Maybeboard


Description not up-to-date, or for deck. For the deck it's really for, go to Purphy_Boi.org.

Purphoros, God of Saxophones is spicing things up with this new budget brew of mine.

Basically, there's so much that can be done in this deck, but unfortunately usually needs Purphy Boi out to be competitive (I've tried). Then when he is out, it's a really competitive clock most of the time.

This deck is VERY POWERFUL. Purphoros on his own is quite powerful, but then with Impact Tremors it becomes a "Bolt each opponent" which isn't really that much more powerful, but then Panharmonicon makes it "Bolt each opponent... twice". literally, unless the opponent has gained more that 2 life from their starting life, they can die in one shot - Impact Tremors + Purphoros + Panharmonicon + Siege-Gang Commander is 42 damage. Though this is quite unlikely to happen, it's still an awesome way to win.

Unfortunately, there's no way to consistently get Panharmonicon out, but when there's stuff like Insurrection + Mogg Infestation, who really cares?

As you could probably tell from Myr Battlesphere, Genesis Chamber & co., the deck's all about getting as many creatures, through any means necessary, out as fast as possible. Sometimes, I don't even bother with attacking.

anyway, onto the deck:

There's a bunch of synergy in the deck, some being infinite or semi-infinite combos, others just plain ol' cards working together.
Kiki + Zealous Conscripts is a thing. It can make infinite (theoretically) 3/3's, then paired with Panharmonicon can steal all of the opponent's stuff as well, and you can choose what to do with those creatures - attack, or just ping.

He can also just generally be powerful - Imperial Recruiter and Goblin Matron tutor gas, so why not make a copy of one on an opponent's turn, pull out some creature, then block with the token? There's literally no downside to it.

Copying a token-generator...makes...tokens, and the tokens aren't created with Kiki, so they'll stay in play.

doubles tokens made, doubles damage pinged across. 'Nuff said.
Insurrection is a mass-Act of Treason. Though it's very expensive, it and one of the deck's wrath-like effects (not Blasphemous Act) can basically act like a one-sided wrath, leaving you with creatures, and the opponent with none. This is a guaranteed effect if you use Hellion Eruption, which makes you sacrifice (gets past indestructible) everything, getting past shroud and indestructible, unlike Descent of the Dragons.

It can also let you swing without any general circumstantial hesitation, unlike if the opponent was playing a sort of Flash deck.

Mogg Infestation, though makes you need to spend 11 or 13 mana (Ruby Medallion) on yourself is very powerful. Since it's all creatures, and only creatures the targeted player controls (which is you most of the time), you will play it with some sort of ping effect out (such as Purphoros), you'll get a massive board, helped by Insurrection, and then get 2 etb triggers, 4 damage, for each creature you controlled bar one (purphoos is indestructible).

you only need 10 creatures out to win the game, and that's assuming the opponent hasn't been damaged before (astronomically unlikely).

Now, I don't uppose you ever think of card draw and red as going hand-in-hand? No? That's what I thought. So that's why there's only permanent draw modifiers. Not like in black where you pay life or sacrifice things to draw, or in blue where you scry and draw, or draw and scry. No thank you. Instead we have more consistent drawing, with things like Staff of Nin and Mind's Eye which let us draw more than one card each turn cycle.

Of course, there is the traditional red draw, which is 'cycling cards', which can benefit us a bit. The problem with it is that you need the cards in your hand to begin, and then when you do cast the red draw spell, you might just pop a couple of lands. Solution: draw 7. Surely you won't just draw duds in 7 cards. And when you do cast it, you'll probably just be discarding a land or 2 and some other rubbish, and then you'll find yourself with Kiki in hand. Because everyone loves Wheel effects.

There's also a pseudo-draw card, Commune with Lava, which essentially gives you an extension to your hand until your next turn. With Neheb, it can be a lot bigger for the same amount of effort, but often with a mana-screw, it will just be 2-4 cards to find that extra land.

This can be incredibly helpful, especially in multiplayer games, because we'll really need to keep up with each opponent, but keep up even more with ourselves. (so much mana)

Though we don't have very many lands (only 35, equivalent to 21 in a regular 60-card deck), we have more sources of mana, or pseudo-sources.

there's 5 more sources of mana on top of the 35 lands, totalling to 40 proper sources of mana. These are all playable no later than turn 2-3, so they are easily playable. free mana is useful at almost any stage of the game, letting you play it and Krenko, Purphoros, Pia and Kiran Nalaar, or even Moggcatcher on turn 2.

