Shenanigans

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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
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Shenanigans

Sorcery

Destroy target artifact.

Dredge 1 (If you would draw a card, instead you may put exactly one card from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)

DrukenReaps on top cards of each color

1 year ago

- Luminous Broodmoth and Darksteel Mutation

- Training Grounds and Galecaster Colossus

- Tree of Perdition and Buried Alive

- Shenanigans and Anger

- Devoted Druid and Eternal Witness

Mostly just went with cards I've used often across multiple decks. Not necessarily my hands down favorites in each color but clearly cards I enjoy enough to use more than most cards.

SKuber on Brion Armed and Dangerous

1 year ago

Neat deck. I was thinking about ways to untap him consistently in these colors for multiple activations in a turn. I see you have some untap effects already, but turning him into an artifact with Ashnod's Transmogrant, Mycosynth Lattice, and/or Liquimetal Coating/Liquimetal Torque could work, then untapping him with Voltaic Key and Unwinding Clock. This also makes artifact removal like Shenanigans repeatedly useful for enemy permanents. Just something to consider.

There's also additional combat step untap effects.

patmurphy1986 on Lathliss Commander

2 years ago

Ok here is my take on the budget side. TLDR: Land total and Ramp increased. A lot of subpar removal taken out, and better ones put in. Some cheaper dragons/shapeshifters added to smooth out curve and provide cheap dragon drops for commander ability. Most importantly is added some value for getting extra dragons from cards, either by creating tokens or playing them for free from hand/deck. Added in 3 additional wincons similar to Terror of the Peaks to make it easier to win just by populating board and swinging in. Note that the wincons also can serve as creature removal, which is why so many of the outs are instant/sorcery removals

RambIe on Advice For Olivia CMDR

2 years ago

I think Olivia, Crimson Bride has the potential for competitive 1v1 if you pack some serous rocks, and optimized level in pod games

good rakdos functions that would support her
Etb Creatures like: Rune-Scarred Demon & Terror of the Peaks
Extra ETB: Molten Echoes & Mirror March
Direct Damage:Flayer of the Hatebound & Syr Konrad, the Grim
Dredge: Shenanigans & Necroplasm
Extra card: Sin Prodder & Dark Confidant
Recursion: Charmbreaker Devils & Sheoldred, Whispering One
Extra Combat: Port Razer & Breath of Fury
Load GY: Burning-Rune Demon & Shifting Shadow
Infect: Ogre Menial & Skithiryx, the Blight Dragon
Big Ouch: Ebonblade Reaper & Malignus

wallisface on Forged Execution (Gruul Land-Hate)

2 years ago

Nice build! Very juicy!

Some thoughts from looking through the list:

  • As you already mentioned, Shenanigans looks really good here. But I wouldn't necessarily drop Ancient Grudge for it, as Grudge will almost always be a 2-for-1, where as Shenanigans will always be a 1-for-1 (it's just you can have it in hand whenever you want it). Shenanigans is better than all of Destructive Revelry, Smash to Smithereens, and Splinter, so I'd suggest ditching one of them (if it were me, it'd be Splinter.

  • Your land count is really low. A bunch of your cards need for you to be at 3 mana, which you're going to only reach unreliably at 20 lands. I'd suggest going to 22 personally. This will also help you actually get Rust Scarab out too (which I personally think works good as a 1-or-2-of)

  • I'm really unconvinced by Splinter. If you're hosing your opponents boardstate, it usually won't matter whether they have more copies of a particular card in-deck. More often than not, it'll be the instants/sorceries giving you grief rather than the permanents (and Splinter can't hit those). This'd be the card i'd be ditching for Shenanigans as mentioned above. Splinter is a sideboard card at-best.

  • You mentioned on the forum-thread potentially using Voltaic Key, but I don't think this is necessary, as once the engine is going, the untap of the Key is just overkill. Something like Ancient Stirrings might be better suited though, as it gives you a turn 1 play, and lets you grab either additional lands, or grab additional Liquimetal cards (I would suggest staying at 20 lands if you added a playset of Ancient Stirrings).

  • Barrier Breach feels really strong here, though probably just as a 2-of. The cycling is nice if you're in a bad spot, but it's also going to end the game on-the-spot if you have multiple Liquimetal cards in play.

