Colossal Majesty

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

Colossal Majesty


At the beginning of your upkeep, if you control a creature with power 4 or greater, draw a card.

thefiresoflurve on Cheapo Super Skullbriar

4 days ago

Looks overall okay. There are also a couple good Trample sources I see missing: Rancor - great because it comes back to your hand Cartouche of Strength - doubles as sorcery speed creature removal

Forced Adaptation feels too slow for me in a deck like this. Compare to Hydra's Growth - you're not going to be casting either til turn 3 at least anyway (as you have no targetable 1-drops). On turn 3 with Hydra, you'll swing +1 counters, then turn 4 you'll swing with +2, then +4.... I know the point of Forced Adaptation is that no one can ever take those counters away from Skullbriar, I just would prefer running some form of graveyard recursion akin to Phyrexian Delver, rather than simply turning your commander into an even bigger removal magnet.

The deck also looks a bit lacking in mana ramp, which you'll very much need since you're going to be racking up commander tax. A few good budget options - Arcane Signet Rampant Growth Coldsteel Heart is an upgrade over Moss Diamond Golgari Signet Talisman of Resilience Gyre Sage

As far as draw goes... I love the Colossal Majesty type effects. Garruk's Uprising, however, seems like a weak choice to me. There are only 5 creatures (6 if you buff your commander a little) that will trigger its third ability, and likewise its first ability has a decent chance of being unusable when you draw the card. Its trample ability is great, but I think there are probably better ways of accomplishing that in the deck already. I would honestly cut this for something like Deeproot Champion, which would be awesome with how many non-creature spells you have.

mrweaselman on Stompy Boys

2 months ago

Budget based, 1x more Ghalta, Primal Hunger is pretty good.

Enrage works pretty well with dinosaurs. Marauding Raptor triggers Ranging Raptors, Silverclad Ferocidons and Raptor Hatchling. Running 2 of the larger ones and 4 of the smaller ones are pretty good, and they cost one less. Ripjaw Raptor is also decent, but more expensive.

Charging Monstrosaur, Relentless Raptor are only here bc they're dinosaurs. They don't really synergize that well with the rest of your deck. Sky Terror seems more of a sideboard card or replace in sb with flying defense. Either run Colossal Majesty or Sarkhan's Unsealing for 2-3, both seem kind of overkill and a bad late game draw. Huatli, Warrior Poet seems ok, but another dinosaur would probably be better. Or 2-3 Domri, Anarch of Bolas if you want a planeswalker. Signal the Clans can be taken out for more Cultivate and Commune with Dinosaurs.

The rest, just take what you find to be the best cards, generally 2-4 drops, and run 3-4, cut down the one ofs. More Lava Coils and general removal, Ram Through a personal favorite.

Let me know if you want me to comment on mana base after you make changes.

seshiro_of_the_orochi on Grunn For Your Lives! (Grunn)

3 months ago

Nice deck!

Colossal Majesty and Hunter's Insight would be good card draw options.

Guerric on [Primer] Unleash the Dragon! *Updated*

3 months ago


Sorry about the delayed response, I was a bit tired last night and waited until morning. Fabricate probably could be cut. The targets are Whispersilk Cloak and Lightning Greaves which are sort of the easy button for protecting Scion, but we don't need them if we play conservatively.

I actually used to play Elemental Bond and Guardian Project in earlier versions of the deck, and while they are incredibly good in other decks, I found them to be at best win-more cards in this one. The thing is, creatures don't enter the battlefield as often as we might think. We can do a lot of damage with a small number of dragons, and some turns we won't have any new ones ETB. Where these cards payoff the most is when we play a mass recursion spell, but at that point we are winning the game anyway, so it isn't all that great. What does work incredibly well is Tome of Legends, which can pretty much get us an extra card for every turn we have it out, and Colossal Majesty is basically a second copy of Phyrexian Arena without the life loss, which is usually good enough. In a way, we are drawing cards by tutoring stuff into the graveyard, so we need our regular draw mostly to get our recursion pieces in hand.

Necromancy is good, and is definitely better than Unburial Rites which, while recurrable, is on the pricey side in terms of mana. I've mostly held out because it isn't super cheap, but I have some store credit at Card Kingdom and might pick that this week! I like Diabolic Servitude because it is recurrable- if the dragon dies it goes back to hand and we can use it again, and it's always a discount on hard-casting a card. You are right about the potential downside of the card being exiled, which is why I'd never use it on my most critical dragons like Karrthus, Tyrant of Jund. I should definitely add that to the primer though! As for Yawgmoth's Will, that is great, but I own all my decks in paper and the real world price tag is a bit prohibitive. It has its price tag for a reason though!

I hadn't thought of Rishkar's Expertise! I think this is a risky deck, and one which plays with big mana, so it probably is worth it! I'm definitely ok with burst card draw as long as it get's at least three cards for a good return on mana and I don't play too much of it. This card could easily refill my hand later in the game when I need it, and get me a free permanent on top of that. Great suggestion!

Wuzibo on Weakest Mono Color

3 months ago


as Grubbernaut kind of said, red's weakness is kind of it's strength. It can win fast and hard, but if it can't, it will struggle more than the other colors to deal with stuff that messes with its strategy. Green can deal with an elesh norn being out, but a good number of red creatures will just die as soon as they hit the field. It can also remove problems, and its ramp is permanent, and it has actual card draw that gives real card advantage like Toski, Bearer of Secrets and Colossal Majesty so if they can do something to survive a red assault early, they will just outscale. Between black or blue, idk which is strongest exactly. I want to go with blue because it has ways to deal with anything your opponents do - even if you think your combo pieces are well defended - and makes it hard to deal with anything they do.

However, i can see how red having that as a clearly defined strength puts it ahead of white, which doesn't really have clearly defined strengths apart from removal, and there's a decent argument that blue removal and ability to deal with things before removal becomes relevant(counters) is is superior to that anyway.

Also, this was specifically about mono-colors. In a combination, white is usually decent, since it can kind of cover the weakness or offset the cost of other colors - protect little green mana dorks or red creatures, gain the life you spent for black spells back, letting you do more pay life stuff, and negate the "lose the game" effect that red "extra turn" cards have. I find it harder to talk about the relative strengths there, though, since the number of cards to consider becomes so huge.

Hi_diddly_ho_neighbor on Her Royal Fluffness

4 months ago

Hmmm, how often do your opponents actually take the offer on Tempt with Discovery? If it's not very often then you could swap that our for Harvest Season. Four mana for one land isn't all the great. Plus if your playgroup is like mine, half of the time the other players just go straight for Ghost Quarter type lands.

As far as what to cut for Rishkar's Expertise, I am not a huge fan of Colossal Majesty, but I understand that you have it in the deck as repeatable card draw. You could consider cutting Thunderfoot Baloth. My reasoning is that it doesn't do anything unless Goreclaw is on the battlefield, and Goreclaw already gives you creatures a universal pump + trample. All of your other finishers are more explosive and still do do things even if Goreclaw is removed from the battlefield. Plus most of your creatures are already huge, so 2 additional P/T isn't as strong as it would be in a token style deck.

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