
Combos Browse all Suggest
Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Big Apple Highlander | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Freeform | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Oldschool 93/94 | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Blood Moon
Enchantment
Nonbasic lands are Mountains.


![Goblin Chieftain feature for [cEDH] Krenko, Mob Boss [[PRIMER]]](http://static.tappedout.net/mtg-cards-2/jumpstart/goblin-chieftain/mtg-cards/_user-added/femme_fatale-goblin-chieftain-jmp-15928023680.png)





hyalopterouslemur on Why Are the Other Free …
1 week ago
Also, if you're playing at a lower power level, Trinisphere becomes weak? Mind, never completely useless, since it makes a lot of removal/counterspells cost to more, but it's not nearly as strong in a Bracket 2 deck as it is in cEDH (Conversely, Gaddock Teeg is stronger in lower brackets, but still keeps Wraths and MLD off the table in higher brackets.)
The difference is a meta issue, as so much of Magic is. I always use the example of four- and five-color decks. In the lower brackets, there's only your budget stopping you from playing as many nonbasic lands as needed, and it's possible to even build a three-color deck with no basics. (In fact, the only nonbasic hoser of note that's legal in the lower brackets is Primal Order, I think. Oh, I guess Molten Rain.) But in bracket 4 and 5? Blood Moon, Back to Basics, Winter Moon, Ruination, suddenly playing five colors is a losing strategy.
legendofa on Stax?
3 weeks ago
It's pretty much automatically going to be Bracket 4, if you care about that. Mass land denial's a pretty big thing.
Do you have any specific colors in mind? Blood Moon, Drannith Magistrate, No Mercy, High Noon, Opposition, and Pendrell Mists are all reasonably common options--at least, they're ones I've come into contact with. They're also higher budget than Winter Moon, if that's a concerns.
trippy_mcfly on
Cumly Cube
1 month ago
Introducing Cumly Cube 1.4! Two months ago, Cumly Cube was updated to Cumly Cube 1.3, which was touted as balanced and without any notable flaws. There is no more insidious poison than hubris! Many cards remained that were too strong, or close to unplayable. Many archetypes existed in the cube but had too little support to ever be worth drafting. Many cards failed to fit the ethos of Cumly Cube. With 89 more cuts and adds, I am now pleased to announce that, this time, Cumly Cube has reached a final form! Perhaps a few cards are still too strong, too weak, or out of place, but the vast majority of the draft pool is now in an acceptable state. Any further changes to Cumly Cube 1 will exist as minor updates, swapping out only a few cards at a time. This means that there will never be a Cumly Cube 1.5, only 1.4.1, 1.4.2, etc.
Here are the changes, provided with brief justifications:
REMOVED:
ARTIFACT
- Basilisk Collar: equipment is not part of Cumly Cube 1
- Hedron Archive
: cut to weaken the artifact archetype
- Mox Diamond: cut to weaken the artifact archetype
- Mox Opal: cut to weaken the artifact archetype
- Mox Tantalite: cut to weaken the artifact archetype
- Sensei's Divining Top:cut to weaken the artifact archetype
CREATURE
- Academy Manufactor: cut to weaken the artifact archetype
- Archfiend of Spite: madness is not part of Cumly Cube 1
- Arsenal Thresher: too weak
- Augmenting Automaton: too weak
- Autonomous Assembler: Assembly-Workers have been cut from Cumly Cube 1
- Baleful Force: too weak
- Battleground Geist: cut for a better Spirit card
- Belligerent Hatchling: too weak
- Bloodpyre Elemental: too generic of a red card
- Bloom Hulk: there are better proliferate engines available in Cumly Cube
- Copperhorn Scout: cut to weaken the Elf creature type
- Crosis, the Purger: too annoying to play against
- Deathrite Shaman: cut to weaken the Elf creature type
- Deus of Calamity: too weak
- Dutiful Replicator: Assembly-Workers have been cut from Cumly Cube 1
- Dwynen's Elite: cut to weaken the Elf creature type
- Emperor's Vanguard: cut to weaken green
- Farhaven Elf: cut to weaken the Elf creature type
- Fear of Exposure: cut to weaken green
- Fertilid: cut to weaken green
- Galazeth Prismari: cut to weaken the artifact archetype
- Geyserfield Stalker: too weak
- Greater Gargadon: suspend is not part of Cumly Cube 1
- Hallowed Priest: cut for an identical card to support the Cat creature type
- Heedless One: cut for a similar card to better support the Elf creature type
- Hematite Golem: too weak
- Hunted Horror: too weak
- Impetuous Devils: too generic of a red card
- Jeskai Student: too weak
- Junktroller: too weak
- Lashweed Lurker: emerge is not part of Cumly Cube 1
- Llanowar Visionary: cut to weaken the Elf creature type
- Lodestone Golem: we have seen enough of this card in other formats
- Lunar Avenger: too weak
