Throne of the God-Pharaoh
At the beginning of your end step, each opponent loses life equal to the number of tapped creatures you control.
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Throne of the God-Pharaoh Discussion
17 minutes ago
It would seem great minds think alike! Nice deck name you have there. ;D
Commander / EDH
SCORE: 12 | 1652 VIEWS | IN 7 FOLDERS
For real, I do have quite a few things I'd like to suggest quite a few things that should hopefully help you out!
The first item I'd like to point out are a handful of outclassed cards. Sylvan Reclamation in GW is for all intents and purposes strictly better than Relic Crush. Subbing one generic mana for one white mana for both exile AND the option to cycle? Count me in! Dreamstone Hedron does provide two colorless mana, but I feel Mind Stone being potentially dropped earlier makes that a more worthwhile option to me. Grappling Hook is nice when you can force your opponent to block how you like, but if you're going for the double strike option I believe there are better options that can come out earlier and work better to your advantage. Fireshrieker is a cheaper double strike equipment, and Duelist's Heritage can boost your opponents' creatures on turns where they are not so inclined to be attacking you to make your opponents finish each other off more quickly!
One thing worth pointing out is that Mirri isn't dependent on cats. While there are plenty of cats and cat-based cards that work well with Mirri, don't be afraid to tip your toes outside of the tribal focus a little bit here. Oketra's Monument is a good example of a card that can boost your strategies with non-Cat creatures. Other cards that work well would be Martial Coup, Secure the Wastes, and Elspeth, Sun's Champion. While a little costly on the mana side of things, Hornet Queen provides great flying defense that this deck typically lacks. These token producers would also allow you to take greater advantage of Skullclamp (or Mentor of the Meek if you choose to add it as well) for some nice card draw.
While Hornet Queen is fresh on the mind, I'd like to point out Sandwurm Convergence as another great defense against flying decks.
Tribal vs non-tribal aside, let's talk about how to tap Mirri outside of combat. You'll want to get her tapped every turn you have her out, but sometimes swinging away just isn't a viable option. Cards like Cryptolith Rite and Glare of Subdual allow you to get plenty of non-combat utility out of Mirri as you enable her. Don't forget lands that tap your creatures, including Survivors' Encampment. Cards with Convoke can also be beneficial, especially with all the token generators you have. Chord of Calling and Obelisk of Urd are probably the two best for your deck.
Fun fact, if you're looking for a cheap and on-theme infinite combo. Combine Cryptolith Rite, Oketra's Monument, Whitemane Lion, and Leonin Battlemage for an infinite number of tokens and an infinitely large creature!
In regards to your manabase, I have two concerns: I believe there are too many ETB tapped lands, and you don't have enough ramp.
For the ramp side, you should look to squeeze in Selesnya Signet and Talisman of Unity - they are great to drop early, and allow you to drop Mirri as early as turn 2! Getting some redundancy in your deck with Kodama's Reach wouldn't be too remiss of you either... wouldn't you want to double your chances of drawing into Cultivate early?
For the lands, the only ones you're running that enter tapped that I'm a fan of are Path of Ancestry and Selesnya Sanctuary. While the other provide solid fixing, being set back a turn on mana when you should be aiming to generate as much as possible to get your token production up can really slow you down. More basics, and cheap duals like Sunpetal Grove, Fortified Village, Canopy Vista, and Temple of Plenty that either enter untapped under the right conditions, or at least provide some extra utility, I believe would be preferential. To put it in perspective, would you rather gain 1 life, or scry 1? Would you rather have a guildgate, or Scattered Groves that does the same thing, but can be cycled AND more easily fetched?
In addition to that fixing, more utility lands would also be worthwhile for you. Hashep Oasis and more relevantly Shefet Dunes provide mana for you while also giving you the option of pumping your creatures. I personally run other cards in my own Arahbo deck like Homeward Path and Scavenger Grounds as well, but you could tailor those to your personal meta.
I'd also like to discuss putting some redundancy in your deck.
When it comes to your commander, Mirri is nice since she locks down combat, but there are other options here that can perform similar roles! Crawlspace provides a similar protection effect, although it allows two creatures attacking and not one. Citadel Siege allows you tap one of your opponents' creatures each turn, so they can only ever attack you with their second best option! On the offensive side, Krosan Vorine is another cat(!!!) that with provoke forces your opponent into bad blocks. Likewise, Odric, Master Tactician provides similar combat control.
