Choose one - Slagstorm deals 3 damage to each creature; or Slagstorm deals 3 damage to each player.
|Want (2)||Mortora , Tortillaria|
Printings View all
|Mirrodin Besieged (MBS)||Rare|
|Mirrodin Besieged: Mirran (MBM)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Slagstorm occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
1 month ago
Thanks for the suggestions!
At the moment I don't play a sideboard on this deck since it's more "for fun" deck. However, if I did I'd probably go with switching:
1 month ago
Braid of Fire - Molten Disaster - Chain Reaction - Magmaquake - Viashino Heretic - Wildfire - Pyrohemia - Violent Eruption - Starstorm - Pyrokinesis - Street Spasm - Rolling Thunder - Boil - Arc Lightning - Steam Blast - Breath of Darigaaz - Slagstorm - Flame Jab - Pyroclasm - Flamebreak - Volcanic Fallout
3 months ago
Trashcan: Sort of. Gratuitous Violence is definitely worth it, since it only doubles my creatures' damage and not everyone's. The various plinkers like Thermo-Alchemist and Lobber Crew now hit all opponents for 2 dmg per activation, and if Klothys gets devotion then her triggered ability hits all opponents for 4 each turn. Plus, Gratuitous Violence + Klothys puts devotion to 5, so I only need 2 more pips to turn Klothys into a creature and benefit from that damage doubler.
Dictate of the Twin Gods isn't so bad thanks to flash. You can flash it in on the endstep before your turn if you are properly set up to capitalize on it before anyone else get the benefit of doubling their damage. For example, in a game I played recently I was able to flash in Dictate before my turn, then on my turn I activated Klothys for 4 dmg, tapped Thermo-Alchemist for 2 dmg, cast Flame Rift for 8 dmg and untapped Thermo-Alchemist, tapped Thermo-Alchemist for another 2 dmg, cast Slagstorm for 6 dmg to players and untapped Thermo-Alchemist, then tapped Thermo-Alchemist again for 2 more damage. In that turn, I took a total of 12 dmg (14 between Flame Rift and Slagstorm, but +2 life from Klothys) while my opponents took a total of 24 dmg. I did manage to knock one player out entirely, and put the other two players into single digit life totals.
The other nice thing about Dictate of the Twin Gods is that I can flash it in as a combat trick on someone else's turn. There are a couple of Voltron decks in my playgroup, and one person has a Feather, the Redeemed deck that can put out a stupid amount of commander damage. If I flash in Dictate during a Voltron player's combat step, then they can potentially knock another opponent out of the game for me by doubling up the commander damage. By virtue of being an instant-speed interaction thanks to Flash, Dictate actually has quite a few good uses in this deck.
I admit that Furnace of Rath isn't terribly great in this deck, but doubling all the damage output makes all of the other spells and effects so much more efficient, and it does wonders for speeding up overall gameplay. As I said in the description, I built this deck with a personal "win-con" in mind, and that isn't to win the game. Ideally, my goal is to be able to deal at least 25 damage to each opponent over the course of the game, whether I win or lose. This deck seeks to punish everyone and almost become an Archenemy of sorts. The handful of games I have played with it so far I have only failed that personal goal once, and even then I was able to deal about 22 dmg to everyone before I got knocked out.
Are there better ways to build a Klothys, God of Destiny deck? Probably. Are there more fun ways to build one? Not for me.
4 months ago
6 months ago
Hey man, this is a really tight list! My suggestions are going to seem half-hearted, because there isn't a lot I would change here. All the key pieces I was looking for are already here. Well done.
I really like Torbran as a pressure and efficient boardwipe commander, so I'm glad to see both of those elements here.
Here's some cards to consider:
Immolation Shaman is another pressure card you're missing.
Satyr Firedancer is some cool tech with direct burn spells, plus the +2 damage from Torbran stacks!
Shadowspear from the upcoming set might be awesome in here. You can target stuff and they lose indestructible. Huge.
Drakuseth, Maw of Flames is a great finisher, with Torbran he's actually dealing 9, 6, 5, and 5.
Let's talk about card advantage. If you add ANY of the cards I suggest, please let it be these.
Cavalier of Flame is a good self wheel/later damage, as well as Khorvath's Fury . Reforge the Soul is just a solid wheel and budget Wheel of Fortune. These plus the wheels/looting you already have go great with Glint-Horn Buccaneer , who's also solid on his own. Humble Defector is my second favorite magic card, and is a great political card or just combos with Homeward Path , which you already have. Tome of Legends has been finding it's way into most of my decks with low cost commanders, if you attack with Torbran you should consider it. Ignite the Future is basically Red's harmonize, and I suggest it for any red deck without blue. And since you're in one color, Endless Atlas is a solid draw engine. Finally, Light Up the Stage is an okayish little draw spell you might consider.
Here's some cards I'm not convinced by and you might consider cutting for my other suggestions.
Chandra, Awakened Inferno Emblems don't have a color, so Torbran doesn't affect then. Yeah she can wipe the board, but you can more easily do that for 1 mana instead of 6.
Electrodominance under-preformed in Neheb.
Sundering Stroke I think is too expensive for what it does. It's hard to get 7 red without Neheb out.
By Force unless you really have to deal with artifacts every game. Add draw to get to the other removal you have faster.
Price of Glory under-preformed in Neheb, people just hold up mana rocks.
Urabrask the Hidden Haste at 5cmc is way too late. Replace with Cavalier if you really think you need it, or anything else.
Thran Dynamo this deck is hungry for red mana. I'd suggest finding a mana rock that gives red. Arcane signet maybe?
Magebane Armor is cool, but most of your sweepers don't kill your important creatures.
That's all I got for cuts, again. tight list man. Love it.
8 months ago
1 year 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.
1 year 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.