|Commander / EDH||Legal|
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Whenever an opponent taps a land for mana, tap all lands that player controls.
If a creature an opponent controls attacks, all creatures that opponent controls attack if able.
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War's Toll Discussion
5 days ago
The deck looks well made, man. I apologize for my long comment that follows...
I have some suggestions, but I don't know what your stance is on "infinite combo" shenanigans. I totally understand if none of these fit your build.
You already have Sword of Feast and Famine so I would recommend its perfect buddy, Aggravated Assault. You don't even have to "go off" with this. You can take two or so extra combats just for a little politic'n if you'd like, or you could use it to finish the game when it's 1v1!
Kiki-Jiki, Mirror Breaker is always a good card. Whether you decide to do infinite combos with him or not, he guarantees more ETBs of your valuable goblins.
I definitely think Cavern of Souls is a must. This shuts down any chance of counter magic messing up your goblin strategy. If that isn't enough, you could always play Price of Glory. The latter pairs extremely well with War's Toll.
Lastly, I would recommend cutting Tuktuk Scrapper, as well as the other Allies, in place of their instant counterparts like Smash to Smithereens, Vandalblast, and/or possibly Shattering Spree. You do miss out on the damage that Scrapper gives you, but instant speed removal is better than the "what if" power cards. Additionally, you are fairly creature heavy (which is not a bad thing) but it wouldn't hurt to essentially "translate" those Allies into instant speed artifact removal.
Really though, this deck is solid. I would only suggest bringing a little more balance towards your instants and enchantments, and less of your creatures. If you have any questions or anything, don't hesitate to ask! And again, feel free to turn down any or all of my suggestions. This is your deck and should be played the way you enjoy! :)
1 week ago
Fair enough man, at least you tried it out. You are ballsy playing mono red in a meta like that, not having recursion for anything but artifacts against control can suck. I learned that from spending 150ish dollars on pieces for a sweet Ashling the Pilgrim deck that just folded to all the breya, yidris, atraxa and child of alara decks at my LGS. Your only defense is cards like War's Toll, Defense Grid etc.
1 week ago
Prowling Serpopard,Choke,Price of Glory,War's Toll,Omen Machine,Gate to the AEther,Conqueror's Flail,Wild Evocation,Hypergenesis... Really anything to up the chaos level has a way of really pooping on responsive decks
1 week ago
Glad to see that you liked the suggestions. I see why you like the Paradox Haze, but keep in mind that you'll have to be carefull with that card. You don't want to see things like Destructive Flow, Blood Clock (which I use in one of my decks), Necrogen Mists, or Primal Order hitting the table as they would hit you during each of your upkeeps.
I agree with keeping the counterspells. As for disrupting the opponents turn, I think there are better cards than AEther Barrier, Counterbalance, War's Toll. In my experience, the Sensei's Divining Top / Counterbalance combo works much better in a 60 card deck than in Commander, especially multi-player commander where there are simply too many different casting costs for the Counterbalance to be effective. Just for the sake of discussion, consider the following changes. Drop Sensei's Divining Top, Counterbalance, War's Toll. Add in the Mind's Dilation, Pithing Needle, Djinn Illuminatus from your maybe board.
Maybe it would help if explained a bit better. With a War's Toll in play, I would have to attack with all of my creatures. In that case, I would just attack you since you're the one causing me to attack with all of my dudes. Or I don't attack at all and I get longer to build up my stategies and find a Disenchant or Naturalize. So it really isn't that much of a defense and really doesn't alter my strategies enough to make it much of a threat. Look at Circle of Flame instead.
Going back over the list, I noticed that you have a few 'destroy all lands' cards, Obliterate and Sunder. Depending on your usual play group and local meta, those are cards you might want to eventually swap out. Not because they are bad cards, but because they paint the biggest 'kick me, I'm a threat' target sign on your back. In my meta game, we would usually play 1 or 2 games where people would run those cards and then we either stopped playing with that person or would would move to other tables when that guy brought out the land destruction deck. There are ways that players don't mind having the game blown up and there are ways that just annoy people too much. If you're going to go down the path of suspend and land destruction, then consider embracing that more. Otherwise, consider dropping those one-off strategies for cards that help your main goals. Maybe a couple more counterspells?
Let me know what you think of these ideas. As always, temper these suggestions with your collection and your budget. Feel free to take a look at my decks and let me know what you think.
1 week ago
What do you want this deck to do? You seem to have too many different ideas going on in this deck. People might be able to give you better advice if you had a clearer vision of what you want this deck to accomplish and how you want to get there.
Having said that, I can already see some ways to make this better. Let's start by looking at the changes that seem most obvious to me. Let me start with bringing up the idea that card draw is always better than tutoring. If I'm drawing 2 or 3 cards a turn, then I have more card advantage than doing a 1-for-1 trade of a tutor for something else. Look at replacing some of the tutor cards: Mystical Tutor, Muddle the Mixture, Intuition, Long-Term Plans, Personal Tutor, Merchant Scroll. Consider replacing half of those tutors with card draw engines. Maybe Arcanis the Omnipotent?
Drop the Treasure Mage, the only target you have in the mainboard is the Ward of Bones. Use Trinket Mage instead. AEther Barrier, Counterbalance, War's Toll don't really seem to help with much of any strategy in this deck. You should consider addming more creatures to make the Sneak Attack more effecitve. The Blood Moon is a special case. It hurts you as much or possible more than it hurts your opponents. But the good news is that we can take adavantage of that easily. Add a Valakut, the Molten Pinnacle. Consider adding an Archaeomancer and/or Izzet Chronarch to reuse the instants and sorceries.
Also, look at cutting Eternal Dominion. I think that card just hurts you too much. Look at the interaction of these 2 rules:
Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability. You may choose a new target for the copy.)
Suspend (At the beginning of your upkeep, remove a time counter from that card. When the last is removed, cast it without paying its mana cost. If it's a creature, it has haste.)
The Epic ability would prevent you from casting the suspended cards as well as anything in your hand or that you might draw for the rest of the game. Not good.
As for your maybe board, don't use Paradox Haze. I know why you considered it, but I'm pretty sure it will end up biting you more often than helping. Instead of Reminisce look at Elixir of Immortality. You can search it up with the Trinket Mage and you get 5 life out if it. I pretty much auto-include one in every Commander deck I build. I've never regretted play one.
Let me know what you think of these suggestions and maybe we can continue the discussion and make the deck more fun for you to play. As always, temper these suggestions with your collection and your budget. Feel free to take a look at my decks and let me know what you think.
1 week ago
How many cards can you think of that are mean to "mean" players? I want to build a deck that forces opponents to win in "fair ways", and I'd love help finding cards for a deck like this!
Using MagicalHacker - List of All Anti-Tutor Cards, MagicalHacker - List of All Gold-Hate Cards, MagicalHacker - List of All Anti-Infinite Cards, and MagicalHacker - List of All Anti-Control Cards, I found these cards (organized by color):
Based on those cards, I think I'm going to build a gruul deck using Ruric Thar, the Unbowed as the commander or a cheap commander that can help ramp me into my cards (Radha, Heir to Keld). Some questions:
- Are there any other cards for gruul that you think would fit this theme?
- Are there any reasons to choose something other than gruul?
- If gruul is the best for this, what gruul commander should I use, and why?
2 weeks ago
1 month ago
Haha, nice. I made a Saskia deck mostly inspired by lunacy... Part of the founding theory was MAKING people play crap instead of holding on to it then waiting to combo out after a boardstate reset.