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The Fat Red Line - Purphoros EDH

Commander / EDH Burn Hatebears Mono-Red

Hybrow

Maybeboard


Purphoros, God of the Forge

This is the deck I have worked on the most, and the one that I enjoy playing the most. In my playgroup it makes me an automatic target now when bring it out, so its usually reserved for the last game of the evening.

I may not always win now because of the instant hate, but in classic RED form, I will make sure I hurt everyone before I go down.

I have strived to build this deck in a way that I never have the devotion for Purphy to reach creature status. This allows for the most part for me to avoid problems like Darksteel Mutation, Ashes to Ashes or, Humility.

With Enchantment removal being a big hole in the arsenal, I have tried to offset it by adding Chaos Warp, Enchanter's Bane, and the expensive Scour from Existence

Heroes

  • Norin the Wary – depending on the players, I can do 8-10 damage every round with this guy and he is super hard to remove.
  • Grinning Ignus – I can bounce this guy multiple times a turn to generate a lot of damage. I can also save him until next turn if I need a bump in mana.
  • Neheb, the Eternal – after combat on the turn I play this guy I can usually play another card for free.
  • Mogg Infestation – this has recently allowed me to hit all opponents for 20 damage.

I am open to suggestions and welcome input.

Below is a detailed list of all cards in this deck, and my reasoning behind adding them.

Avatar of Fury - I am on the fence about this guy. 2 Mana for a 6/6 flying blocker is nice, but doesn’t do damage to opponents, which is the point of this deck

Beetleback Chief - 4 Mana for 3 goblins. Good for mid-game casting

Dragonmaster Outcast - 1 mana creature who, if I manage to make it to turn 6-7. will generate Dragons

Dualcaster Mage - He is Reverberate with the added ETB effect from Purphy

Emrakul's Hatcher - 5 Mana for 4 ETBs, and then a 3 mana refund from the Eldrazi Spawn

Grinning Ignus - Bounceable creature for multiple ETB. Also works good for extra mana from one turn to another.

Guttersnipe - With 24 Instant/Sorceries in deck, basically every 4th card I play will cause an extra 2 to everyone

Hangarback Walker - The only good thing about this guy is he can be cast in for 0 casting cost. 0/0 but still triggers a ETB effect from Purphy

Hanweir Garrison - 3 mana for at least 3 ETBs. Potential to Meld, but not that likely

Krenko, Mob Boss - I have about 10 Goblin cards in the deck, but even without them, he is 4 mana for usually 2-3 ETBs

Loyal Apprentice - 2 Mana for 2 ETB on the first turn, and a flying blocker to boot

Magus of the Moon - A great way to slowdown multi-color decks a little, but I could easily swap out for a more useful creature

Magus of the Wheel - I previously had Reforge the Soul but swapped out for this guy. Found that with all the extra card draw I couldn't depend on it's miracle cost. And at least Maggy damages everyone for 2 when he enters.

Mogg War Marshal - 2 Mana for 3 ETB; great exchange

Myr Battlesphere - At 7 mana, it's one of my most expensive cards, but it does generate 5 ETB effects

Neheb, the Eternal - He costs 5 mana, but with 3 opponents he gives back 6 mana on the same turn after combat.

Norin the Wary - He is a total game winner. So hard to deal with outside of something like Pyrohemia or Rath's Edge

Pia and Kiran Nalaar - 4 Mana for 3 ETB, not the best exchange, but the thopters are great blockers

Runaway Steam-Kin - I recently swapped out Squee, Goblin Nabob for this guy. 1 mana less casting cost, and the extra mana bump potential might work, we will see.

Siege-Gang Commander - 5 Mana for 4 ETBs. Don’t usually use the sac ability.

Squee, the Immortal - The Squee brothers are both great for blocking and recasting. A tad expensive for 1 ETB however.

Thopter Assembly - 6 Mana is expensive, but if no other thopters are in play the next turn I get 5 more ETBs

Thopter Squadron - If I have extra mana, this guy can give me an ETB for 2 mana (1 mana to make, 1 to put back, then repeat)

Tilonalli's Summoner - 2 mana for 1 ETB isn't great, but next turn I have a Tempt with Vengeance at my disposal

Tuktuk the Explorer - 3 mana for 2 eventual ETB effects. He also makes people think twice before attacking because they take damage.

Warchief Giant - 5 mana for basically 3-4 ETB (we generally play with 4-5 players per game)

Wurmcoil Engine - 6 mana for 3 eventual ETB effects. He also makes people think twice before attacking because they take damage.

Young Pyromancer - 2 mana for 1 ETB, and every one of my sorcery/instants can generate an extra ETB

Blasphemous Act - a handy board wipe. It usually costs 1 mana and leaves my commander alive

Descent of the Dragons - 6 mana to swap all my 1/1 dorks for flying 4/4 dorks; and all the ETB effects that come with it.

