|Commander / EDH||Legal|
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|Guilds of Ravnica (GRN)||Rare|
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Choose one or both —
- Deafening Clarion deals 3 damage to each creature.
- Creatures you control gain lifelink until end of turn.
Deafening Clarion Discussion
3 days ago
You need some early stuff. I'd recommend some ramp (hard to find in boros) or some cheap spells, maybe.
You also want to cut Deafening Clarion , because most of your creatures will have <4 toughness. Deafening Clarion is used as a one-sided (hopefully) board-wipe in decks with big creatures to remove the chump blockers and small stuff, which would be your deck. In your case, it'd still be a one-sided board-wipe... On your side.
3 days ago
Step 1, playing on a budget- plan your sideboard and think about matchups.
Right now, all the wraths give you a great creatures matchup, but you are dead to combo due to a lack of interaction, control and midrange if they can outvalue you, while you risk sitting there while burn bolts you in the face.
Fortunately, there are specific cards for each of those which you can pick and more general answers you can play to fill the gaps. Look at other decks sideboards, and see whats both cheap and will fix things.
Lightning Helix is a stock card for these kind of decks, it kills a creature and gets your life total up. 'and gain life' is really good for budget control.
You will want a way to handle card advantage.
Rule of Law does a good job slowing things down, but you will want more than four ways to slow your opponent down to '1 thing a turn' for consistancy unless you are doing other things to slow your foe. Deafening Silence is an interesting alternative, that is currently in-print.
Deafening Clarion should also be cheap when it rotates out of standard, and if you run incidental tokens or creatures that draw cards, the 'and lifelink' becomes very relevant.
Miracles are cool, but they basically mandate Opt in modern and stretching to three colours in any non-tribal setup kills budget very fast. See whether you are happy with whats on offer in red/white before making a decision.
6 days ago
I've included a few effects in the side board for that, however I feel that it may not be needed in the main board due to the type of removal I have included. Justice Strike will hit almost every problem creature in standard, Lava Coil will kill a majority of what is seen in your tough match-ups (Gruul and Mono-Red), and Deafening Clarion will sweep up all the smaller threats of Mono-Black/Red/White as well as those for the adventure style decks.
6 days ago
A route a lot of people go with this is Jeskai, rather than Grixis, and add in such cards as Deafening Clarion , Time Wipe , etc. I like this version though. Most of my comments have to do with your mana base rather than your actual deck.
First, Torbran, Thane of Red Fell is not a good fit for this deck. It'd be hard to cast him turn 4 in a two-color deck, let alone a three-color deck. He really belongs in mono-red.
Second, Lotus Field is a good card despite the fact that it's underused, but the drawback in it is that it requires you to play it turn 3 or later, and only gives you mana of one color. It's going to make it hard to play the colors you need at the right times. I'd recommend replacing it with more Fabled Passage s, which is a key card for three-color in this meta.
I'd encourage you to check out Jeskai Fires decks, because while they go for a different way of getting to the win-con and a different mana base, the cards people have put in have helped hone the meta.
1 week ago
4 colors seems like an unnecessary stretch here. There are tons of aggro decks floating around. If you haven't been punished on account of awkward lands yet (entering tapped or being the wrong colors), I think that's due to luck. I'd tighten up, find a focus for the deck and cut down to three colors. Red only gives you Ionize , which is very expendable, and The Royal Scions - a fine card, but has no real synergy here. Same thing with God-Eternal Kefnet , he isn't properly utilized, as his ability doesn't work with enchantments, PW's or counterspells. I also think you could cut down to 3 copies of Kefnet without a problem, as you almost never want to find more than just 1.
1 week ago
I don't have a lot of instant-speed stuff, but I'm also not playing many creatures. I have Deafening Clarion and Fae of Wishes as some of my only non-planeswalker stuff in the deck. Evolution Sage too.
I think I've pretty much decided on fires so I can play some much-needed black in the sideboard.
1 week ago
I've seen a few lists running the combo, but I like your inclusion of for the removal options. With that being said, I have a few suggestions.
I think I'd like to lean into the Divine Visitation + Outlaws' Merriment plan a little more if I were building the deck, as it is your best way to win. Running 4 copies of the token producer and 3 for the enhancer would probably be best for consistency sake. Neither are legendary, so its not detrimental to your board state to draw more than 1 copy per game, however two Divine Visitation may be damaging since you have little to no card draw. To do this I would cut Leyline of Combustion as it doesn't really fit the control plan, and relies on you to have targets for removal. Also, going down a copy of Fires of Invention might be beneficial. You don't really have the card draw to make 2 important plays every turn, and again it kinda doesn't fit the control feel you have with the rest of the build.
Lastly, I think Murderous Rider should be a main-deck consideration. The life gain pairs well with Dawn of Hope , and provides versatile removal options along with a creature for 1 slot in the deck. Cutting the last two copies of Fires of Invention seems sensible to me for this addition, as the lack of card draw previously stated hinders the power level ceiling of that card.
I hope you like my suggestions, let me know if you'd like to know any more reasoning behind what I've selected!
2 weeks ago
I think I would cut 1-2 Giant Killer and/or Deafening Clarion . You have much removal already and I am not sure if you really need the Giant Killer that often. In most cases nowadays a blocker + damage spell is enough for an answer. Although if you use Fires of Invention much you have to use Raise the Alarm on your turns. I enjoy using it in the enemy phase while an all-in attack to turn the tides. For now I would cut 1 of both to switch in 2 copies of Raise the Alarm for playtesting.
Deafening Clarion occurrence in decks from the last year
All decks: 0.3%
Commander / EDH:
All decks: 0.0%