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Rush of Vitality
Target creature gets +1/+0 and gains lifelink and indestructible until end of turn.
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Rush of Vitality Discussion
2 days ago
This is why I
want to feel compelled to use
among other excellent cards.
All those Indestructiblw Rats coming atcha.
Then coming back atcha.
2 days ago
If you save Gifted Aetherborn that is real trouble for your Opponent.
1 month ago
First to say, I really like the idea of getting infinite Dinos and finishing your opponent with them.
But, like already stated, infinite is not possible without giving your Forerunner of the Empire indestructible, because it will kill itself once the third Dinosaur entered the battlefield.
Cards that make at least one creature indestructible (in Standard):
Destined / Lead: would need black mana to cast
Heroic Intervention: one of the better iptions, I think, because it is an instant and green.
Sheltering Light: same as above, but with white mana.
Also, I'm missing the option to finish off your opponent the turn you'd go infinite.
anything that gives your bunch of Polyraptor haste.
Bellowing Aegisaur: Prevents your first polyraptor from dying, so it can attack; but need a second Aegisaur to survive more than four damage.
Snapping Sailback: Gets bigger on himself while taking damage; would need to be on the board the turn you go infinite.
Sun-Crowned Hunters: Combine it with the two Aegisaurs and you have the MG that kills off your opponent.
Like I see this, you either have to splash white (for the bellowing ones) or find something that gives all your creatures indestructible.
2 months ago
Rush of Vitality or Without Weakness would prevent the combo from being stopped by burn or destroy. A cheaper card in mana would be Supernatural Stamina. I still recommend the first one since it also grants lifelink.
2 months ago
2 months ago
Definitely recommend a playset of Captivating Vampire. Lords are pretty important to any tribal strategy, plus if you end up having an abundance of Vampires he can help break through standoffs.
Gatekeeper of Malakir is definitely worth consideration. He fills your curve as a 2-drop in a pinch, but his cheap kicker is what really makes him deadly.
3 months ago
I know my description isnt great and I will get right on fixing it, but I chose pirates to help with Admiral Beckett Brasss ability. But, I also only chose the ones with flying or menace, as I want my damage to be as unblockable as possible(thats the purpose of this deck). Thats also where Trove of Temptation comes in. Since the opponent will always have at least 1 tapped creature, I will have an easier time attacking and not being blocked(not to mention getting the extra mana each turn). Rush of Vitality is actually very important as well, as I will most always be attacking with all my creatures, and getting some extra life is essential. Honestly, I will most likely get rid of Wrangle, Confiscation Coup, and Aether Meltdown.
Oh, and can you please link some gain control decks for me, cant find any :)
3 months ago
The more you upgrade Kaalia into the competitive range, the more expensive it's going to get per slot, and the lower CMC you're going to want to have. Additionally, if you are tired of getting "infinite combo'd to death," the best way to prevent that is to either hose the combo (tutors for answers as well as spells that prevent losing the game), kill them first or wreck their board state, and/or kill their mana by running targeted and mass land destruction - the latter of which will undoubtedly bring you a lot of hate. My Kaalia deck is pretty well tuned as well as pretty expensive, and in all honesty it still struggles to keep up with legitimate cEDH combo decks, especially those with blue. Check it out here: The Destruction Will Be Vast
I'd encourage you to run as many low CMC ramp options as you can - because of the color intensive requirements of Kaalia, each of the three Mardu-combo signets are much better options than higher CMC mana rocks. The deck is only viable to win with your commander's triggered ability going off, so make sure you can get her on the board as quickly as possible - good stuff happening turn 5 or later is just too late. Second, find as many low-cost tutor options as you can so you can have the answer/creature needed to deliver the death blow. Master of Cruelties is your best friend always, so find him ASAP. Third, fill your creature slots with A/D/D creatures that swing the board state in your favor. Every one of them should be making something happen right away, and making it hurt for your opponents as soon as they arrive. Balefire Dragon is really good, so try to pick him up, as well as other A/D/D creatures with similar effects. Finally, anything else in the deck that has a CMC exceeding 4 should either swing the board so far in your favor that you'll win 90% of the time, or replace it with something faster (for example, I run one spell with a CMC exceeding 4 - Catastrophe - which becomes either Wrath of God or Armageddon depending on the situation). There are a lot of great options in Mardu that give your creatures/permanents indestructible, so until you track down some of the more expensive cards, options like Make a Stand, Rush of Vitality, and Valorous Stance are pretty good options. Boros Charm is a must have for this deck, and combos beautifully with board wipes and MLD spells.
Those are my best suggestions without going into too much detail. Best of luck with your build.