Scourge of Geier Reach

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Scourge of Geier Reach

Creature — Elemental

Scourge of Geier Reach gets +1/+1 for each creature your opponents control.

Legendxp on YEET! [[Primer]]

2 years ago

Gideon's Avenger and Scourge of Geier Reach are both cards that can be pretty ridiculous power-wise.

CamraMaan on Will Toralf get to trigger …

2 years ago

Similar question, but what about with Scourge of Geier Reach and Earthquake , where we'll say Scourge is 12/12, and takes the 9 damage from above, but in that round of damage eight creatures die to bring its power down to 4/4... I'm assuming it dies, since the damage from Earthquake would stick until the end of the turn, right? Or am I mistaken there, and this is more of a timing question...?

oliveoilonyaasscureshemorrhoid on Sedris EDH??? halp pls

6 years ago

The first card that comes to mind is Yahenni, Undying Partisan; it's a step toward the speed problem and not enough fatty problem, and fits the sac theme if you decide that. Sometimes to speed up your game, you have to slow down your opponent with Frozen AEther, Urabrask the Hidden, Baral's Expertise (which speeds you up as well), Vandalblast, Static Orb, etc. Beside that, there's ramp and sneaking in cards to really speed up your game. Consider Sneak Attack or Quicksilver Amulet, Deathrender or Clone Shell; also consider rocks like Commander's Sphere, Dreamstone Hedron, Hedron Archive, Heartstone/ Carnival of Souls for unearth, Semblance Anvil and Nightscape Familiar. There's also cards that help your opponent as well, but if you've more value it could work: Mana Flare, Dream Halls, Braids, Conjurer Adept.

Situations where you're in a stahlwart, loosing, and have huge problems, are different from situation where you're at parity and have equal footing. At parity, card advantage and evasion rule. Chariot of Victory and Haunted Cloak, Archetype of Endurance/ Archetype of Aggression/ Filth/ Wonder/ Brawn, Hot Soup/ Deepfathom Skulker/ Whispersilk Cloak, maybe Trailblazer's Boots or Prowler's Helm, all of these can help close a game. This deck needs much more draw, especially with some discard outlets you have. Cards like Arcanis/ Humble Defector (good unearth target), Skullclamp, The Immortal Sun, Harvester of Souls, Phyrexian Arena, Divination/ Faithless Looting/ Concentrate, Chandra, Flamecaller, Open Into Wonder. If you're loosing, usually board wipes are the best answer. Black Sun's Zenith, Toxic Deluge, Archfiend of Depravity, Perilous Vault/ Worldfire, All Is Dust, all for dealing with indestructible. You could also add some fatties or deathtouchers like Taurean Mauler, Consuming Aberration, Scourge of Geier Reach, Nighthowler, Ophiomancer, Ogre Slumlord.

It's rather hard to suggest versatile cards without answering direct metas, do you have any specific cards or strategies giving you trouble right now?

For general versatility, there's Rakdos Charm/ Rampaging Ferocidon, Gravepurge/ Footbottom Feast to protect your graveyard, which is rather important in this deck, Thief of Blood/ Vampire Hexmage for atraxa/ planeswalkers. For a combo heavy meta, there's Time Stop/ Summary Dismissal, Torpor Orb/ Kalitas, Traitor of Ghet, Praetor's Grasp/ Sadistic Sacrament to extract combo pieces. Stranglehold, Defense Grid/ Wild Ricochet (which is a counterspell) for control decks. Clever Impersonator or Phyrexian Metamorph adds a bunch of versatility, maybe some tutors to directly answer something.

For this deck, I would reinforce your themes of mill, reanimation, and draw, and probably add more ramp and board wipes. I personally like ETB/ death triggers over big 'uns and tokens, so that's going to heavily influence my opinion. If you were to go wide, you could add threaten effects and Faerie Artisans to sac them, you could add Genesis Chamber/ Grave Titan/ Wurmcoil Engines/ Spawning Pit for tokens, Dragon Throne of Tarkir for combat tricks. Also, to make the deck stronger, I could point out some of the weaker cards. Like Worn Powerstone, I'd rather add Hedron Archive or Dreamstone Hedron; Star Compass is OK, but I wanted to point it out because it doesn't fix your colors, I'd suggest Realmwright to unearth/ Fellwar Stone; Spell Pierce is not too good in my opinion as is way too easy to pay, I'd rather have Mental Misstep/ Foil; Death's Approach can be replaced with Snuff Out, Sudden Death, Sickening Shoal with all the big creatures you have. You made a lot of good picks though, like Teferi's Veil, Flayer of the Hatebound, Stitch Together, etc., those are rather strong in my opinion.