Devastating Summons - 1 mana for 2 ETB effects (effects still trigger when 0/0 creatures enter the field)

Empty the Warrens - 4 Mana for 2 ETB isnt great, but with the low casting cost in this deck, should be able to at least get 4 ever time I cast

Goblin Rally - 5 for 4 ETB, not bad

Hordeling Outburst - 3 for 3, that’s a great ratio

Krenko's Command - 2 for 2, that’s a great ratio

Kuldotha Rebirth - 1 mana for 3 ETB, that’s amazing, generally I have to sac a thopter or even Wurmcoil Engine

Mana Geyser - with 3-4 opponents, if played right I can generally clear my hand after this spell

Mogg Alarm - 3 mana for 2 ETB, but have the ability to force it out by sac'ing 2 mountains if needed

Mogg Infestation - Is not only good for doubling my creatures, but can potentially board wipe 1 player if needed

Molten Birth - 3 mana for 2 ETB, nice, but the ability to get it back and cast again is great.

Shattering Spree - One of my favorite artifact destruction cards

Skittering Invasion - At 7 mana, it's one of my most expensive, but generates 5 ETB effects, and its an instant 5 mana refund from the spawn

Tempt with Vengeance - This is usually used as a game ender after a Neheb, the Eternal or Mana Geyser

Thatcher Revolt - 3 for 3, that’s a great ratio, I don’t mind that they die

Wheel of Fortune - It may look like someone took sandpaper to it, but its still playable and great.

Glacial Chasm - This has allowed me to live 5 more turns than I should have.

Grixis Panorama - Fetch land, I would take them out if not for the fact that at least they still tap for mana on the first turn

Hammerheim - Its prettier than it is useful. Not many people play mountainwalk, but you never know

Hanweir Battlements - I have yet to ever get both out at the same time, but someday I will see the Meld

Kher Keep - It doesn't often see action, but every once and a while, if I have a couple untapped lands, its good for an extra couple of damage.

Mountain - umm, they are Mountains. I kinda need them to play stuff

Naya Panorama - Fetch land, I would take them out if not for the fact that at least they still tap for mana on the first turn

Spawning Bed - This is more of a late game Hail Mary. requires 6 untapped mana (plus the bed) to deal 6 damage to all opponents though ETBs. The good thing about the spawn though is that they can then be used as mana for further spells.

Spinerock Knoll - Hideaway, I think I have managed to play the card under it every time I see it.

Valakut, the Molten Pinnacle - Targetted Damage isnt really my thing, but in a game with one player gaining life, its great to be able to even things out

Crawlspace - When I play this deck the entire table starts attacking me, need to slow down the hate

Endless Atlas - A cheap way to get a bit of extra card draw.

Fellwar Stone - 2 casting cost mana rock

Howling Mine - By turn 7 I am generally top-decking. I figure with my lower casting curve, I can play 2 spells for every big beast my opponents play, so for me, it’s more of a rush to get cards in hand.

Meekstone - When I play this deck the entire table starts attacking me, need to slow down the hate. And because my creatures either aren't big enough, or just don't tap, it's not really an issue for me.

Nevinyrral's Disk - When all else fails, board wipe. The bonus is that Purphy lives to do more damage

Panharmonicon - doubles my ETB effects with this, Purphy, and Norin the Wary I have pretty much won the game

Skullclamp - card draw. I don’t care about my 1/1 dorks and getting 2 cards is super valuable with my low mana curve

Sol Ring - ummm, it's a Sol Ring.

Temple Bell - Because my casting cost is so much lower than my opponents, the extra card draw seems to help me more than them

Chaos Warp - One of the few ways I have to deal with enchantment removal.

Reverberate - I have used this spell to duplicate not only other peoples generation of tokens, but to also dup my own Goblin Rally, Hordeling Outburst or Krenko's Command

Scour from Existence - This is one of my most expensive cards, but there are few other ways I have to deal with enchantments like Humility or Conversion

Wild Ricochet - Because I am generally the target when I play this deck, this is a great way to steal someones spell and use it against them

Enchanter's Bane - If someone does get out an enchantment that shuts my deck down, this at least is a way to kill them first.

Pyrohemia - This is a great way to not only deal that extra damage to my opponents, but also keep the board clear of attackers

Purphy

Suggestions

Updates Add

For me, building a new deck was always about figure out 93 cards; because Sol Ring , Darksteel Ingot , Evolving Wilds , Terramorphic Expanse , Swiftfoot Boots , and Lightning Greaves were automatics.

I have gotten questions before about why I love fetch lands; even in a mono color deck, my argument has always been that fetching a land out of your deck effectively changes the mix in your remaining deck so that the next card you will pull has a greater chance of being a non-land. I have realized though, that this deck plays very differently than any other one I have. I want the game to end FAST, so the mix of my future deck shouldnt matter, I need land that can be tapped right away.

I also realize that there are very few creatures worth protecting with the boots or the greaves; really only 2 Dragonmaster Outcast and Neheb, the Eternal , and nothing needs the haste to attack. Its not worth keeping 2 spots for cards that barely have a use (as much as I love both of them).

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Date added 1 year
Last updated 3 days
Exclude colors WUBG
Legality

This deck is Commander / EDH legal.

Cards 100
Avg. CMC 3.40
Tokens None Copy Clone, 1/1 Thopter, 1/1 Elemental, 1/1 Goblin, 1/1 Human, 1/1 City's Blessing, 5/5 Goblin Golem, 1/1 Human, 0/1 Kobold, 0/1 Eldrazi Spawn, 6/6 Dragon, 1/1 Eldrazi Scion, 0/1 Kobold, 1/1 Myr, 3/3 Wurm
Folders Uncategorized, Idea List, Commander
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