I'd highly recommend playing Purphoros first, maybe Krenko if you have him as the, or one of the, first creatures of the game. Krenko makes a lot of tokens after just a few turns, and playing Purphoros first maximises his ability to minimise the opponent's life total.

Mana Vault is the same thing for Purphoros, and can also be scrapped later for a new card with Trading Post. Sol Ring is just one of the format's staples, letting you go Mountain -> Sol Ring -> Genesis Chamber, Mask of Memory

                -> Mind Stone, Ruby Medallion

which gives you a nice 4 or 5 mana on turn 2, with something else out for further setting up the next turn.

Of course, since this is a 'go as far fucking wide as possible' deck, we would run a card which lets you turn your creatures back into mana. This altar helps cast big Firecat Blitzes, Tempt with Vengeances and even the permanents like Caged Sun and the battlepshere.

So, there's a few cards in the deck that do nothing by themselves. These cards allow the snow-covered mountains|Snow-Covered mana to double, letting you do more than you should be able to.

Gauntlet of Might and Caged Sun are basically interchangeable, with the difference of Caged Sun's effect being exclusive to you, and letting nykthos add an additional red. Of course, it's 2 less mana, so I'm not complaining...

Alongside them, there's Extraplanar Lens, which is why I'm running snow-covered mountains|snow-covered lands. This doubles the amount of mana they produce, but unfortunately forces us to sacrifice one. FOR THE GRATER GOOD of god

Of course, this deck wouldn't be complete without value cards that add mana. As most people know, Chandra, Torch of Defiance is a value card which can generate card advantage through her first symbol:+1, then acts like a removal spell with her symbol:-3 and then there's her ultimate. What people forget is her second symbol:+1, adding . This lets you go on a micro-storm, playing her and then Mind Stone into Skullclamp or something all in the one turn. This sounds kind of cheesy, but it's not a cheesy play.

And then, it's time for THE MOST underestimated card in the deck: Neheb, the Eternal. He is SO POWERFUL in multiplayer. You know, cast him, ping EACH OPPONENT for 2, then on postcombat, you get THIS is why there's as much draw as there is. That's just one trigger, by the way, with no other damage from the turn. You can easily make 30+ mana in one turn.

Beyond 'making more than the usual' mana, there's also 'using less than the usual' mana, with Ruby Medallion, which just makes things easier to cast, rather than actually helping cast things, which is easily understandably since it doesn't actually give manetary benefits.

There's a whole stack of ways to get tokens out. These vary from spells to creatures to events, like Genesis Chamber triggering on a creature entering play. Most of these ways are generally powerful because of the commander of the deck, but then there's other, far more powerful spells that do even more. Firecat Blitz gives you X 1/1s, which deals twice that much damage to each opponent.This can literally win the game on the spot, as can Tempt with Vengeance and Mogg Infestation.

These three cards are so powerful, and if you're not barely making ends meet with your mana, you're basically going to win the game there and then.

The creatures that make tokens are quite ubiquitous, as they're all just 'make a couple of tokens on ETB', but then there's the few that stand out, like Krenko who can make so many tokens in just one tap, or Thopter Assembly whowill usually be a delayed 'make 5 1/1 flyers'. Unfortunately, because of the deck Thopter Assembly is a high-profile target, so he's targeted regularly, and he's an artifact, so he dies to a lot more than just Krenko or Neheb does.

There's also a few cards which generate tokens indefinitely, such as Trading Post, letting you pay 1 life to make a 0/1, and Kher Keep, letting you, for an effective , make a 0/1 kobold. These two cards let you do at least something when you don't have enough mana to do something or not enough cards to spend all your mana. Trading Post is also self-sufficient, letting you gain life, also letting you draw cards, return sacrificed/destroyed artifacts from the yard, and make extra creatures.

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Date added 5 years
Last updated 2 years
Exclude colors WUBG
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

39 - 0 Rares

13 - 0 Uncommons

5 - 0 Commons

Cards 100
Avg. CMC 4.70
Tokens 1/1 R Token Creature Elemental Cat, Copy Clone, Dragon 4/4 R, Eldrazi Spawn 0/1 C, Elemental 1/1 R w/ Haste, Emblem Chandra, Torch of Defiance, Goat 0/1 W, Goblin 1/1 R, Human 1/1 R, Kobolds of Kher Keep 0/1 R, Myr 1/1 C, Ogre 3/3 R, Thopter 1/1 C
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