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Ferocious — If you control a creature with power 4 or greater, damage can't be prevented this turn.
Wild Slash deals 2 damage to target creature of player.
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Wild Slash Discussion
5 days ago
Just remember that Fog effects get worse for each additional player. You might want to consider how you can deal with decks that win without attacking. Also be aware casting Wild Slash with Ferocious will negate any Fog effects.
2 weeks ago
4 weeks ago
Jace, the Living Guildpact has strong synergy with your deck and comes in at a lower cmc. The difference in Ults is negligible because if you are in a position to ult either one of them, you most likely either have the game won or are control of it. Skullcrack is another strong card that provides some utility, Wild Slash is also in the same vein. I would consider dropping down the number of Steam Augurys to 1 or 2 and possibly adding in some Tormenting Voices or Cathartic Reunions for more card filtering. Overall I like the thought you put into this deck and it is quite fun to play with. Keep up the good work!
4 weeks ago
bamboocha, Right now, Harsh Mentor is not good enough in any format, he doesn't punish enough, OR doesn't punish enough different things OR would need haste, he would need to do one of those to be playable, and I would rest that it just needed to be "activate a non-mana ability" otherwise there are stronger more aggressive cards.
As for Humans, with Renegade Rallier being such a strong stability card, it gives me reason to shift to Collected Company and I would likely move around some of the creatures, drop Village Messenger and lose the few spells there are in favor of Lightning Strike over Wild Slash probably.
I just don't have a way to get Collected Company, I play on mtgo. Naya, Jeskai, and Bant humans are all extremely viable, meaning that 4c is probably viable as well (which probably is just Rally combo).
Monowhite humans is also playable, and actually has known favorable match ups.
dallo on Fire is Fun
2 months ago
2 months ago
@erty1468 thanks for the comment and upvote.
yes, i agree with you completely. Fiery Temper has proved to be the worst card in the deck during my playtests
i think i'm gonna go with Wild Slash because Become Immense turns off spell mastery for Exquisite Firecraft which is a very good spell in this deck, and Temur Battle Rage is a dead or low-impact card without 2-3 spells already cast that turn (assuming we have a prowess creature)
2 months ago
Incendiary Flow over Fiery Temper because the deck does not look to have too much madness synergy. Maybe fit in the Become Immense Temur Battle Rage combo to go all in aggressive so burn can end the game. Wild Slash could help protect against opposing life gain.
2 months ago
I think you can ditch two of the Forests. 24 lands is pretty normal and typically provides all the mana you need.
One thing to think about is your mana curve. If you look at the "Mana Curve" infomatic on this page, you'll note that you have very little that can be played on Turn 1 and 2. So let's do a thought experiment and look at your potential plays.
On your first turn, you drop a Mountain... but then there's literally only 3 cards out of your whole deck you can cast, which are your copies of Wild Slash. The odds of you even having one in your opening hand are only 28%, and there won't be much productive you can do with them. What's scary is that this is still the best first turn: if you play a Forest instead of a Mountain, you now have 0 spells in the deck that can be cast first-turn. (So, please, make sure you play a Mountain first. ;D)
On your second turn you have one of 4 creatures you can play (Heir of the Wilds, Whisperer of the Wilds or a 1/1 Mistcutter Hydra), and only a 36% chance of even having one of them in hand. You also have Roast and Magmatic Chasm, but none of them are spells you really want to play on Turn 2 because you aren't going to get optimum value out of them.
Finally it's Turn 3 and you can start doing a lot, especially if you got Whisperer of the Wilds out... but what did your opponent do by Turn 3? Probably "4 damage at minimum" (swing with a 1/1 on turn 2, swing with the 1/1 and a 2/2 on turn 2). If s/he's being really aggressive, it might've been more like "8 damage". If the deck is optimized, it could be "Win the game -- not necessarily by doing 20 damage in 3 turns, but by getting so far ahead that you can never catch up." My friend's $40 Aura Swap Whimsical deck can do that, though he has to have a perfect hand to do it. My wife plays a Green Modern Pauper Ramp deck that can do the same for $15! And yes, these are decks we could be bringing to Friday Night Magic.
I know that you probably haven't been thinking about it in terms of math, at least not the way I'm explaining it. That's okay. You're just starting out, and Magic is a complicated game. I only started thinking about it this way in 2014, a good nineteen years after I entered this game. So don't beat yourself up about it. =)
But, if I were you, I'd make sure in future that you have at least 8 CMC 1 spells in your deck, most or all of them creatures, and at least 6 CMC 2 spells. The cards you'll put there will be, well, boring -- they won't have fancy abilities, they'll just be 1/1s for or that maybe have Haste (Raging Goblin) or maybe ": Add to your mana pool" (Elvish Mystic) or maybe only have flavor text (Mons's Goblin Raiders). But they'll help you not waste your first and second turns. And wasting a turn is the absolute last thing you ever want to do.
Hope this helps and isn't too intimidating. =) Good luck, and may you draw well!