|Commander / EDH||Legal|
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|Mirrodin Besieged (MBS)||Rare|
|Mirrodin Besieged: Mirran (MBM)||Rare|
Combos Browse all
Choose one - Slagstorm deals 3 damage to each creature; or Slagstorm deals 3 damage to each player.
2 months ago
Tbh I see all three of them being usable in edh. Frankly, the 6 mana one has an extremely usable +2 that has political implications, which is not really hard to find room for in most Rx Planeswalkers decks. Especially considering if you're playing RGx, you can probably get her out turn 3 or 4 (let's not pretend that high Mana costs are a restriction in commander), then turn on a damage doubler like Dictate of the Twin Gods . The fact it's uncounterable already helps with making it a threat, and then you're forgetting it can either partially clears the field the second it gets on the battlefield or it can get rid of a threat that moment. In addition, we just got Planebound Accomplice that essentially turns it into a one mana Burn Away or one mana Slagstorm .
The second thing with the mythic is that the emblem isn't just a stackable, but it's a +2 on a Planeswalkers with an already decent starting loyalty. If you activate it's plus, it'll still probably survive if you have creatures on the board. In addition, it can easily bounce back from using one of it's minuses the turn after, assuming you have things to protect it for one turn. Which, once again, it's commander, you're probably going to have some way to protect or recur it.
Is it fast enough for a deck like modern burn/rdw? No. Is it viable in a red Planeswalkers shell or a deck with a lot of elementals, like Ashling the Pilgrim or something similar? Absolutely.
Also, you're forgetting how useful a small field wipe and a repeatable and stackable emblem can be in long running commander games. Unless your opponent is resetting their life almost every turn, those emblems will become a clock.
Baby Chandra is useful in another way. There is almost never a situation where a Red deck couldn't use an alternative source of Mana for spells (in case they need to sac a land or two). Or use of her +1 just to get in some quick damage from an elemental.
The rare one protects itself, boosts other Planeswalker and gives a spell with three Mana or less flashback. Which is actually great when you consider similar Planeswalkers who did the same thing like flipped Jace. While she doesn't provide card advantage, she makes all your other red Planeswalkers better.
Are any of them the next Teferi? No. Are any of them going to break any games? No. Are they bad cards that aren't going to see play? Also no.
2 months ago
That mythic is incredibly powerful. Even just getting two or three of those emblems online is powerful, but a elemental safe Anger of the Gods / Sweltering Suns / Slagstorm and a Burn from Within too is amazing.
2 months ago
My apologies; I was honestly just throwing ideas out in case any of them helped. :'(
The curve just looks really high for a sligh deck. I mean, I get that a sligh deck in Oathbreaker has to have a higher curve to deal with 60 points of opposing life, but I think games are going to go a while specifically because of you still have to grind through a whopping 60 points of life, even if it's a lot less than the 120 of traditional EDH. In my limited experience, I've generally found that being the aggro is what gets you killed first in multiplayer. Slumbering Dragon disincentivizes people from randomly aggroing you or Sarkhan, but maybe Oathbreaker is just really combo-y, and maybe almost no one is going to bother attacking incrementally. I don't know; I haven't played it much. Question though: if you're on the sligh plan, would Price of Progress , Flame Rift , or Slagstorm be better signature spells than the grindier Volt Charge ? (The first two would telegraph your aggressive game plan, but Slagstorm doesn't because it's optionally a sweeper.)
Kargan Dragonlord might be part of your early game, but his impact is low without a huge mana investment. Something like Eidolon of the Great Revel and/or Scab-Clan Berserker would seem more impactful with less investment. It's a very different format, but I've played Sulfuric Vortex in Legacy Burn, and it's rarely been particularly impressive. It's not a card for racing; it's a card for grinding. The damage output is high over time for the mana investment, but it's spread evenly among players - including you - and it can draw disproportionate aggro in multiplayer.
Sorry about the Thunderbreak suggestion. I must have overlooked it at the time.
I'll not bother you further. Best wishes.
