|Commander / EDH||Legal|
Printings View all
|Commander 2018 (C18)||None|
|Modern Masters 2015 Edition (MM2)||Uncommon|
|Commander 2013 (C13)||Uncommon|
|MTG: Commander (CMD)||Uncommon|
Combos Browse all
Savage Twister deals X damage to each creature.
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Savage Twister Discussion
4 months ago
I haven't played with or against a Gruul deck in EDH before, but this looks like it'd make for a fun game (+1).
I've got 2 suggestions for your removal package (don't know if they're worth it):
Decimate- Might not work well if there's way too much removal in your playgroup since you need targets.
Starstorm/Savage Twister- Not quite as good at destroying everything as Blasphemous Act, but those could give your bigger creatures a one sided advantage.
6 months ago
Before I say anything else, take the Blunt the Assaults out of there. Fog-like effects are only necessary in decks based around it and Isochron Scepter. If you're in a position in which you need a spell like that, I'd recommend Arachnogenesis. I would suggest cutting the "one-ofs" for the sake of consistency, though I'm not too sure about your budget. Eternal Witness instead of Greenwarden of Marusa, though I like the warden, up to you. I'd take out Magma Phoenix and Purphoros, God of the Forge. Blasphemous Act kills all your shit, Savage Twister might work better in here. Signal the Clans or Worldly Tutor for getting stuff.
Night Soil isn't necessary. If you want something to get rid of graveyards, go with Relic of Progenitus or Grafdigger's Cage. I wouldn't recommend having Primal Surge in here since you have 18 non-permanent spells, but if it works... I'd also advise more ramp; instead of stuff that enchants your lands to get more mana, get more lands. Stuff like Kadoma's Reach, Cultivate, Rampant Growth. Maybe Temple of the False God or Sol Ring (not Modern legal). Draw spells like Explore or Life's Legacy. Sorry for the disorganization, good luck and shit
10 months ago
1 year ago
Cheap mass removal options
1 year ago
Ok, Round 2.
So you want to build a classic Timmy deck and ramp up to big creatures, and kill with big creatures. Seems like a solid strategy. Here are my suggestions.
First, go all in on land ramp or creature ramp.
With land ramp, cards such as Explosive Vegetation, Explore, and Cultivate are your best friends. If you are doing this you'll need to run a land count that is roughly around 25-28 lands, in order to facilitate you pulling them all out of your deck. You will then want up to 1/6th of your deck to be payoff cards. (Based off of a quick look at a typical tron deck). Creatures such as Rubblehulk and Zendikar Incarnate get tons of value off of the higher land count. Ground Assault can be a powerful removal spell provided you have enough lands. Savage Twister can also be used as a boardwipe, that you can control the strength of. Rampaging Baloths is also a card that can seal the game for you. And one swing off of Baloth Woodcrasher after an explosive vegetation can mean lethal.
Creature ramp on the other hand is a little different. You can play less lands, up to 22-24, as long as you are playing enough 1 mana dorks. An interesting thing to note about 1 mana dorks is how they speed up your gameplan. If you play a dork on turn 1, then on turn 2 you will have 3 mana, essentially gaining a turn over your opponent. If you play a dork again, on turn 3 you should have 5 mana. (Assuming you are hitting your land drops). In this case cards such as Explosive Vegetation aren't as good, because you won't be able to play in on turn 2, and on turn 3 casting it will leave you with one unused mana. So you want to build the curve of your deck so that it takes advantage of this by having a turn 1 dork such as Llanowar Elves, a turn 2 dork that costs 3 such as Greenweaver Druid, and on turn 3 play a six drop such as Terra Stomper or Soul of the Harvest. (By the way, this same principle applies to the land deck because Cultivate will get you to 5 mana on turn 4, and Explosive Vegetation will get you to 6.) I would also recommend making this deck mono colored, and use your removal in cards such as Prey Upon.
The third option is to go full on Tron. The urza cycle of Tron lands can get you to 6 mana on turn 3 with just the lands. It is all colorless mana however. Tron is a very powerful deck arcehtype, and is even Pauper legal. Here's a pauper list that might give you ideas on how you could do something similar if you decided to go down that route. https://www.mtggoldfish.com/archetype/pauper-temur-tron-22406#online
There are a lot of different ways to take this deck, but the important part is deciding on where you are going to take it and sticking with it. You can have mana dorks in your lands list but it might not run as well, and vice versa for anything else. You have to choose what you want and work to narrow it down into something that is cohesive. Good luck with your deck, and let me know which route you take! I might end up making the other list haha!
