|Commander / EDH||Legal|
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|Masters Edition II (ME2)||Rare|
|Starter 1999 (S99)||Rare|
|Portal Second Age (P02)||Rare|
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Destroy all tapped creatures. You gain 2 life for each creature destroyed this way.
Righteous Fury Discussion
3 days ago
@king-saprolingThx for you suggestions!
, but these were replaced, by imo better options or because they tend to draw aggro, or kill my opponents creatures.
- Master Warcraft i think maybe i should give it another chance, though it's a oneshot.
- Masako the Humorless is somewhat antisynegetic, as the deck is more about getting the opponents to beat each other up, rather than doing this myself.
- Godsend as tempting as this card seems in terms of rattlesnake, i think this might be more seen as an offensive tool. Also i'm not really equipmentheavy.
- Lapse of Certainty not really a fan of this one, personel preferance.
- Bloodthirsty Blade is already ordered, still no clue what to cut for it.
3 days ago
I think you'll like these: Angel's Trumpet , Masako the Humorless , Assault Suit , Master Warcraft , Godsend , Righteous Fury , Sunblast Angel , Gisela, Blade of Goldnight , Bloodthirsty Blade , Crown of Doom , Repercussion , Baird, Steward of Argive , Null Chamber , Lapse of Certainty , Pariah (enchant an opp's creature, or better yet, Stuffy Doll :P)
3 weeks ago
These might interest you: Invasion Plans , Genesis Chamber , Varchild's War-Riders , Coat of Arms , Nacatl War-Pride , Soltari Champion , Soltari Visionary , Duelist's Heritage , Avatar of Slaughter , Mercy Killing , Righteous Fury , Sunblast Angel , Curse of Predation , Curse of Stalked Prey , Sheltering Ancient
1 year ago
Very well, here's my latest jank for your consideration (take your time)
Orzhov Advokist: Boosts one of your creatures and tells you ahead of time whether or not someone is planning on attacking you. This potentially lets it both replace one card from Conflict Escalation and another from Deterrence, which would free up a slot for something else. On the downside, it takes a player turn cycle to become relevant and it's more about quality than quantity (although you could use things like Tetravus, Murder Investigation and/or Hangarback Walker to alleviate this, see also about Elemental Mastery below). Another problem is that it doesn't reward people for attacking each other and it's arguably anti-synergetic with Mystic Barrier.
Harvest Season/(Growing Rites of Itlimoc Flip): More powerful yet less reliable alternative to Cultivate. (Although instead of Itlimoc you could just spend hundreds of bucks on a Gaea's Cradle I guess)
(Thornscape Familiar): The only one in the cost reduction Familiar cycle which affects more than one of the colors in your commander's identity. Aside from Gahiji himself, it works for 33 out of the 99 cards in the current deck (assuming no shenanigans like Celestial Dawn or Feroz's Ban). I dunno if you cast those 33 cards frequently enough per turn to make the cost reduction worthwhile compared to land-based ramp, especially since you got some land matters cards like Mirari's Wake.
Continuing my quest of exhausting every possible card advantage option known to beast, god and man:
Elvish Harbinger: Complement or possibly even a replacement for Wood Elves. Ramps and elf Imperial Seal:s from a pretty diverse pool consisting of Rhys the Redeemed, Reclamation Sage, Wood Elves, Knight of the Reliquary, Mirror Entity, Selvala, Explorer Returned & Oracle of Mul Daya. Since it doesn't have flash, unplanned shuffling is my biggest reservation towards this one. (As an optional bonus, it can form the middle of a threefold creature tutor chain with either of the Recruiters and any elf.)
Green Sun's Zenith: Banned in modern and probably something you've already considered. Puts green critters directly onto the battlefield and is self-recurable. It can pick from a pretty diverse pool that includes (among other things) Den Protector, Oracle of Mul Day, Reclamation Sage, Tireless Tracker, Wood Elves, Knight of the Reliquary, Mirri, and Selvala.
Worldly Tutor: Creature Vampiric Tutor, might be a bit slow without an available draw source. (Congregation at Dawn) takes things further, but with the presence of other (shuffling) tutors and a lack of great draw power it seems questionable. Eladamri's Call is the Demonic Tutor equivalent, dunno if it can compete with Green Sun's.
(Evolutionary Leap): Unsure about this one, but could be nice with things that give a benefit upon death (be it naturally or trough Skullclamp with 2 or more toughness) and/or are disposable (especially cheap ETB creatures that can be recurred with Sun Titan).
(Defense of the Heart): Obviously very powerful if it goes off, but I assume that it's too conditional & vulnerable to removal to be worth it.
Magus of the Wheel: Complement to the classic wheel that's already present. I prefer the Magus over Wheel of Fate & Reforge the Soul due to not requiring you to have all the mana at once and/or because it's more predictable for something that discards your hand (although slower without haste). As a bonus, it's recurable with Sun Titan (and tutorable with either of the Recruiters).
Other misc. cards which you've probably already considered and rejected, but just in case:
(Luminarch Ascension): On one hand, Ant Queen on steroids. On the other, draws a lot of hate and/or takes at least four turns to become not-useless (assuming no helpful proliferation) which makes it more and more of a dead draw over time. (Sacred Mesa is a weird compromise.) There's also Emeria Angel/Retreat to Emeria for if you want to expand on the land subtheme, but it doesn't have the same explosive potential as the aforementioned manasinks (although Hazezon Tamar might be a decent compromise).