- Maze Behemoth: cut to weaken green
- Mishra's Self-Replicator: Assembly-Workers have been cut from Cumly Cube 1
- Morselhoarder: too weak
- Night Incarnate: too generic of a black card
- Omnath, Locus of the Roil: cut to weaken the Elemental creature type
- Phantom Nishoba: too weak
- Quirion Ranger: cut to weaken the Elf creature type
- Scalding Devil: cut to make room for more interesting Devil creatures
- Self-Assembler: Assembly-Workers have been cut from Cumly Cube 1
- Seton, Krosan Protector: cut to weaken green
- Soul of Zendikar: cut to weaken green
- Teferi's Sentinel: too weak
- Thought Monitor: cut to weaken the artifact archetype
- Torbran, Thane of Red Fell: too generic of a red card
- Ulamog, the Infinite Gyre: cut to make room for more balanced Eldrazi creatures
- Walking Ballista: cut to remove an infinite combo payoff accessible from the Cumly Zone
ENCHANTMENT
- Aura Shards: too powerful
- Blood Moon: we have seen enough of this card in other formats
- Impending Disaster: too weak
- In Bolas's Clutches: cut for a similar but more expensive version of this effect
- Night Soil: cut due to the presence of two other very similar cards
- Revel in Riches: too powerful
- Urban Utopia: cut to weaken green
LAND
- Ancient Tomb: too powerful
- Flagstones of Trokair: too weak
- Mishra's Workshop: too powerful
- Urza's Saga: too powerful
INSTANT
- Accelerate: too generic of a red card
- Bedevil: spot removal has been removed in favor of removal found in commands, charms, and confluences
- Fading Hope: too generic of a blue card
- Fissure: spot removal has been removed in favor of removal found in commands, charms, and confluences
- Fracture: spot removal has been removed in favor of removal found in commands, charms, and confluences
- Frazzle: too generic of a blue card
- Inside Out: too weak
- Lens Flare: spot removal has been removed in favor of removal found in commands, charms, and confluences
- Schismotivate: too weak
- Seize the Initiative: too weak
- Volt Charge: spot removal has been removed in favor of removal found in commands, charms, and confluences
PLANESWALKER
- Karn Liberated: too generic and powerful of a draft pick
- Nissa of Shadowed Boughs: animating lands is not part of Cumly Cube 1
SORCERY
- Broken Bond: spot removal has been removed in favor of removal found in commands, charms, and confluences
- Chain Reaction: too generic of a red card
- False Dawn: too weak
- Grim Tutor: too powerful
- Ice Storm: spot removal has been removed in favor of removal found in commands, charms, and confluences
- Lava Flow: spot removal has been removed in favor of removal found in commands, charms, and confluences
- Sinkhole: spot removal has been removed in favor of removal found in commands, charms, and confluences
- Tezzeret's Gambit: too powerful
- Wildfire: too generic of a red card
ADDED:
ARTIFACT
- Banner of Kinship: encourages building around creature types
- Conduit of Worlds: supports graveyard synergies
- Pillar of Origins: encourages building around creature types
CREATURE
- Aetherjacket: supports the Thopter creature type
- Ajani's Pridemate: replaces Hallowed Priest to support the Cat creature type and lifegain synergies
- Akroan Conscriptor: supports spellslinger synergies
- Alibou, Ancient Witness: supports the Golem creature type and other artifact decks
- Ancient Cellarspawn: supports the Demon, Horror, and Nightmare creature types
- Angelic Aberration: supports the Angel and Eldrazi creature types
- Axgard Artisan: supports the Dwarf creature type
- Bloodwater Entity: supports spellslinger synergies
- Brass Herald: supports the Golem creature type and encourages building around creature types
- Campus Guide: supports the Golem creature type
- Chief of the Foundry: supports the Construct creature type and other artifact decks
- Chrome Courier: supports the Thopter creature type
- Cursed Wombat: supports the Nightmare creature type and +1/+1 counter decks
- Darksteel Colossus: supports the Golem creature type
- Duergar Hedge-Mage: supports the Dwarf creature type
- Eidolon of Blossoms: supports the enchantment archetype
- Endbringer: supports the Eldrazi creature type
- Essence Depleter: supports the Eldrazi creature type
- Gimli, Mournful Avenger: supports the Dwarf creature type
- Gishath, Sun's Avatar: supports the Dinosaur creature type
- Herald of Slaanesh: supports the Demon creature type
- Hunting Velociraptor: supports the Dinosaur creature type
- Immaculate Magistrate: replaces Heedless One to support the Elf creature type
- It That Heralds the End: supports the Eldrazi creature type
- Kozilek's Channeler: supports the Eldrazi creature type
- Mayhem Devil: supports the Devil creature type
- Patrician Geist: replaces Battleground Geist to support the Spirit creature type
- Petravark: supports the Beast creature type
