|Commander / EDH||Legal|
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Starstorm deals X damage to each creature.
Cycling 3 (3, Discard this card: Draw a card.)
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5 days ago
then what about:
and for just in case you are going against Super Friends
1 week ago
Horobi, Death's Wail is strong in any deck with Cauldron of Souls in it: Murder everything your opponents control, unconditionally! Your commander also becomes a Murder-on-a-stick. It's worth mentioning, however, that you don't draw cards from your commander when used in this way (since the creature is destroyed before the ability resolves). Still, you can put -1 counters in other ways.
You have a lot of cycling cards in here, which makes sense with Archfiend of Ifnir. But why cycle one card at a time? Wheel of Fortune, Magus of the Wheel, Dark Deal, Reforge the Soul, etc give you card advantage while disrupting opponents and also being MASSIVE sources of discard. (Just make sure not to wheel away your commander unless you want to pay the tax.)
If you can put two -1 counters on your opponents' creatures, Sudden Spoiling murders their board. You may have to explain layers to your opponents, heh. But it's a gorgeous combat trick, and even better when paired with -1 counters.
Talisman of Indulgence is a fantastic mana rock in these colors.
And finally, no black deck focussed on killing creatures should leave home without Toxic Deluge. I know it doesn't put -1 counters or use damage, but it draws for each preexisting -1 counter and can get you out of a bind pretty easily.
I hope that helps! I need to write a proper description for my version of the deck. Also, what's worked well for you that I'm excluding from my list? :)
3 weeks ago
It's looking good bro. I have some suggestions for cards that are on the weaker side:
Icy Blast -- chances are obviously high that you're going to have a creature with power greater than 4, but you'd be better off just using Cyclonic Rift (which I see you already have) or some other form of removal (maybe Blasphemous Act, Starstorm or Chain Reaction?)
Predator's Rapport -- I don't really see this as being a life-gain deck. It is more of a beat-down deck.
Some cards you might want to add:
Erratic Portal -- you have a lot of bouncing creature cards. With erratic portal, you can bounce your creatures and instead add a more powerful creature (maybe like one I listed below)
Alpha Status -- might seem a little weak, but if you can get it out and enchant Animar with it, that's one big dude.
I know this is a creature based deck, but personally I think having at least one or two artifact/enchantment removal cards would be handy. Maybe something like Krosan Grip or Appetite for the Unnatural?
So far it looks like a good build. I'm looking forward to seeing it in action!
1 month ago
1 month ago
While I don't mind that you want to be that dude in the playgroup (makes everyone mad), I have to ask you. How does this deck win? Are you banking on pinging peeps to death? What if you're playing against a deck whose focus is not creatures? How does the deck win then? I like the concept. It's creative. You should throw in red board wipes, such as Blasphemous Act, Starstorm, and Comet Storm. Those cards are nuts with Repercussion out.
Also, I'd advise you put in more draw. I know you are keeping this budget and commend you for that. I respect that greatly. Maybe throw in a Fascination, Blue Sun's Zenith, or other x draw spell just to be sure you can refill your hand.
Mad props otherwise. Plus 1 from me.
1 month ago
In terms of ramp, most of the ramp you have are cards that push you only 1 mana ahead, which I think is too small of an effect unless it comes with another valuable effect. Because of this, I would drop Mina and Denn, Wildborn, Sakura-Tribe Elder, Rampant Growth, Animist's Awakening, and Gruul Signet for Worn Powerstone, Astral Cornucopia, Gyre Sage, Khalni Heart Expedition, and Overgrowth. That kind of upgrade to your ramp will ensure that you get huge creatures out very easily. If you want to see other cards that could also fit this role, check out MagicalHacker - List of All Ramp Cards, but I would say that this deck definitely needs cards that advance your manabase by two or more, so ignore the cards that only ramp you by one.
