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Legality
Format | Legality |
1v1 Commander | Legal |
Alchemy | 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 |
Oathbreaker | Legal |
Pioneer | Legal |
Planechase | Legal |
Quest Magic | Legal |
Standard Brawl | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Bonecrusher Giant
Creature — Giant
Whenever Bonecrusher Giant becomes the target of a spell, Bonecrusher Giant deals 2 damage to that spell's controller.
(You may cast Bonecrusher Giant from exile if you sent it on an adventure.)
Stomp
Instant — Adventure
Damage can't be prevented this turn. Stomp deals 2 damage to any target (creature, player, planeswalker or battle).
(You may cast Stomp for from anywhere that you have the permission to cast this, then exile it on an adventure instead of putting it into your graveyard. When you have not chosen to cast Stomp, this card is treated only as Bonecrusher Giant in whatever zone it is in.)
(When not exiled on an adventure, Adventure cards function identically to modal double faced cards when regarding to the interactions of cards that look at them or attempt to cast them.)
xipee808 on Rushed to die
2 weeks ago
DreadKhan thanks for the feedback i do think youre right i do have too many 3 drops although i think hymn is great (i have it in my discard deck) i will not be removing dashed hopes im trying to keep as many choice cards as possible its not too great in a BO3 but for a first game with someone at the local game store it makes for some fun interaction. I think instead of Bonecrusher Giant i think Slickshot Show-Off is the better card to replace something with im just not sure what to replace
DreadKhan on Rushed to die
2 weeks ago
I find Bonecrusher Giant (and Stomp) play pretty well in a Burn deck, the body is just big enough to be worth casting, and Stomp can remove problematic utility creatures like a Thalia, Guardian of Thraben that are ruining your day; two meh effects add up to one surprisingly playable card in my experience! Another random card that might synergize well with what you've got going on is Tourach, Dread Cantor, this guy loves discard effects, offering you a potentially useful body that scales over time, as is you don't have any payoffs for making opponents discard, just that they have no cards in hand (and if that's what you're looking for you should switch Dash Hopes for the old Hymn to Tourach for a more reliable effect, an early Hymn can single handedly win games, 2 random cards for 2 mana on turn 2 is sadistic.
This is incredibly ironic coming from me, but I feel like you probably have too many 3 mana spells in here, when I was testing I had to mulligan more for your deck specifically because I kept running into hands with too many 3 drops. For example, my 80 card Azorius Legacy deck has only 17 3 drops, and I feel like that might be too many, 19 in a 60 card deck that only has 18 lands is asking for trouble IMHO.
YMMV but I wonder if your plan would work better if you leaned harder into discard or harder into burn instead of mixing them? If you cut your weenies you could throw in Racks/Afflictions, if you trimmed some burn spells you could throw in some Lilianas, and suddenly your mana base only needs Black for a discard list. Similarly you could trim the discard stuff and make it an all Red Burn list, it's doable to win on/before turn 3 with Burn in Legacy, and that can be mono-Red, but you'd need cards like Fireblast to make that happen. You could take a look at Got a One Way Ticket to the Blues, my discard list, or Diesel Driven Burn, my Burn list, for potential ideas if you want to lean into a specific lane. Feel free to ignore my advice if you're happy with your list, you're playing your deck after all!
09102023 on Naya Adventures
10 months ago
Apollo_Paladin Thank you for your feedback, I haven't considered adding Mondrak, Glory Dominus before. Doubling the tokens that come in might help solve some of the problems I have been seeing.
The deck actually seems a little reliant on getting a Lucky Clover out and feels weaker than I had hoped without one on the field. People will often target them with removal too. the deck is playable without one, but it's not fun using Lovestruck Beast turn one to get a single 1/1 token for a forest, when the opponent played a 1/2 or a 1/1 that produces mana on their first turn.
Right now, getting one clover on the field means Bonecrusher Giant will probably take care of creatures and planeswalkers that Giant Killer is not able to hit. Another advantage of having a clover out is that Questing Druid is going to be giving 4 cards the same as Showdown of the Skalds. The way the deck plays right now, it seems like I don't run out of cards to use; I can pretty reliably get one of those two by turn 4.
Doubling the number of tokens produced is essentially the same as having one clover out for quite a few cards in the deck and the effect should stack with clover...it's definitely worth considering. Doing that might make it easier to win with a bad hand too.
I'm very tempted to drop the land count by 1 and was actually thinking of replacing Primal Amulet Flip. It seems like a good card, but I think I've cast it once in the last 30 or 40 games I've played. I've never been able to get enough charge counters to flip it either. Showdown seems to work best with low mana cost cards too...I've had a lot of turn 4's where it gets played because I'm low on cards and then I get something like Pia Nalaar, Consul of Revival, Virtue of Loyalty and 2 lands to use for turn 5. I guess I could always try Escape to the Wilds over showdown, I'm not sure what one is generally considered better.
That being said, there's definitely a balance point with the number of lands...I want to consistently hit land drops since adventure cards get played twice and I can try overwhelming/outlasting an opponent that way. But exiling 4 cards or even 6 cards and getting 2 or 3 lands is a thing that can happen right now and it could be nice to have more options when I exile a bunch of cards.
If you have any more suggestions, please let me know.
Icbrgr on Boros Burn
1 year ago
I completely agree about Pyrite Spellbomb in the SB for the pro red creatures that come out games 2 & 3.... I have been considering Bonecrusher Giant myself but figure id ask you how you think it feels? the 2MV Shock with benefit is it enough? and when tapping out for the 4/3 giant is ever swinging in for a win? +1 looks great love the list!
Pabs4444 on RDW: Enchantment Removal?
1 year ago
Icbrgr Bonecrusher Giant using the adventure half (stomp) stops damage from being prevented which gets around the Nine Lives part of the combo
DreadKhan on Mono Red- Take 1
1 year ago
If you're going for Sligh, have you thought about Bonecrusher Giant? This offers you Stomp for 1R, which cancels damage prevention and deals 2 damage, then when you've got nothing better to play it's a 4/3 for 3 with upside. I think it's a better Flametongue Kavu, though both might be worth looking at.
I'm not sure about Jackal Pup in this age and day, there are 2/1s that don't have a drawback you could be running in mono-red, Falkenrath Pit Fighter and Falkenrath Gorger both seem better, Pit Fighter can turn into new cards when it's too small to matter.
I think if you ever want to run Shock, you should probably run Seal of Fire first, Seal can come down turn 1 and is damage on board until you need it, which can let you snipe something like a Thalia, Guardian of Thraben or Eidolon of the Great Revel without hassles. I added x2 of it to my Burn deck to help my Dragon's Rage Channeler work better, but there are a lot of tough matches where I really love the card.
I can't decide if a Browbeat or two would work in here, there is also Risk Factor, 'damage or cards' is pretty scary if you've got 4 Mountains and might pull 2 Fireblasts.
plakjekaas on Do you think The One …
1 year ago
KAAAAAARN!!!
Also, there's ways around the protection. Anything that says "Damage can't be prevented" will make it so that you can attack through the protection turn, like sending Bonecrusher Giant on an adventure. You can hit a creature, or even yourself with it, and combat will work as usual, since the damage can no longer be prevented by the protection that turn.
Delphen7 on How does Ice Cauldron interact …
1 year ago
Correct.
Adventures are only instants/sorcerys on the stack if cast as such. Otherwise they are the main card.
- 715.4: "In every zone except the stack, and while on the stack not as an Adventure, an adventurer card has only its normal characteristics."
Archaeomancer, for example, can't return Bonecrusher Giant, because it's not an instant card.
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