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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Draw two cards, then discard two cards.
Flashback (You may cast this card from your graveyard for it flashback cost. Then exile it.)
Crow-Umbra on Salty Commanders!
1 week ago
grumbledore, yes exactly! Basically any effects like Light Up the Stage, Prosper, Tome-Bound (everyone's favorite non-Simic, Simic commander), Neyali, Suns' Vanguard, Jeska's Will, etc.
Red still has plenty of its Faithless Looting effects for draw, but it definitely seems like the impulse/exile draw is the new design space they've been pushing over the past couple of years.
Lastly, is there any way to be a bit more discerning regarding combo pieces? I've noticed quite a few decks will have combo scores even if they only have 1 piece of a combo, but not the rest. In the combo section some of those decks will list the complete combo, and get scored for it, even if the other piece(s) aren't in the deck. I understand that may be challenging to pull off, but just thought I'd put it on your radar.
Thank you again for putting this tool together!
loricatuslupus on Reborn in our Matron's Image
3 weeks ago
Wait, isn't this a Powerwolf track? Without knowing exactly where she wants the deck to head I don't want to make too many suggestions, but as you're not really running tutors and blood tokens kinda go with Madness anyway might be worth picking up Anje Falkenrath (maybe even check out her whole precon, it's still pretty cheap but good stuff for here) and consider the Worldgorger Dragon+Animate Dead combo as a finisher? Plus some other looting spells to selectively fill the graveyard and get action - particularly Faithless Looting and Cathartic Reunion. There are also still pieces of a Rakdos sacrifice deck in here (Bone Splinters, Cultist of the Absolute, Chandra, Judith, Village Rites and Garna) which don't really fit with the reanimator plan - maybe just swap them for some bigger bombs you can bring back? Finally a 6CMC commander is where I WOULD definitely start thinking about more expensive rocks as well. The diamonds enter tapped and the whole turn you take off for them won't really ramp you into Olivia any faster than, say, The Celestus, which can also gain some life and do some looting.
sylvannos on Hoax Storm v2
1 month ago
To start with, there's a few cards that have better Vintage equivalents. Overmaster and Spell Pierce should be the 3rd. and 4th. copies of Force of Will. Leftover space from cutting those can be Red Elemental Blast, Pyroblast, or Flusterstorm. You don't need Faithless Looting because we have Paradoxical Outcome, Sensei's Divining Top, Gush, Dig Through Time, Treasure Cruise, and Brainstorm to choose from. Merchant Scroll also belongs in here, because you can use it to grab Ancestral Recall at the very least. Usually you want it to make sure you have protection in hand by grabbing countermagic.
Library of Alexandria isn't good in this deck. And you're not the type that needs 8x sources, so Steam Vents can go, along with a few copies of Volcanic Island (1 or 2). Replace all of these with four copies of Scalding Tarn and basic lands. Or even just play 6x fetches. You need to be able to shuffle after using Brainstorm, Ponder,and Sensei's Divining Top.
From here, you have a solid U/R Storm shell. However, I wouldn't play straight "Modern U/R Storm, but Power 9" dot dec. 2 mana is a lot for Goblin Electromancer, there are easier ways of winning than Grapeshot, and so on. The question then becomes "Where to go from here?"
- Paradoxical Outcome is just the nuts. By bouncing moxen and cheap artifacts, it's a ritual (since you can replay everything for , untapping it all) and it's a draw spell. However, Paradoxical Outcome requires Mox Opals, Lotus Petal, Lion's Eye Diamond, etc. so you'll have to cut rituals (likely Seething Song). The upside is you get an extremely powerful engine that can often end the game with a single Paradoxical Outcome.
- Thassa's Oracle is the new hotness for Vintage combo cards. You can win the game by casting Brain Freeze on yourself, then casting Thassa's Oracle. It also opens up more combos using Demonic Consultation and Doomsday. Sometimes you've just drawn a bunch of cards and have ~3 cards left in your deck.
- Tinker is too good in Storm not to play it. You're either getting Memory Jar, Bolas's Citadel, Time Vault (Voltaic Key is already good in Storm when combined with Mana Vault and friends), or a random wincon like Sphinx of the Steel Wind boarded in for game 2. Bolas's Citadel will essentially flip the top half of your deck into play.
- You can also play draw 7s (Wheel of Fortune, Timetwister, Memory Jar, Diminishing Returns) in combination with Narset, Parter of Veils and Hullbreacher.