I notice you have a pretty heavy equipment focus, but with the amount of token generation that Mirri benefits from, more anthem-esque effects like Mirari's Wake and Marshal's Anthem would be appreciated. Two that I can think of off the bat would be Spear of Heliod and Bow of Nylea. Both provide excellent utility outside of their offensive boosts. If you have Mirri and the Spear out, 3 open mana means your opponent KNOWS that their creature can die that turn. Likewise, the Bow makes blocks even tougher even WITHOUT Mirri, not to mention it's such a Swiss Army Knife otherwise!
The last thing I'd like to cover are you win conditions. Going wide with your tokens is critical to your strategy, so let's find a way to take maximum advantage of that. Throne of the God-Pharaoh and Jazal Goldmane stand out to me as some of your best finishers, but we can add more. If you have the budget for it, Craterhoof Behemoth is one of the best token finishers out there, but if you're looking for a cheaper option (albeit slightly weaker), Decimator of the Provinces provides a similar Overrun effect on a body. I'm a big fan of infect, so Triumph of the Hordes is something I would include in my own Mirri deck, as it's such an efficient blowout card. I can understand if you're not keen on infect, though. Finally, True Conviction can quickly turn games around when you'd otherwise be down and out thanks to the massive lifegain it provides, not to mention board-wide double strike often being enough to end games.
I know I went on and on here, but I do help this was of help to you! Please, I'd love to hear your thoughts.
1 week ago
Goblin Warchief, Goblin Chieftain, Goblin King, Throne of the God-Pharaoh, Goblin Bombardment, Goblin Ringleader, Skullclamp, Massive Raid, Goblin Grenade, Mogg Infestation, Swiftfoot Boots, Lightning Greaves, Shared Animosity, Blood Moon, Mana Echoes, Outpost Siege, Raid Bombardment
1 week ago
Remember that the Throne also workes with Thopters tapped for Improvise, so there is no need to always attack with them. The Sideboard should allow you to switch into a more controlling Build. And i also made the experience that many decks have huge problems handling Bastion Inventor when it comes with a little counter-backup and all those ways to remove blockers.
1 week ago
On my Locust Deck I set up 3 possible win conditions, depending on the deck you're facing of:
2- control/direct damage. We assume we cannot attack for some reason or we must just stop some threatening creature Opposition, Shivan Harvest, Goblin Bombardment, Kyren Negotiations, Psychosis Crawler, Throne of the God-Pharaoh, Impact Tremors, and our beloved Purphoros, God of the Forge. In most of the cases we draw to create locust that will be used as gun-powder
3- Win by MILL. Yes. Here we can use two very understimated cards which are Sphinx's Tutelage and Altar of the Brood. The Altar is sick in this deck because everytime you draw, every enemy will mill the same. Make a Wheel of 7? they also mill 7 [and you have the locust BTW]. Altar of the Brood and Fascination act the same. If you sac your locusts to an Ashnod's Altar, you can draw-kill someone with a Stroke of Genius or the like.What about killing one opponent with 10 locusts pumped by shared animosity and then sac to Altar of Dementia to insta-mill another opponent? LOL.
anyway, that's my deck built on a relative budjet plus the cards I already had
2 weeks ago
Heyo!!! I'm currently working on a concept revolving around Throne of the God-Pharaoh and tapping creatures in Grixis colours. At the helm, I've got Inalla, Archmage Ritualist, with support from Opposition, Azami, Lady of Scrolls and Galecaster Colossus. I need to fill in the gaps with decent wizards and other ways to find/recur my important pieces from the grave, as well as making this janky build as viable as it can be for a casual, yet response heavy meta. Any ideas?
2 weeks ago
Finally got these cards in paper the other day, this deck is pure beast mode.
Actually, I only ordered two of the Herald of Anguish because I have one laying around somewhere but I couldn't find it. I had just taken apart a Grixis Gearhulk deck that lost a lot of cards in rotation and just wasn't worth rebuilding so I was splitting it up into new decks and immediately had homes for all the hulks except for Noxious Gearhulk. I put one in place of the missing Herald and a second one in place of a land because I actually seemed to be too heavy on land despite the high curve because I tend to use artifacts to pay for things a lot more than actual mana. I'm really liking the way that it is playing out in paper. The added Gearhulks provide another kill card and able bodied threat that can also be used to tap for "mana" if absolutely necessary. The bonus life gain is also completely relevant, especially if you are using Arguel's Blood Fast to keep up your hand.