- Pillardrop Warden: supports the Dwarf and Spirit creature types
- Precursor Golem: supports the Golem creature type
- Prosperous Pirates: supports the Pirate creature type
- Quandrix Pledgemage: supports the Merfolk creature type and spellslinger synergies
- Roaming Throne: supports the Golem creature type and encourages building around creature types
- Rootwater Hunter: supports the Merfolk creature type
- Shambling Suit: supports the Construct creature type and other artifact decks as well as enchantment decks
- Shantotto, Tactician Magician: supports the Dwarf creature type and spellslinger synergies
- Smokebraider: supports the Elemental creature type
- Solarion: supports the Construct creature type
- Species Specialist: encourages building around creature types
- Squealing Devil: supports the Devil creature type
- Tayam, Luminous Enigma: supports the Beast and Nightmare creature types
- The Balrog of Moria: supports the Demon creature type
- The Lady of Otaria: supports the Dwarf creature type
- Three Tree Mascot: adds mana fixing and encourages building around creature types
- Titans' Vanguard: supports the Eldrazi creature type
- Torch Fiend: supports the Devil creature type
- Ulamog's Dreadsire: supports the Eldrazi creature type
- Vengeful Devil: supports the Devil creature type
- Venomcrawler: supports the Demon creature type
- Wavecrash Triton: supports the Merfolk creature type and spellslinger synergies
- Zara, Renegade Recruiter: supports the Pirate creature type
ENCHANTMENT
- Destructive Flow: offers a land destruction engine that can provide a large advantage in some decks
- Efficient Construction: supports the Thopter creature type
- Keldon Twilight: offers a creature destruction engine for aggressive decks
- Lay Claim: replaces In Bolas's Clutches as a more expensive control spell
- Might Makes Right: encourages large creatures and can be used in conjunction with sacrifice synergies as a creature destruction engine
- Porphyry Nodes: offers a creature destruction engine for slower decks
- Retreat to Kazandu: supports landfall synergies
- Shivan Harvest: offers a land destruction engine and supports sacrifice synergies
- Sunken Hope: offers a creature bounce engine for slower decks
- Whirlwind of Thought: supports spellslinger synergies
LAND
- Foundry of the Consuls: supports the Thopter creature type
INSTANT
- Atarka's Command: commands have been added to Cumly Cube to provide interaction and versatility
- Aura Mutation: quite similar to Artifact Mutation
- Brokers Confluence: confluences have been added to Cumly Cube to provide interaction and versatility
- Cabaretti Confluence: confluences have been added to Cumly Cube to provide interaction and versatility
- Dromoka's Command: commands have been added to Cumly Cube to provide interaction and versatility
- Kolaghan's Command: commands have been added to Cumly Cube to provide interaction and versatility
- Lorehold Command: commands have been added to Cumly Cube to provide interaction and versatility
- Maestros Charm: rounding out the charms in Cumly Cube to provide interaction and versatility
- Maestros Confluence: confluences have been added to Cumly Cube to provide interaction and versatility
- Obscura Charm: rounding out the charms in Cumly Cube to provide interaction and versatility
- Obscura Confluence: confluences have been added to Cumly Cube to provide interaction and versatility
- Ojutai's Command: commands have been added to Cumly Cube to provide interaction and versatility
- Pulse of the Fields: supports lifegain synergies
- Quandrix Command: commands have been added to Cumly Cube to provide interaction and versatility
- Riveteers Charm: rounding out the charms in Cumly Cube to provide interaction and versatility
- Silumgar's Command: commands have been added to Cumly Cube to provide interaction and versatility
- Silverquill Command: commands have been added to Cumly Cube to provide interaction and versatility
- Siren's Ruse: supports the Pirate creature type and blink synergies
PLANESWALKER
- Saheeli, Filigree Master: supports the Thopter creature type
- Vraska, Golgari Queen: supports sacrifice synergies
SORCERY
- Renegade Tactics: replaces Accelerate as a less typical red card
- Roar of the Crowd: encourages building around creature types
- Temporary Insanity: stealing creatures is a small but important part of Cumly Cube
- Witherbloom Command: commands have been added to Cumly Cube to provide interaction and versatility
legendofa on
Thunderstruck ~70$
1 month ago
indieinside If I can step in, Blood Moon isn't legal in Pauper Commander, since it doesn't have a printing at common. Also, because it's commons only, most pEDH decks run lots of basic lands, so it wouldn't do much if it was legal.
indieinside on
Thunderstruck ~70$
1 month ago
just out of curiosity can you explain the Blood Moon exclusion?
