Target creature can't block this turn.
Draw a card.
|Want (2)||BX223Hunter , AileStrike|
Printings View all
|Tempest Remastered (TPR)||Common|
|Tenth Edition (10E)||Common|
Combos Browse all
|Commander / EDH||Legal|
Stun occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
5 days ago
Bounty of Might seems weak, since to copy it, you're paying 6 to give one creature +9
Also a ton of mass-damage, mass-bounce, mass-protection, mass-indestructible you could look at. Ex: Snap is a pseudo boardwipe that generates a ton of mana
11 months ago
1 year ago
1 year ago
Here ya go, Derrick,
Where is Gamble
Ramp or extra mana
Fellwar Stone , Fire Diamond , Marble Diamond , MindStone, Sword of the Animist , Thought Vessel , Hardened Berserker , Treasonous Ogre , Neheb, the Eternal , Neheb, Dreadhorde Champion Desperate Ritual , Pyretic Ritual , Seething Song ,
Target spells that are dope
Coordinated Assault , Enrage , Otherworldly Outburst is cool and you can loop it if the creature you buff dies making a token, Samut's Sprint , Titan's Strength , Accelerate , Aleatory , Chaotic Strike , Stun , Niveous Wisps , Carom , Formation gives banding which is spicy, Spiritualize , Stave Off , Bathe in Light , Feat of Resistance , Chaos Warp target tokens to get permanets from your deck for free, and is good removal.
Heroic/Prowess Creatures cuz value
these are some cards I think you should look at, don't need all and some might not fit exactly but if you like them then put them in. Cut some lands you can go down to 34 if you add in more artifacts, which go great with paradox engine.
Cards I think you should replace: Emerge Unscathed rebound fucks with your commander it exiles them not letting you put them back into your hand; Aurelia's Fury really expensive to get any good use out of it, or if you want protection during your turns run Grand Abolisher or Silence ; Expose Evil is too slow of a draw engine Mentor of the Meek with the tokens you make is better for drawing; Burnished Hart and Solemn Simulacrum are meh, better to go with artifact ramp that can feed the paradox plan, plus artifact ramp is cheaper and faster; speaking of artifacts Boros Cluestone and Boros Keyrune are good flavor options but aren't that good as other artifacts; Inferno Titan and Sun Titan are good creatures but don't fit into the game plan as well better to put things that help with the gameplan.
1 year ago
1 year ago
More card draw, like:
Works really well with Feather as repeatable cantrips, and combos easier with Zada, Hedron Grinder
1 year ago
here are some changes you could make :
2 years ago
I like the feedback, but I can't say I agree too much. I'll go through everything you mentioned, and explain.When it comes to anything with prowess, the copies of the spells from Zada, Hedron Grinder aren't cast, but simply appear on the stack. Thus, each copy does NOT trigger prowess, rendering the ability nearly useless. As for Ogre Battledriver and other haste effects, I simply don't get enough creatures in a single turn to merit that. The deck doesn't explode creatures onto the board, it explodes the creatures' power and toughness that are already there.
As for enchantments and artifacts in general, such as Dictate of the Twin Gods, Flameshadow Conjuring, and Panharmonicon, the deck benefits more from simply having more bodies on the field than it does from these effects. Even effects like Genesis Chamber, Warstorm Surge, and Flameshadow Conjuring which combo with creatures aren't as effective as simply getting more creatures. In fact, I'll go through these individually. Genesis Chamber doesn't help very much, because I'm trying to get as many tokens as I can. Sounds like a contradiction, yes, but Genesis Chamber only triggers off of nontoken creatures, meaning it gets significantly less value than probably any card I could cut for it. Warstorm Surge is simply way too much mana for an underwhelming effect. Because the deck has a lot of 1/1's, Warstorm Surge is almost exactly equal to it's 2 mana counterpart, Impact Tremors, which makes it not even remotely worth the cost. Flameshadow Conjuring doesn't work because, again, it only works with nontoken creatures. However, it also uses up my precious red mana, and the token disappears. It's just not on the battlefield long enough to do anything useful with it. Kiki-Jiki, Mirror Breaker also already does this, and better than it does. Also, the deck just doesn't have enough ETB to try and build more around it, such as using Panharmonicon, however Purphoros, God of the Forge because he's also a creature, and Impact Tremors because it's very cheap mana, and very efficient. Notice it deals 1 damage to each player, while Warstorm Surge only deals damage to target creature or player. Only one target.
