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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planechase | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Viashino Shanktail
Creature — Viashino Warrior
First strike Bloodrush — 2R, Discard Viashino Shanktail: Target attacking creature gets +3/+1 and gains first strike until end of turn.
Xica on
4 years ago
Well i didn't see problems with going full on hatebears on my sideboard.
The benefit of getting your cards when you need them is hard to overstate, a reliable turn 2 scooze can be very hard to beat for storm - and its far better, than 1x relic, 1x surgical, and 1x damping sphere. Of course you can add stuff like
Anafenza, the Foremost
,
Samurai of the Pale Curtain
or
Dryad Militant
if you feel like needing more hate on the yard.
Ditch Linvalla!
If you go with card draw instead of poor old
Fauna Shaman
, you will be able to recover from boardwipes much more easily.
Probably the most obvious option to compliment them are the various bloodrush (and some evoke) cards, that can be cheaply spent to empty your hand, synergize well with an aggressive gameplan and are doing something if the game goes longer.
Fauna Shaman
is bad because, it gets killed by all the removal (other than
Gut Shot
), and also gets eaten by counterspells - while instant/sorcery based card draw can only be caught with counterspell, which are rarely played at the moment.
Lead the Stampede
is likely better choice for your deck, since your doesn't really benefit from ramping into high mana counts, as much as mine, and your creature base is less centered around creating added value on being sacrificed.
Cards like
Slaughterhorn
,
Rubblebelt Maaka
can help a LOT in finishing games in a timely manner, not to mention the keywords on
Ghor-Clan Rampager
&
Viashino Shanktail
Evoke creatures can be even better as they often offer very unique benefits like
Briarhorn
's flash, as it allows you to use the card to protect against damage based removal, and evolving them onto the field still gets all the value u could wish for, as you will get both the discount body, and the effect, the rest of the best are probably
Glarewielder
,
Spitebellows
(could be a sideboard allstar) &
Faultgrinder
to increase the effectiveness of
Magus of the Moon
Xica on MonoR Demigod Hollow One
5 years ago
If you have problems with creatures, you can use cards with "bloodrush" as combat tricks, the chief being Viashino Shanktail which can lead to blow outs thanks to Flameblade Adept, or Hollow One being able to murder Wurmcoil Engine. (Rubblebelt Maaka, Scorchwalker are also worth consideration, and if you splash gree you get acess to Ghor-Clan Rampager.
Spitebellows gets around Stubborn Denial in decks, like Grixis death's shadow.
KingLard on Werewolves not Swearwolves
6 years ago
Cards with Bloodrush are the bee's knees in any werewolf deck. They're giant buffs for a cheap price and don't count as a spell so they don't cause your werewolves to go squishy. They fit in thematically, too; the pack's gotta eat something. My favorites are Ghor-Clan Rampager, Rubblehulk, and Viashino Shanktail
Ammo37 on Return to Ravnica Commander Deck
8 years ago
Add:
Borborygmos Enraged: Turn lategame lands into advantage
Chaos Imps: Huge Flier
Chromatic Lantern: Best Mana Fixing
Death's Presence: Capitalize on Big Creatures
Explosive Impact: Removal
Giant Growth: Combat Trick
Glaring Spotlight: Lethal Swing
Hellkite Tyrant: Big Flier
Madcap Skills: Powerful Evasion (note, does not make a creature unblockable with Alpha Authority)
Maze Behemoth: Gives Commander Trample
Mizzium Mortars: Board Clear
Molten Primordial: Removes big blockers, gives additional attackers, and can act as removal
Rogue's Passage: Gives creatures unblockable, like your commander that has to keep attacking
Skarrg Goliath: Combat trick that kills defenders and players
Sylvan Primordial: Ramp and Enchantment/artifact/planeswalker/land removal.
Thespian's Stage: With being limited to RTR lands, why not get out of set lands?
Utvara Hellkite: Wins games on its own
Viashino Shanktail: Firststrike Combat trick (also called SHANK tail)
Weapon Surge: Combat trick/mass combat trick, turn trades into chumps
Worldspine Wurm: 15/15 that spawns 5/5's
Wrecking Ogre: Combat Trick Doublestrike
Remove:
Bomber Corps: Doesn't do much, the battalion isn't reliable, and ping isn't useful
Experiment One: your deck doesn't spam creatures with ascending power/toughness.
Foundry Street Denizen: Doesn't do much of anything, wasted slot
Spire Tracer: 1/1 faux flier doesn't help
Skinbrand Goblin: small combat trick, weak creature
Gatecreeper Vine: defender in an aggressive deck that searches out a single card in deck
Skullcrack: a useless card, even for an aggressive deck, burn is used for creature removal
4x Mountain: Too many lands
5x Forest: Ditto
Mending Touch: Regen isn't worth a card
Pyroconvergence: too expensive, Shocking on multi-color doesn't help much
Skylasher: counters a single faerie a turn, doesn't do much else
Tablet of the Guilds: lifegain doesn't matter, wasted slot
Gruul Charm: doesn't do anything
Maybe:
Hellraiser Goblin: Gives all creatures haste
Illusionist's Bracers: 12 damage with Ruric Thar, the Unbowed, instead of 6
Racecourse Fury: gives any creature haste
Seek the Horizon: Ramp
Street Spasm: boardclear
Tower Defense: anti-fliers if you are concerned about that
Zhur-Taa Ancient: ramp for all, also really cheap big guy