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Warlord's Fury Discussion
2 weeks ago
I just made this deck exactly how you have it, minus the sideboard. I'm super excited to play it in the next couple days, I love really fast decks and this looks like it's gonna be my cup of tea. In case you're interested, here's what I put in my sideboard.
I put so many Sentinel Totem's in my side, simply because a TON of people in my area play Golgari, and it's a super easy, and cheap, counter to their deck; plus it allows you to scry, which is always nice. I chose Inescapable Blaze over Banefire because it's an instant, that can't be countered, versus a sorcery; it's always nice to do that kind of thing on your opponents end step. Warlord's Fury and Crash Through both for their combat advantage abilities, plus you get to draw a card. Cosmotronic Wave helps with 1/1 tokens, and makes it so everything else can't block. Fight with Fire could be a game ender, or board wipe. Experimental Frenzy could be insane with all the low costs in this deck.
So that's what I put in mine, and why. Will report back on my games in a few days, thanks for the deck build!
3 weeks ago
I feel like the spell package with this list would make recurring the Arclight Phoenix spotty at best. Maybe consider Crash Through or Warlord's Fury as cantrips, or Tormenting Voice as both a cantrip of sorts and a discard enabler for Arclight Phoenix.
I also think Experimental Frenzy is probably better than The Flame of Keld in a deck that wants to consistently cast multiple cards per turn. Banefire is just better than Fight with Fire and Inescapable Blaze in most cases.
Overall I really like your idea of putting both Arclight Phoenix and Rekindling Phoenix into a burn shell together, but Arclight Phoenix requires a consistant way to chain together spells in order to see a payoff, otherwise it's just a 3/2 Hastey Flyer for 4 mana.
4 weeks ago
Just something to consider, Control is very rampant in Standard at the moment. How would you deal with Walls, lifegain, and counter spells? Not saying these are all in the same deck but Azorious Control, Jeskai Control, and Esper control all seem to have you in a pickle. Esper has Ritual of Soot which board wipes you. They could also be running Settle the Wreckage, Sleep. Jeskai has you in a pickle with the Enigma Drake's, Electrostatic Field and burn/counter/bounce spells. Azorious has Teferi, Hero of Dominaria which will stop you dead in your tracks while they sit comfortably at 5 to 10 hp. I'm not saying this isn't a fun or competitive deck because it does in fact have me crapping my pants! But these are things you have to consider. If you play against Stompy decks, you'll have to save your burn spells for the creatures so they don't stomp you to death. Saproling decks will just populate the board and stall your creature damage with a board full of those lil' buttmunches.
If I were to suggest any cards to add to the deck.. I guess I would add in Expansion / Explosion Why? It's a 2-drop counter/kill/ or another burn spell. It could also net you lifelink tokens from Vampire decks giving you some chump blockers. It's just a good spell in general. Maybe Warlord's Fury if you plan on being super aggro and they choose to chump block just enough to kill your creature(s). Raptor Hatchling is also a good choice because it will stop your opponent from swinging at you for a couple of turns (They wont want to give you that 3/3 and will likely use a kill spell on it if they're desperate instead of something else.. like your Runaway Steam-Kin). Goblin Chainwhirler is also a great choice for mono-red as it kills off all those pesky 1/1's and gives you a nice 3/3 first striker. Rekindling Phoenix is also a really great mono-red card since it's a self-reviving face smasher.
Anywho, I hope this didn't come off as a douchey post but rather an informative one. I hope I gave you somethings to think about and remember to play Magic to have fun. If you're not having fun, then what's the point?
1 month ago
Feels like you're pulling in too many different directions. If you're going more burn, Ghitu Lavarunner doesn't belong here, and neither does Opt. Both of those are more aggressively slanted cards and take away from running more Risk Factors and Chemister's Insights from the deck. Also, in testing for me Firemind's Research was too slow against everyone but the control match up. those would probably do better as Expansion // Explosion or Banefire for extra burn to finish.
If you want to go the more aggressively slanted route, you should be running more Wizards in the main deck. Adeliz, the Cinder Wind should also never be a sideboard card, she's more of a build around. And she has a great supporting cast in Ghitu Lavarunner, Wee Dragonauts, and Viashino Pyromancer along with Wizard's Lightning, because in that deck it's ALWAYS a Lightning Bolt. Expansion // Explosion is also very good in that deck, because it copies very cheap spells that either draw you cards like Opt or Warlord’s Fury, or any of your burn spells, and Risk Factor being copied is just like a middle finger to your opponent in that type of build lol.
1 month ago
masterk2, the Perilous Voyage also removes Ixalan's Binding and other annoying control enchantments. It's great when they use it on Adeliz, then you Voyage the card, play two more instants/sorceries, and swing in unchecked on turn 4. As far as the Maximize Velocity, I am inclined to agree with you, though more than half the creatures don't have haste. I'll playtest a few games with it swapped in for cantrips, perhaps even Opt, but I'd prefer something in red like Warlord's Fury, what do you think? That would help keep the deck at a perfect 50/50 mix of colors, something I really like to do.