5 months ago
Hey bud, I usually leave Anger of the Gods in the side against dredge or aggro while mainiboarding 2 Slagstorm s in case my opponent doesn't play creatures. I do like the addition of Walking Ballista here!
6 months ago
Pretty sweet deck man reminds me of my mono red burn deck I was running 20 lands but cut mine back to 18 seemed to work pretty good Ramunap Ruins worth a look I also found the creature base at 14 was good because later games I'd just use them as chump blockers nothing worse than having an opponent on 3 then drawing a creature but over all man very nice deck also side board card I use to run was Slagstorm if you can afford it get the Ensnaring Bridge take it easy man happy brewing
6 months ago
Hey, saw your forum topic asking for help. Welcome to TappedOut :)
This is very low budget deck, less than $30, therefore all my card suggestions will be $1 or less. There's several budget cards that can replace current cards here. I'll first list all card suggestions for you to consider and then explain.
Cards to consider adding:
For your overall deck:
- Command Tower
- Haven of the Spirit Dragon
- Game Trail
- Dragon Tempest
- Dragon's Hoard
- Talisman of Impulse
- Prismatic Lens
- Mind Stone
- Dragonlord's Servant
- Lathliss, Dragon Queen
- Scourge of Valkas
- Sarkhan's Triumph
- Signal the Clans
- Fierce Empath
- Kodama's Reach
- Elemental Bond
- Creeping Renaissance
For against Goblins:
- Circle of Flame
- AEther Flash
- Sweltering Suns
- Mizzium Mortars
The card suggestions for your overall deck are cards that can help in all matchups not just against your Goblin opponent. Command Tower and Haven of the Spirit Dragon are Rainbow lands they can make mana of any color (red or green) to cast Dragons. Tower is one of the best lands for multicolor decks in all of Commander. Mana it makes can be used to cast any spell.
Dragon Tempest and Dragon's Hoard are excellent Dragon tribal cards. Tempest giving haste to Dragons as well as a source of damage to a target opponent or creature whenever a Dragon comes into play is very strong. Haste with big powerful Dragons makes them much more threatening to your opponents especially when they get double strike from Atarka. Hoard is a Rainbow mana rock, it can make any color of mana to cast any spell. This is great and another reason it's good is it can be a source of repeatable draw because of Dragons. You put a counter on it when a Dragon ETB (enters the battlefield); can then remove a counter to draw a card.
Talisman of Impulse , Prismatic Lens and Mind Stone are two drop mana rocks. Early game mana rocks and land ramp spells ( Cultivate , Kodama's Reach , Nissa's Pilgrimage ) are cards you want with Dragons. You need early game plays and ramp is the best thing you can do since the faster you can play your big Dragons the more pressure you put on your opponents and the faster you can kill your opponents. Adding more ramp is a good way to beat your Goblin opponent because if you land a big Dragon faster than normal then Goblins will have a hard time dealing with it.
Lathliss, Dragon Queen and Scourge of Valkas are two very good budget Dragons because they give you more value when you play more Dragons, they are also excellent when both are on the battlefield. Lathliss creates Dragon tokens and Scourge does damage to target opponent or creature whenever a Dragon ETB. When a Dragon token is created this means it ETB. The token will trigger abilities of cards like Scourge, Tempest, Hoard, Elemental Bond , etc. Glorybringer is a powerful five drop budget Dragon who can be a repeatable single source of 4 damage to target nonDragon creatures. He's a repeatable way to kill Krenko.
Sarkhan's Triumph and Signal the Clans are budget instant creature tutors to search your library for a specific Dragon such as Lathliss or Steel Hellkite and it put into your hand. Harmonize is good draw for four mana and Elemental Bond can be repeatable draw when Dragons ETB. Magmaquake is an instant creature board wipe that doesn't hurt your Dragons, best of all it can kill all Planeswalkers if you put enough mana into it.
Against your Goblin opponent you want repeatable damage effects. Circle of Flame and AEther Flash do this; Circle prevents your opponent from attacking with 1/1 creatures because any 1/1 creature who attacks will die. Flash does 2 damage to each creature including your own creatures when they ETB. Doing 2 damage to Dragons doesn't kill them, but doing 2 damage to every Goblin that ETB can prevent your opponent from even playing Goblins.
