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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Crush
Instant
Destroy target noncreature artifact.
ndame24 on Counter Deck
2 years ago
420MensRightsActivist I agree that some removal would help the deck overall. Any suggestions on which cards I should add? Obviously something like Crush would help with Ensnaring Bridge
TheMazter13 on Torburn RDW
5 years ago
Play more cards that are pingers! Even really small creatures like 0/1s or 1/1s because when you have an army of pingers, no one can attack you because you just ping the creatures and kill them before they can deal damage. "End step, deal 15 damage to all your creatures" is feasible in Torbran. Cards like Brimstone Trebuchet , Vulshok Sorcerer , Lobber Crew , Cinder Pyromancer , or Vithian Stinger . Usually all of these cards are 3 mana with upside which is perfect because once Torbran is on the field on turn 4 or 5, none of them will have summoning sickness and you can bolt away
And play fewer cards that aren't pingers! like wtf do you need The Immortal Sun for? 6 Mana Artifacts in red should be winning the game, not dragging it out longer. In red, I think, cards that aren't killing things aren't worth it. Stranglehold ? Why? It's so corner-case. It's not that cards like that are bad, but why play that when you could play another pinger or bolt? What does Caged Sun even do in the deck? Double your mana and buff your few creatures? A top of the curve artifact that lets you cast things you could already cast, lovely. Red Elemental Blast AND Pyroblast ? What does a burn deck think it's doing carrying around counterspells. And not just counterspells, but corner-case counterspells, and 2 of them?? Corner-case cards are just terrible in high variance formats. Like compare Demystify to Forsake the Worldly or Return to Dust . These cards are more versatile. Cards like Fiery Confluence , which you have, are flexible cards that can do either multiple things or can hit a variety of targets
Chaos Warp is an interesting card and most people use it on their own permanents to chance a better one. In this deck, it probably hits a land card or a non-permanent card. However, against an opponent, it's a removal spell at best (Target a permanent, shuffle, they flip and it's a non-permanent), but at worst your opponent gets a better permanent. for in Torbran, you can be dealing upwards of 5 or 6 damage, which pretty much kills most creatures. Chaos Warp does hit permanents, which red usually does have a hard time dealing with, but there are very few silver bullets. Off the top of my head, Leyline of Sanctity . But a card that gets around that (and that I think you should be playing in place of a mountain) is Detection Tower . However, more reliable permanent destruction could be Unstable Obelisk
Lands and permanents are hella good in Burn. Like sure, you can dump your hand and deal 31 damage, but that doesn't win the game. You've got at least 40 life to kill. You can use your lands! Valakut, the Molten Pinnacle , Dwarven Mine , or Spinerock Knoll , all great lands that can be used to keep getting hits in. Vance's Blasting Cannons Flip is super easy to transform into Spitfire Bastion , especially with cantrips
Strictly Worse / Particularily Bad Cards-
Crush < Smelt (Should probably play Vandalblast if you're gonna play artifact removal)
Sentinel Tower -> Not red, no buff. 4 mana for something that probably does about 1 or 2 every turn
DespairFaction on Akiri-Bruse (RW) Aggro-Control
5 years ago
Hey so I am somewhat of a Boros expert myself with Aurelia being my main. Ive played your decklist 3 or 4 times and i have some questions. First one is, why run cataclysm and jokulhaups over something like Armageddon , Ravages of War , and Boom/bust? These help lockout the game when you're ahead, Cat and Jok only help when you're behind and are unplayable when you're ahead. I guess i just don't see the situation where you would want them. Next I really think you need to be running Smothering Tithe I was staring at Wheel and Idyllic tutor in my hand and I knew that would have been lethal on someone if it were in there. I also feel like without smothering tithe there weren't really good targets for idyllic tutor (outpost siege was already in play at that moment in time). Fiery confluence really has done much for me either, I replaced with Chaos warp. There were some other removal card choices that seemed odd as well, like Orim's chant. I am personally a wear/tear crush contraband, and return to dust fan if you're going to be spending that much mana. However certain metas do require things like Crush and Smelt . Also the land count seems light for the hedge mage. Ive had some inconsistent starts because of that. So yeah for me personally, I've noticed some issue in actually closing the game out and being able to stop opponents. Have you run into similar issues? What type of decks do you run against typically, since I know that can make a big different. I would guess at least some blue combo stuff with the REB and PBlast and the matrix. Rule of Law seems like it could be a strong addition especially if you are facing combo. I feel like some evasion equipments could also be really good something like a Tenza, Godo's Maul , Trailblazer's Boots or even Cobbled Wings . Anyway I wanted to get some insight on some of these thing. I am slowly working on my own list as my old one is quite outdated. But the idea is to lock up the game with land destruction, winter orb, or possibility storm.
