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Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Oathbreaker | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| Quest Magic | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Deadly Rollick
Instant
If you control a commander, you may cast this spell without paying its mana cost.
Exile target creature.
vishnarg on Game winners for Glarb, Calamity's …
1 week ago
So I'm making a sultai control deck with a bit of a landfall and graveyard subtheme using Glarb. I want to run all the targeted removal spells that cost 4 cmc or more but can be discounted (Murderous Cut, Baleful Mastery, Deadly Rollick, Force of Vigor, Force of Will), all strong cards with Glarb as they can be played off the top of the deck. This causes the deck to perform as a kind of midrange deck using the top of the library as an extension of the hand, using fetchlands to shuffle when the top card is no good, using the surveil and other sultai cards to use the graveyard a bit. The problem is, I am having a hard time deciding what combos or other game winning cards I should run to close out games. I want to run a lot of extra turn cards like Time Warp which can also be cast off the top, but how can I leverage these cards and this shell of a deck to find some ways to win the game more efficiently and quickly? I appreciate the help!
ThassaUpYo@ssa on
Be'Elz A'Boot
1 month ago
I'm glad to hear you enjoy playing Be'Lakor, the Dark Master and that my list here has been helpful!
If I had to pick, I think you could cut Blasphemous Edict, Deadly Rollick, and/or Incarnation Technique to make room for additional life-gaining options. Thoughts?
theNeroTurtle on Better Mono Back Removal Cards???
1 month ago
I am working on a competitive mono black deck with 4 removal spells.
I am seeking suggestions for better card choices. I do have a creature type when it comes to Kindred Dominance. I am playing Rat Colony.
Here his the deck if you want to possibly make other suggestions as well.
plakjekaas on Why Are the Other Free …
4 months ago
DreadKhan you're not wrong, but your insight in why which cards are useful in which brackets had flipped some cause and effect. Fierce Guardianship is needed in bracket 4-5 because the wincons in those brackets are noncreature spells that need to be broken on the stack to be stopped. To the point that playing free counterspells now is signpost tryhard behaviour showing the game you're playing is too efficient for lower brackets.
Not being fun in lower brackets is a reason to put card on/off the gamechangers list, but it's not the only reason. Playing gamechangers is a sign you want to play a different kind of game than precons are built for. A game full of interaction and strong/ efficient ways to win, that can't be deterred by a few good blockers. The fact that you need the (tryhard, freespelling) gamechangers for both offensive and defensive uses, makes it bracket 4, it's not bracket 4 because you can play the cards.
And obligatory repeat:
The bracket system is not a legality checklist. It's a tool to start a conversation about what you want and expect out of a game of commander. There's no legality tied to it, the gamechangers are there to tell the oblivious players that; if these are the cards you like to play, there's a big percentage of players that will not have fun playing against your deck. So that the matchmaking of decks beforehand will lead to the opposite of disappointment for the most players involved. You can build decks without any gamechangers in it, still with the means to combo on turn 3. The deck isn't bracket 2 by lack of gamechangers, the intent matters as much as the cards do.
And the intent of someone playing Force of Will and Fierce Guardianship in their deck is barely ever different from "I need to win at any cost, and stop everyone else from doing so". Which makes it at least bracket 4. That's why they're on that list. Like Food Chain. You don't play that card without a way to make infinite mana with it. Those plans are not casual commander plans. Deadly Rollick does not in any way convey that same sentiment, and is therefore way more widely accepted, and not a gamechanger, even though it's free. That's the conversation the Gamechanger list is trying to start.
PhotogenicParasympathetic on Why Are the Other Free …
4 months ago
Except that part of the point of the Gamechangers is to help point to decks that are going to skew gameplay towards themselves vs decks that don't play those cards. Saying "Bracket 4 and 5 don't care about GCs" is missing the point. If I'm playing a low level deck, I'm going to be outclassed by a deck running cards like Fierce Guardianship. I'm NOT going to be outclassed by Deadly Rollick.
DemonDragonJ on Why Are the Other Free …
4 months ago
Deflecting Swat and Fierce Guardianship are both on the list of game changers for the EDH format, a decision with which I fully agree, but the other three cards in that cycle, Flawless Maneuver, Deadly Rollick, and _Obscuring Haze, are not on that list, so I wonder why that is; are the other three cards simply not as powerful as are the red and blue members of that cycle?
What does everyone else say, about this? Why are Flawless Maneuver, Deadly Rollick, and Obscuring Haze not on the list of game changers in EDH? I certainly am interested to hear your thoughts, on this matter.
alchemist4533 on
Catgirls and Spellcraft
5 months ago
I run this deck too and love it. I would recommend to sub out a few of your less useful creatures and add in some strong token generators like Talrand, Sky Summoner, Sedgemoor Witch, Monastery Mentor, or Deekah, Fractal Theorist. it gives you protection and board presence while you do your spell slinging.
Also consider alternative costs for spell casting (cards that say stuff like "discard a card instead of paying this spells mana cost" or "pay life instead of mana cost''), as it will help you get those hits in more often and trigger Y'Shtola's draw ability.
MTGBurgeoning on
Magar the Horrible
9 months ago
Thanks for commenting! Soooo, no barriers??? Okay, if that's the case, we begin with Urborg, Tomb of Yawgmoth and Cabal Coffers. The burst black mana production can pay for multiple 1 and B activation costs of Magar. As long as we're upgrading the land base, other considerations include the less costly Fabled Passage, Raucous Theater and Blazemire Verge, the pricier Bloodstained Mire and Prismatic Vista, and the reach-for-the-sky Ancient Tomb and Badlands. As for spells, there aren't too many pricy Magar-friendly spells that I can recommend here, which is one of the great investment advantages of piloting a Magar build. A lot of the most impactful Magar-assisted spells are bulk rares and mythic rares. However, I'm sure it wouldn't hurt the overall synergy of the deck by including Jeska's Will and Demonic Tutor. Those two cards would make Magar very, very happy. One less costly spell that I want to add is Call Forth the Tempest, but a copy has not crossed my path yet. Another consideration, although I do not recommend it, is Wheel of Fortune. I do not recommend it because I prefer to NOT put so many additional cards in the hands of my opponents, regardless of how much it may wreck in-game and in-the-moment strategies by opponents. Aside from these Magar-friendly cards, the only other cards I would offer as considerations are support cards like Bone Miser, Deflecting Swat, and Deadly Rollick. Once you complete your build, I would LOVE to see what you have! Happy brewing!!
| Have (1) | alchemist4533 |
| Want (1) | bladeoathkeeper |