Remember, you can always order your list online. Most of the cards in this strategy should be fairly cheap, and shouldn't break the budget.
1 year ago
Hey, thanks for the advice. I don't think Savage Ventmaw would work in my deck though because I need the mana before casting Dragonstorm and getting all my dragons out. Idk, maybe it could let me do some cool stuff after the dragons come out, such as cast Crucible of Fire or an instant or something. Since I'm using Dragonstorm, I don't think Dragonspeaker Shaman or Dragonlord's Servant are useful either; I'm not casting Dragon spells from my hand. The three green cards you listed after those would be good though; I'll see if I can fit them into my deck as a defensive measure. However, I'm already over the 60 card target, so idk what I'd swap them out with.
I recently talked with a friend about the deck and decided to add Sakura-Tribe Elder and Birds of Paradise as creatures that can ramp mana and can chump block early-game maneuvers if need be. I added 6 of them total. I might put Permeating Mass in the sideboard or something because of its very low mana cost though, I'll think about it, but it doesn't really have any effect that helps the main goal of the deck, it only functions as a protector.
The thing about the black is that I am also looking to have Thoughtseize and Diabolic Tutor in my sideboard and I feel like Crux of Fate is the most worth it out of all the board sweeper cards--5 mana to get a guaranteed kill on any creature I don't control. For the same amount of mana I would be able to do only 3 dmg across the board using Savage Twister and Blasphemous Act requires 6 creatures already out on the board. But do you think having some Blood Crypts/Dragonskull Summits will be enough to enable me to play those cards when I need to? Kaarthus is no issue because, again, I'm planning to retrieve him using a card that requires only 1 red. I think the best strategy here might be to run some Urborg, Tomb of Yawgmoths in the deck so that I have that black mana when I need it. What do you think?
1 year ago
Hey, welcome to MTG! It's always nice to see new players, how do you like it so far?
EDHREC is always a good website to help make a deck, even if the format isn't EDH. In this instance, I went to the tab under commander, then looked at each of the Atarka pages (because they are most likely to have dragon-like theme or some suggestions that are good for it's colors. Most of my suggestions would come from those two pages, but the highlights that I would put in are Savage Ventmaw, Dragonspeaker Shaman, Dragonlord's Servant; I would also put in something like Harmonize, Krosan Grip, Blossoming Defense, etc. just in case.
My second problem is the early game: always have cheap creatures. In my experience, a lot of Modern players will win with combat or having an overwhelming force to stalwart the game until they can win. I would suggest something like my favorite Modern card ever or Ohran Viper, they are cheap and can discourage an attack. This is probably the biggest problem, do some research into early game creatures, then add three or four of em.
Lastly, take out all the black. The amount of red in this deck demands it. If you're worried about the haste enabler of your Karrthus, Tyrant of Jund, consider Mass Hysteria, Fires of Yavimaya, or Dragon Tempest; if you want to keep the creature board wipe, consider Blasphemous Act, Fiery Confluence, or Savage Twister.
Hope this helps, I'm always here
1 year ago
Protean Hydra is another hydra to consider,as for ramp id use things more like Elvish Mystic and Llanowar Elves id add some board wipes or kill spells to have a cleaner board when paying x for hydras so id be looking at things like Anger of the Gods, Pyroclasm or even Savage Twister.i think if you wanted planswalkers you could look at Domri Rade, + = draw, - = kill somthing, ult = you win.i dont think Fervor is a good card, if you relly needed all creatures to have haste Hammer of Purphoros is better as it has a alternate ability aswell. orrrrArlinn, Embraced by the Moon, for massive hydras nothing like swinging immediately with +2/+2 and staying up to block, nothing wrong with a free 2/2, other side, +1 means you dont have to run Primal Rage as this is giving +1/+1 to everything aswell, -1 bolt a creature still strong, and ult insta win.+1/+1 synergy there is Doubling Season, Primal Vigor, Hardened Scales or a black splash for Corpsejack Menace (you mana base needs alot of work if your going to splash for 3rd colour)also id reccomend Asceticism at least in the SB if not MB as having a massive hydra getting killed by a Path to Exile