Elemental Mastery: Channels a quality creature (e.g. a beefed up Knight of the Reliquary or just Gahiji himself) into a quantity of tokens which better synergizes with Gahiji's ability. On the downside, since the tokens only lasts one turn you can't increase their power on the long term with e.g. Curse of Predation. The card also has the two usual problems associated with Auras in that it requires the presence of an appropriate creature to be useful and that single-target removal against said creature becomes a two-for-one deal (and this is further exasperated by the fact that you're encouraged to increase the power of the creature by e.g. putting counters on it). Also too expensive for Sun Titan. Dragon Throne of Tarkir gives somewhat similar quality-to-quantity conversion in a more resilient equipment form.
(Path of Ancestry) vs one of Temple of Abandon/Temple of Plenty/Temple of Triumph. Less reliable scry that only works with Gahiji & the changeling, but taps for all the relevant colors. Dunno how frequently this is relevant for you.
(Rith, the Awakener): Token generator alternative. I'm guessing you've rejected it because the tokens lack evasion and/or the token generation is too conditional. (But hey, at least it's a combat damage effect for Duelist's Heritage to interact with)
(Marton Stromgald): Potentially explosive token amplification but hard to keep alive.
Mass Hysteria: In case you're not getting enough haste from Slayers' Stronghold. Also works with the group slug aspect, but I dunno if it will backfire by e.g. letting powerful tap abilities come out of nowhere. (There's also Concordant Crossroads if you're not worried about it being replaced by another World Enchantment.) Samut, Voice of Dissent is another option that has quite a few other features as well, but I fear she'll come in a bit too late. Got similar feelings about (Urabrask the Hidden), who's also kinda detrimental to the group slug theme and/or will draw too much hate. ((Akroma's Memorial) is even worse in the lateness department.)
Mogg Infestation/(Settle the Wreckage)/Fell the Mighty/(Righteous Fury)/(Sunblast Angel)/(Angel of the Dire Hour): One of the Token Beatdown variants favors board wipes, but all of the listed cards have a tendency to kill your fatties and leave your opponent's weenies alive. In case you want a source of emergency non-targeted creature removal in the main deck and/or the variant, here's some additional options that can leave your own creatures alive, even if they're a bit more expensive than e.g. Wrath of God (or, in the case of Settle the Wreckage, potentially profitable for an opponent). Special mention to Mogg Infestation for still keeping the group slug going by being Beast Within on steroids & Angel of the Dire Hour for bypassing indestructible in addition to shroud, if that's relevant in your meta (although a plain (Arcane Lighthouse) might be better then).
(Elesh Norn, Grand Cenobite): Saving the most prominently obvious card for last, I assume the reason you've rejected it is because it's not explosive enough to act as a 1v1 finisher, while being detrimental to the overall group slug strategy when there's more than one opponent alive.
1 year ago
Boros Charm and Golgari Charm is something that isn't removal, but it is versatile and will help you punch through due to not being afraid of creatures dying. As for actual removal Austere Command, Solar Tide, Vandalblast, Righteous Fury or Sunblast Angel, Void. For unblockability Cover of Darkness, Glaring Spotlight, and Profane Command.
For ultimate cheese, Triumph of the Hordes infect p2 for 10 pts and p1 dies from infect too.
2 years ago
If life-drain control is plan you'll be playing the game of attrition then. Aka not attacking and you'll need to make sure you have time to do it so Ghostly Prison, Crawlspace, and Silent Arbiter are helpful to not get overwhelmed.
Cards I think lack synergy with life-draining or you can find better for what they do: Relic Seeker, Master Trinketer, Nantuko Husk, Nightmare, and Kothophed, Soul Hoarder.
Cards in Maybeboard I'd add in: Phyrexian Arena, Vizkopa Guildmage, Blood Artist, Greed, Isolation Cell, Sign in Blood, Swiftfoot boots (and more protection like Lightning Greaves), and Thalia, Guardian of Thraben.
Check out edhrec.com, it's a great site that tells you the top cards played in EDH decks according to the commander. So you'd get more ideas for Kambal.
Mtggoldfish somewhat recently had had a Commander Clash video that played Kambal, might get more ideas from there too.
Personally I'd set up a pillow fort and throw in lots of life-gain (for you) and drain (for opponents) with creatures who benefit from, cause, or synergize with those effects.
3 years ago
My friends and I will have a mono-color showdown in a couple of weeks and the color I got to represent was White. However, Shadows over Innistrad is soon upon us. So, instead of the usual white constructed goodstuff I wanted to go for flavor with a crusader- or inquisition-themed approach. Leave the advisors at home, time to punish the wicked!
The deck will be helmed by Crovax, Ascendant Hero.
Blue and Green may be my allied colors (not allied players), so I will expect Blind Obedience from them. Otherwise I will impose Martial Law to Silence these troublemakers and make them accept my Unquestioned Authority.
The Commander is the only legendary permanent allowed in the deck
Light color-hosers are allowed, but nothing overly oppressive like Choke.
Other than that, please suggest cards that are on-theme that shows the more zealous side of White. :-)
3 years ago
True Conviction for sure. Other things to consider: Moonsilver Spear makes angels. Righteous Fury - kill stuff/gain life. Harsh Mercy - great in tribal decks (Yes, they're keeping SOMETHING, but you're likely keeping the majority of your creatures.) I'd also run Felidar Sovereign - it's not an angel, but it is a win-con.
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