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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
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Canadian Highlander | Legal |
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Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
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Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Standard Brawl | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Fight Rigging
Enchantment
Hideaway 5 (When this enchantment enters the battlefield, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.)
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Then if you control a creature with power 7 or greater, you may play the exiled card without paying its mana cost.





DemonDragonJ on
Life Springs Eternal
1 month ago
I contemplated putting both Heliod, Sun-Crowned and Walking Ballista into this deck, but that combo is too cliche, at this point, and I also would like to have put both Fight Rigging and Rabble Rousing into this deck, but I was not able to make room, for those cards, unfortunately.
Profet93, thank you, very much, and I certainly would be interested to hear any suggestions that you have to offer!
DemonDragonJ on Do the Abilities of the …
1 month ago
Streets of New Capenna introduced five enchantments with the hideaway mechanic: Cemetery Tampering, Fight Rigging, Rabble Rousing, Widespread Thieving, and Wiretapping, which have abilities that trigger under certain circumstances, and also give their controller the opportunity to play the exiled card, if other certain conditions are met, so I am wondering if the abilities of those enchantments shall still trigger, even after the exiled card is played. Judging from the words of the cards, it seems that the abilities should still trigger, but I would like to ask everyone here, about it, to be certain.
What does everyone else say, about this? Do the abilities of the hideaway enchantments still trigger, even after the exiled card is played? Thank you, very much.
Lionheart0115 on
wolverine
5 months ago
Here's some tips to improve your deck. Id tone down your lands from 47 to 38-40 lands. Maybe add some bounce lands like Gruul Turf, Guildless Commons, Arid Archway fetch lands like Evolving Wilds, Terramorphic Expanse, Myriad Landscape, Mountain Valley, Wooded Foothills Prismatic Vista Ect. Theres's way more, but I aint gonna list them all off. That way you'll have more ways to trigger your landfall and in the case of fetch lands, thin your deck out.
Some random cards id look into possibly adding would be Fight Rigging, Bear Umbra Mutant's Prey, Ancient Animus, Pounce, Prey Upon, Pit Fight Boxing Ring Rancor, Alpha Authority, Sticky Fingers, Fireshrieker, Whispersilk Cloak ect
Most of my recommendations either give you access to -fighting (Which would trigger Wolverines +1/+1 counter trigger even when if its not your turn. That way you wouldnt have to rely on someone attacking you and blocking) -Double strike (Since Wolverine doubles damage without saying "Double Strike", He would go from a 2/2 that doubles damage so 4/2 effectively. To a 2/2 that attacks twice and doubles damage, so effectively an 8/2) -Protection (You want him to be really hard to kill even though he has regeneration, plenty of removal still has "This creature cant be regenerated" slapped at the end of it. So Aura's that make Wolverine either even harder to target or respond to before he mops the floor with your opponents the better.
Gidgetimer on Does casting a copy count …
1 year ago
You have all the necessary pieces, you are just overthinking it a bit. The MtG comp rules are always interpreted exactly literally. To play an object means to put a land into play as a special effect, or to cast a spell. Some copy effects, such as Cipher or Isochron Scepter, make a copy in a zone besides the stack and then instruct you to cast it. You are casting the spell, so it is played.
As noted previously Ink-Treader Nephilim (as well as every other trigger condition I can think of that used to say "play") has been eratta-ed to say "cast". "Play" is only currently used in effects that allow you to play cards that you otherwise would not be able to (like Abbot of Keral Keep or Fight Rigging. Though even that templating for "play" seems to be going away because things like Sen Triplets and Bolas's Citadel say "play lands and cast spells" in their oracle text.
legendofa on
Dances with Bears
1 year ago
Thanks for the link!
This deck looks solid--have you used it in live play yet? What sort of Horde do you use?
I have to ask about Forced Adaptation, since it only affects one creature. May I suggest something like Fight Rigging, Ivy Lane Denizen, or maybe Dormant Grove Flip? These all have higher mana costs, but you need something to stick the Adaptation onto anyway, and these options means you're not putting all eggs in one basket. If you have some on hand or are willing to put a little more money into this, Rancor would work as well, using Ayula, Queen Among Bears to fuel Branching Evolution.
ArtistaFeo on
Chishiro Precon 1
2 years ago
these are my pics from edh rec. you can't fit them all but they should be considered.
Armorcraft Judge Aspect of Mongoose Benevolent Hydra Biophagus Bloated Contaminator Boseiju, Who Endures Branching Evolution Cankerbloom Defiler of Vigor Doubling Season Duskshell Crawler Evolution Sage Farseek Fertile Ground Fight Rigging Gaea's Gift Garruk's Uprising Gruul Signet Hardened Scales Hull Breach Jiang Yanggu, Wildcrafter Kalonian Hydra Kami of Whispered Hopes Karn's Bastion Kazuul's Fury Flip Kodama of the West Tree Managorger Hydra Mosswort Bridge Nature's Claim Nature's Lore Ozolith, the Shattered Spire Renata, Called to the Hunt Return of the Wildspeaker Return to Nature Roaring Earth Scavenging Ooze Shadow in the Warp Shivan Devastator Slippery Bogbonder Snakeskin Veil Sword of Feast and Famine Sword of the Animist The Great Henge The Ozolith Three Visits Thundering Raiju Tribute to the World Tree Uncivil Unrest Unnatural Restoration Utopia Sprawl Vandalblast Vorinclex, Monstrous Raider
IHATENAMES on
Golgari Skullrush (Skullbriar Commander Deck)
2 years ago
Skullbriar is the commander so you can have it relocate to your command zone should he die/be exile/return to hand. The only place that makes his counters dissapear is hand and library.
Dragonscale Boon instant 2 +1counters untap. Can create suprise blocker. Evolution Sage land etb proliferate which is choose any number of things add an additional counter of whatever they have.
Smell Fear new removal option.
Reyhan, Last of the Abzan highly suggest this. Turns anything into a threat with your commander dying.
Solidarity of Heroes double counters for a potential Instant speed kill out of no where.
Biogenic Upgrade double counters after adding 3.
Branching Evolution counters doubler
Heroic Intervention protection
Fight Rigging free spell + counter per turn.
Hydra's Growth double counters
Primordial Hydra 2ndary threat if left alone. Synergies well.
Realizing now I didn't suggest any evasion. Some sort of evasion could go a long way. Trailblazer's Boots is the best example. Can't be blocked if your opponent has a nonbasic land. Essentially unblockable every time.
Evil idea
Tainted Strike infect kill someone. Can target opponents creatures too to surprise both and kill someone.
Glistening Oil infect.
Phyresis infect.
Batman18 on
Mono Green Tron with FNM Results
2 years ago
No, it would take a while for Fight Rigging to trigger and I'm just realizing this. I just realized that you also probably don't want to tuck your only Ulamog, the Ceaseless Hunger underneath Fight Rigging. If this deck had a couple of more Eldrazis it would work and you would still get their cast triggers like the extra turn off of Emrakul, the Aeons Torn.
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