Bloodlust Inciter

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Legality

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

Bloodlust Inciter

Creature — Human Warrior

Tap: Target creature gains haste until end of turn.

makarzorklin on Commander - Kaalia of the Vast - AD&D Stompy

1 year ago

jamiekingslayer,

Tempo is important with Kaalia since building an early game lead is her strength. So being able to swing hasty by turn 3-4 while interaction is down is fairly important.

I'd suggest 3-4 early game haste enablers with the best being:

  1. Lightning Greaves reusable haste with protection. Auto-Include for me.
  2. Generator Servant is an auto include for me since its both ramp and a haste enabling a turn 3 Kaalia with haste all on one card. Plus it can pay the commander tax later or for a hasty threat.
  3. Bloodlust Inciter was just the cheapest reusable haste enabler I found, plus it can be used politically since you can make a deal to give an opponent's creature haste.
  4. Torch Courier is a good one time use effect since it can be used the turn it comes into play. This also makes it a little better late if you have a threat in hand and an extra mana.

Greaves is good throughout early and late game. The rest fall off in the late game as you would rather draw into gas, but landing an early threat is important enough I wouldn't go below 3 total.

Also I don't like board wide haste effects like Fervor as it offers too much advantage to the opponent.

Worrad75 on Attack-harmonicon

1 year ago

we back baby, lots of changes:

**Sardian Avenger IN

Ashnod's Altar OUT**

I've had really good experiences so far with Devilish Valet, and so I'm adding another cheap, scaling threat that can really rack up the damage at any stage of the game. It synergizes fantastically with pieces like Shadowspear and Duelist's Heritage, introduces a bit of treasure hate, and even shuts off some combos. I love that it scales with the power level of the table, and I expect it to overperform for 2 mana. On the other hand, Ashnod's has underperformed. Without consistent token producers (of which there are only a handful of in the deck), this often feels like 3 mana do-nothing, and it being one of only a select handful of non-mana artifacts in the deck means its even more likely to eat non-creature removal.

**Goblin Motivator and Bloodlust Inciter IN

Ogre Battledriver and Dowsing Dagger  Flip OUT**

I found myself craving more haste enablers in the deck and Ogre Battledriver seems to be too big of a lightning rod, which is fair because it can end games with the right setup. I've opted for cheaper, lower to the ground options that are less likely to eat targeted removal. They won't pump a team of incoming tokens off of Mardu Ascendancy or Hero of Bladehold, but they will come down faster and have impact over many more turns than the ogre would normally be allowed to live. I did enjoy playing with Dowsing Dagger  Flip but it feels counter-intuitive to lean into haste and also give out blockers.

**Battle Angels of Tyr IN

Rabble Rousing OUT**

Myriad is fun, cool, and good. Turns out, its even better when you make twice as many tokens. For 4 mana, you get 26 flying power per turn with Isshin out, and potentially 2 card draws and 2 treasures to top it off (you likely wont get the lifegain trigger). The nail in the coffin for Rabble Rousing is that the tokens don't come in tapped and attacking. That downside combined with the whiff potential means that the card feels clunky at times. It was also overkill for the synergies that it was hoping to lean into for card draw (Welcoming Vampire and Tocasia's Welcome), so overall it only felt like we were unlocking the true potential of this card in magical-christmas-land with Skullclamp and Ashnod's Altar.

**Laelia, the Blade Reforged IN

Welcoming Vampire OUT**

Given that we're downsizing on the overall number of token-focused cards (and adding [battle angels of tyr]), [welcoming vampire] seems like a natural candidate to take out for [Laelia]. A guarenteed 2 cards a turn is better than (maybe) 1 card a turn, even if it means making your creature a lightning rod.

**Skyhunter Strike Force IN

Nadaar, Selfless Paladin OUT**

If I was willing to pay 5 mana to give the whole team melee with Adriana, Captain of the Guard, then I will absolutely double up on the effect on a 2/2 flying body for 3 mana. PSA: instances of melee stack, so Isshin + both of these = +12/+12 to each creature that attacks. Nadaar is a solid value piece, but getting to attack with him twice without him getting killed feels more like a gamble than a guarantee, so he's getting pulled out for the moment. Note that this makes Triumphant Adventurer the sole venture card left in the deck, so if I need space for another 2 drop that might be where I go.

RinceRaven on krenko

2 years ago

Alright alright so I got asked to give a bunch of suggestions so here we go. Hoo boy. Gonna try to keep most suggestions low on budget but will include the best slightly expensive cards. Should also mention I got a lot of things I know from this primer, cheers. https://deckstats.net/decks/82803/752805-competitive-krenko/en

First the draw pieces you missed: Rundvelt Hordemaster, Dark-Dweller Oracle, Skullclamp, Subira, Tulzidi Caravanner, Reforge the Soul, Conspicuous Snoop, You Find Some Prisoners. The only actual good ones you got in this draft are Idol of Oblivion and Wheel of Misfortune imo, though most are servicable.