  • I reeaallly don't rate taplands (Kazandu Refuge). They're going to trip you up more often than they're going to help you colour-fix. Personally I'd sooner be running all your lands as basics, than include the Refuge. Only running 2 colours, and nothing needing multiple of a particular-pip you're very likely to be fine just running all basics anyway.

If it were me, I'd be ditching 4x Splinter, 4x Tin Street Hooligan, and 1x Smash to Smithereens, for 3x Shenanigans, 4x Ancient Stirrings, 2x Barrier Breach - but that's just me. You'll have a better idea of whether this sounds viable or nonsense.

MortisAngelus on Sunder Shaman or Rust Scarab …

2 years ago

@wallisface

Shenanigans is extremely interesting... Might cut Ancient Grudge for that one, and re-insert Elixir of Immortality.

Question is also, if it might be better to keep in 2x Voltaic Key instead of having some big hitters.

wallisface on Sunder Shaman or Rust Scarab …

2 years ago

It's pretty hard/impossible to judge either without a list, but I would suggest there are better options than both, by a long way. 5cmc and 4cmc respectively is pretty big, and these guys do nothing on entering the battlefield, so you've given your opponent an absolute TON of time to setup and win before you're enacting any kind of plan (I'm assuming this is the main plan for the deck as I have no other information). On top of that, if you're planning on controlling the board state, you don't need big creatures, you just need to make sure the board is under your control, and then win at your leisure.

So instead, I would suggest you consider some of the following:

  • Shenanigans Lets you destroy whatever you want of your opponents, as many times as you'd like. At 2cmc, you can start peeling-away at every board-piece your opponent has as early as turn 3 - and have a guaranteed 1-destroy-per-turn until your opponent concedes, or you swing for lethal.

  • Gorilla Shaman gives you access to ruining all your opponents non-creature stuff (most notably/easily, their lands), and also provides a body to swing with when the coast-is-clear.

  • Embereth Shieldbreaker is a 1-mana destroy spell, which you can later turn into a creature to deal damage.

  • Ancient Grudge kills 2 artifacts for the price of 1 spell.

  • Reclamation Sage and/or Knight of Autumn can peel back an artifact on entry, provide bodies to attack with, and can be abused with the likes of Ephemerate

  • Also, while Collector Ouphe doesn't specifically destroy an artifact, you can use it to effectively turn off your opponents lands (make them artifacts before they draw), which will certainly help mess up what they're trying to do.

DrukenReaps on Commanders You Defend?

2 years ago

RNR_Gaming you skipped over several of my points ;) ​

I'd also point out the majority of commanders do the same things every game to some extent. Atraxa decks are all walkers or generic counter decks, Meren decks all reanimate the same handful of things, Lathril is just elfball, Kozilek is just eldrazi tribal, Yuriko is either ninja tribal or big cmc, Edgar goes high cmc control vampires or low cmc aggro vampires. Very rarely do people have obscure decks without predictable strategies. The details can change as they have in my Mairsil deck from time to time. Sometimes I use Oona as my win con, other times tree of perdition, or even just turning Mairsil sideways after hex parasite eats a few planeswalkers. There's more to if you want me to go into it. People that look at Mairsil often limit themselves rather than be creative with him.

"Since release I would say the only thing that 100% goes into almost every list is Asmodious." This is just false and no one ever backs it up when they say it because they can't. Asmodeus the Archfiend, Unmarked Grave, The Deck of Many Things, Endling, Oriq Loremage, Pendant of Prosperity, Thassa, Deep-Dwelling, Spark Double, Sakashima of a Thousand Faces, Doom Whisperer, Ormos, Archive Keeper, Teferi's Time Twist, Notion Rain, Shenanigans, Battlemage's Bracers, Netherborn Altar, Lithoform Engine, Sanctum of Eternity, Wizard's Spellbook, and more. These all easily fit into Mairsil lists and make for difficult choices on what to keep and what to cut. Again though if you wanted to only build as optimally as possible there are only 2 or 3 things that lead to victories. Although even one of those didn't exist until after Mairsil was printed, Thassa's Oracle. He gets plenty of toys, people are just unimaginative imo.

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