The number one target to kill against Goblins is the Commander Krenko, Mob Boss because his ability can keep making Goblin tokens and this can get out of hand pretty fast. When Krenko dies he goes to the Command Zone, but this can delay your opponent long enough for you to stabilize with a Dragon or two. Incinerate and Mizzium Mortars ; you want a few more low mana cost targeted removal spells that can do 3 or more damage just to be able to kill Krenko. Mortars is unique because for six mana it can instead do 4 damage to just all your opponents creatures.
Early game board wipes are also good against Goblins. Pyroclasm , Sweltering Suns and Slagstorm are budget board wipes that can be cast turn two, three or four which can cripple your Goblin opponent. Sweltering and Slagstorm do 3 damage to all creatures this means they will more times than not kill Krenko since he has 3 toughness, but your Dragons will be fine since most have more than 3 toughness.
If you like some of these card suggestions I can help you to make cuts.
Good luck with your deck.
7 months ago
I don't think Light Up the Stage is as bad as or can really be compared to Browbeat . It's only a one mana investment that always draws you two cards (note that it lets you play those cards until the end of your next turn), which either directly gives you more burn or gets lands out of the way so you can draw more burn, while Browbeat is 3 mana for basically the same thing. If I had to compare the two, I'd say Light Up the Stage is far superior simply because it's cheap, which allows you to play spells after you cast it. That said, I wouldn't play more than like 2 of it for the same reasons I assume you wouldn't (cuz it doesn't do dmg), and even then it would be a tentative inclusion. I'd have to test it myself to see whether it's good or not.
I don't agree about Skewer the Critics . In the end, it's a Lightning Bolt , and Burn always wants as many of those as can possibly fit in the deck. You don't need to be bent on playing it on turn 3 after a 2 mana card, either. It's just as good as a turn 2 or 3 or 4 play after an L.Bolt/R.Bolt/F.Bolt/Spike, which if I may remind you occupy a greater proportion of the deck than Searing Blaze , Keldon Marauders , and Viashino Pyromancer . I'm not saying you should cut Vexing Devil in specific for it btw, I don't think the devil is a bad card. I do think Skewer is good enough to play over Rift Bolt though, and it's definitely better than Viashino Pyromancer .
Alright, so a simple argument against your argument against Goblin Guide and Monastery Swiftspear is the fact that literally everybody plays them rather than Vexing Devil , Viashino Pyromancer , and Keldon Marauders . Like, if you were to look up mono red burn decks online, you'd see that most all of them have playsets of Swiftspear and Goblin Guide, which suggests that they are better cards than what you're playing atm. Heck, even competitive Legacy decks play all 4 Swiftspear and Goblin Guide (in fact, I have yet to see one that doesn't play them). Cards like Keldon Marauders / Viashino Pyromancer only really appear in budget burn decks from what I've seen.
Here are some of my personal reasons for preferring Guide and Swiftspear:
- Goblin Guide and Monastery Swiftspear are 1 mana creatures, unlike Keldon Marauders and Viashino Pyromancer . Since their damage output is roughly equivalent when scaled up, this makes them better than both of those in my books.
- Both Guide and Swiftspear have haste, which means they are immediately useful no matter when you draw them.
- Guide and Swiftspear both have 2 toughness, which means most anything that your opponent can play on turn 1 won't be able to block them and kill them, unless they're playing above-curve creatures in terms of power (in which case you'd probably be playing the mirror match and they'd just attack you instead).
- They both essentially have 2 attack, which means most things that could block them early in the game will be killed, sometimes resulting in favorable 2-for-1's with Swiftspear. In addition, many decks that play creatures early on would rather keep them so they can carry out their own gameplan--for example, a Merfolk deck isn't going to trade off their Lord of Atlantis to kill your Goblin Guide , as their best shot at winning the match is by racing you.
