|Commander / EDH||Legal|
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|Shards of Alara (ALA)||Common|
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Target creature you control in play deals damage equal to its power to target creature or player.
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Soul's Fire Discussion
5 days ago
Bracothegazer, I guess I was trying to offer ideas not only for the clear direction of this deck but also for alternative plans for when Plan A's critical cards are hiding or get Disenchanted or fall to Tranquility, etc. Depending on the directions or directions desired, some ideas will apply and others will not. No successful deck could use them all, as that would dilute the themes enough that none of them would work well. I do get, and really like, the direction you chose. One thing I did totally miss is the number of sacrifice cards you have for making Boggart Shenanigans work on your own terms. Saw the Grenades but missed the Prospectors and the Commander. My Casual Goblin deck runs Goblin Bombardment to sacrifice creatures for direct damage.
So, sticking strictly to the no-swinging theme, I'd drop the Goblin Arsonists and maybe Empty the Warrens and keep/add the most efficient token-makers. Your Mogg War Marshals are the best of this bunch (3 ETB triggers for 2 CMC), especially if you can sacrifice the original for value on the turn he's cast, rather than letting the Echo replace him. It's a shame that Skullclamp isn't Modern-legal, as it would be fantastic to swap for one or two of the sacrifice outlets.
Foundry Street Denizen would be mostly a Plan B card for this theme, though a very good one, unless you toss in stuff like Fling or Soul's Fire, which I wouldn't recommend, as the odds of drawing the right combination of cards at the right time is too low. If you want to do this as a small inclusion for a swigning Plan B, Goblin Bushwhacker will actually do more for you than the Denizen in most cases. It's that good, and the Haste makes a nasty surprise for the opponent when you need it.
1 week ago
I always have a hard time suggesting what people cut. My only idea would be to smooth out the curve a bit and get rid of a couple 6/7 CMC creatures.
2 weeks ago
in my opinion only the three enchantments should go from your maybeboard to the deck. They support your engine. The other cards from the maybeboard do not seem to be too spectacular.
Another great inclusion would be Phyrexian Devourer. You can activate its ability over and over again while its sacrifice-trigger is on the stack, so it can grow very very huge. This should also work with Kresh's ability, when the Phyrexian Devourer is finally sacrificed through its ability. The devourer has also great synergy with Jarad, Golgari Lich Lord, Fling and Soul's Fire.
Cards to cut from your main deck are: Winding Constrictor because of its low impact, In Garruk's Wake because it's too expensive, Dark Ritual as your deck does not seem to need that kind of explosive ramp. Also Damnation and Blasphemous Act do not synergize nicely with Kresh.
2 months ago
TheGeneralAdvisor , if I cut Rapacious One, Sin Prodder, Cudgel Troll, Flamespeaker's Will, Clan Defiance, Soul's Fire, Fire Servant, and Nessian Game Warden and considered adding Gruul Signet, Rampant Growth, Birds of Paradise, and Kodama's Reach, along with filling in more lands, do you think that would fix the mana problem, considering Ive already got 3 mana dorks. Maybe also adding in Manamorphose somewhere?
2 months ago
I'd definitely suggest Utopia Sprawl, maybe instead of Market Festival. Even Fertile Ground might be nicer, if you're on a budget, because being able to play things earlier usually gives you a huge edge, and the festival takes up a lot of mana. And personally I think Voyaging Satyr is a lot nicer than Blossom Dryad, as the extra power isn't usually relevant on a mana dork, and costing one less mana helps immensely.
And, finally, and perhaps most importantly, I think you should definitely run less mountains, when over 3/4ths of your cards need only green mana. Maybe look into some of the cheaper dual lands - even the ones that always enter tapped could work alright in slower multiplayer games. Though with the enchantments generating any-colored mana, especially if you get Utopia Sprawl, your need for red becomes even smaller.
2 months ago
Wurms have been around since Alpha, but no we get a SECOND frog legend. Ugh. I also play Saskia Wurms (http://tappedout.net/mtg-decks/super-sick-wurms/). One card I'm running I don't see here is Chandra's Ignition. This card (along with Soul's Fire) basically mean your Charnelhoard Wurm can burn out players or every other creature at the table as often as you can afford (and you get back extra cards with more opponents!). That combo is what pushed me to include and not just run Trostani as Commander.
Hunting Grounds is a nice card in your list I hadn't considered.
3 months ago
At first glance, Id suggest the following flavor cards to add some spice to what you already have going on: Ancestral Statue, Primordial Sage,Tishana, Voice of Thunder, Purphoros, God of the Forge, Green Sun's Zenith, Worldly Tutor, Cyclonic Rift, Sol Ring, Vedalken Orrery, Seedborn Muse, Growing Rites of Itlimoc Flip, Equilibrium, Sylvan Library, Sensei's Divining Top, Zendikar Resurgent, Birds of Paradise, Sakura-Tribe Elder, Eternal Witness, Thassa, God of the Sea, Soul's Fire, Mage Slayer, Weaver of Lies.
Keep up the good work and good luck!
3 months ago
Thromok's ability to grow insanely large the minute he hits the battlefield is utterly useless if he doesn't have haste (because someone can just Doom Blade it when he hits the field, and if you went all in, you're now vulnerable to attackers) and trample (opponent chump blocking with a 1/1 creature and letting no damage through is one of the most infuriating things ever about running a giant beatstick). I bring this up because I only see one thing that gives haste (Hammer of Purphoros)*. Anger and Brawn serve this purpose while acting as sac fodder for Thromok.
Fling, Grab the Reins, and Soul's Fire can be used if he does in fact get Doom Bladed back to the command zone. Chandra's Ignition serves the same purpose as the aforementioned two, but at sorcery speed.