Part of the reason for this deck build is that it is very scientifically broken down, just like a true "recipe" should be. 50/50 red/blue, 1/3 each lands, creatures, and instants/sorceries. I think it offers over all consistency, while also making for some fun potential high-blast scenarios.
1 month ago
+4 Runaway Steam-Kin this card gets big very quick, expecially in a monored build like this, helps put pressure on the board, and if its gonna be removed, sacrifice it for some more burn spells! Alternitavely you can channel that energy into...
+2 Banefire ! What a great source of burn, and mana sink for the previous card, it will help you close out games after turn 4-5 for you! Expecially with the 'cant be countered' bit. I'd drop... 2 Warlord's Fury. Were you playing it for the draw, if so maybe look into Rile?
Have you considered Fight with Fire for burning large creatures or fliers, Tormenting Voice for some deck filter and draw, pitch your jump-start cards to this!, Detection Tower a land that you might find useful since it looks like you want to be burning your opponent directly, or hexproof creatures or things like Shalai, Voice of Plenty , Verix Bladewing to close out a game and having a big ol dragon, and even better later game if you get that far. Finally Ghitu Chronicler for some recursion and is a wizard too!
If you get some time, i'd really really appreciate some feedback on my deck; Song of the Conclave (Tokens)
1 month ago
I would say yes: my main reason for saying so is that Thud is great when you're launching a 5-7 power creature at an opponent for the win. However, Thud cannot be cast mid combat for an ultra blowout like Fling used to in standard (rotating now). As such, it can't be used on either yours or your opponents turn. Let me present a scenario:
in hand you have two Wizard's Lightning, an Ionize, and Thud. Your opponent is playing Control and just put down their History of Benalia and Lyra Dawnbringer. On the field you have Adeliz, the Cinder Wind, Ghitu Lavarunner, Viashino Pyromancer and a Siren Stormtamer. You've gotten lots of early damage in, but now at the last 7 points of their life total they've played their blockers and late game wincons.
You decide you're going to double up your WL onto Lyra to kill it. This will trigger Adeliz' pump ability, and give Ghitu the additional point of power if you don't already have it. Great, except your opponent plays a Negate to counter one of them, keeping Lyra alive. So you play Ionize, to counter that spell and punish them. Guess what, they're playing another Negate. Now, you have triple triggers for Adeliz, and they should be a 5/5, along with most of your wizards falling in the 3-5 power and toughness range.
If you had Fling, you could cast it at instant speed on the stack, pumping her a final time before launching her directly into their face and top-decking a Shock on your next draw step, ending the game before you even declare attacks. However, Thud is sorcery speed, and therefore cannot stack pump triggers with other responses you've cast on the stack.
Dont get me wrong, it's a good card, but not fast enough with the creature size in your deck. Sure Strike is just okay; you can try it in the sideboard, but it really is more of a draft trick than anything. In constructed, a better play against aggro decks is probably Warlord’s Fury. It gives everything First strike and counts towards pump triggers, while also drawing you a potential threat to replace it. I don't run it because I just don't like running sorceries, but that's subjective and might work for you.
1 month ago
saj0219, in regards to the Perilous Voyage over Unexplained Disappearance, the former can also remove enchantments, artifacts, sagas, and planeswalkers, whereas the latter can only work on creatures. That is why I chose to keep it. Also, the way I use it is to more often do a turn 3-4 removal of their only flying creatures before swinging in with a lot of things, so the target is usually something CMC 2 or less. As for Mistcaller, I've seen a lot of decks with Isareth running around, especially locally, and there is also the spider in Golgari that has Undergrowth to place a critter on the deck. It's major upside is that it is only one mana, so I can have a total of 3 creatures out before Adeliz hits the field, and swing for a total of +16 damage on turn 4, which will often be game.
In regards to the Beamsplitter Mage, I chose him over the other suggested creatures after a LOT of playtesting. After about 30 matches with each potential combination, he was the one that was most consistent through it all. While I agree that the Maximizes are too telegraphed, having them be able to be cast twice total helps with the lack of card draw issue, by basically having extra spells to use in the graveyard for when I get mana flooded. I promise, I've tried to think of just about every possible situation, and tested over 7 different variations on this deck, but for pure aggro and speed, this was the best I could find. The only thing that kept up, changes-wise, was subbing in several more cantrips like Warlord's Fury and Opt for the Maximizes, and trading Perilous Voyage for Radical Idea, then getting Goblin Electromancer in the two drop slot. Also, one of the wizards would come out for Lightning Strike. But the deck had less consistency in actual playtests against other real decks. Against a control matchup, who can maybe take out one of my creatures starting turn 2 or 3, but the enchantments can be handled by Perilous Voyage, this deck, with its sheer VOLUME of casts and creatures, would far outpace and win 8/10 times.
You suggestions are awesome, though, and I'm going to consider them in some of my other Izzet decks (I totally don't have 5 built at this exact moment, that would be crazy, right?!) and see how they work out. As for brawl, Adeliz was my commander too, but the format did NOT survive locally. Thanks again for the awesome tips, and I look forward to collaborating more in the future!