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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Oathbreaker | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Chrome Mox
Artifact
Imprint — When Chrome Mox enters the battlefield, you may exile a nonartifact, nonland card from your hand.
: Add one mana of any of the exiled card's colours. (This is a linked ability, linked to the ability in the first paragraph on this card. You may only add mana of the exiled card's colours if that card was exiled via the ability in the first paragraph.)
fluffyeel on
Help make deck good
2 months ago
Unfortunately, to up the power level, some of the things I will recommend might be pricey (cost-wise), but I'm already seeing some places to improve.
- Entomb and Buried Alive are good options to get your things into your graveyard that you can later reanimate with Scarab God. Alternately, Filth and Wonder are good things to put into the grave that give you added bonuses. (If you go the Filth route, Urborg, Tomb of Yawgmoth is super-valuable.)
- For mana rocks, Thran Dynamo, Gilded Lotus, and Chromatic Lantern are all very handy and budget-friendly. If you have them, of course there's also Mana Vault, Mana Crypt, and Chrome Mox, but don't just get them for this deck. (I happen to have opened them, so they move around between decks a lot.)
- The ultimate zombie enabler, to me, is Field of the Dead. You would need to likely swap some basics for snow-covered basics to make it work more, but the condition (7 lands with different names) is incredibly easy to meet. You can also go the route of some fetching (Terramorphic Expanse and Evolving Wilds, Fabled Passage, Polluted Delta, Prismatic Vista...). Watery Grave is also highly advised, along with Contaminated Aquifer, Ice Tunnel, Underground River, and Drowned Catacomb. Port of Karfell might also be worth considering.
- The best mill payoff from your opponents is Rise of the Dark Realms. Alternately, Reanimate, Animate Dead, and Extract from Darkness are great for bonus reanimation. Junji, the Midnight Sky is another possible option. Desertion
and Aethersnatch are also good to take your opponents' things before they knew what hit them.
- More tutoring. Expedition Map will help for lands; Vampiric Tutor, Demonic Tutor, and Diabolic Intent are good in general; Lim-Dul's Vault is, I find, underappreciated and very handy. Fact or Fiction is also handy to get through your deck and get fun things into the graveyard (or make your opponents wonder what's happening).
- The Meathook Massacre, Damnation, and Cyclonic Rift are extremely handy for removal. The first is also a bonus payoff if your zombies die in the process! Yawgmoth, Thran Physician is also super-useful when it comes to removal, turning your zombies into both extra cards and weakening your opponents' creatures.
- High-cost things: Force of Will, Force of Negation, Mana Drain, and Commandeer are useful for control and making sure things don't stick and Memory Jar for filling up graveyards.
DawnsRayofLight on
Lich King Nekusar
2 months ago
Elder Brain: slow, but could be funny
Sword of War and Peace: could help punish the card draw
you may want to up the number of counterspells to deal with the fact you're helping your opponents dig, combo decks will ruin your day.
Drops
No Mercy or Dissipation Field: probably the board wipes will be enough with only one of these.
I might trade out some of the 3 drop rocks for signets or talismans
It may not be a bad idea to have some other cheap combo line to pull off when playing against combo decks as well since you're digging so much with the draw (Consecrated Sphinx could help here too)
the big worry is needing to speed the deck up which involves somewhat expensive mana rocks:
SacredAtsira on
A Solid 4/10
6 months ago
SufferFromEDHD I love some of these suggestions, and some will definitely be added to the deck, just a matter of finding cuts, anything you can see that could be trimmed?
Sadly I have been unable to source Arc Blade but I love the idea of it.
Winds of Abandon I'll have to look into getting but it could be VERY effective
Chrome Mox is a big pricy for my tastes, but if it ever got reprinted and I pulled it? This is certainly the deck it'd go into.
Semblance Anvil Solid call, will have to steal from another deck but this seems legit
Jester's Cap is intriguing, but I don't know what I'd use it on to be honest, but I'm not opposed to its inclusion
The Swords will definitely make their way here, Hearth and Home is in my Equipment deck but it could come here for sure, I am yet to pull a Forge and Frontier but this is Deck #1 that is getting it.
The Soul-Guide Lantern I'm not so sure on, It's inclusion is for the mana rock capabilities AND the fact that it can mass exile should it be necessary.
