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Zektar Shrine Expedition
Landfall Whenever a land enters the battlefield under your control, you may put a quest counter on Zektar Shrine Expedition.
Remove three quest counters from Zektar Shrine Expedition and sacrifice it: Put a 7/1 red Elemental creature token with trample and haste onto the battlefield. Exile it at the beginning of the next end step.
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Zektar Shrine Expedition Discussion
1 month ago
I'm not sure how many things I can recommend that will make the gimmick easier, but I can recommend things to make it more absurd.
Back in Alara/Zendikar standard, I ran a Jund-colored control and sacrifice deck that used Ooze Garden. I would take their creatures, and sacrifice them to keep their power on the battlefield under my control. I also ran cards like Zektar Shrine Expedition to make a 7/1, and I'd attack, and sac it to make an untapped 7/7 ooze. This strategy can be almost modern fast with fetchlands.
Jinxed Idol was my sideboard choice for control matchups, since they couldn't stop Khalni Garden from passing it back to them, and they cared far more about their creatures then I cared about mine (if any stuck). This might work in modern, since Death's Shadow decks thrive on dealing damage to themselves, you could hold/pass the Idol as needed.
I would say Culling Dais and Spawning Pit are the best sacrifice outlets that let you control an opponent's critter when you cast Mark of Mutiny on turn 3. Also, Wrangle hits a fair number of modern creatures.
4 months ago
The curve feels too high, and some of your card choices are fairly low-impact. Cunning Sparkmage and Vulshok Sorcerer are best in combo lists ( Banishing Knack/Intruder Alarm/Cowardice/Fractured Loyalty/Power of Fire ) where they are a win condition rather than anything playing more linear, because 1 damage/turn for three mana is weak on its own.
They can work in more casual Deep-Slumber Titan lists. With Goblin Fireslinger existing though, (used for the bloodthirst mechanic) they almost never see play. Gorgon's head synergy just isn't reliable enough to see play outside Brigid, Hero of Kinsbaile commander, and is best non-budget for Basilisk Collar.
Looking for that kind of synergy is exactly the right mindset for effective budget deckbuilding, you just need to get used to all the options so you can find the good stuff.
Its best to go hard on exactly what you want to do with a deck, especially as a budget list. Expensive cards are usually the most versatile cards (or cards with no alternatives). So to play budget effectively, you need a strategy that keeps cropping up in MTG and go all-in. A direct damage burst with Quest is a good choice, and so is the incredible efficiency of Shrapnel Blast, so lets build around those. You want to spend a single turn taking somone from 14-15 to 0 with artifacts on the field.
Go to gatherer, advanced search. Search for red enchantments that might sit alongside quest to help hit that 'eight copy reliable' stage. Anything that catches your eye, add it to the maybeboard, so you can see how much each card costs. We can also do a search for 'double damage' and 'whenever a source damage' to pick up other likely options.
Don't grab cards costing 6 or more mana, because unless you build your entire deck to cast them, you'll never cast them. Assault Strobe, Temur Battle Rage, Dictate of the Twin Gods ( Fire Servant ), ( Curse of Bloodletting )Insult,Overblaze, The Flame of Keld all stand out to me.
But with them all sitting in or around the 5 mana slot, or being creatures pump spells, suddenly we have some deckbuilding restrictions. We need either a bunch of damage on the field which we abruptly double and win, or to spend five mana getting one to the battlefield then cast a bunch of spells.
So lets look at the tools mono-red has to do that. For the former, there are agressive creatures like Keldon Marauders, Mogg Fanatic, Mortarpod, , Seal of Fire Zektar Shrine Expedition, Emberwilde Augur etc, for the latter Fling Spark Elemental etc.
Getting a big list of all the options then picking the best, looking at both price and effect is a good habit to get into with deckbuilding- Learning to trim the fat and spot strong options helps immensely with draft formats, and can help massively streamline your lists. If you are having trouble finding options, look into the archived standard deckbuilding discussions for an archetype that might have useful tools, and steal those.
Just remember, redundant copies of any spell makes it good, and casting spells on turns 1-2-3 is very good.
1 year ago
You might consider Zektar Shrine Expedition
maybe a Lightning Axe
1 year ago
Plated Crusher sure is a pretty penny to look at, but for a 7 drop it's a pretty lack luster beat stick. Take a look at Eternity Vessel. Not only is it more mana effiecent for costing one less and requiring no specific colors to cast, but it gives your deck a safety net of sorts, almost like a refresh button for your life total if you make the mistake of not leaving blockers open one turn.
1 year ago
Thanks to everyone who took a look and especially those who up-voted it.
I've made some changes;
x3 Swell of Growths
x2 Fiery Tempers
x3 Tormenting Voices
Going down a land to 26, I think will be good for consistency. I'm trying to speed up the deck by going down 3 Sorceries and adding 5 Instants. I also have 16 tap abilities that can play at Instant speed. I've found the previous list didn't have a lot of answers to spell-centric decks. I think this may be the answer. I removed the Tormenting Voice - Fiery Temper "madness" thing out because, just those 5 cards were not consistent enough to play off each other. I'd either never draw one or the other and I was just never happy when they were in my hand all alone. I have high hopes for the extra Temur Battlerage, the Harrow and the 3 Swell of Growths that are taking their place. I've been on a quest for some number of cards that act as an engine to Unsummon my lands so I can follow up with an Explore and draw a card. We'll see how it goes. With the new list I've got only 4 ways to return lands to my hand and 16 ways (including Evolving Wilds & Terramorphic Expanse) to put an extra land onto the field. Ya, those numbers are a little lopsided and I'm fully aware of Firewild Borderpost but it doesn't do enough. I think some kind of card draw may be the answer but I don't know where I would put it in. Maybe, in place of Swell of Growth but, that just seems bad. Possibly, Commune with the Gods? IDK.
x3 Pit Fights
x1 Flaring Pain
x3 Prey Upons
This is my Paper Pauper list so the Board, of course, is highly dependent on what you see in your local meta. And that not withstanding, not playing at least 1 Relic of Progenitus would be like playing Red without Lightning Bolt, you just don't leave home without it. I think Pit Fight is better than Prey Upon even though it is more costly. Of course, it's possible they're both worse than Vines of Vastwood. We'll see. Spring Cleaning is here to fight against Boggles. I don't know if it's the best card but, come on, just look at it. It's got to be sooo much fun to play, and the art is just plain silly.
Hope you like and choose to Up-vote. As always I love to hear comments and suggestions.
1 year ago
Ah, true. Lightning Coils would be a better card than Hostility. And I agree with Shub, more land ramping is great. Cards like Tempt with Discovery or Myriad Landscape or Blighted Woodland would help you out. Even Zektar Shrine Expedition With all of your creatures, Nissa's Expedition can be pretty good too.
2 years ago
2 years ago
So I'm liking the shape and flow of this brew:
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Looking for thoughts on