pay the kicker but this card is incredible
Waves of Aggression(extra combats) - take extra combats, plus you can play it from the graveyard
Wrath of God(mass removal) - it's the best, but day of judgment is as good 99% of the time
Austere Command(mass removal) - hit's only what you need it to hit, can ignore narset if necessary
Cyclonic Rift(mass removal) - one sided, but you have to pay for the kicker with narset, still can steal games
Blasphemous Act(mass removal) - often one mana