All of that said, if you can find cuts, it would certainly find a home here.
Thanks for your input!
SufferFromEDHD on
A Solid 4/10
6 months ago
Bell Borca was such a weird card. Always wanted to build a deck but never got around to it. I like what you have going on here! Your deck has a clear theme and flows. I'm gonna spitball some ideas at you based off the direction of your list.
Arc Blade the Futuresight red counterpart to Chronomantic Escape
Winds of Abandon huge Path to Exile
Chrome Mox on theme mana rock.
Semblance Anvil another on theme mana rock.
Jester's Cap blue/black deck manipulation for Boros.
Sword of Forge and Frontier and/or Sword of Hearth and Home might be worthy upgrades to some of your current equipment.
Soul-Guide Lantern cheaper more effective version of Stonespeaker Crystal
NV_1980 on
Who Else But Krenko!
7 months ago
First, some general comments.
In its current form, your deck has only a few ramp cards. This is a bit of an issue if you want to have enough resources available (from early-game onwards) for casting spells. Red has few options for ramp, of which you've already included some. Other interesting cards could be stuff like Battle Hymn, Seething Song and especially Skirk Prospector. More expensive ramp options include cards like Dockside Extortionist, Jeska's Will and Mana Echoes.
Aside from red ramping options, there are also many artifacts resources for this. Good options include Arcane Signet, Fire Diamond, Gauntlet of Power, Mind Stone, Nyx Lotus and Sol Ring. There are also more expensive options if you really want to go to town: Chrome Mox, Jeweled Lotus and Mox Opal.
Currently your deck hardly contains card-advantage options (draw, tutoring, filtering, etc.). Of course, red has some options for this. Cathartic Reunion, Faithless Looting, Gamble, Thrill of Possibility, Tormenting Voice and Valakut Awakening Flip. Artifacts can help you on this front as well. Endless Atlas and Mind's Eye come to mind, as well as the more expensive stuff like Scroll Rack and Sensei's Divining Top.
Now, with regard to Krenko himself.
He's an exceptionally powerful commander that your opponents are going to try and get rid off for sure. He needs some protection. Lightning Greaves/Swiftfoot Boots are therefore highly recommended. Stuff that gives him protection/indestructible also works. Next, I would expect that if you could, you would use his ability more than once per turn, should you be able to. There are many artifacts out there that allow you to untap Krenko, so that you can use him again during the same turn. Options include but are not limited to Puppet Strings, Staff of Domination, Sword of the Paruns, Thornbite Staff, Thousand-Year Elixir, Umbral Mantle.
Hope this helped.
Masterful on
Necronomicon | Teysa Karlov | Primer
7 months ago
Pharac Thanks for the heads up, looks like I forgot to put Chrome Mox in the main list. Should be fixed now.
Housegheist They do indeed!
PickleNutz on Syr Gwyn, Hero of Ashvale …
8 months ago
Hello,
I am currently interested in making a mostly competitive Syr Gwyn, Hero of Ashvale commander deck. I’m aware of staples such as Path to Exile and Sol Ring, so I’m not asking for card suggestions that are on the nose. I’m mostly looking for highly competitive card draw engines and equipment pieces.
I want to make this approximately a 7-8 turn board wide win and highly functioning deck. Combo pieces in mardu that work well with Syr Gwyn, lands that can impact play, and on theme creature suggestions are what I am after. My first idea was to create a cheerios style voltron deck to draw out huge numbers of cards and stack up Syr Gwyn for a board wide win.
These are already on the brew list.
Ideas are to keep costs low, and find some multi-target options like Myriad or copies that can send my commander damage into multiple directions.
These are options I’ve considered for final touches as a direct damage option with the commander.
TheOfficialCreator on
Esika Ad Nauseam Gate Win
9 months ago
Chrome Mox, Mox Opal, Serra's Sanctum, Coalition Relic, Slaughter Pact seem like decent options.
Have (4) | Azdranax , gildan_bladeborn , QuestionMarc , JordanSanFran |
Want (11) | jense , theyounghansolo , Amaterasu312 , dramaege , Lostpike , AjaxSlumbering , LordOfDankness , gaunt45 , reikitavi , zachi , Jerv |