- Monastery Swiftspear oftentimes goes unblocked because of the reason above and because of the threat of playing multiple spells at instant speed to create a favorable trade; that being so, it essentially says this: "Every burn spell you cast deals 1 additional damage." As you can imagine, that turns into a lot of extra damage. Add on to that the fact that it has haste, meaning it is immediately useful if drawn on turn 2-3 or later, makes it quite good.
- One of the two things that form the foundation of Burn decks is efficiency (the other is consistency); to combine the points above, Goblin Guide and Monastery Swiftspear are 1 mana, 2 power creatures that often get in for at least 2 damage; in comparison, Keldon Marauders and Viashino Pyromancer are 2 mana creatures that do the same. Let me run you through a little demonstration:
You're on the play and it's Turn 1. You play a Goblin Guide and attack for 2.
Turn 2, you attack for 2 and cast two Lightning Bolt s. Your opponent is at 10 life and you have spent 3 mana and played 3 cards to get them there.
You're on the play and it's Turn 1. You cast a Lightning Bolt and pass.
Turn 2, you play a Keldon Marauders or Viashino Pyromancer . You've spent 3 mana and played 2 cards, dealing a total of 4-5 damage.
So yeah. I'm not saying you should change your deck's creature base or anything, cuz it kinda defeats the point of posting a deck if it's just gonna be a copy of something online, but that's what I think. Btw, you said in your post that them being 1 cmc was a problem, and I don't really understand why. Lowering the curve is generally just better in every way when it comes to Burn imo; care to explain?
In regards to Slagstorm , you don't really need to be blocking things in the first place. Your opponent should be dead or close to it by the time they get to casting 6 toughness things (which is turn 3 at the soonest for most ramp decks). Also, it does deal damage to the opponent, though it's a 'choose one' card so you can't do both at the same time. To be honest, though, I don't think you need any sweepers at all in your deck, besides maybe Anger of the Gods since Dredge and Arclight Phoenix decks are all over the place. It's not like there are any go-wide creature decks that are faster than burn in modern, and as you said, killing your own creatures is kinda bad.
While we're on the topic, I noticed you needed some Tron/Scapeshift and graveyard hate in your sideboard. Molten Rain is great for Tron, and Tormod's Crypt and Relic of Progenitus are options for grave hate. Cards to deal with graveyards are especially important nowadays since gy decks have gotten a lot more popular recently, so I really suggest you play something for them.
Sorry for the long post, I spent too much time on this.
7 months ago
thanks for your comment. i have not looked at the cards yet, so i appreciate you pointing these ones out. these are some good cards, and those traditional burn creatures are good, too. There is no reason to Light Up the Stage this kind of card will just slow down a potential kill, like Browbeat . Skewer the Critics definitely seems like it can shine in some situations, and i agree that it looks better than Vexing Devil . the thing about Vexing Devil is that it is the best first turn play. also, it is critical to play something on the first turn, and I would not change the mana curve. also, if I have a Searing Blaze or a two mana creature, it is critical to play it right away. In other words, Skewer the Critics is ideal on turn three after I play Searing Blaze , Viashino Pyromancer , or Keldon Marauders . thus, I am not convinced it will improve the deck. The creatures with haste are great. the problem is that they are 1 cmc. To keep the mana curve the way it is, I would have to trade out Vexing Devil , and/or Grim Lavamancer . My argument against that is this: Vexing Devil on the first turn will kill anything that can block it turn two, and survive. The opponent has to deal with it by taking 4 damage or wasting a removal. If I can get them to take 4 damage, my odds of winning are better than had I played Goblin Guide . If they remove Vexing Devil , then I am in an equal position. The only time Goblin Guide and Monastery Swiftspear seem better to me is when you can squeeze one or two extra damage through before the opponent plays a pro red creature. Slagstorm will kill all my creatures, and eliminates the option of casting Volcanic Fallout after combat damage, which enables killing a 6 toughness creature by blocking with Vexing Devil . the fact that it does damage to the player as well is important. every card i play that fails to damage to a player potentially slows me down a turn, or even two, if i top deck a land. thanks again. let me know what you think.
Slagstorm occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%