: Add to your mana pool. Barbarian Ring deals 1 damage to you.
Threshold —, , Sacrifice Barbarian Ring: Barbarian Ring deals 2 damage to target creature or player. Activate this ability only if seven or more cards are in your graveyard.
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Barbarian Ring Discussion
8 months ago
Nixin72, you scared me when you started to act concerned about a burn deck "burning out quickly" or having to "maintain a board presence", but I see what you mean and I quite agree. Though I hope the burn deck is not trying to play any sort of long game both Monastery Swiftspear and Eidolon of the Great Revel are very powerful tools.
All that I am trying to say, purely mine own opinion on burn, is that sacrifices of raw power and damage for some sort of elusive long-game advantage are rather foolish most of the time. In the case of Monastery Swiftspear in particular however it is such an amazing card, it and eidelon can snap up those Spark Elemental and Keldon Marauders spots.
as for lands, one that you may want to consider is Barbarian Ring . a more freeroll card can never be found, and having such reach can be very good. The same logic sort of applies to Ramunap Ruins , though I would be careful with 5 mana Shock s.
Good luck and a +vote
1 year ago
Thanks for the advice, ClockworkSwordfish!
Ramunap Ruins is more money than any of my other cards (my highest is Rolling Earthquake at $.69); I think it might just be too expensive to run if I want to keep a sideboard... I might play around with Barbarian Ring though. I am already at budget so I would have to take several things out for it to fit but it might be worth while. As you mentioned, I also just really don't want to shoot myself in the foot with a underpowered Landslide in the late game. Also, like landslide, it doesn't scale well in multiplayer matches so that's something to consider.
Thank you again! You've given me a lot to think about!
1 year ago
Even considering the inclusion of Landslide, you might find it worthwhile to replace a Mountain or two with something like Barbarian Ring or Ramunap Ruins. You never know when you'll be short that last point or two of damage!
SynergyBuild on None
1 year ago
For recursive lands: Mystic Sanctuary (Dumb Good), Witch's Cottage, Mortuary Mire all work once, but with flickerable effects it's all fine, and you can sacrifice Buried Ruin, Petrified Field, Sequestered Stash. Hall of Heliod's Generosity/Academy Ruins are insane in the right decks, and Emeria, The Sky Ruin is busted in the late game. Mistveil Plains sort of works as recursion, and is repeatable, but is best with tutors and tutor chains. Even Unholy Grotto works amazingly in zombie decks!
(Nonbudget versions would be like Volrath's Stronghold)
Removal is plentiful on lands, but pretty specific. Blast Zone is a favorite of mine, and is dumb good. Ghost Quarter, Field of Ruin, Dust Bowl, Encroaching Wastes, Memorial to War, and Tectonic Edge all deal with lands. Arena, Barbarian Ring, Blighted Gorge, Cabal Pit, Desert, Keldon Megaliths, Keldon Necropolis, Mouth of Ronom, Rath's Edge, Grasping Dunes, Ifnir Deadlands, and Quicksand are good against creatures, and some walkers.
1 year ago
Well, if you never had any problems with Kiln Fiend then keep it. There's no reason to change what has been working out fine. Just as a thought provoker, you can have Monastery Swiftspear to think about.
Maybe just bad wasn't the best thing to say about Rakdos Shred-Freak . It's just that it offers basically nothing more than haste. You have cards like Hellspark Elemental , as you mentioned, but also:
Earthshaker Khenra - Makes it easier to get to your opponent while also being reusable from the grave in the late game, and even bigger than before.
Ash Zealot - More of a Siboard card, but still, 2 mana for first strike, haste and punishes your opponent for playing cards from your graveyard.
Vexing Devil - Dont't know if you could fit this guy in your budget, but it's amazing. It's either a one mana 4/3 that your opponent will have to waste a removal spell or a one mana 4 damage spell.
However, the real reason I said Rakdos Shred-Freak is bad is because of...
Thunderkin Awakener - It can reanimate all of your (elemental) suicide bombers while attacking. So for only two mana, you can from 4 damage on board, with Thunderkin Awakener and Spark Elemental , to up to 8 damage with the Firecat. You could also put other cards in for him, like Lightning Skelemental and Spark Trooper , but those would require you to adjust the manabase.
Also, since you're playing these cheap suicide bombers you could use Unearth to reanimate them again and hit for a bunch. However, I'm not sure that splashing to black would appeal to you.
