|Commander / EDH||Legal|
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|Commander 2016 (C16)||Rare|
|Commander 2015 (C15)||Rare|
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Hideaway (This land enters the battlefield tapped. When it does, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library.)
: Add to your mana pool.
, : You may play the exiled card without paying its mana cost if an opponent was dealt 7 or more damage this turn.
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|Have (16)||EdenGardenz , plof , dplerner , frederiklw , mziter501 , thetechzombie , Big-Foot , bakunet , pskinn01 , Supremespeed , NobleSlay3r , Va1mar , SirCorey , rockleemyhero , MoJoMiXuP , MattN7498|
Spinerock Knoll Discussion
2 days ago
lautyn69 that looks much better. Is your friend using the Precon? If so he already has a deck with the staples, you have some but could use a few of the others.
For lands consider Windbrisk Heights and Spinerock Knoll as I'm sure they will be useful. Temple of the False God, Evolving Wilds, Terramorphic Expanse are classics. Then to help you get in for the double damage you seek Rogue's Passage.
Boros Keyrune is pretty budget and would up your ramp (I try to follow what the command zone says and have at least 8).
For more suggestions I would have to know what you wanted the deck to do. Your in boros so obviously attack, but it's how and how you want to win. I think this is a heck of a commander for voltron and just take out someone with commander damage. Let me know and I'll see what I can suggest.
1 month ago
Alright, this will probably be my last batch until new (non-Un)cards get spoiled. Since the deck seems to be in a state of what I recently learned is called Pareto optimality (https://www.smbc-comics.com/comic/pareto-romantic), in the sense that most cards fill an important role that makes it difficult to exchange them for something too different without breaking the deck, and the alternatives within the same niches tend to either miss some important feature or are too (meta-)conditional... which brings me to the cards:
Spinerock Knoll/Windbrisk Heights/Mosswort Bridge: compromises your ramp a bit for some conditional card advantage. The conditions for casting the card should pop up fairly frequently in this deck. Also has some minor synergy with Oracle of Mul Daya by letting you pseudo-scry away an inappropriate topdeck card
Nature's Will: Like giving each of your creatures a Sword of Feast and Famine, kind of. Also hates on the local counterspell/Leyline of Anticipation user. I like it because it ties together the deck's land subtheme & beatdown
Misc/weird token generators
Stormfront Riders: Potentially repeatably recast ETB dorks, letting you get a bit more mileage out them, while getting some extra tokens. As a bonus, if you let the creature itself stay on the battlefield it'll complement Teferi's Protection by providing another source of resiliency vs Cyclonic Rift
Ezuri's Predation: Another mass removal option that also happens to synergize with token gifting, but a bit unreliable because it can't kill fatties without the Beasts being boosted by other cards
(Genesis Chamber): Low cmc and ties into the group slug theme, but the deck can't abuse it too hard in its current state
(Beacon of Creation): Green Sun's distant and less successful relative
(Snake Pit): Obviously heavily meta-dependent but could be very nice in the right group
Potential Queen Ant replacements
(Night Soil): Low cmc, low activation cost and graveyard hate to boot, but meta-dependent.
Twilight Drover: More (flying) tokens per mana than the Queen. Synergizes with the token gifting and also Skullclamp. It should get counters pretty reliably throughout people's turns, but otherwise Curse of Predation and, to a greater extent, Orzhov Advokist makes it a bit more reliable. (Also tutorable with the Recruiters.)
Ulasht, the Hate Seed: More immediate alternative to Twilight Drover. A decent chunk of the deck will give it initial counters via color (although only Dragon Broodmother generates multiple gruul tokens for double counters) and it can use the same two cards as the Drover to refill its ammo. The damage ability provides some backup point removal which is hard to have too much of, and as a very cute bonus it synergizes with Hornet Nest by letting you ping it at the end of each turn for an extra value token, assuming the Nest isn't already damaged. (Even cuter is the fact that toughness-boosting cards like Mirari's Wake & Mirror Entity will increase the maximum amount of value tokens you can get per turn.) (Also tutorable with the Recruiters.)
(Sigarda, Heron's Grace): Again, meta-dependent. Aside from yourself and its own tokens, it gives hexproof to eight cards in the current deck. Even with Knight of the Reliquary sacrificing lands, I dunno if you put enough cards in your graveyard that you don't want to recur later to make this worthwhile. (Although it should be noted that the graveyard cards don't have to be creatures.) Body-wise I'd say 1 less power for flying is a good deal
2 months ago
2 months ago
I actually used to run Valakut, the Molten Pinnacle and Spinerock Knoll a long while ago. I took them out, because in this specific build games don't typically go passed turn 8 or 9, so I needed all of my lands to come in untapped.
As for Neheb, the Eternal, All Is Dust, and Comet Storm, they are all very good cards, but this is an Aggro-Combo deck, and it typically seals out the win on turn 5-8. I really don't worry about true mid- or late game because it really doesn't go that long.
Thank you for all of the suggestions, though! All good cards, but just not ideal for this specific build. :)
Yeah...I added Imperial Recruiter...he is super expensive, but definitely a strong card! If you are looking for a replacement card, I would suggest Tormenting Voice, honestly. Any card that gives you more card draw to help get the combo or needed cards!
As for Sol Ring and Ruby Medallion, I would recommend Sol Ring between the two. Sol Ring is a great replacement for either Desperate Ritual or Pyretic Ritual. I would not recommend Ruby Medallion though, because it is a little too slow for this build.
Thanks for stopping by, man!
2 months ago
i would recommend trying to add some of the lands that can cycle, or even Valakut, the Molten Pinnacle for midgame. another answer to colored things might be All Is Dust. you do enough damage that Spinerock Knoll might be good midgame as well. for post combat shenanigans, maybe try adding Neheb, the Eternal? maybe an X spell like Comet Storm?
2 months ago
Very nice Deck you build there. I play a similar deck for some years now and got some new ideas and inspiration from you for further development of mine.
- Vizier of the Menagerie, Courser of Kruphix are new and pretty good in this deck
- I would prefer a Farseek and/or Nature's Lore over Explore because those cards shuffle and you get a new topdeck card
- I am not sure if Soothsaying is strong enough. It needs a whole lot of mana for shuffeling. Maybe a Mystic Speculation works better
- You could switch an Island for a Halimar Depths for topdeck manipulation
- A Spinerock Knoll lets you play your big spells without mana cost and gives you a new topdeck card as well
- Maybe Temur Ascendancy over Fires of Yavimaya?
- Conundrum Sphinx is good when you know your topdeck card and 4/4 flying for 2UU is pretty solid too
- If you'd like a use for your small utility creatures other than Birthing Pod you could try Proteus Staff. It works against opponents badass creatures as well.
For more ideas you can check out my take on Intet, the Top Deck Queen
Greetings from Gottsplitter
3 months ago
After a quick look, I like the deck so far, the only thing I see right now is the land count is a little low. Also, not a huge fan of Ally Encampment.
3 months ago
I think you're on to something nice here. Rhys the Redeemed could work wonders for you in this deck; her ability to generate tokens is outstanding. She's much better than Geist-Honored Monk for instance.
Also, I think you should move Jungle Shrine and Ogre Battledriver to your main board. Sure, Shrine enters the battlefield tapped but after that it's just as useful as Command Tower. As for the Ogre, holy damn that's nice in a token-aggro deck. Especially in the early game he can give you such an advantage! I'd replace Spinerock Knoll and Ulvenwald Hydra with these cards.
Anyways, happy gaming!
P.S.: I'm hoping for some feedback on one of my decks too :) If you could maybe look at my Mayael deck, it would be much appreciated.