Double Cleave

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Double Cleave

Instant

Target creature gains double strike until end of turn. (It deals both first-strike and regular combat damage.)

Zarthalius on Rakdos Reanimental

2 years ago

I love this deck idea, its one of my favorite!

Here is what I did; I went Mardu for Spark Trooper (lifegain) and some other artifact/enchantment removal options. I know you specified that the Trooper is missed by Unearth but it is not missed by Thunderkin Awakener or Flamekin Harbinger (tutor). My deck is so aggressive that I personally found that my graveyard could run dry, especially when Thunderkin was doing his job, making Unearth sometimes not helpful. So, I focus on Thunderkin as a main reanimation strategy with Unearth being backup.

Speaking of Unearth, may I suggest using the new on-theme version: Unearth

I found that drawing into new elementals was very important so that my graveyard could be full. But I do this by playing the elementals, not discarding them. To do this I decided to use a card I've always wanted to make work in a deck: Infiltration Lens. this card is really nice because Thunderkin must attack to trigger and him getting blocked is most likely how he’ll die. When he is equipped with the lens, your opponent must choose between a second graveyard elemental (next turn) or two new cards from your library. You can easily draw into more trample elementals or maybe another Thunderkin or an Unearth to reanimate Thunderkin. This repeatable draw gets out of hand really quick.

I also use Stigma Lasher to help fill the early game but he also shuts down lifegain decks by turn 3. Infiltration Lens equipped to him is also hilarious.

I just recently replaced Double Cleave (the double strike strategy) with the newly reprinted Twinflame. It makes sense to also use Twinflame on Thunderkin Awakener where double strike didn't. Its kind-of like a 2drop (with "strive") Unearth; it helps emphasize Thunderkin being my main strategy.

I also recently started using Bone Shards because, as other users have pointed out, you can discard to use it before combat or use it after combat and sacrifice one of the elementals that will self-sac anyways.

Anyways, If you are interested, here is the link to my deck for reference.

The Elemental Paradox

Zarthalius on Balls Lightning

2 years ago

Really nice! I've been perfecting my elemental Mardu deck for a year or so now. My goal was budget, heavy hitting tramplers, and reanimation. I had many of the same ideas you have here except white gives me access to Spark Trooper for lifegain.

  • Stigma Lasher has a very nice place in my deck. It helps fill the early game but also shuts down lifegain decks by turn 3.
  • I just recently replaced Double Cleave (the double strike strategy) with the newly reprinted Twinflame. It makes sense to also use Twinflame on Thunderkin Awakener where Double Cleave didn't. I figured 1 instant speed double strike 6/1 was weaker then 2 6/1s from my graveyard. This could possibly be a solution to your search for more Unearth-like cards.
  • Speaking of Unearth, may I suggest using the new on-theme version: Unearth
  • I decided to protect Thunderkin Awakener with Infiltration Lens because him getting blocked is most likely how he’ll die. This is because, Thunderkin must attack to trigger so why not force your opponents to decide between 1 elemental from your graveyard or maybe two from the top of your deck. Plus, I usually have an Unearth in hand. Or, maybe I'll draw into another Thunderkin.
  • Also, Infiltration Lens can also be equipped to the 6/1s to encourage full damage throughput.
  • There have been some games I’ve played where my graveyard seemed to run just a little dry. All my reanimation cards felt like dead cards especially when Thunderkin Awakener was doing his job. I found that drawing extra into more elementals was more reliable.

I do like a few cards you are using. I’ll look into replacing my Fall of the Hammer with Bone Shards; I really like what has been said here about it. Also Blood Mist sounds fun; I wounder if its not too slow.

If you are interested, here is the link to my deck for reference. Tappedout thinks its 75% competitive.

The Elemental Paradox

Zarthalius on Harsh Elements

2 years ago

I've been perfecting my elemental Mardu deck for a year or so now. My goal was budget, heavy hitting tramplers, and reanimation. I had many of the same ideas you have here except black gives me access to Unearth and hand discard with Lightning Skelemental.

Some key differences:

  • I use Stigma Lasher to stop lifegain decks by turn 3.
  • I just recently replaced Double Cleave with the newly reprinted Twinflame. It makes sense to also use Twinflame on Thunderkin Awakener where Double Cleave didn't. I figured 1 instant speed double strike 6/1 was weaker then 2 6/1s with lifegain and hand discard effects.
  • I also decided to protect Thunderkin Awakener with Infiltration Lens because he must attack for his ability to trigger; Him getting blocked is most likely how he'll die. So, why not make your opponent decide between 1 elemental from your graveyard or maybe 2 from your deck. Plus, I usually have an Unearth in hand. Or, maybe I'll draw into another Thunderkin Awakener.
  • Infiltration Lens can also be equipped to the 6/1s to encourage full damage throughput.
  • I find that the very persistant and constant barrage of 6/1s to be enough to overwhelm the opponent.

I do like a few of the elementals you have here like Incandescent Soulstoke. I'll have to see if they may work in my deck too.

Anyways, here is the link to my deck for reference. Tappedout thinks its 75% competitive.

The Elemental Paradox

Balaam__ on Proper Pauper Prowess

2 years ago

Thanks for posting, CoarselyRefined. I missed Double Cleave when designing this build, probably because I refined my search to mono red cards. Thanks for pointing it out; I’ve gone ahead and added it to the maybeboard. I feel as though this deck is fun and competitive enough to keep as a Pauper staple, and so I’ll more than likely revise it sometime in the future. I’ll keep Double Cleave in mind.

nbarry223 on The Inferno Counts to 20: Budget + Sideboard Swap

2 years ago

Dangerous Wager or Light Up the Stage may be a better "draw" spell.

Reverberate should definitely be an include in here, there's a lot of subtle interactions it would provide for the deck. First of all, it can be used to counter a counterspell. Next, you can copy Irencrag Feat and since the copy isn't being cast, yea, 14 mana for 6.

Temur Battle Rage is probably more efficient than some of your pump artifacts. While it may not technically double the power, it essentially does since it gives double strike, and trample if you are going to get blocked. Assault Strobe and Double Cleave would function similarly.

Titan's Strength is probably one of the better pump spells, since it gives you a scry. Scry and cantrips are the best things for combo decks like this because it offers more consistency.

Reckless Charge offers you the reusability of flashback if needed.

Dreadhorde Arcanist may be useful for recursion.

lagotripha on All That Glistens

2 years ago

I'll vote for a 1-of Double Cleave. Otherwise, neat list.

DarkHero on I got a nice dragon

3 years ago

Kind of a Voltron type build I guess. He's basically a 7cmc 5/5 keyword soup, which isn't great, in colors that don't ramp, which is worse. The attack effect is cool, but I'm not sure what value you would stand to get from it aside from a Boros Charm , Double Cleave , Waves of Aggression , Seize the Day or maybe a Austere Command .

You would basically do a spellslinger deck because you want to make sure you can hit an instant or a socery when he attacks, with Voltron aspects to make him threatening and and hope you can protect him enough to swing for lethal.

He won't fit in much else I don't think. He wants to be Blue so bad.

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