Another suicide bomber could be Impetuous Devils , though I don't have much to say about it. You can basically take out one of your opponent's creature by forcing them to block. Just here as an option for you.
Cards like Thud , Fling and Flesh / Blood (the blood half only) should prove themselves more useful than Soul's Fire . Since most of your creatures are dying anyway, there should be no problem in sacrificing them.
Manabasewise, if really want to keep Reality Smasher you can add lands that have a better utility than Rogue's Passage as most of your creatures have trample anyway, so your opponent will regardless always have trouble preventing damage.
I've been writing a lot today, so right now I won't go on too much detail about these "utility" lands. I'll just list some here and you can say if you liked any or none and I'll glady discuss about it.
- Looming Spires
- Kessig Wolf Run
- Skarrg, the Rage Pits
- Teetering Peaks
- Turntimber Grove
- Barbarian Ring
- Smoldering Spires
- Blighted Gorge
- Keldon Megaliths
- Memorial to War
- Sunscorched Desert
Just as a curiosty, I've written so many cards in this comment that TappedOut won't let me mark more suggestions, while most not even appearing for me to suggest.
1 year ago
I read that post and I disagree with Flash being banned over Protean Hulk . And I get the reasoning for it - it would better if we didn’t have to ban deck archetypes outright and Flash makes everything too consistent and fast and easy to hold up counter magic.
I would however argue that this makes Hulk decks easier to stop if you are running a blue deck, but harder to stop if you are running a non-blue deck. My best answers to stop Hulk is Red Elemental Blast , Pyroblast and Nevermore and if Flash isn’t in the picture I’m going to need to board more niche answers possibly over the red counter spells I’d need for other blue decks just to impact hulk decks. Without Flash hulk players will only run a wider array of cards to get the combo going that can make the combo less interactive for non-blue decks. For example if the Hulk player wants to kill their Hulk with say Altar of Dementia that’s fine, I run enough Disenchant effects to stop it before it gets to that point, but if they sac the Hulk with say Diabolic Intent I’m boned. Having more ways to start the combo may be less consistent for Hulk decks, but its a major headache for people without all-purpose counter magic.
I’ve never liked Hulk decks for the longest time and if you had to ask me I would tell you they should have either banned Protean Hulk or at least ban Grand Abolisher , because I hate running cards like Faerie Macabre , Ghost-Lit Raider and Barbarian Ring just to interact around it. Now that Thassa's Oracle is out I don’t think there’s even much reason to use Grand Abolisher over how good the oracle makes the deck which terrifies me honestly. Removing Flash is a major setback I agree, but I can’t help but feel that there will be cards printed in the future which will make the Hulk easy to cheat into play yet again. Not as easy as Flash , but enough for it to be a concern in the meta like it is now. My argument is unless non-blue decks get better answers that aren’t incredibly niche I think Protean Hulk should get the ban hammer now. Whether Flash gets banned or not I’ve decided I’m not going to even address combating this deck archetype anymore when deck-building, because it just makes my deck useless against every other cEDH deck I’m up against if I have to run so many janky answers.
1 year ago
Hey, I'm intrigued by the build but there's definitely some adjustments to make.
Elvish mystic => Orcish Lumberjack - mtg's greatest mana dork.
Harmonize => Compost - meta dependent but FAR greater reward.
Game trail => Gaea's Cradle . (This should be obvious)
Forest => Birthing Pod (35 lands is excessive in cedh unless you have a real reason)
Mountain => Sylvan Tutor (see above)
Mountain => Barbarian Ring (you otherwise have 0 ways to stop a grand abolisher or similar, so flash hulk bodies grumgully)
Reflecting pool => Mana Confluence (pool can't tap without another land)
Soul of the harvest => Yisan, the Wanderer Bard (getting up to six mana to play a dude that doesn't immediately do something is risky, at least yisan has application to find your entire combo, or disruption if needed)
Also what's the deal with genesis chamber?
2 years ago
Dire Fleet Daredevil while not a goblin, could allow you to win from your opponent's yard by playing non red things. I'm not super sold on this, but it is an idea.
By Force could be considered depending on meta.
Gemstone Caverns could also be a nice bit of ramp. All but 1 of your lands produce red mana as it is, so adding another that can either just be colorless or potentially ramp and give red I think is worth it. Plus you have moons to turn it red again later anyway.