|Commander / EDH||Legal|
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|Scars of Mirrodin (SOM)||Common|
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Target creature gains double strike until end of turn. (It deals both first strike and regular combat damage.)
Assault Strobe Discussion
1 week ago
you might want to look at Fling and Thud being able to attack with Lightning Skelemental and then sac it to do the damage again. It's sneakier than Assault Strobe . While Temur Battle Rage and Uncaged Fury are at least at instant speed,they again might make your creatures a bigger target to remove if they see it swinging with double strike. You probably want some removal or discard Launch Party is a great way to take advantage of your guys that sac at end of turn anyways. Hellspark Elemental is a no brainer as well. Your better off dropping Shriekmaw for out right removal or burn and while Nova Chaser is cool I wouldn't run 4 they curve out for how fast this deck could play. Ideally you'd probably bump the number of Flamekin Harbinger and drop your Nova Chaser to 1-2 the harbinger tutors your nova chaser. I'd also dump the sundial for some combination of the elemental friendly Chandra's that are around there's like 4-5 to choose from.
3 weeks ago
awesome deck. I have a similar one. you can definitely cut 3-4 lands maybe even 5 running Springleaf Drum ! and since you're already running red may I speed your deck up and suggest 4 Galvanic Blast s!!!! or even a double strike card like Assault Strobe or Temur Battle Rage
1 month ago
The classic method is to run creatures like Kiln Fiend Blistercoil Weird alongside your Nivix Cyclops as your only creatures. Then, fill the rest of your deck with instants and sorceries like Mutagenic Growth and Assault Strobe , and try to beat the opponent in one attack.
1 month ago
I would play a few ways to protect your Commander from removal. Goblin Chirurgeon and Herbal Poultice on top of The Brute that you have are all decent ways in Red to go shields up with your voltron plan. It's worth it.
Instead of some of your burn spells I would play some Double-Strike spells. With only 1-2 enchantments or equipment, you could easily take out a player in one hit. Assault Strobe and Uncaged Fury would work very well alongside Temur Battle Rage that you already have. It seems like these would be better than some like Gut Shot or Searing Spear. It could also make something like Immolating Souleater a good backup win condition if your Commander gets too expensive.
Cathartic Reunion is probably worth it for you to cycle through your deck a bit more in the late game.
2 months ago
Thanks for the suggestions dude! I think you're right about the deck contradicting itself so I'll try out some of your suggestions. Assault Strobe and Tainted Strike are definitely some things I'm considering now that you mention them. I'm kind of just recently transitioning into modern from standard so I don't have a huge grasp on a lot of the cards yet. I did consider Monastery Swiftspear , but couldn't find any while I was building the deck hahah. I'll be sure to try out some of the cards you suggested the next time I head down to the lgs to play some modern. I'll definitely try this more all in version and see how I like it compared to this current version. Thanks again!
2 months ago
5c suicide rush (this deck archetype) is one of my old favorite decks, and the very first modern deck I ever built. I'm not sure if you want suggestions, but I have some.
In general, this deck seems to contradict itself. You want a turn three win, but then you also have tempo cards like remand, pact of negation, force of negation, and cantrips. I know it is tempting to put in cards like these to create consistency and protection, but the point of suicide rush (as I have seen it played, and as I have played it myself) is to win fast enough that consistency and protection in the mid and late game are meaningless. You don't want to wait until turn four to play kiln field and leave up mana for remand. I can understand the pact of negations, but I would still advise against those. Instead, I would go for defensive buff cards like Blossoming Defense . Furthermore, although I can understand cantrips, I personally would rather play a deck with more creatures, decreasing the need for cantrips, alongside dual nature cards like Slip Through Space . Also on the creatures, it seems like you have gone the wrong direction with Nivix Cyclops , making the curve higher instead of lower. In my versions of this deck I have played Monastery Swiftspear (which can also win turn three, and sometimes on turn 2), and my personal favorite, Immolating Souleater , making a total of 11-12 creatures. Furthermore, I was surprised to see that you aren't running both Assault Strobe and Tainted Strike , which are staples of the kiln fiend combo since they both make it very easy to win turn three with any of the creatures listed above. Finally, on the land base, in decks like this it would probably be better to protect your life total by playing fast lands and Gemstone Mine .
Then again, you might be going for tempo kiln fiend, and therefore my suggestions would be irrelevant
2 months ago
2 months ago
I would personally start by cutting Regrowth (too situational), Assault Strobe (too redundant), Pandemonium & Bedlam (too easy for them to hurt you more) and maybe Rampant Growth (you have other, similar cards that are simply better, so I doubt you'll miss it).
Assault Strobe occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%