Stardragon on Looking for Win cons and …
5 years ago
All the cards pskinn01 says are great here are some more
Mission Briefing - basically give you a Scry 2 (in a different form) and flashback for any instant or sorcery
Turn to Frog - Great way to get rid of those annoying 10 power or 12 toughness creatures or those that are indestructible. Plus just being able to things into frogs are fun
Deep Freeze - Similar to Turn to Frog but it becomes a 0/4 wall instread of a 0/1 frog however it until the aura leaves the creature instead of until the end of the turn
The Mirari Conjecture Ik its not an instant or sorcery but it really good two flashback and a copyinstant or sorcery spell as actually won me games
Summary Dismissal - Board wipe for Blue
Mystic Confluence - Great Utility
Sinister Sabotage - Counterspell with Scry 1 (in a different form) sure why not?
Cryptic Command - Again Nice Utility
Frantic Search - A free draw power card
Disallow - An extremely powerful counter spell
Kira, Great Glass-Spinner - Not a instant, sorcery or wizard but free counter once each turn per creature yes please.
Aether Gale - a different version of Cyclonic Rift many forgot about this card
Rewind - A free counter spell
Counterspell -Every blue deck has it
Mana Drain -If you have it or can afford/willing to buy cough up the money for it.
Pull from Tomorrow -My favorite draw spell
As Foretold - A slower Omniscience actually wont draw you as much aggro as fast
Omniscience - Play whatever you want for free with no drawbacks other than the big target your painting on your back
Starstorm , Star of Extinction , Anger of the Gods or Hour of Devastation - All great Red board wipes
Burn from Within - Deals with pesky indestructible
Keranos, God of Storms - Again not a Instant, Sorcery or wizard but a potentially free Lightning Bolt each turn why not?
Thousand-Year Storm - same as the last effect of The Mirari Conjecture only it stays around
Blastfire Bolt - 5 damage and equipment destruction
Chemister's Trick - Could save your life if backed into a corner or could back your opponent in one.
Countervailing Winds - If you have a lot of cheap cards that makes this card super nice but i would save this card for the opponents big play as the opponent either loses the card or has to waste the rest of their to save it leaving you able to counter attack next if you survive.
Fissure and Crush -Red kills spells
Firemind's Foresight - Search spell for instants or sorcery spells
Hornswoggle and Spell Swindle - Counterspells that give you one time mana dorks yes
Apex of Power a Free cast cards from exile card
Banefire damage that can't be prevented sure
Bonfire of the Damned , Burn at the Stake and Devil's Play -Personal favorites of mine
By Force - a great artifact kill spell
Crack the Earth - well you get hit as well is a quick way to get rid of a pesky card
Rekindled Flame - A burn spell that can potentially come back over ad over again
Reforge the Soul - Need a new hand?
And many more but i don't want this to get to bloated (maybe to late for that.) so i'll end it here. hope these help
Icbrgr on Modern shouldnt have a ban …
5 years ago
doesnt caw-blade just die to artifact hate? Crush and all that jazz?... not to mention just Negate / Pithing Needle or Path to Exile / Ensnaring Bridge ?
i dont really have any idea on what the competitive/pro tour scene would look like as far as what people would play with no modern ban... the current meta would drastically change rapidly initially at least... and rogue decklist like Skred-Red have their days winning GPs when it come to hating the meta.... kinda like the phrase "there is always a bigger fish".... my theory is there is always a better deck and no one deck will be perpetually unbeatable and at the worst end up like rock-paper scissors.... deck "A" beats deck "B" but loses to deck "C" or similar.
Icbrgr on Modern shouldnt have a ban …
5 years ago
looks like I was mistaken about Simian Spirit Guide PlatinumOne... i did a google search and came up empty at least as far as this ban list timeline is concerned. Nevertheless its still a good tool to be used both in and against decks out there.
Will361405 are artifact lands like Ancient Den not able to by blown up with artifact removal like Crush / Nature's Claim ?
SamsWrath on
5 years ago
Crabsandharpies, I include Shattering Spree for a few reasons.
- Shattering Spree is the best way to get rid of stax such as Trinisphere or Damping Sphere because it can be Replicated twice to meet the 3cmc requirement of Trinisphere (allowing for the destrucxtion of 3 Artifacts) or Replicated to avoid additional spells cast in the turn thus sidestepping the effects of Damping Sphere
- Replicate gets around counter magic unless the person with the counter chooses to counter each of the Replicated copies as well.
- Shattering Spree can be tutored with Personal Tutor thereby increasing the number of useful targets for Personal Tutor .
- Shattering Spree can destroy ANY Artifact unlike Crush which, is limited to non-creature Artifacts.
- Shattering Spree is more useful than Mogg Salvage (specifically in pods without a player in blue).
GoblinsBeatElves on Wake N Drake
5 years ago
Why is Goblin Electromancer in here, with the deck the way it is? All your instants and sorceries either cost 1 mana, or have double colored mana (Izzet Charm). Either way, the cost can’t get reduced, so Electromancer is effectively a vanilla 2/2 for 2, which isn’t very good. I would try 2 more Crackling Drake and 2 of whatever spells you want in place of them. Also, Smelt is better than Crush in the Sideboard, since it can heat any artifacts. Hope that helps!