- Mana Drain is good, but you may find it too slow if you make any of the above changes. It definitely does more work in a more control-oriented Storm deck with Narset, Parter of Veils, Dack Fayden, Grim Tutor, etc.
- Lastly, there's the question of Underworld Breach, Yawgmoth's Will, Monastery Mentor, or some combination of these. Underworld Breach will mean you can stay in two colors. Playing black for Yawgmoth's Will allows you to play Dark Ritual, Cabal Ritual, Yawgmoth's Bargain, Necropotence, Doomsday, Tendrils of Agony, and hardcasting Bolas's Citadel. Monastery Mentor both scales up and goes sideways. A single token is enough to kill someone combined with Paradoxical Outcome or a draw 7. Monastery Mentor is like casting Tarmogoyf and Empty the Warrens for three mana and one card.
Hope this helps! Welcome to MtG's oldest and greatest format.
NV_1980 on Who Else But Krenko!
1 month ago
First, some general comments.
In its current form, your deck has only a few ramp cards. This is a bit of an issue if you want to have enough resources available (from early-game onwards) for casting spells. Red has few options for ramp, of which you've already included some. Other interesting cards could be stuff like Battle Hymn, Seething Song and especially Skirk Prospector. More expensive ramp options include cards like Dockside Extortionist, Jeska's Will and Mana Echoes.
Aside from red ramping options, there are also many artifacts resources for this. Good options include Arcane Signet, Fire Diamond, Gauntlet of Power, Mind Stone, Nyx Lotus and Sol Ring. There are also more expensive options if you really want to go to town: Chrome Mox, Jeweled Lotus and Mox Opal.
Currently your deck hardly contains card-advantage options (draw, tutoring, filtering, etc.). Of course, red has some options for this. Cathartic Reunion, Faithless Looting, Gamble, Thrill of Possibility, Tormenting Voice and Valakut Awakening Flip. Artifacts can help you on this front as well. Endless Atlas and Mind's Eye come to mind, as well as the more expensive stuff like Scroll Rack and Sensei's Divining Top.
Now, with regard to Krenko himself.
He's an exceptionally powerful commander that your opponents are going to try and get rid off for sure. He needs some protection. Lightning Greaves/Swiftfoot Boots are therefore highly recommended. Stuff that gives him protection/indestructible also works. Next, I would expect that if you could, you would use his ability more than once per turn, should you be able to. There are many artifacts out there that allow you to untap Krenko, so that you can use him again during the same turn. Options include but are not limited to Puppet Strings, Staff of Domination, Sword of the Paruns, Thornbite Staff, Thousand-Year Elixir, Umbral Mantle.
Hope this helped.
Crow-Umbra on Isshin for a Fight
1 month ago
No worries, it happens! Myrel herself does kind of look more like a knight than a soldier, so I can see the potential for confusion.
In terms of the other stuff you're considering:
Authority of the Consuls - I run it in my deck and have really liked it, especially since I frequently play against other token and aggro strategies. Especially helpful for hampering Haste. Being able to keep other token and strategies off kilter to out-pace them can be crucial, and the bonus lifegain can help build some cushion against eventual crack backs. One of the best games I had with it, I got up to about 55 life before someone had the removal to deal with it.
Esper Sentinel - Great draw option for White, there's no doubt about it. I used to play a copy in my old Osgir, the Reconstructor deck before I took it apart. I liked Esper Sentinel there because I had the potential to make copies of it with Osgir, and get a bit more mileage out of it. In my experiences playing Esper Sentinel, or playing across from it, I've found that it's most effective in early turns when players are less likely or capable to pay the tax. I think the tax effect becomes less effective as the game goes on, or without the Power/Toughness boosts to increase the tax and Sentinel's durability. The biggest downsides to Sentinel is that it is very vulnerable to creature and artifact based removal, so it is somewhat fragile as a draw piece. If anything, it ends up being a minor tax effect in early game to slow roll opponents.
Fable of the Mirror-Breaker Flip - I've really liked it. It's essentially 3 cards in one. You're basically getting a slightly worse Captain Lannery Storm, a Faithless Looting, and a somewhat worse Kiki-Jiki, Mirror Breaker on the back. Even if you don't have some scary creature to copy initially, you could always copy the Goblin Shaman token (assuming it's still alive). I've liked it when I've played it. I think the capability of maximizing "card economy" whether through sagas or modal options is super helpful to squeeze more value out of those precious 99 slots.
