|Commander / EDH||Legal|
Printings View all
|Commander 2016 (C16)||Rare|
|Commander 2013 (C13)||Rare|
Combos Browse all
Creature — Avatar
Whenever another creature you control dies, it deals damage equal to its power to target player.
Price & Acquistion Set Price Alerts
|Have (16)||ironax , CAPTAINxCOOKIES , jstn.mrrtt , sneferie , EdenGardenz , Lindough , Riders_of_Brohan , Atroxreaper , MlgMan67 , Oskani , pskinn01 , NixterFenix , rakdos24 , mziter501 , golgarigirl , rockleemyhero|
Stalking Vengeance Discussion
22 hours ago
Sendaran Thank you for your input. I will explain some of the cards I added or explain why I won't add some of the cards.
Soulblast Doens't always hit 1 player. For example when I have Omnath, Locus of Rage Or Stalking Vengeance out on the battlefield. A Soulblast means often a two hit kill or a win. That's the reason why I have this card.
I agree with you on Molimo, Maro-Sorcerer I had this card in the deck since it started as an elemental Tribal deck. But it's not that usefull anymore.
I also agree on Angrath's Marauders I will change this one for Gratuitous Violence. This card interacts with Omnath, Warstorm surge and Stalking vengeance. It's still not the best card but it works better with my current setup and cost less mana. Though the 3 red mana is a bit much but i will give it a shot.
Elemental Bond Seems like a good addition to my deck. Draw is a bit of a problem from time to time but this one makes it a bit easier.
I also added some of your other suggestions to my maybe list but some didn't really make the cut. Such as the draw artifact.Goblin Bombardment is an important card in my deck and saved me a ton of times since its an instant sacrafice. I can simply sac an elemental at anytime to either damage a player or kill a creature.
Harrow Is an instant land drop which makes it a great card. I can get elementals on instant speed or deal damage with Warstorm Surge on instant speed. Therefore i won't switch that card.
But i really appreciate the tips and suggestions you gave me, hopefully the changes will help me :)
1 week ago
So I have some questions about these, and/or I think you should cut them:
- Gaddock Teeg: 75% of your creatures are 4 or above cmc that seems contradictive.
- Dusk//Dawn: Again your creatures are pretty high CMC Dawn does nothing for you, and Dusk kills most of YOUR creatures. I suggest Austere Command as a much better alternative.
- Sword Of Kaldra: Just why? You aren't building tron, and you have none of the other Kaldra equipment.
- Birthing Pod: You have to build specifically around birthing pod to make it effective, and your CMC curve on creatures is anything but; in this deck it just feels like a waste of a slot.
- Furnace Of Wrath: It can hurt you WAY too much, it's too risky personally.
- Assemble The Legion: again I dont' get it, you aren't really a token deck. For this to be effective you'd need Parallel Live, Annointed Procession, and Primal Vigor to maximize the potential.
- Vicious Shadows: This is just a bad Stalking Vengeance so why not just play it?
- Fight to the death: I just don't see this as a good card at all, I'd prefer to see a Deflecting Palm here, same cost just a better card.
- Grazing Gladehart: Lifegain isn't in your gameplan especially with Sulfuric Vortex in the deck
You should consider adding:
- Warstorm Surge: it's a great source of damage and just does more the later the game goes with Marath getting bigger on each cast.
- Vigor: is phenomenal in this deck or any other really.
- Angrath's Marauders: great alternative to Furnace
- Path of Discovery: It's card advantage, ramp, and counters all in one.
- Rishkar's Expertise: huge draw spell and most likely a free spell, pays for itself.
- Nissa, Voice of Zendikar: All about the +1/+1 counter bro!
- Craterhoof Behemoth: it's just an alternate win con.
- Forgotten Ancient: Great to transfer off counters to Marath AND becomes MASSIVE late game.
- Lurking Predators: this card is massive and honestly just ends games.
3 weeks ago
From the initial deck
4 weeks ago
1 month ago
Marchesa, the Black Rose, is great for dealing with board wipes. I know it's not the mono red/gruul you were looking for. I made a Marchesa deck that my play groups don't even bother to board wipe. Check it out: Marchesa- Cycling Creatures Shenanigans.
Win Cons:Make Creatures with +1/+1 unblockable with Herald of Secret StreamsMake opponents sac all their creatures by cycling Fleshbag Marauder and Sheoldred, the Whispering OneSteal sac'ed creatures with Grave BetrayalMike and TrikeWarstorm Surge or Stalking VengeanceSneak Attack
1 month ago
1 month ago
Cyfer: Unfortunately heavy removal (or counterspell) is going to be mono-red's worst matchup.
We have almost no recursion to speak of outside of a few colorless spells and some red creatures. Elixir of Immortality and Trading Post are probably going to be your two best bets. The other route is also Darksteel Forge and Mycosynth Lattice, but without access to good non-creature tutors, definitely don't rely on it.
Most of the reason I play with such a low CMC is so I can rebuild easier after a wipe, since Aggro is what mono-red is best at. It's hard though when you are getting focused, so I try to play as fast of a game as possible, because I will either win or lose quickly, since my deck can't really hang in the endgame with Control, Midrange, or some BattleCruiser decks.
Having more damage based sac outlets or triggers from creatures dying is going to be incentive for other players to not wipe your board, so it may be worth it to run all of them you can. Boggart Shenanigans, Vicious Shadows, Outpost Siege, Stalking Vengeance, and Altar of Dementia are probably the best we have available.
You have to develop your own lines, with the idea of big, bursty combats and other tricks to wipe the table. I've had more success with putting out creatures more slowly than I could so that, not only do I look like I have a shitty hand to everyone else and become less of a threat, but I'm also not leaving creatures out multiple turns to get removed. It's harder for an opponent to remove or counterspell 4 creatures all at once than it is to remove the same 4 over multiple turns. Put them out the turn before you need them, and you will be a lot better off. It's why I've tried to double and triple up on effects and interactions as much as possible. Having Goblin Matron/Imperial Recruiter/Mogg Catcher/Goblin Recruiter for getting to a Krenko, Mob Boss for instance, as well as a Feldon of the Third Path to get him back, is a lot of buffing my chances to have Krenko in play.
Redundancy in red is what leads to consistency in your games, since red doesn't have the plethora of options available to the other colors.
Don't get discouraged though, and don't make too many drastic changes, because this deck plays oddly. I've had it now for a little over a year, and I didn't really settle into a solid build until about 8 months ago. It probably took me 3 months of playing that deck before my winrate went from 25% or less, to 50% or more. There is quite a learning curve to it, even though on the surface it seems pretty straight forward.
Haste and more big mana might not hurt either, if you find yourself with cards in hand each turn.
It's a glass cannon deck to an extent, so sometimes you're gonna have huge turns where you wipe the table, and other times your gonna fizzle out and do nothing because the whole table wipes you.
It get's better though, because once you lock down your build, playstyle with the deck, and get good with it, people become afraid of the deck and focus you even when you don't have a board presence. It took me a long time to not be salty about it, and now I take it as a compliment.
1 month ago
I love Stalking Vengeance, but it's just so much Mana! Maybe I could find some room though.