TheVectornaut on
Monocolor hell
1 month ago
Cool to see this combo actually being tried out. Depending on the local modern meta, I could see this struggling with both speed and consistency. And if you're worried about wincons getting countered, I'd also be worried about the combo being disrupted. Something like Vexing Shusher could help get past countermagic, but it doesn't solve the more pressing issue of post-sideboard hate. Liquimetal Coating has some redundancy with Myr Landshaper but Splinter does not. A single Disruptor Flute, Ancient Vendetta, or more likely a Thoughtseize into Surgical Extraction could suddenly make things pretty tough. I think the deck is also likely to struggle against creature threats, especially when you haven't resolved a Liquimetal Coating. If you're willing to splash into black, I think Tear Asunder is better than Shattering Blow while having the option to kick and remove creatures and planeswalkers in a pinch. And while I know you'd prefer to exile over destroying, Assassin's Trophy is also very flexible without Coating. You might even be able to bait an opponent into searching for a basic to Splinter in cases where they don't already have one. Path to Exile is similar if you prefer white. Adding more colors would additionally justify running more shocks or other 2+ land type duals of different colors, something which would allow you to use fetches stolen by Oblivion Sower more reliably. Staying in red, there's still Abrade, Untimely Malfunction, Brotherhood's End, Explosive Derailment, and Overwhelming Surge as options. A final card that i think might fit here is Wrenn and Six. It's just such a nuisance in Gruul decks, keeps you on curve with a single fetchland, can get back Buried Ruin to keep your artifacts online, and the ultimate can even let you Splinter repeatedly if the game goes long. As for sideboard options, that will always depend on what you're actually facing. Still, I'd probably focus a little more than normal on matchups with decks that run few basics or few lands altogether. As an example, Leyline of the Void against manaless dredge or Blood Moon against amulet titan. If you're playing against refined versions of decks like that, I think it's still gonna be tough, but you gotta do what you gotta do for the sake of the janky combos!
legendofa on How Much Information About their …
1 month ago
Enough to make the game fun. I generally start with general strategy with maybe a modifying word (evasion aggro, reanimator combo, discard control). If it's Commander, I'll add official bracket and why it's that bracket (game changers, fast combos, land denial, broad tutors, extra turns). If I feel like I need to add a little nuance, I'll add that (Bracket 4 only because it has Blood Moon, otherwise it's Bracket 2).
Expanding on FormOverFunction, and the article touches on this, a lot of people make snap decisions as soon as they see the commander. If a deck does something unusual but the commander's known to be a problem, it's not a bad idea to say so, so your deck has a chance to do its thing before it gets hated out. Personally, I don't mind being the one with the "What weird thing is this deck going to do?" reputation.
This all assumes a reasonably casual setting with people reasonably familiar with the game. In a more competitive setting, the only information you need to give out is that you're prepared to do what it takes to (legally and fairly) win the match. With less experienced players, it's polite to be a little more detailed in your win conditions and key cards, to help them with learning how to read and evaluate the field.
indieinside on
Red Dragon
2 months ago
I think that your secondary Commander “Background” would best be Dragon Cultist. As for the rest of the deck, it really comes down to your budget to be honest. EDH comes down to synergy. Gamble is a great card, but most people are too weak to consider it.
Strong Cards:
Lands:
Dragons:
Planeswalkers:
Koth, Fire of Resistance – first ability
Sarkhan, Dragonsoul – final ability
When I am goofing off with a build, I use a website called EDHREC. Here is the LINK to the site already set with suggestions using Livaan, Cultist of Tiamat and Dragon Cultist as your dual Commanders. The key to Commander is being able to have a balance of mana ramp and removal mixed in.
Also, a lot of EDH is big on comboing out to win the game instantly. Here is a EDHREC LINK to combos that would synergize well in Red for your suggested Commanders.
Have (3) | PrismMTG , QuestionMarc , gildan_bladeborn |
Want (5) | Slasker , freshie9000 , Deshter , AdamsDecent , beesaurs |