If I had the commanders or strategies you're facing I think I could answer better, but I hope this helps you take step towards a stronger deck! I'm always here

Hidran on Hordes of Elementals

6 years ago

Some of your creatures are really lackluster or aren't even elementals. For budget improvements, I'd suggest: Doomgape, Supreme Exemplar, Rubblehulk, Soul of the Harvest, Scourge of Geier Reach, Skullmulcher, and Smokebraider.
As far as manafixing goes, consider Cascading Cataracts, Command Tower, Primal Beyond, Terramorphic Expanse, and Ash Barrens mandatory inclusions.

Brian1 on Slightly Dirty Burn (WIP)

6 years ago

anothe rnice card if your opponent plays lots of creatures.. Scourge of Geier Reach...now combine that with Fling..coul djust be a side board idea, i dont know

laegrim on

7 years ago

Looks like fun! If you end up taking this apart, I might build my own version.

There are some areas where I think you could change things up: some are overall optimization changes, some are meta dependent (as our meta has evolved into a particularly wipe and removal heavy grindfest), and some are admittedly changes towards deck choices I like, but that aren't necessarily more powerful. I'll try to mark each as which (opt, meta, personal).

------------opt & meta

First off, I think you'll be disappointed in how the non-token weenies and many of the anthems, creature and non creature, perform. Even if you want to be attacking with an aggro strategy, from a theory standpoint, in multiplayer, creatures that can do nothing but attack will often not have much of an impact. Especially in our meta, they will often not last the round to make an attack in the first place. To this end, I'd leave in only the best attackers, and add in haste enablers to help ensure you actually get to attack.

Out: Angelic Field Marshal (5/5 ain't nothin, vigilance is nice but too easy to turn off), Balefire Liege (on the cusp of saying leave this in, pretty good), Basandra, Battle Seraph (hinders your own combat tricks), Boros Swiftblade, Firemane Angel, Hangarback Walker (takes too long to warm up, otherwise this would be awesome), Hearthfire Hobgoblin, Hellkite Charger (Too mana intensive), Highspire Mantis, Iroas's Champion, Nobilis of War (same as balefire liege), Scourge of Geier Reach (too unpredictable), Soul of Theros (Too mana intesive), Spark Trooper (not enough ways to abuse it), War Elemental (awesome card, wish our meta would allow it, but it's too slow and often hard to trigger. Needs to stick around for a round or two to work, even with brion), Spear of Heliod (half the time you get to activiate it, your already dead), Always Watching , Berserkers' Onslaught (True conviction is much better, slot could go to a way to find it), Brave the Sands (Blocking? What's blocking?), Gleam of Battle (Could be better than I think, but seems to slow).

Ideas for what to put in: Crovax, Ascendant Hero (wipe their weenies? yes please!), Elesh Norn, Grand Cenobite (you know how bad this gets), Monastery Mentor, Hero of Bladehold, Godo, Bandit Warlord, Anger, Urabrask the Hidden, Scourge of the Throne, Malignus, Knollspine Dragon.

-------------opt & meta & personal (I like responses and tricks, so this advice leans that way a bit more heavily than maybe it otherwise would)

Sunforger definitely needs more targets (remember only instants w/ CMC <= 4) and instants are generally preferable to sorceries anways, all things being equal. You'll definitely want some board wipe and more control as well.

Out: Act of Treason (better versions), Traitorous Blood, Launch the Fleet (cool, but really mana intensive).

