Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Tenth Edition (10E) Common
Ravnica: City of Guilds (RAV) Common
Apocalypse (APC) Common

Combos Browse all



Destroy target artifact.

Draw a card.

Price & Acquistion Set Price Alerts





Have (2) bakeraj4 , Vasbear1
Want (0)

Recent Decks

Smash Discussion

MindAblaze on

4 months ago

I like Urborg, but unless youre needing a lot of black mana or benefit from swamps for some reason (swampwalk and Cabal Coffers come to mind) then the budget could be better spent elsewhere. Having your tainted lands function as duals is a nice upside though.

I see what you mean with Oona's Blackguard and your guys not getting through. Its the challenge for any midrange/aggro deck in this format. I like the Nightblade for the same reason, your guys become much more difficult to block, so they get through more. Hmm...

As far as dealing with those artifact and enchantments, the best solution Grixis has for them is bounce. I like stuff like Dinrova Horror. There are lots of red Manic Vandal effects that you could use to Smash artifacts, or you could just Clone their etb effect guys that blow up enchantments, but thats not super reliable, even if thats a common enough strategy lol.

LoneCrusader399 on The Ravnica Globetrotter

8 months ago

Would Aetherflux Reservoir be another good win condition?

Baral, Chief of Compliance is a better Goblin Electromancer, but I think you should just play both for the added consistency.

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 mentioned this before, but Sensei's Divining Top and Soothsaying to help stack the top of your library for Melek.

Even though Smash replaces itself, I'd still rather just play Vandalblast.

I think adding more counterspells to help protect yourself would be a good idea. Counterflux in particular.

nobu_the_bard on Sacrificing

1 year 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.

dreamistt on

1 year 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)

Great Synergy

  • 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)



  • Hoarding Dragon (4/4 flying for isn't bad. And if/when it dies you get the treasure)

Card Draw

  • 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

Firebones675 on RedBlueBlack

1 year ago

Sure, no problem! Welcome to the format! One site I also like to recommend to players with less experience in edh is 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.

Here are a few more random cards that might have a home: Command Tower, Geth's Grimoire, Spiteful Visions. (Sorry this comment ended up being kind of long but i hope it helps)

Frightfactory on Super Budget Riku

1 year ago

Cantrips like Smash, Manamorphose, and Electrolyze are all really strong with riku.

Load more