Take an extra turn after this one. At the end of that turn, you lose the game.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Final Fortune Discussion
2 days ago
In all honesty while I love these piles, I do think two commanders here are overrated. Yiddish, which while being a great storm commander simply casting it and connecting is hard enough now and we have good enough storm to go off in those colors without it at all, making it much worse than it used to be. Cards like Jeska's Will and Peer into the Abyss have been released and shown its just easier to run a pile like Kenrith, Codie, or Thrasios/Smasher for storm and I don't think Yidris is a relevant threat in the highest of competitive tables like it used to be.
Similarly, despite my love for Sidisi Food Chain/Hermit Druid piles, it sadly isn't a commander that has the legs that lists like Gitrog, Krark/Sakashima and other more focused decks I just don't see it where it used to be.
Also Sythis seems to be a tier lower than I'd expect, and I haven't seen more than one obeka list and it just seemed like a strange turns style deck based around trying to get a Final Fortune on an Isochron Scepter/Elite Arcanist is this the same list mentioned here? It ran the other sorcery turn spells of the same style and had snapcaster and friends to try and go infinite turns but felt too gimmicky for me.
1 week ago
Other Note: Rakdos morph, I Love It!!!
Rakdos, Lord of Riots + Experimental Frenzy could play like Animar, Soul of Elements except you get access to cards like Gift of Doom, Grim Haruspex, Soul Collector
digging deep with Necropotence then casting Final Fortune could be game ending
let me know how this deck goes
p.s. nether of these cards would benefit you lens only effects permanents which means only cards already on the field, Mycosynth Lattice & Chromatic Orrery would be better options
1 month ago
It might be too unreliable but I love Puppet's Verdict as a unique sweeper. Its low CMC and instant speed has got me out of some tight jams too. Final Fortune also seems like a cool include if you want to go down a all-in (with a high chance of self-destruction) theme
2 months ago
Hey there! Finally getting around to this. Sorry it took me an extra day.
So I’m mostly a red player at heart but I should have some ideas for you and it’s entirely possible you’ve thought of them before.
I always like to suggest Settle the Wreckage in creature-focused white decks for two reasons: 1) at a minimum it’s a board wipe that exiles opponent’s attackers and 2) at its max it can be a gnarly tool for ramp on yourself (not as ideal on non-token creatures but it’s still a novel idea). The other recent white wipe I rather like is Winds of Abandon . Yes, it ramps you opponents up but more than likely would be used late game. Also, if used you can think about adding in white ramp spells like Kor Cartographer and Cartographer's Hawk that need opponents to have more lands than you to hit those ramps. Seems conditional but that’s how ramp works in white. Again, even excluding those latter cards both wipes are very good to include IMO.
Another creature-focused card that could work here is Sneak Attack . Cost effective and still triggers Bruce’s ETB. Reconnaissance provides your creatures protection and untaps them if you’re in a tight spot.
Cards like Chance for Glory and Final Fortune are personal favorites of mine (because I’m a reckless RED player, haha) that give you a quick second upkeep for Ravos, Soultender to trigger again (also one last chance to attack with Bruce).
I think Berserkers' Onslaught could come out for Avatar of Slaughter only because it gives you another creature. Bedlam or Goblin War Drums seem like great adds to a high-octane offensive deck like this too!
I hope these suggestions don’t discourage you. This deck looks awesome, and I’m not saying it would play better with these cards but that it would be the direction I’d personally take it. Overall, the deck looks incredibly balanced with your quantities of sorceries/instants/artifacts/planeswalkers/etc. My only other suggestion at the moment would be to maybe go down 1-2 lands, as it opens another two slots for you. I typically run 34 in most of my decks and everything runs great.
3 months ago
The Comprehensive Rules don't appear to have a hard definition for the phrase "Turn Order". The "Starting the Game" section only describes how to determine turn order for a 2-player game. The rules for multiplayer free-for-all games don't say anything specific and seem to assume the players already know how to determine turn order. A side comment given in 101.4 describing APNAP order ("...the next player in turn order (usually the player seated to the active player's left)...") looks to be like the only thing that covers it outright.
Since "turn order" isn't specifically defined by the rules of the game, that tells me we need to rely on the common meaning of the words, which is simply the order in which players will be taking their turns. By that reasoning, inserting extra turns into the normal turn order can change APNAP, so your example with Final Fortune does temporarily change APNAP order.
Aeon Engine straight-out says "reverse the game's turn order", so we don't have to do any logical gymnastics to get to the result that yes, APNAP is reversed for the rest of the game.
