|Commander / EDH||Legal|
Printings View all
|Eternal Masters (EMA)||Common|
|Magic 2014 (M14)||Common|
Combos Browse all
Creatures without flying can't block this turn.
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Seismic Stomp Discussion
1 month ago
Notes to self:
2 months ago
2 months ago
Thanks for the suggestions.
Glorious End is definitely interesting, had never seen it before. Nice option.
6 months ago
Teleportal, Magmatic Chasm, Falter, Mark for Death, Seismic Stomp, and Tectonic Rift all muddle up your opponent's non-fliers. All star Bedlam could make or break the game, a more one-sided option is Goblin War Drums, Raging River, and War Cadence.
Look into some shroud and hexproof options, as you won't be targeting your creatures with anything, so making sure they don't get removed is important.
7 months ago
Some cards you don't want to be running:
- Terror of the Fairgrounds
- Elixir of Immortality
- Riot Gear
- Make Mischief
- Shadowborn Apostle makes no sense unless you run a ton of them
- Riot Piker
- Seismic Stomp
Cards you want to be running 4x copies of:
10 months ago
For suggestions, if you're looking for more cheap cards to make creatures unblockable, there's Rogue's Passage and Seismic Stomp. Also, Tainted Strike seems to me rather redundant since almost all your creatures have infect already. Maybe something like Overblaze instead since it's effectively a x6 multiplier with Saskia out?
10 months ago
I like the idea of creatures not blocking, but then they can still attack the next turn. It also doesn't look like you intend to block much, so instant speed removal is a way of defending yourself on your opponent's turn. Removal leaves the board open and after you attack there is no longer a backswing coming.
I'd suggest Terminate to get rid of blockers, add in some Lightning Bolts (not super budget, but also not breaking the bank) and taking out the Seismic Stomp which is a dead card against a board with fliers, while Mugging still doubles as removal.
Along with Brute Strength you might want to look at Brute Force which does essentially the same but instead of adding trample it adds extra toughness, which can in turn save your creature from dying. If it lives another turn to hit you've dealt more damage with it than with +3/+1 and trample. Brute Force also has going for it that it is a 1-drop.
Hope it helps!
11 months ago
I don't know if you're looking for cards that your local game store doesn't have, but if you just want general recommendations, I have a few.
This is if you want to make an extremely aggressive deck. All of these recommended cards are somewhere in a budget range, with nothing over 50 cents (on TCG player).
You also should cut 4 cards no matter what, because you currently have 64. You should probably get rid of Seismic Stomp, Madcap Skills, Mugging, and Act of Treason. The first 3 are sub-par, the last one is a more niche card.
If you're going to make that hyper-aggressive deck, I think 19-20 lands is preferable. And the 3 and 4 drops aren't going to cut it.
If you want to keep Exava and add planeswalkers, the deck is going to be a lot slower. If you do go that direction you should add some of the control elements like doom blade and duress. You should also probably take some of the 3-drops from the deck you linked to: Shambling Remains, Hellhole Flailer, Ashenmoor Gouger.
Just my 2 cents.