Legendary Artifact — Equipment
This spell costs less to cast for each attacking creature you control.
When Embercleave enters the battlefield, attach it to target creature you control.
Equipped creature gets +1/+1 and has double strike and trample.
|Have (3)||sepheroth119 , jecder ,|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
1 month ago
Really cool prowess build! I think it is pretty good by itself.
Some things to maybe think about?
Embercleave (I know, original) It gives a prowess trigger on the cast and usually hits for 6 when it comes in.
If you do put 2-4 Embercleave in the mainboard, you might want to consider Kari Zev, Skyship Raider, Gets you an extra attacker to help lower the cost of the cleave, and is hard to kill being a 1/3 with First Strike. You might want to just replace Viashino Pyromancer with Kari Zev, as the extra "go wide" 2/1 Ragavan it makes helps a lot on turn 3 and 4 when you are swinging for the most damage
Lava Coil in the sideboard instead of Fry (if you are playing against a lot of Izzet Phoenix, if you are playing against a lot of teferi control, first off that is the best matchup so you shouldn't have to really use Fry) deals with Thing in the Ice Flip and Arclight Phoenix, and a lot of the things Winota, Joiner of Forces deck likes to play.
Chandra, Torch of Defiance (for more midrange reach) also gives prowess trigger, card draw, and a little ramp / control for grindy midrange matchups. Sideboard and probably replaces the Experimental Frenzy on the games it comes in from the sideboard
Improve landbase, Castle Embereth is an easy add I think, it is pretty easy to come in untapped, so it is very beneficial up to 4 Ramunap Ruins as if you are the aggro deck, the 6 ish damage you probably average from tapping it for red should not matter against most control or midrange decks if you win.
Bomat Courier for card draw, although it will be going further away from the prowess game plan, but I'm just giving you cards and ideas you might want to try!
Glorybringer for midrange matchups, takes a defender out for your prowess creatures before blocks (this is sideboard ofc)
I would put the Goblin Chainwhirler in the sideboard and put a more versatile 3 drop in the deck. Chainwhirler could be amazing in your metagame, but in mine Ahn-Crop Crasher removing a blocker on a big attack turn is usually better for me
Again, you have to build your deck to your metagame, so just giving you some cards // ideas!
1 month ago
2 months ago
Grenzo, Havoc Raiser is right up your alley, does all the things your deck is aiming for lol. Admittedly a pet card, Hot Soup is a decent 1 drop that can give your creature unblockable. (or you know, Whispersilk Cloak. Serra's Emissary is a decent end game drop, gives all your creatures "unblockable" in the form of protection from creatures. Also, can't deny a good ol' Embercleave in any red deck that wants to swing face. Also doubles up on dealing combat damage triggers.
3 months ago
Heya Profet93! Thanks for your comment.
Really solid questions all around, I'll try to answer them in a satisfactory way.
- Ragavan is an aggressive mana-dork for me mostly. If he can come down turn 1, he can get me a turn 3 Xenagos, assuming he can connect. For me, that is most of the reason I play him. In the late game, he provides some occasional versatility. End of the day, I find him just a fun card to play.
- Beanstalk Giant is primarily a ramp card that has the potential to be a late game beater. While he's not as effective as say Nature's Lore or the like, I still find his late game beating potential to be solid. I've made some surprising plays by throwing him on the field with anEmbercleave. I've even skipped ramping to just Sneak Attack him into actionUsually, he is a solid Greater Good/Life's Legacy fodder. 0.Tireless Provisioner is fine here. It's versatility is only as flexible as my ramp/fetch-lands. It's on a short list for maybe being cut in the future.
- Cavern of Souls is here mostly for Xenagos or whatever big creature I need to get through vs control. I've said dragons, elves, and once, Monkey. Definitely not necessary if one is on a budget.
- Utopia Sprawl/Wild Growth are criminally underplayed. However, if land destruction is prevalent in your meta, I'd definitely be careful using them.