101.4 If multiple players would make choices and/or take actions at the same time, the active player (the player whose turn it is) makes any choices required, then the next player in turn order (usually the player seated to the active player's left) makes any choices required, followed by the remaining nonactive players in turn order. Then the actions happen simultaneously. This rule is often referred to as the "Active Player, Nonactive Player (APNAP) order" rules.
Fair warning: I'm not entirely convinced by my explanation of the Final Fortune result. I would need more time to research to see if an "Official" judge/rules source has addressed the question of whether the game has a more strictly defined concept of "turn order" and how inserting extra turns in various places can affect it.
3 months ago
There are 3 players in the game. It's player 1's turn. It would ordinarily be player 2's turn next.
Player 3 casts a Final Fortune during player 1's main phase. Does APNAP order change for the remainer of the turn?
Alternatively, a player activates the ability of an Aeon Engine . Does APNAP order follow the reversed turn order for the remainder of the game?
3 months ago
1x Tangle Wire
1x Bolt Bend Is this ever reduced for your commander?
1x Taurean Mauler It's okay but sort of unnecessary. Can have an artifact dwarf instead.
1x Torbran, Thane of Red Fell Useless in your deck, replace with a 1 mana dwarf.
1x By Force
1x Wheel of Misfortune Really unreliable, especially if all 4 players still playing.
1x Akroma's Memorial You shouldn't win by combat.
1x Illusionist's Bracers One use of commander should be more than enough to win.
1x Dwarven Thaumaturgist His effect is irrelevent.
1x Mycosynth Lattice Mana fixing for opponents, how generous.
1x Rings of Brighthearth see Illusionist's Bracers above
1x Clock of Omens Primary wincon, and at instant speed.
1x Dwarven Grunt 1 mana dwarves
1x Dwarven Scorcher 1 mana dwarves
1x Dwarven Trader 1 mana dwarves
1x Enslaved Dwarf 1 mana dwarves
1x Liberated Dwarf 1 mana dwarves
1x Proteus Machine Artifact dwarf, slotted for consistency. Unnecessary really, can be replaced with whatever.
1x Feldon of the Third Path Can create an artifact dwarf or maybe pull out a dragon that was discarded/played if game went too long.
1x Possessed Portal Use if winning and clock of omens has been dealt with or you don't have an artifact dwarf.
1x Daretti, Scrap Savant Good for rummaging or returning an artifact, since you always have a treasure in play. Can be replaced with good card draw.
1x Mystic Forge 1/4 of deck is artifacts. Can also fix dead draws to a certain extent. Can be replaced with good card draw.
1x Herald's Horn Call dwarves every time. Can be replaced with good card draw.
1x Final Fortune Can win out of nowhere. Use only if you are certain you can win. Be careful, highly recommended only if opponents appear tapped out.
Other worthy mentions I don't feel like figuring out how to slot in right now:
Outpost Siege Solid red card draw.
Commune with Lava Playable red card advantage.
Maze of Ith Use this as a spell slot, not a land slot. Can untap your own dwarves, or be used defensively.
Scrying Sheets all your lands are snow for whatever reason, so could be okay if you have nothing else to cast in a turn.
Valakut, the Molten Pinnacle with all these mountains, why not?
Command Beacon In case people kill your 1 toughness commander too many times.
Darksteel Citadel More artifacts. ONLY PUT IF you don't have color problems.
Flamekin Village Not sure if haste is important enough, but something to consider.
Inventors' Fair gives you health, but more importantly can tutor an artifact.
Madblind Mountain If you end up with a lot of top deck shenanigans.
Labyrinth of Skophos If you're being attacked.
Kher Keep Chump blockers.
Shinka, the Bloodsoaked Keep Might help seem more intimidating early game?
Sequestered Stash Can return an artifact to your DECK, and then commander can grab it.
Sea Gate Wreckage If you run out of cards and have colorless mana sources.
Quicksand Can dissuade attackers
Nykthos, Shrine to Nyx Big mana
Myriad Landscape Ramp
Mouth of Ronom If you still have too many snow lands.
4 months ago
Not to downplay the enjoyment of this deck, it’s really been fun to pick up new cards for. I even purchased a Final Fortune . It matches the high risk/high reward kind of mentality that goblins have. Win or lose it’s fun.
That said, are there any other decks that are equally enjoyable? I keep trying to build a 2nd deck but quickly get tired of it. Any feedback would be great