|Commander / EDH||Legal|
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|Vintage Masters||Mythic Rare|
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Scourge of the Throne
Creature — Dragon
Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.)
Whenever Scourge of the Throne attacks for the first time each turn, if it's attacking the player with the most life or tied for most life, untap all attacking creatures. After this phase, there is an additional combat phase.
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Scourge of the Throne Discussion
5 days ago
Scourge of the Throne is one of the best cards in my own Kaalia strategy, I would wholeheartedly suggest it to anyone playing her.
5 days ago
I love Scourge of the Throne for Kaalia, you can dump 2 things onto the battlefield per turn if you find yourself in a tricky situation. Not only that, Dethrone makes him more and more of a threat.
1 month ago
Aggro really doesn't work out too well in EDH, as the 40 life makes that near impossible. The ideal aggro is something like Animar, Soul of Elements, but those decklists are a bit expensive for your 250 limit. May I suggest Xenagos, God of Revels along with extra combat cards e.g. World at War and Fury of the Horde plus bloodrush cards? Scourge of the Throne is also great in xenagos
1 month ago
Man, there's a lot here. Personally I would take out about 3-4 lands. 42 seems a bit much, you really don't wanna be flooded.
In my deck Xenagos, the Chubby Chaser, I use big creatures to get the most out of Xenagos while stopping my opponents dead in their tracks with cards like Price of Glory, City of Solitude, Urabrask the Hidden and Vorinclex, Voice of Hunger, heck you could really use a card like Winter Orb after a huge creature is out.
Removal I use around 8-10 sources. Chandra's Ignition and Blasphemous Act are the best in red. Your spot removal is pretty spot on ;p except maybe use Reclamation Sage or Bane of Progress instead of the caterpillar.
For cuts I would cut out Fires of Yavimaya and your haste sources because if you play a dude Xenagos will give it haste. Seems redundant. Chandra because she does little for you because if your dudes are huge and have trample it doesn't matter if their creatures block. you could play Garruk, Caller of Beasts. Curse of Predation when you could play Berserk. Avenger of Zendikar seems too slow here, to me Xenagos and tokens really don't mix. Desolation Twin seems too expensive for this deck for giving you two 10/10s with no abilities. Burn from Within doesn't do enough to me to just kill one creature.
Coming in I would definitely put in Oracle of Mul Daya, Ruric Thar, the Unbowed, Strionic Resonator, Mage Slayer, Scourge of the Throne, Dragonlord Atarka, Savage Beating, Aggravated Assault, Nylea, God of the Hunt, Greater Good, Thunderfoot Baloth, Blood Moon, Kalonian Hydra seems good.
Overall, good deck. R/G is fairly easy to build. Finally, don't let somebody tell you that the deck you worked hard to build is a fail. Let them give you pointers and suggestions but you do whatever the hell you wanna do. Control is a hard archaetype to play, it takes timing and it always draws some hate (trust me I know). If you didn't like it that's fine, but don't let other people take the control player out of you. If they don't like it, tell them to board cards in that deal with it. That's their issue not yours. Good luck and above all else have fun!
1 month ago
Wizno Glad to hear you like my suggestions. I like you've got a really solid deck here, and I'm looking to balance it out between having ways to end the game with combo, AND being a very goodstuff deck, because I feel Yidris especially being both 4 colors AND based around Cascade lends itself well to a goodstuff shell.
I realize because of this you may be less interested in what I'm removing but if you'll indulge me.
Scourge of the ThroneWorld at WarTwo of the untap cards, I feel like if you're going for the combo these are fine since they get you there quicker, but in the build I feel like putting together, I'm happier with just the ones which end the game. I could be wrong, feel free to disagree.
Panharmonicon I liked your reasoning for adding it, but I feel like 6 cards out of 99 isn't enough reason to run something that doesn't end the game, It's good for sure but unless your deck is built around it. It'll sit on the battlefield doing nothing and paint a huge target on you, since people expect it to do some random broken things.
Vial Smasher the FierceI'm probably wrong about vial smasher, HOWEVER, I think she doesn't do enough. This deck seems like the kind that doesn't want to be a target, until it ends the game, Vial Smasher is free damage yes, but you're already so consistent in comboing, is it worth adding in a few points of damage, AND painting a massive target on your back.
Bloodgift Demon This could easily be Phyrexian Arena the two are basically interchangeable. Bloodgift can deal combat damage but costs more, and arena can be cascaded into easier, and is more difficult to interact with.
Mind's Dilation You already have plenty of you do a thing for free, adding a symmetrical effect that's so powerful seems counter intuitive
Exploration or Burgeoning You can fun both, but if you had to pick between them, I'd say it's Burgeoning, since at it's worst it's exploration on their turns for you, and at it's best you drop 4 lands in a turn cycle
Mystic Confluence Since you're a cascade deck counterspells are risky. Confluence is one of the low risk high reward spells that do well with cascade. Could also be Cryptic Command but I like confluence more.