Battle at the Bridge is also nuts. As a kill card it is quite serviceable. Too bad it isn't instant, but the built in Improvise really does tip it over. What really shines about the card though is that life gain. Sometimes the gain is absolutely massive, and even on turn 3 it can be used to kill a 4 (or more) or less toughness threat and gain back 4 (or more) life which can be a huge swing. Every turn almost grows it's potential exponentially. Very happy with this one.
Throne of the God-Pharaoh is another card that I'm just super happy with. Sometimes the ramp just doesn't get online hard enough, or the draw doesn't line up quite right. The damage from this adds up very quickly, even if all you can pull out are Ornithopters and Weaponcraft Enthusiasts.
The interactions intended during the building process work even better than I could have hoped and I've discovered happy accidents that I didn't even consider. I've been shuffling and playing out hands over and over and over again at my desk while watching Netflix or while working on other things just to get the feel for the consistency and how to play out different starting hands and I must say that I really like how explosive this is and how many different finishers are possible.
Tons of potential with this one, can't wait to bring it to Monday Night Magic and possibly make a return to FNM and raise some eyebrows :)
2 weeks ago
As for the other suggestions here are my thoughts on them:
Elesh Norn, Grand Cenobite: It is too costly for this deck in terms of mana cost and doesn't do much against my meta outside of the combo. I play against tasigur, teferi, storm (though it would hit arcum pretty hard - but then again this deck wins before you could cast elesh).
Kamahl, Fist of Krosa: same as elesh
Mana Crypt / Sol Ring: This deck mainly uses mana dorks and enchantments to ramp as I seek to hate artifacts as hard as possible with Kataki, War's Wage/Stony Silence/Null Rod ect... Also it would hurt my draw-engine in terms of having two less enchantments available to draw cards with my enchantresses like Argothian Enchantress. Furthermore when you look at above list, you will see that I make it up with 24 ramp cards. I.e. I prefer to play Exploration/Wild Growth/Utopia Sprawl early on to generate further advantage with Serra's Sanctum (which in turn is tutorable with Captain Sisay). Also when considering to play Armageddon, while having Kataki, War's Wage/Stony Silence/Null Rod on the battlefield, any mana artifact becomes quiet useless and you would wish to have any other sort of ramp that breaks parity for you at this moment.
Selvala, Heart of the Wilds / Umbral Mantle: as I already play 24 ramp cards, I don't feel like I need any more right now. If I would choose to have more wincon I would rather go for the following ones because they fit more into my enchantment deck: Squirrel Nest + Throne of the God-Pharaoh (Earthcraft is already in the deck). Or I would put back in Monastery Mentor to get infinite token/storm with Earthcraft (note: I play only around 20 creatures and 33 enchantments, which makes this card deadly outside the combo) as described in my game plan section above. But honestly, I think that Paradox Engine and Living Plane are already enough for this deck to win. Usually I either stax everybody so hard that I get a ton of time to assemble my combo pieces, or I can go off with Captain Sisay, getting Dosan the Falling Leaf first and then Paradox Engine to draw my deck and once that happens, there is no way for the table to win as at that point I will get infinite mana and will be able to play my whole deck and to get all relevant cards back with Holistic Wisdom. Even, if for some weird reason, I would not be able to kill everybody, the board would be so staxed after that turn, that nobody would ever be able to cast a spell anytime soon.
Helm of Obedience: As I described above I think I don't need more wincons at the moment and if so, I would avoid to use artifacts which require an activation as there are other cards available that give me more synergies.
All in all you pointed out some very good suggestions, which make sense when trying to make as much use of Captain Sisay as possible. But to be fair and honest, Captain Sisay was actually one of the last cards that I changed in this deck because this deck was built around Rhys the Redeemed and used to be an enchantress/combo token deck where you have a big variety of ways to make infinite tokens ect. However, as time passed the deck slowly turned into an artifact, hatebear, stax list but I kept the enchantment core engine running. So, try to look at it this way: Though I play Captain Sisay as commander, I do not seek to win with her, she merely gets me there faster but the true strenght of this deck lies in staxing/hating everybody while keep drawing more hate with the enchantress. In this regard this deck plays pretty much like a storm deck. First play your hate and once you slowed down the table, you get to generate card-advantage that slows everybody down even more, play Captain Sisay and decide whether you can go off, get some ramp or more stax :)
Well that's pretty much it. I think this deck is a new way of playing Captain Sisay and I hope, as a fellow sisay player, you might have some other suggestions (maybe enchantments), that could fit the bill here.
2 weeks ago
if you're looking for additional wincons, Throne of the God-Pharaoh is insane