Also, any draw that also discards is more detrimental than helpful. Yes, Chandra, Flamecaller can refill my hand, but if I'm in the situation requiring my hand to be refilled I should have won the previous turn. The same goes for any wheel type effect, as well as exile off the top of the deck effect. The reason Rile works is because I control the stack. I let it deal damage to a creature that survives, then draw a card, one by one until I get a card that buffs toughness, then cast it at instant speed, assuming I can, targeting Zada, Hedron Grinder of course, and then all THOSE go on the stack and trigger before the rest of the Rile's, thus all my previously 1/1 tokens survive and I fill my hand and buff my board to win. The same goes for absolutely any spell that single targets Zada, Hedron Grinder that says "Draw a card" on it. And yes, even the ones meant to target opponents boards, because drawing half my deck for 1-2 mana lets me get the buff spells I need to literally win. Yes, that means Stun is good and staying. Panic and Balduvian Rage are also great because they can set me up for the next turn, meaning I don't have to try and win immediately. This leads me to Kari Zev's Expertise, because of how the stack resolves and how I can manipulate it, I can cast it on Zada, Hedron Grinder and then it will be copied for all of my other creatures. Not only is this a source of haste, but how it will play out is, let the first Kari Zev's Expertise resolve on a creature of mine, then play the free card, targeting Zada, Hedron Grinder, and let that and all of it's copies resolve. I will have tried to cast a card that draws, as long as I draw immediately. With all the new cards in my hand, the second Kari Zev's Expertise resolves, and then I cast another spell for free, targeting Zada, Hedron Grinder, and then that spell resolves, and hopefully also drew cards. At this point, I should have enough combat tricks to win the game, and still have hopefully another 3 or 4 Kari Zev's Expertise's left on the stack. I'll cast free combat tricks from each one of those, and should win that turn. Kari Zev's Expertise is one of the most consistent ways to pop off in the deck.
As for the creature curve, I'd like you to take a look again at how strong each creature in the deck is. I'll go further into detail in a second. First, the artifacts I have cap out at 2 mana, and 4 out of 6 either give mana, reduce mana costs, or draw cards, all effectively helping me reach the creatures and allowing me to play them. Also notice the creatures that literally give me mana for almost free. Treasonous Ogre for example. Pay 3 life for a mana? That's easy, the max life I pay is 18. That's less than half my life total. Normally I'll be paying a cap of 9-12. Also, consider that cards like Emrakul's Hatcher is more than 5 mana for a 3/3. It's 5 mana for 4 bodies, which can all be buffed, and give card draw. That goes for any creature that creates a token in the whole deck. Look at it as mana cost per body, rather than mana cost vs power/toughness value. I also don't want to run tribal, because it would require too many cards to shift over to more tribal base, and slow down the deck in its entirety.
Now for Neheb, the Eternal, and other more expensive creatures, I'll go through one by one. Charmbreaker Devils is interesting, because 6 mana is literally the very top of the curve, and as I've already stated, his second ability won't trigger per copy, only on the initial spell. The real deal with him, is that his second ability gives him +4/+0 instead of +1/+1, which is a much better deal, and stacks up MUCH faster. As well as with his first ability, it allows me to continue to have steam when I really shouldn't. Emrakul's Hatcher, 5 mana, 4 bodies. Not much else to be said, just great value for the mana cost, because have 4 extra targets for my copied spells is great. Pia and Kiran Nalaar are in the same category as Emrakul's Hatcher. Goblin Dark-Dwellers is also a card that gives me fuel when I should be out. It also works very well with Kiki-Jiki, Mirror Breaker to continue casting spells of my choice out of my graveyard. Kiki-Jiki, Mirror Breaker, I don't really have to explain why this is here, do I? Oh, and yes, it combos with combat celebrant for potentially infinite combat steps. Mirrorwing Dragon, this should also be obvious why it's in the deck. Neheb, the Eternal, is great because it helps set up for following turns. If I can get Neheb out early, and deal some damage, I can get enough mana to cast more creatures for my following turn. If I don't get Neheb out fast, then too bad for me, I'm sure I had something else to play. Siege-Gang Commander, 5 mana, 4 bodies, enough said. Goblin Rally 5 mana, 4 bodies, enough said.
The thing with this deck, is it can work with a low amount of tokens. Yeah, higher amounts of tokens are preferred, but 4-5 is the minimum. Which is obtainable through a single card. I don't need 20 goblin tokens, I only need 6 and expedite. I don't need them to attack the turn they hit the board, so I don't require haste. Hopefully this explains why all the cards that are in, are in, and I think I responded to everything in your comment.