- The trick with gamble is casting it when you have at least five or so cards in your hand. Assuming you can keep your hand plentiful, Gamble is one of the best tutors in the game. Typically, I'll go for Greater Good if I have no other draw sources. If I do, then I'll prioritize an answer if I need one. Otherwise, Seize the Day can never miss. I don't usually wiff, but it has happened once or twice.
- Chandra's Ignition is a hail-mary play that will certainly wipe the board if it doesn't just win the game on the spot. One player in my group loves playing fogs, so this is partially an answer to that (as is Malignus). I don't usually cast it unless it's on a creature I'm sure to protect or unless opponents are tapped out. Spot removal has definitely punished me before though.
Really appreciate your questions! I hope my replies are helpful. If you have any further questions, I'll be more than happy to discuss things further.
4 months ago
Deck looks nice, but still a bit rough around the edges
I recommend following changes:
Cut 1 Embercleave for 1 Gideon, Ally of Zendikar: having a 4-of legendary card is quite difficult, because you can only have 1 Embercleave on the field and the second one might get stuck in your hand. Gideon can be a wincon on his own and his Tokens are Knights.
For the lands: depending if you own the fetchlands and shocklands already or still have to invest in them, you still have cheaper options (or add them instead of the basic lands) : Tournament Grounds (ignore the ), Needleverge Pathway Flip, Inspiring Vantage, Sunbaked Canyon, Clifftop Retreat.
For the sideboard add following cards:
1-2 Blossoming Calm against Burn
3-4 Rest in Peace against Graveyard-Decks
2-3 Damping Sphere against Tron, Storm and Amulett Titan
4 months ago
Omniscience_is_life - As much as I adore Kargan Intimidator, and have been interested in building a pseudo-warriors tribal deck including him, I’m not sure this is the place for him, because my other warriors: Pelt Collector & Gruul Spellbreaker already have trample. I do wonder if maybe he has a place in modern with Wild Nacatl? I’m also hesitant of Adorned Pouncer, only because it doesn’t grow my 1-drops on curve. Maybe an Embercleave deserves a slot though?
I really appreciate your attention brought to Ghor-Clan Rampager and your suggestion of replacing it with CoCo. I’m surprised I didn’t think of it myself, lol. Thank you so much for your feedback!
4 months ago
Sorry for the late response, I don't have a lot of time on my hands anymore sadly
1 Embercleave its player removal with my commander out. I don't have to flash it out as I can put it on the battlefield with The Ur-Dragon's ability so its harder to counter. If I see that people are out of mana I can use the flash part but its not needed all the time
2 I don't think Yavimaya, Cradle of Growth is good enough as I'm not playing cards that can tutor it. As soon as all 5 colours are printed I'm changing my rampcards to be able to tutor lands
3 Steely Resolve has worked great for me as haste is quite important and it also protects some of my more important cards
4 Wasitora, Nekoru Queen was a card that I wanted to cut for some time but I didn't know what I could replace it with. For now I have added Klauth, Unrivaled Ancient but he might get cut for Moonveil Regent
4 months ago
What is the point of Embercleave? Seems really out of place. You seem better off with more ramp or card draw to accelerate your commander out. I see its a one-shot with your commander, seems a bit niche. If you already are at the stage where you can cast your commander and can attempt to swing in, most people will be wary of you holding up mana and it seems like a one trick pony, at least in my meta. Would love to know how its worked for you.
Yavimaya, Cradle of Growth or whatever the new green urborg can help with color fixing. Allows your fetches to tap for green to help ensure you don't need to shuffle your top decks should you like them (top, rack, etc...)
I'm assuming Steely Resolve has worked well for you given you don't target your own creatures aside from the few equipment?
Wasitora, Nekoru Queen - Seems weak, although idk much about dragon tribal. How has it been for you?
Conqueror's Flail - Although anti-synergy with Steely, and weaker due to allowing the abilities of artifacts, creatures and enchantments, flail is another possibility to consider. Slightly less susceptible to removal. Provides a buff and is easier to cast. Food for thought
Dragon's Hoard - Seems like an auto-include, am I missing something, is it too slow?