Ideas for sunforger targets: Chaos Warp, Deflecting Palm, Fling (always good to have duplicate effects), Grab the Reins, Mages' Contest, Orim's Chant, Tithe (to find Mistveil Plains!), Wild Ricochet, Reiterate, Return to Dust, Mana Tithe, Debt of Loyalty!!, Swords to Plowshares, Orim's Thunder, Path to Exile, Enlightened Tutor, Pull from Eternity, Oblation, Master Warcraft, Punishing Fire, Ghostway, Price of Progress, Dawn Charm, Angel's Grace, Prismatic Strands.

Other good stuff: Brawl (lots of fun), Word of Seizing (Split Second!!), Blasphemous Act (can be one sided for your big stuff), Chandra's Ignition (Don't have to choose the avatar...), Mob Rule (less mana than insurrection, and basically the same), Vandalblast

---------opt & meta

Because in red and white your card advantage is heavily linked to the equipment you have, it might be worth it (espcially in a go-long meta) to have a stronger equipment theme. This will also help make up for some weenies you might take out as the theme encourages some cheaper early game creatures that provide value and find ways to make themselves bigger.

Out: Captain's Claws (The only reason I list this is that you may be running out of room for other things), Godsend (powerful, but too narrow a use case).

Ideas for strengthening equipment theme: Brass Squire, Stone Haven Outfitter, Puresteel Paladin, Kazuul's Toll Collector, Stoneforge Mystic (if you have one... pricy), Stonehewer Giant, Godo, Bandit Warlord, Deathrender (sac w/ brion for a free creature?), Bonehoard (comes in on a stick!), Grafted Exoskeleton (if you want to be really mean), Illusionist's Bracers, Lightning Greaves, Masterwork of Ingenuity, Nim Deathmantle (probably better than gift of immortality), Surestrike Trident (more brion redundancy), Thornbite Staff (Untapping Brion whenever he's activated is amazing), Umbral Mantle (more untap brion shenanigans), Whispersilk Cloak, Nahiri, the Lithomancer

--------personal

Some extra staples or favorite cards I'd recommend: Sandstone Oracle (more card draw!), Mentor of the Meek (More card Draw), Solemn Simulacrum (ramp!), Treasonous Ogre (You'll have plenty of life), Stalking Vengeance, Weathered Wayfarer, Goblin Bombardment (use your tokens to go that extra bit of distance), Rogue's Passage, Gisela, Blade of Goldnight (Best card in the colors... often lose to it)

Other random things I see: Felhide Spiritbinder, Twinflame, and Flameshadow Conjuring seem like they'd be better if you had a critical mass of etb effects. Might consider Kiki-Jiki, Mirror Breaker and/or Zealous Conscripts. Good together or either one in your deck.

CaptSillva on Slow Roast at 370°F

7 years ago

I think this deck need a lot of work before it can be considered viable in a competitive setting. The biggest problem is that its theme is all over the place so much so I wouldn't even call it a gimmick. This deck is partly Vultron, burn, and Elemental tribal but because the attention is so split its not very good at any of these things. And the biggest problem I see is that you run too many short term value cards for commander. You have to remember that commander is a chaos format and you have to plan to deal with 2-3 opponents. Cards like Fling and Lava Spike just aren't worth it unless they are killing your opponent. Even a card as amazing as Lightning Bolt is a questionable card in commander.

If you are wanting to suit up Ashling and turn her sideways let me suggest adding Magebane Armor, Basilisk Collar, And Shield of Kaldra along with the other Kaldra equipment cards in the set. Of course the swords that give protection from red like Sword of War and Peace and Sword of Fire and Ice are crazy good but I can understand not wanting to invest the money into them.

As for long term value I suggest more mana rocks instead of ritual cards. For starters Caged Sun is a big one. Then you can pick up Mind Stone, Hedron Archive, maybe a Dreamstone Hedron, and Burnished Hart.

If you are going to stick with the Elemental theme you should try Rakka Mar, Incandescent Soulstoke, Soulbright Flamekin, Tunnel Ignus, War Elemental, Ingot Chewer, Malignus, Scourge of Geier Reach, Thunderblust, Hostility, Spitebellows, Hateflayer, and Tyrant of Discord.

DrkNinja on

7 years ago

Take Out

Cards/Combos you should consider putting in

And if your REALLY want to be an asshole, Grafted Exoskeleton, but just know if goes in your deck I will infinitely kill you with Daretti