
Combos Browse all Suggest
Legality
Format | Legality |
1v1 Commander | Legal |
Alchemy | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Brawl | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planechase | Legal |
Pre-release | Legal |
Quest Magic | Legal |
Standard | Legal |
Vanguard | Legal |
Vintage | Legal |
City on Fire
Enchantment
Convoke (You may tap your creatures as you cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's colour.)
If a source you control would deal damage to a permanent or player, it deals triple that damage instead.
griffstick on how does uncivil unrest work …
1 month ago
ThassaUpYo@ssa on
Anyway I Started Blasting
2 months ago
Bluelian! I've got some additional cards that I think we should consider and potentially work into your list to provide you with more wincons and card draw:
Solphim, Mayhem Dominus, Jin-Gitaxias Flip, Electrostatic Field, Docent of Perfection Flip, Counterspell, Mana Drain, Fierce Guardianship, Deflecting Swat, Blue Sun's Zenith, Electrodominance, Lightning Bolt, Increasing Vengeance, Rapid Hybridization, Force of Will, Valakut Awakening Flip, Sublime Epiphany, Jeska's Will, Finale of Revelation, Crackle with Power, Banefire, Finale of Promise, Red Sun's Zenith, Seething Song, Mindsplice Apparatus, Primal Amulet Flip, The Magic Mirror, Twinning Staff, Thousand-Year Storm, Double Vision, City on Fire, Ral, Storm Conduit, Riptide Laboratory, Temple of Epiphany, Cascade Bluffs, Stormcarved Coast, Scalding Tarn, Fiery Islet, Spirebluff Canal, Training Center, Reflecting Pool, and Plaza of Heroes
77hi77 on
Defile Me Daddy Rakdos
2 months ago
After about a week of playtests, here's what I found out:
First, there's never a good time to attack with Rakdos the Defiler. I knew going into it that it's a difficult commander to learn how to use, learning curve is steep, but like there actually has not a moment when attacking with him was a good idea. Except for one 1v1 game against a player that I'm still teaching, where I had the meanest board I could have (Tergrid, God of Fright Flip giving me everything that my opponent sacrificed), and I won through commander damage. This means I always have reason to be afraid of attacking, someone played Maze of Ith and that basically decided the game.
So, I started thinking, what if, instead of damage multipliers and Double Strike, I make my opponents suffer at the same time that I do? So I put in Strionic Resonator, Lithoform Engine, and Wyll's Reversal. I declare an attack, I copy the triggered ability that forces me to sacrifice half my permanents, now even a Maze of Ith isn't too big a deal since an opponent is sacrificing at the same time that I am (or, in the case of Wyll's Reversal, instead of me). Rakdos getting damage through is just a bonus at that point. That's a tough call to make because Double Strike and City on Fire were my main wincon, but also the deck wasn't winning any games.
I also have to figure out the mana curve. In a deck that knows it's going to end up sacrificing its own lands, I've got a worse curve than any other deck I've ever built, mainly because most of the "target opponent gets to do fun thing as well" spells are CMC 5 (and Demons are expensive).
I've also really been struggling for card draw. Hopefully that should be a bit easier now that I've started shaping up my land base. Originally I built it with just Swamps and Mountains to see how it runs, now I'm starting to put in the card draw lands.
Liquidbeaver on
Ib Halfheart, Goblin Sac-tician [PRIMER]
3 months ago
Fiery Emancipation out for City on Fire: Because duh.
Rundvelt Hordemaster out for Solphim, Mayhem Dominus: I discovered after playing with Rundvelt once that the card doesn't say "may", so it is very easy to deck yourself during a boardwipe.
End the Festivities out for Brazen Cannonade: End isn't bad, I just caught myself always just throwing it on there just because, it isn't often going to do anything pivotal and the current path of the deck favors the big, boisterous, risky plays.
For once I also have an idea where my next swaps will come from: Professional Face-Breaker/Rain of Riches/Rose Room Treasurer. Of these 3 I think Rose Room Treasurer has actually performed the best, Rain has been too costly, and Face-breaker doesn't trigger all that often as most of my combats are attempting an alpha strike on the board. I would love to trade these out for other treasure generators that fit the bill.
Guerte on
[[Primer v3.6]] - OM_RATH!!! (2021 Update!!!)
4 months ago
VexenX: I’m very happy to see an update from you. I no longer maintain my list here (I do on Moxfield), but I still check here from time to time and compare our lists, as they used to be pretty familiar.
Omrath is still my best deck and the one I maintain and am currently known for in my group, and the LGS two hours away from me. I’ve taken it there for two tournaments, the first I won and went undefeated (and took out all players myself in each pod) and the second I did win first round, but lost out in the remaining rounds to a Captain Sisay deck. I also took it to MagicCon Minneapolis and had a very good showing.