Read the Bones - Scry 2, draw 2 is solid but not super exciting. I like Painful Truths and Gruesome Realization, which you already have in 99. Professional Face-Breaker is also a solid option for aggro combat-oriented decks, since ideally you will be connecting with a wide enough board. Treasures and options to impulse can be helpful. It's like a budget pseudo-Tymna the Weaver
PhyrexianPraetor on 【Emotional】▷ RANT ◁ WOTC's GREED has RUINED MAGIC!
1 month ago
As someone who has played mtg since Lorwyn made it’s debut (2007), I have one thing to say. As a home-brewer I don’t mind new cards, I actually like newly printed cards and neat concepts. What I don’t like is when they print new cards that essentially amount to legalized cheating and cards that embody the very reasons why previous problem cards and strategies got banned in the first place.
With that being said, I have recently gotten back into mtg after almost a year of selling my collection due to War, MH1 and MH2 and only play modern with my friends. For quite a few years I was able to successfully bring BW Devotion to Modern FNM and come 1st, 2nd or 3rd quite consistently. All of the other players brought decks like Grixis Shadow, UW Control, Grishoal Brand/Reanimator, Tron, Affinity, Death & Taxes, Naya Zoo, Burn, Mill, Storm, Ad Nauseam, Dredge, Humans, Merfolk, Spirits, Vampires, Zombies, BR Demons, Infect, UR Thing in the Ice, Izzet Drakes and various other decks. There was a high degree of variation among modern players in my area and you were able to perform in a decent manner with a home-brew.
With the introduction of War of the Spark, Modern Horizons and Modern Horizons 2 a lot of those players either quit, started playing edh only or started playing one of the four strategies that were the best in my area (UW Control due to Teferi, Time Raveler, Jund due to Ragavan, Nimble Pilferer, Archon Reanimator Decks and four/five colour Omnath Decks). With three sets and many standard cards that were ridiculous, WOTC had caused modern to become a format of four separate strategies (after some bannings of course), effectively making it a rotating format and accomplished in contradicting their previous reasons for banning cards in the past by doing so.
For years, cards would get banned due to over-representation of certain decks (Splinter Twin as an example) or how certain strategies got too strong (Infect as another example). Now WOTC prints cards that are way too pushed and are nearly impossible to stop and don’t do anything about them.
If a ban were to happen I would like to see one or two of the below cards banned.
1) Teferi, Time Raveler is a card that literally turns a game of mtg into Hearthstone and prevents the opponent from interacting in any way, shape or form. By far this card embodies my concept of “legalized cheating” the most.
2) Ragavan, Nimble Pilferer isn’t bad when you can answer it. When you can’t, it effectively turns into a 1 mana card that is a combination of Sink hole and Shock. I have rarely seen a player use it’s ability to cast the cards it takes off the top of the deck and usually have seen it hit lands off the tops of said decks. It does too much for a 1 mana card, just like Deathrite Shaman.
3) Omnath, Locus of Creation or Wrenn and Six both generate way too much card advantage for so little investment. All you have to do is play fetch-lands and you will win the game in a matter of turns. One or both have to go. I put these two together due to seeing them both played along side each other more often than not.
4) Mishra's Bauble has always been a card that has attracted the attention of WOTC with possible bannings. Similarly as Ragavan, it does too much for little to no cost and it also contributes to certain strategies in a big way at literally no cost, not to mention that it replaces itself.
5) Expressive Iteration generates too much card advantage. In a way it kind of reminds me of Faithless Looting. Not in the way of abusing graveyard strategies, but drawing a lot for very little cost. EI effectively reads “scry 3 and draw 2”, last time a card did something similar to this, it got banned. The card I am referring to is Preordain. A card that generated way too much card advantage for 1 mana by setting up your next two draws, one of which was immediately drawn after scrying and was one of the cards that lead to Storm being way too consistent in the format.
6) Ovalchase Daredevil isn’t a particularly busted card, but it makes decks that use The Underworld Cookbook way to consistent. Discarding a card to activate an ability is supposed to COST YOU A CARD!!!, not generate card advantage for effectively nothing in exchange. Disagree with me? Storm had received the most bannings in modern’s history due to being “too consistent”, so why does another deck get to have the same level of consistency and not get a second look? Sure, it’s not the most dominant strategy, but neither was Storm and it still got banned into oblivion.
tkjanacek on Mogis Ravel
1 month ago
I really like the Teferi's Puzzle box, that's a cool addition. Street Wraith only replaces itself and does nothing else, that's not really card draw. Thrill of Possibility is a good card, but it's not really a replacement for Theater of Horrors, as it's one-off card filtering rather than repeated card advantage. Underworld Connections, Crystal Ball, Sarkhan the Mad, Chandra, Pyromaster, Chandra, Torch of Defiance, Chandra, Fire Artisan are more comparable.
