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Whenever a player plays a spell, Spellshock deals 2 damage to that player.
Price & Acquistion Set Price Alerts
6 days ago
Thank you for comment and suggestions!
Mana Geyser - mana never been too much problem for the deck, my playgroup is mostly three players so this one doesnt work well.
Warchief Giant - too high cmc and as I say before my palygroup is mostly three players.
Valakut, the Molten Pinnacle - nice land, several times was in maybeboard but it enters battlefield tapped and it is too much if you ask my oppinion.
Hanweir Garrison - was in deck before but was cut cuz too be really effective it needs haste and most time it was just one creature drop for .
1 week ago
I dont think ive seen a background on mobile before. Do you have an example so I can steal the code?
Also, saw a goofy ass deck on EDHREC. It abuses cards like Chronatog to skip your turn so triggers happen on everyone else's turn but not yours.
Thought this was hilarious and I might make take a swing at something similar.
1 month ago
Eidolon of the Great Revel might be good in here. Surprisingly powerful against storm and other T1 decks because of all the tutors they run.
Stranglehold is always good for a R/G deck, especially stax.
Spellshock might be pretty good.
Mondronen Shaman Flip is also pretty sweet if you can get it to flip.
Ash Zealot can be nice against graveyard strategies, of which there are a lot.
Dosan the Falling Leaf.
Price of Glory.
3 months ago
Sounds to me like you're wanting more of a punisher deck. Mogis, God of Slaughter would give you access to black and other pain spells like Polluted Bonds, Painful Quandary, Bloodchief Ascension ect. Also offers more draw and more control.
Otherwise to really screw over control decks, Mono-red excels at mass land destruction. Couple that with "damned if you do, damned if you don't" type spells like Spellshock, Manabarbs. This will also work well with Mogis. Purphoros is built to be all in and fast. If Purphoros gets out early enough then control decks may have a rough time stopping him. Especially with Price of Glory, MLD, Stoneshaker Shaman and Citadel of Pain, ect.
3 months ago
Honestly, I don't play Purph to win. I made the deck initially as a suicide deck, as a response to the control-heavy multiplayer meta, to see how much damage I can do to as many people as possible. Getting crushed week after week (with decks I spent money on and made in good fun) turned me into a villain, and now I'm trying to tune the deck into something that can kick back at the control decks and maybe even sneak a win once in a while. I call this deck my "Joker" deck, because it simply wants to watch the world burn, and my meta needs a good criminal.
I've replaced pure hate cards like Heartless Hidetsugu, Spellshock and Manabarbs with more synergetic cards in hoping to make the deck gel a bit more, but this deck will always do what it can to hate on control decks, which is why I've always tried to keep Bearer of the Heavens in the list, simply to wreck the board if I feel like the combo decks are getting ready to commit. I've also got Humble Defector if I need to play politics.
3 months ago
I main Purphoros so I can offer a little sage advice.
TBH you can safely cut most of the pain enchantments like Burning Earth, Spellshock et al. This is because Purph himself IS a house of pain which is why the Narset player most likely targeted you. Instead focus on creatures that produce tokens (i.e. Beetleback Chief, Krenko, Mob Boss, Siege-Gang Commander, Pia and Kiran Nalaar ect.) and/or Instants/Sorceries that likewise focus on tokens (i.e. Hordeling Outburst, Krenko's Command, Dragon Fodder, Kuldotha Rebirth ect.). The great thing with Purph is that he doesn't care about what kinds or tokens you make but I think you'd get the most mileage with goblins simply due to their relative ease of production and synergy with others like Skirk Prospector, Goblin Recruiter, Moggcatcher, ect.
You can also go combo if you'd like utilizing Dualcaster Mage and either Heat Shimmer/Twinflame to create infinite Dualcaster Mages and damage via Purph. Norin the Wary is just brutal with Genesis Chamber. Grinning Ignus is an all star here too.
5 months ago
Exactly. I find these cards that allow me to assist in other people's attacks to be very political. Duelist's Heritage is an all star, and very much behaves as a Pillow Fort card and an offensive card all at once. Slayers' Stronghold will likely be nowhere near as powerful, but it could be a similar effect. I would put Rogue's Passage into the same category, if used correctly.
I have a stack of cards in my deckbox with Painful Truths, Read the Bones, Sign in Blood, Night's Whisper, and Browbeat for play testing. I already run Toil / Trouble. I will be curious to see if they do what I want. As it stands, consistency is not really an issue, the deck runs very consistently. I just need the ability to get out from under the squeeze of a Solitary Confinement that I don't want to let go. I already put in the draw spell with the greatest draw potential, which is Damnable Pact, and it also has the added bonus of potential for a burn to the face if I need to use it that way. Sign in Blood is a micro version of this. I will try out Painful Truths next. If I had the room in the deck, I would run all of them, since I get the feeling that together they would be much more powerful than each is alone, and I would consider the red cantrips as well, including Browbeat for the blast to the face potential. As it stands, I am not sure what I would want to replace to fit them all into the deck. If I went that way, I would also consider Spellshock and Price of Progress maindeck, as well as Spiteful Visions, for the added synergy of using them on my opponents as pseudo burn. If I went that way, I would be veering hard into a Punisher archetype and would potentially upset my lay low strategy. Not sure I want to go that way.
6 months ago
I like the deck a lot and I'm glad someone else is sticking up for the were-pups in the face of adversity! I run werewolves too and I know the challenges that come with them but it makes it worth while!
Based on my own play experience, I have a few suggestions for your deck:
The deck looks like it could use some more card draw in it. While this is a typical problem for Gruul, there are a few cards I think could help:
These are 3 fairly popular draw support cards that I think can speed up your play even more.
You have a lot of solid ways to cheat creatures into play but I'll recommend a few more that I've tried/am planning to try:
One card that is really mean but definitely slows down spell casting is Price of Glory. You could also look at cards like Spellshock or Mana Barbs as well but they're risky. Pyrostatic Pillar and Eidolon of the Great Revel also fall into this category.
My final suggestion would be to continue tweaking your mana base with more dual lands as your budget allows to improve overall consistency.
I dig the deck and wish you luck with your Howlpack!