As far as your current decklist goes, here are some of my observations. First up will be the additions:
Conduit of Worlds: At its core, Conduit is just Crucible, which is a strong enough card in our deck. But it allows us to recast our super strong permanents, like Doubling Season and Terror of the Peaks. Hell, even lets you keep recasting Omnath for 7. The one spell a turn isn’t a big deal, especially if we can rebuild and get super good value out of whatever we cast. Redundancy isn’t a bad thing, but I feel like this is a replacement for Crucible, not an addition to.
Burgeoning: I also picked up the pretty copy and through it and Ghost Town back in the deck (not only for nostalgic purposes, but also for a House Rules EDH tournament). Unfortunately, I personally don’t think it’s good enough anymore. It was only really good enough with Ghost Town to take advantage of making tokens during everyone’s turn. But having to rely on lands in hand to take advantage of it makes this a dead card most of the time, at least in my trials.
City on Fire: While it is nice to have a damage tripler, especially one in which you can Convoke out, I’m not sure it’s really necessary. I dropped Emancipation from my list and haven’t missed it at all. It feels just win-more to me.
Gruul Turf: Absolutely yes! This is an awesome card to have, and haven’t regretted adding it in. However, I feel like you are missing out on taking full advantage of it my not having Kodama of the East Tree in your list. Having those two and a token generator like Omnath, Field of the Dead, and Scute Swarm (which is also not in your list and an absolute powerhouse in the deck) you can generate infinite tokens, which gets even better with Terror of the Peaks and Warstorm Surge.
Now, onto the subtractions:
Dire-Strain Rampage: I’m not entirely too sure on this cut. It’s ramp and removal in one spell, but it also has Flashback. Ramp twice, remove things twice, or mix it up. It’s a pretty versatile card.
Rishkar's Expertise: I don’t think I can agree with this cut at all. The deck needs card draw, and this is one of the most powerful for the deck. Most of the time it’s a draw 5 and a free spell. Hell I’ve gotten a free Terror off of it and that meant game.
Finally, onto the cards I think you should be playing:
Tribute to the World Tree: I know you said you were looking for a cut above, but I can’t stress enough how you definitely need to. It’s an awesome card draw enchantment, and also buffs your smaller creatures, even tokens generated from Field and Scute.
Scute Swarm: I like to consider this the secret commander of the deck. It gets out of hand so fast. I’ve gotten a turn 4 win off the back of this little critter.
Kodama of the East Tree: Value engine. Not only does it enable you to make infinite tokens with Turf, just the value you get for dumping extra lands or other free permanents is insane.
Jeweled Lotus: I know it’s an expensive card, and a one-time use, but getting Omnath out earlier is super strong.
Dockside Extortionist/Jeska's Will: Much like Lotus, these guys help get Omnath out super early, but Will also helps ramp into other spells and draws you cards if he’s already out.
Earthcraft: This is probably one of the most powerful cards the deck can have. With as many tokens as we can potentially make, this card can ramp us like no other. I was hesitant to run it at first, but when I finally did, I regretted not doing it sooner.
That’s my two cents. I know it’s a lot to read, but hopefully it’ll give you something to think about!
FungalDominance on
Kediss & Rograkh, The Bigger They Are.. | Voltron
4 months ago
Deck was amped up with some fast mana.
The following cards were cuts: 1x Caged Sun 1x City on Fire 1x Dowsing Dagger Flip 1x Furnace of Rath 1x Sticky Fingers 1x Thran Power Suit 1x Wayfarer's Bauble
The following cards were adds: 1x Jeweled Lotus 1x Mana Crypt 1x Mox Amber 1x Mox Diamond 1x Dockside Extortionist 1x Ragavan, Nimble Pilferer 1x Birgi, God of Storytelling Flip
_Kane_ on
Omnath, Locus of Rage
4 months ago
Wants:
Oracle of Mul Daya, Where Ancients Tread, Scapeshift, Awaken the Woods, Harrow, Conduit of Worlds, Cabaretti Courtyard, Riveteers Overlook, Ghost Town, Field of the Dead, City on Fire, Life from the Loam, Greensleeves, Maro-Sorcerer, Exploration, Nissa, Resurgent Animist, Titania, Nature's Force
Any reason to add a couple snow basics?
AWebb on Cards Like Grand Cenobite?
4 months ago
I would recommend Fiery Emancipation, City on Fire, or maybe Kalonian Hydra if you want to focus on +1/+1 counters.
Have (1) | frankie63138 |
Want (4) | mwsharrock , qao50 , AjaxSlumbering , beesaurs |