Shinka, the Bloodsoaked Keep
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(Red), Tap: Target legendary creature gains first strike until end of turn.
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Shinka, the Bloodsoaked Keep Discussion
2 weeks ago
Here is the rest of the stuff you need.. (that I can think of anyway)
Boros Charm, Wall of Denial, Medomai the Ageless, Wear / Tear, Fact or Fiction, Sphinx's Revelation, Ghostly Prison, Propaganda, Detention Sphere, Oblivion Ring, Jeskai Ascendancy, Shinka, the Bloodsoaked Keep, Reliquary Tower, Whispersilk Cloak
3 weeks ago
Hi, wondering if you have thought of Shinka, the Bloodsoaked Keep as a way to improve Marchesa's rattlesnake ability
4 weeks ago
I think you are running too many lands. Try cutting it back to 37 or 38. Shinka, the Bloodsoaked Keep, Bojuka Bog, and Ghost Quarter could probably come out. They have nice abilities, but in the grand scheme of what your deck is doing, do they matter that much?
You might try consolidating your ramp. Instead of all those signets, try running artifacts that will get you whatever color you need. Paradise Mantle is a nice option that I don't see get used a lot. Mox Diamond is nice, but expensive. City of Brass should probably find a home, and you could cut a few of your comes-into-play-tapped duals.
1 month ago
Let me start by saying that I think you have a great theme and you've done a great job of sticking to your theme elements.After going over your list, here's the recommendations that I think might help you.
Cards to take out (to get down to 100):
Golem Foundry is just a weak card. It is kinda nice getting a golem token for casting 3 artifacts, but I've never been happy playing that card. It always ends up feeling like a waste of board space.
Metalwork Colossus is really nice, but with all of the vehicles and other creatures, it seems kinda mana intensive and you're not really working on a sacrificing artifact theme.
Blinkmoth Urn is symetrical, meaning it helps you opponents as much as it helps you. Yes, you may have more artifacts than them, but do you really want to give your opponents free mana? And they get that free mana before you do.
Darksteel Juggernaut is a great card in a draft, or in another deck where you're primarily focused on attacking each turn. But the requirement of attacking each turn makes this card feel like it doesn't fit.
Sram's Expertise is cute, and I understand why it is in the deck but a few 1/1 tokens seems kinda weak for this deck.
Chief of the Foundry helps out the vehicles, but not the dwarves.
Those initial cuts gets you down to the 100 cards for Commander. Now to make the deck a bit stonger.
These changes might help make your deck more resilient againt various opponents. Obviously, you'll need to temper these recommendations with your collection, budget, and local metagame.
I'll start with lands. Nine (9) out, Nine (9) in.
Spinerock Knoll, Better in a combo deck.
Shinka, the Bloodsoaked Keep, Not enough legends
Wind-Scarred Crag, Boros Guildgate, and Stone Quarry come into play tapped. You have too many lands that come into play tapped and it slows you down.
Drifting Meadow, Forgotten Cave, Secluded Steppe, Smoldering Crater, the cycle lands are nice in a deck with lots of graveyard recursion or when you're focused on cycling cards. But you're deck isn't set up for those things and these are just more lands that enter the battlefield tapped and slow you down.
Kabira Crossroads for it. The 2 life usually isn't enough in Commander games to make a big different.
Sejiri Steppe is something to consider. And the Boros Garrison makes it better.
Move the Rugged Prairie and Sacred Foundry to the mainboard from your maybe board.
Don't ignore the plain old basic lands. Even if you just use a couple of each. You never know when an opponet will play a "Every seach for a basic land" card and you're left out of the party.
I would also consider Holdout Settlement and Springleaf Drum to help take advantage of Depala, Pilot Exemplar's ability to load your hand with creatures and vehicles. Remember that you can tap a creature with summoning sickness to activate the Settlement or the Drum since you aren't activating the creature's ability.
Lightning Greaves is a tough card to consider. Yes, it is a great card. But does it really help that much? You aren't themed around equipment. I would drop in in favor of something that helps more often.
One-shot effects like Built to Last and Built to Smash are not really good in a multiplayer game.
I hope these suggestions help give you some ideas. Let me know what you think. Feel free to look over my decks and let me know what you think of the suggestions.
2 months ago
There is also a of legendary lands you could consider running as they are usually better than a basic of that color.
White: Eiganjo Castle
Black: Shizo, Death's Storehouse
2 months ago
Cryptic Command has only been reprinted in the past two Modern Masters sets, which isn't really much when you consider the limited print run off those sets.
All in all, I'm really badly hoping that CC gets reprinted, because I haven't got my playset yet, and it WILL spike back up if it doesn't see another reprint.
Also I'm taking a look at the last land slot remaining between Selenya Guildgate and Simic Guildgate. There's about 13 lands between them legal in Modern. Removing all cards part of a cycle of lands and cards eligible for a reprint, we get Shimmering Grotto and Seraph Sanctuary of which I believe Shimmering Grotto to be the choice here. Of the cycles I omitted, Shelldock Isle, Shizo, Death's Storehouse and Shinka, the Bloodsoaked Keep could be reprinted as a utility land.
But odds are, we'll get Grotto for more mana fixing.
3 months ago
Looks nasty (in a good way). I did play her with some more Stax Elements to prevent the opponents even more.
Cards you may have already considered should be:Cataclysm /Death Cloud /Destructive Force /Devastating Dreams /Sheoldred, Whispering One /Slum Reaper /Wildfire /Descent into madness /Mimic Vat /Shinka, the Bloodsoaked Keep
4 months ago
hi Draw_Wurm, cool deck! anything mono red in commander is cool.
My favorite thing with mono-red is mana doublers: Caged Sun, Extraplanar Lens, and Gauntlet of Power. If you cut a few of your underwhelming utility lands like Darksteel Citadel, Great Furnace, Blinkmoth Well, and Shinka, the Bloodsoaked Keep for basic mountains then you can get even more power from these mana doublers that rely on basics. You're already running trading post so you have some artifact recusion in there to get back your doublers in case they get blown up. as a bonus you get extra power from Valakut, the Molten Pinnacle for have more mountains too!
personally i would run Burnished Hart over Soldevi Sentry. as more mana = less problems.
also if you are going voltron with your commander, you could throw some OP equipments in there, Sword of Fire and Ice and Sword of Feast and Famine are my two favorites. thrown in a Godo, Bandit Warlord and you have an equipment tutor to give your commander some evasion and some extra value when he hits.
have fun and enjoy mono red!!!