Secondly, I only see three cards in here for draw, so there's no wonder that this deck doesn't hold it's own! We have all been there at some point, so let me emphasize this point: Draw is the most important thing for 99% of decks. Draw will let you have options, draw will let you build board states quickly, and draw will make it harder for you to get mana screwed or mana flooded. All of these are very important. You have Harmonize, Lifeblood Hydra, and Citanul Flute, but let's try to get 7 more cards for draw in here. If you need to take some out after testing, that's fine, but I don't see that being a problem. Too much draw isn't usually a problem with 10 cards that draw in the deck, so I think you should add any 7 of the following 9 options: Abzan Beastmaster, Elemental Bond, Triumph of Ferocity, Drumhunter, Outpost Siege, Lifecrafter's Bestiary, Skullclamp, Wheel of Fortune, and Life's Legacy to your deck to be able to refill your hand quickly and often. Check out MagicalHacker - List of All Draw Cards (Steady) and MagicalHacker - List of All Draw Cards (Burst) if you want to see options I didn't mention or options that aren't quite so expensive. I do think that those 9 cards are probably the best draw cards for your deck though, so picking 7 will bring your draw up to a reasonable amount. (I'll get into what 7 cards to drop soon.)
Next, let's tackle boardwipes. You've got Savage Twister and Chandra's Ignition, which I think are fantastic, but you do need more. There are only a few board wipes that can kill flying creatures and nonflying creatures in red and green at a reasonable mana investment, and those are Nevinyrral's Disk, Chain Reaction, Heaven / Earth, Blasphemous Act, Rolling Earthquake, and Starstorm. I think you can pick any 3 of those to add to the deck and you will be set on board wipes. (This brings us up to 12 cards that need to be dropped.) If you want even more options, again, feel free to check out MagicalHacker - List of All Board Wipe Cards to see more cards that could work, but I think adding any three of the above options would be fine.
Now, let's move on to item removal. You have Decimate, Hull Breach, Vandalblast, Beast Within, and Steel Hellkite. These are all fantastic, but I'd like to see Chaos Warp as well to be able to deal with any permanent.
Lastly, let's take a look at what cards you have to be able to deal with creatures at instant speed. Most people assume that dealing with creatures at sorcery speed is just as strong as dealing with creatures at instant speed, but here is why that is not correct: your opponents' creatures are good cards for you when they are attacking other opponents, and they only become problems when they attack you. For that reason, it's important to remember to have lots of instant speed removal to be able to kill creatures during combat when they would deal lots of damage to you or to kill creatures that are about to allow an opponent to go infinite. That said, your only options for that are Chaos Warp and Beast Within, making Chaos Warp that much more important for this deck.
Now that we have gotten the enablers down, let's talk about the bulk of the deck. To really abuse Rosheen Meanderer, we want the rest of the deck to be about using that X restriction. That said, we do want to use cards that will use that restriction to do things of value. If we are going to make big creatures (which we do want to do), we want to make sure that those creatures can attack to deal damage to players by giving them evasion.
Lifeblood Hydra and Primordial Hydra are the only ones that have an evasion ability naturally, so then we are forced to include things to give evasion. Flying is a good start, so I think that Akroma's Memorial and Homura, Human Ascendant are a place to start. You were right to add some ways to give everything trample, but I would add Khenra Charioteer, Gruul War Plow, and Primal Rage. Those five in addition to your Nylea, God of the Hunt and Archetype of Aggression should be enough ways to make your big dudes go through.
I realize now though that I've lost track of how many cards to add, so instead I am going to make a decklist to show what I would suggest this deck should become. No worries, I will link it at the end.
I would actually add all the creatures that cost X but enter with X counters (excluding the ones that cost double X, since those are not as powerful). And after that, just some ways to double +1/+1 counters or use Rosheen's ability will round out the deck.
Personally, I believe that 37 lands including Sol Ring would be enough since you now have enough ramp, so I brought down the number of lands too.
Hope I was able to help you!
1 month ago
Colorless-Utility: Silent Arbiter.
R-Recursion: Scrap Mastery.
I don't think most of the M13 Rings belong on this list.
1 month ago
if they actually rely on having azami on the board as a draw engine, that is easy to deal with in red; Pyrohemia, Starstorm, Magmaquake, Sulfurous Blast.
if you really want to go anti- blue there is Red Elemental Blast and Pyroblast.
also fun is to Wild Ricochet or Reverberate their extra turn spells. or their control spells or spelltwine or whatever they are doing. just fun to mess them up.