Tutors: these beauties can find your best wincons or draw pieces or whatever else you might need most of the time. Goblin Engineer, Goblin Matron, Goblin Recruiter. And are surprisingly affordable.

Next up ramp: Mana doublers are too slow for a deck as fast as Krenko, and you don't have the card draw to support such cards in mono-red. Not really. Also with the 4 mana commander having 2 mana ramp becomes much, much more valued. Cheering Fanatic, Liquimetal Torque, Generator Servant, Wily Goblin, Infernal Plunge, Fire Diamond (Yes I know, I think it's fine here).

Haste: Giving Krenko (and his tokens) haste literally puts you a turn ahead over not having it. Crashing Drawbridge, Ashling's Prerogative (Even gives tokens haste too), Generator Servant (multipurpose? Whoa), Goblin Chieftain, Goblin Motivator, Lightning Greaves, Mass Hysteria, Thousand-Year Elixir (tad pricey but repeatable Krenko seems good) Bloodlust Inciter.

Wincons: gotta end the game somehow. Combo's are good: Breath of Fury, Staff of Domination, Thornbite Staff, Umbral Mantle are the best combo lines for Krenko afaik. If not/next to combo, we have good old damage: Coat of Arms, Eldrazi Monument, Impact Tremors, Obelisk of Urd, Skirk Fire Marshal, Purphoros, God of the Forge, Shared Animosity, Devilish Valet, Quest for the Goblin Lord, Throne of the God-Pharaoh.

If we let our opponents do whatever they want we'll have trouble winning, even with our speed. Luckily red has quite some options. Don't forget Liquimetal Torque can turn things into artifacts so we can shoot them easier. Abrade, Chaos Warp, Gempalm Incinerator (great removal spell, terrible creature), Goblin Assassin (wipes the floor with creature decks), Goblin Bombardment, Goblin Cratermaker, Goblin Sharpshooter, Goblin Trashmaster, Goblin Welder (hits opponents too), Mogg Salvage, Pashalik Mons, Skirk Fire Marshal (your board survives this with Coat of Arms or Eldrazi Monument), Furystoke Giant, Shattering Spree, better than Vandalblast, Wild Magic Surge.

Best Utility Lands: Great Furnace, Buried Ruin, Path of Ancestry, Castle Embereth.

I'm tired and my brain is dying so here's a dump of things I forgot or for didn't have a place to mentioned yet :)

Heirloom Blade, Chandra, Torch of Defiance, Blood Moon, Brash Taunter, Impulsive Pilferer, Jeska's Will, Goblin Chirurgeon, Goblin Sledder, Mogg Raider, Pyroblast, Red Elemental Blast, Tibalt's Trickery, Mogg War Marshal, Legion Loyalist, Legion Warboss, Brash Taunter, Fable of the Mirror-Breaker  Flip, Hobgoblin Bandit Lord, Muxus, Goblin Grandee (idk at what math this is good I'm sure someone did it already somewhere on the internet), Siege-Gang Commander, Zo-Zu the Punisher, Goblin Ringleader, Goblin Piledriver, Arms Dealer, Grotag Night-Runner, Goblin King (get 5th or 6th edition art btw).

Good luck on figuring things out. I'm off to bed

legendofa on Dismiss into Dream

3 years ago

Since it's an enchantment, I imagine it being used mostly as long term removal, in that every targeted effect you draw becomes a potential kill spell.

Check out Blinding Flare , Pyrokinesis , Sway of Illusion , Bloodlust Inciter or Goblin Motivator , and Tidal Visionary for some cheap starters.

Strangelove on WARriors

4 years ago

Hi Shayda!!!

Dude those dragons are doing so well (when no one wipes them)!

Did you want a similar deck? 'Cuz that's what you've got here... but I think you should lean into go-wide-aggro > midrange and play more 1-2 cmc creatures and move all your ramp to 2 (Rampant Growth, signets, etc).

I'd also recommend Golgari Charm, Boros Charm, and Heroic Intervention.

Tribal decks have so much flavor! Hope this helps, maybe we'll see it next weekend? :o

KIRK77 on Ilharg-My Ridiculous First EDH Deck

4 years ago

Hey Igoldberg,

Just some creature suggestions that would be fun with Ilharg, the Raze-Boar, I'll keep it to 5 so that it's not too overwhelming but I used this page on scryfall and would recommend looking at it to find other goodies

Breaker of Armies: kills creautes you want dead and makes sure illharg doesn't get blocked and killed

Spawn of Thraxes: easy to keep re-using the enter the battlefield trigger

Dragon Mage: keeps your hand full of goodies to put out

Meteor Golem: on of the few ways a mono-red deck can deal with enchantments and stuff like that, but useful for destroying things in general

Rapacious One: good for getting mana to cast your stuff

You also may want to consider swapping out some small creatures with mana rocks to get your commander out faster and be able to cast big creatures easier

I'm a big fan of haste effects that don't cost mana to use. It makes everything faster because you can cast it out asap and don't need mana to give it haste. Generator Servant and Bloodlust Inciter would be pretty good

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