Some number of Signets, I personally er on the side of playing ALL the ones you can but I could be wrong, just so you don't have to look it up I'll list your choices bellow.
Since Green is your primary color, I'd prioritize Golgari, Simic, Gruul, and then Izzet, Rakdos, Personally my split would be
Simic, Gruul, Izzet, Rakdos.
Hope you like where I'm coming from. I know I'm diluting the combo, but this is just how I'd build Yidris, I think you've got something great here though.
1 month ago
Xenagos adds +x/+x, equal to target creature's power, at the beginning of combat. If you have a second combat, he will do it again, using that creature's newly increased power. So, you take a 5/5, double it to 10/10, and swing. Take an extra combat phase, double it to 20/20, and swing again. That's 30 damage in one turn from a 5/5 and a second combat phase.
Seize the Day is one of the best, as it has Flashback for . For 7 mana, you could even potentially cast it twice in one turn, swinging for 70 damage total.
Savage Beating costs 7 to use it properly, but that second combat phase, plus double strike, is well worth it. In a pinch, it can still be cast for just one of the abilities.
World at War has Rebound. Two turns of extra combat phases, or card, and no mana spent the second turn.
Fury of the Horde is either the best or the worst. No extra abilities, and a cost of 7, but the potential to cast it for free by removing two red cards from your hand can be game-changing. Still, I would advise testing this one more, if it even makes it past consideration.
Relentless Assault. 4 mana. Extra combat phase. Simple. Playable.
Scourge of the Throne puts the ability on a flying 5/5 creature, for free, so long as you're attacking the board leader. You likely won't get to use the ability more than once or twice per game, as you'll be doing a massive chunk of damage, but it's well worth it.
Hellkite Charger. Another extra combat ability on a body. Expensive, but still doable, and on a good flying body.
Now, the best way to ensure you can cast those extra combat cards or activate those abilities as quickly as possible, is the ability to untap your lands when you attack or deal damage.
Nature's Will is your best bet. It's a global enchantment, so you can have it sitting out just waiting to play a creature. If your swing connects, all your untap just waiting for you to take that second, usually lethal, combat phase.
Bear Umbra. Usually cast on the creature that is being doubled, as it grants protection and additional power/toughness. The downside is you usually have to wait I'll the turn after you've played the creature, but that's true about magic in general when you're casting big beasties. The upside, other than +2/+2 and Totem Armor, is that it untaps on the swing, so even if they have a chump to save them from that swing, you'll still be able to activate the next.
Either of those untapping cards goes infinite with Aggravated Assault (which I see is already in your maybeboard), and with Hellkite Charger. Bear Umbra is the best here, as even if they can block, you can keep taking infinite combat phases. Since your creature gets bigger, it won't die, but unless your opponents guys are indestructible, they won't be able to withstand an infinite wave of blows. Worst case, there's one guy left at the table.
Sword of Feast and Famine. This is an amazing card, and one of the few affordable swords available. It offers protection, and our ever-crucial untap ability. But, and this is a big one, it provides protection from green. This means whatever creature it's equipped to can't be targeted by Xenagos's ability. I'm not saying to rule it out altogether; the infinite combat phases it can provide still win without Xenagos. Also, you can always double a different creature. But, it's usefulness is deminished in this deck, so it may be worth omitting. It's a tough call I haven't even decided on for my deck yet.
Frontier Siege adds 2 mana at each of your main phases. It's not red, but it can help cast those extra combat spells in the second main. Also, it's solid ramp for the first turn too. It's worth a mention.
Vorrac Battlehorns. Cheap to play. Equips for . Gives Trample, and the inability to be blocked by multiple creatures, meaning most of the damage will make it through. A decent card to consider.
Godo, Bandit Warlord. Another iffy card. Free extra combat, but he only untaps himself for it. Swings for 6 the first time and 12 the second, for 18 total, which is below what other creatures can do, especially for 6cmc. But, the extra combat is free, meaning he swings for that 18 with no other cards but your commander. He also tutors an equipment into play, which is useful, even in a deck without many equipment, like yours. Another honorable mention, worth consideration.
Rancor. +2/0 is nothing to be trifled with in a Xenagos deck. This enchantment will add +4/+2 to whatever creature it enchants. But that's not what makes it good. Trample is amazing, and you should always be looking to give it to any creature that doesn't already have it in this deck. But that's not what makes it good. Why this card works is that, if the enchanted creature dies, and believe me people will save a Doom Blade for those charging 20/20s of yours, it comes right back to your hand, ready to drop right onto your next hasty monstrosity. And again, for only .
I know you already have this card in here, and it'll be the last one I mention, but I should point out that with these cards, your Savage Ventmaw now becomes a much more effective card, allowing you to cast your extra turn spells, and possibly even going infinite.
1 month ago
Have you considered Scourge of the Throne? I just love the card :P