|Commander / EDH||Legal|
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|Ravnica: City of Guilds||Common|
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Destroy target artifact.
Draw a card.
Price & Acquistion Set Price Alerts
2 months ago
Would Aetherflux Reservoir be another good win condition?
Dragonstorm; are the 3 dragons in your deck that important for you to be able to win? Otherwise I'd say that's an easy cut.
I think adding more counterspells to help protect yourself would be a good idea. Counterflux in particular.
5 months ago
I would cut Artificer's Epiphany, Bone to Ash, Chandra's Fury, Cunning Strike, Scatter Arc, Smash, Amass the Components, Blood Feud, Bolt of Keranos, Drag Under, Metallic Mastery, and Portent of Betrayal.
6 months ago
Despite the card text on Culling the Weak, the official text (visible on the Gatherer) reads thus in part: "As an additional cost to cast Culling the Weak, sacrifice a creature." which is similar to Tormenting Voice's "As an additional cost to cast Tormenting Voice, discard a card." Both are part of the cost. Clarifications on what constitutes part of the additional cost is one of the things that has changed a lot over the years on card texts.
Transmute Artifact on the other hand has a sacrifice as part of the effect (note: Tappedout currently shows a printing from MTGO that does claim it is a cost, but the official text disagrees). The Gatherer text begins with "Sacrifice an artifact. If you do, [...]" Because it's not part of the cost, if an opponent had only one artifact, you could Smash it in response to them casting it and limit the effectiveness of the spell. Transmute Artifact doesn't target though, so if they have more than one artifact, you'll have to make a best guess which would do the most damage if you want to try to interfere with Smash; they'll still get to sacrifice something from their available artifacts and you won't know what it might be.
These kinds of spells that don't use the sacrifice as part of the cost are generally older though - nowadays most spells with this kind of concept will usually phrase things as a cost.
7 months ago
- Quest for Pure Flame (building it up is really easy and busting it makes Purphoros even scarier for a turn)
- Firecat Blitz (cast it the first time to take someone out an flashback it to end the rest of the table)
- Elemental Appeal (9 mana for 14 damage after someone has cleared the board isn't too shabby)
- Grinning Ignus<- please add this ( + to get it started, for each time you want to do it again and you have a neat mana dump for Purphoros)
- Emrakul's Hatcher (nets you 4 creatures and mana refund)
- Skittering Invasion (same idea, with Purphoros out it's a neat 10 damage spell that offers mana refund)
- Orochi Hatchery (dump some mana in it and you are good to go)
- Trading Post for the goats mostly
- Spawning Pit recycling tokens is good for the environment.
- Portcullis locks the battlefield with 2 creatures total (note that it still allows ETBs to happen before exiling the cards, so it basically works as a shell until someone destroys it... and you get the ETBs once more)
Clear a board
- Magmaquake (boardwipe at instant speed... requires a lot of mana, but it shouldn't be too hard)
- Sudden Demise (allows you to get rid of those pesky hexproof shenanigans)
- Boompile (unreliable? Yes. But scary nevertheless. Might stop/slow down people from building up a mighty boardstate)
- Dormant Volcano (neat artwork, nice effect)
- Khalni Gem allows you to replay 2 lands (consider it a 2 mana investment since it costs 4, but gives 2 back immediately)
- Burnished Hart is underrated.
- Choose three: Hedron Archive, Commander's Sphere, Mind Stone, Worn Powerstone, Sol Ring
- Hoarding Dragon (4/4 flying for isn't bad. And if/when it dies you get the treasure)
- Staff of Nin (an old favorite of mine and allows you to ping some damage)
- Avaricious Dragon (just don't cast it when you have a full hand and you should be fine with a 4cmc 4/4 flyer and some extra draw)
- Loreseeker's Stone (drawing 3 for ~ is quite good)
What I don't like/What to cut
- Dragon Mage
- Goblin Chirurgeon (you'd be better off with a
- Goblin Sharpshooter
- Goblin Warchief (cost reduction part is fine, but he isn't all that useful otherwise)
- Grenzo, Havoc Raiser (i don't see you dealing with combat damage all that much)
- Kiki-Jiki, Mirror Breaker is great, really, not indispensable for its price.
- Knollspine Dragon (IMO it's a terrible card for its mana cost and effect... and 4+USD? WTF)
- Magus of the Wheel
- Lightning Crafter
- Warchief Giant (yes, myriad is great, but he's so fragile...)
- Anger of the Gods (great card... in other formats)
- Mana Geyser (temporary mana isn't that good unless you have some place to dump it...)
- Goblin Bombardment isn't good enough
- Possibility Storm (? Is it there just as a disruption tool?)
- Battle Hymn (same thing as mana geyser. Even worse considering it depends on you having at least 3 creatures to generate any mana)
- Seething Song
- Smash to Smithereens (the damage is neglectable IMO. I'd rather go with Smash simply because it draws you a card back)
- Elixir of Immortality (is this even necessary here?)
- Vedalken Orrery also not needed IMO
7 months ago
Sure, no problem! Welcome to the format! One site I also like to recommend to players with less experience in edh is edhrec.com For any given commander (and it does this for all of them) it compares decks and tells you what are the cards that pop up the most so it's another great way to get ideas. As for suggestions to the deck, I'm gonna list a few categories of cards that i usually try to include that aren't present yet and give a couple examples of each. Hope this helps!
1) boardsweepers/wraths: These are good if you are getting beat down by a creature with hexproof or somebody has a huge army of creatures. Best budget option for that would probably be Crux of Fate but Nevinyrral's Disk is another good one.
2)Hate for random noncreature cards: Red especially has good ways of dealing with troublesome artifacts Smash, Kolaghan's Command etc. Dreadbore and Ruinous Path can take down creatures or planeswalkers. Other than Chaos Warp there isn't much in your colors that can get rid of enchantments.
3) ramp/ color fixing: the faster you can produce mana, the faster you can play your expensive cards. This also often times has the added bonus of ensureing you have acess to all your colors when you need to. My favorites are Sol Ring, Commander's Sphere, Chromatic Lantern and Thran Dynamo but there are many other great options to choose from.
4) Ways to protect your commander. Sure you can try to counter their removal spells but i usually try to include a way of preventing them from even playing them. Swiftfoot Boots or Lightning Greaves offer a bit of peace of mind.
5) Tutors: black is the color of tutors and while the low cmc ones tend to be pricey, you can pick up the 4-5 mana ones for relatively cheap. These allow you to get the best card in your deck, or the one card that saves you from a particular situation. Diabolic Tutor, Dark Petition, Increasing Ambition, and Sidisi, Undead Vizier are some decent ones. You don't necessarily need all of these but i'd pick a couple.
8 months ago
10 months ago
1 year ago
I've done some basic testing and aggressive mulligans are actually pretty legit here. Shrapnel Blast could be strong sideboard. Tunnel Ignus for those bloom titan knock-offs. Blinkmoth Well for when you just need to lock things down. Serum Powder for those aggressive mulligans. Charmbreaker Devils in place of hoard-smelter, perhaps. Mizzium Transreliquat to copy their pillow fort. Seal of Primordium for killing emrakul. Metallic Mastery for the lulz. Smash isn't strong enough. Tanglewalker is too situational. Vithian Renegades and Tin Street Hooligan are super fun. Molder could be good sb.