Filtering, or looting, is also very strong. Bitter Reunion, Faithless Looting, Daretti, Scrap Savant
Wheeling deals a ton of damage with Underworld Dreams, refills your hand, and often disrupts your opponents. Magus of the Wheel, Incendiary Command, Chandra Ablaze
I have a couple more suggestions you might like: Ill-Gotten Inheritance, Mayhem Devil, Burning Inquiry
zapyourtumor on Jund Twist - Modern
2 months ago
Yeah so the best discard outlet, Faithless Looting, was banned a while ago (victim of HOEgaak that disgusting deck).
The best 2 mana discard outlet in red being played in most reanimation decks is Bitter Reunion currently, because after Persisting an Archon of Cruelty you can give it haste and attack for another trigger which is backbreaking. Here, the second ability is probably less relevant since Goryo's gives haste, but I still think it's better than the other options. The main issue with Faithless Salvaging is that its both slow and you're also going down on card advantage, UNLESS: you play it with cards in your hand, and then cast all cards in your hand, so you only draw a card on rebound (breaking even). Or you cast it with no cards in your hand, drawing two cards over two turns (generating card advantage).
Unfortunately many of the other good discard outlets are in blue, examples being: Prismari Command, Faithful Mending, Tainted Indulgence, Jace, Vryn's Prodigy Flip, Ledger Shredder, etc.
As I said the kind of discard outlet you run generally depends on what you want the deck to do: I'd say they are all tradeoffs between speed and power. On the fastest side we have Haggle, which can be used for turn 2 hasty Boar + Emmy although it requires 4 cards in hand. Somewhere in between but still towards the faster side we have all of the 2 mana discard spells in red. And then further toward the power side we have cards like Collective Brutality. And further still we have all the generally good cards like Fable, Spyro, etc. So basically you need to decide what balance between speed and grinding power you want the deck to have. To try and make it easier I rated all of the options in jund colors I think are worth considering along three criteria: speed, power, and flexibility. Given that this deck is a grindy midrange deck at heart (or at least I think that is what you are aiming for), speed can be useful but power and flexibility are more important in my opinion.
Speed 9 Power 1 Flex 1: Merchant of the Vale (1 mana discard spell, fast but that's all there is)
9, 2, 4: Bone Shards (also fast, but generally more relevant mid/late)
7, 5, 1: Cathartic Reunion (powerful but inflexible, seen in dredge)
7, 2, 4: Cathartic Pyre (flexible but weak)
7, 3, 2: Thrill of Possibility (less all in version of Cathartic Reunion)
7, 3, 4: Bitter Reunion (more flexible vers. of Thrill)
7, 5, 8: Collective Brutality (most flexible 2 cmc discard outlet in BRG)
6, 3, 4: Faithless Salvaging (slow, weak, only generates CA in late game)
5, 6, 5: Territorial Kavu (even slower because requires attack trigger)
4, 7, 7: Seasoned Pyromancer (both powerful and flexible, can generate bodies or CA)
3, 7, 8: Liliana of the Veil (powerful and flexible, threat + removal + discard)
2, 8, 8: Fable of the Mirror-Breaker Flip (slowest 3 cmc option, tons of grind power + flexibility)
Bone Shards can be used to sacrifice an Ilharg or Emrakul, and if you sacrifice Ilharg it won't get exiled in order to reanimate it again next turn.
Bone Shards, Cathartic Reunion, Thrill of Possibility, and Collective Brutality have the discard as part of the casting cost, so you discard the card(s) even if the spell is countered. Merchant of the Vale, Bitter Reunion, etc do not.
Collective Brutality is maindeckable but the versatility makes it stronger in the sideboard.
Territorial Kavu requires at least 4 basic land types to be effective.
Repeatable/delayed discard effects, such as Liliana of the Veil and Fable of the Mirror-Breaker Flip allow you to discard Emrakul the turn after you cast them and instantly reanimate them, spreading out your mana over two turns.
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