Fire Diamond

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Fire Diamond

Artifact

Fire Diamond enters the battlefield tapped.

: Add .

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.

thefiresoflurve on Jan Jansen, Chaos Crafted

3 months ago

Hey, there!

Thanks for the detailed description of what advice you're looking for and how the combos work; really helps me figure out what's what. :)

Your number of ramp artifacts look almost perfect. I run 6 in my Esper combo deck, but you can definitely go up to 11 here since they synergize with your commander and theme. Only two changes I'd make here:

  1. Cut Fire Diamond / Marble Diamond / Charcoal Diamond for Talisman of Hierarchy. If you find the deck really fun and decide to downgrade your wallet a little more: Talisman of Conviction and Talisman of Indulgence can replace the other two Diamonds.

  2. I'm really not sure about Gilded Lotus in a tricolor deck, since the mana has to be the same color, but if it works for you, then go for it. I'd prefer to replace this with a cheaper mana rock like Coalition Relic so that you can get your 3 colors set up faster.

As far as the best way to balance artifacts to creatures, that kind of depends on how the specific deck plays, and your specific playgroup. It looks to me like you've done a good job in that respect here, though, especially since you have a lot of ways of making creature tokens.

For getting combos faster: Basically, the more $$$ you dump into expensive tutors and mana rocks, the faster you get. : ) Doing the Diamond -> Talisman mana rock upgrade I suggested above will help a bit, since the Talismans come into play untapped. I can reliably try to combo on turn 6-8 with my Esper deck, but a lot of people wouldn't consider that competitive since I don't run any of the really expensive 0 drop mana rocks or overpriced tutors (Imperial Seal comes to mind...), but it works for my playgroup to give everyone a decent game and shot at winning.

Happy trails!

HeyImVegan on [Klothys] Destiny's Child

3 months ago

OK, Update Time! :

In addition to the other mentioned cards from the comments that finally got in, i managed to get my hands on some stuff:

IN:

Arasta of the Endless Web went in for good Blockers (and it is a Enchantment Creature)

Verduran Enchantress for more Draw with the Enchantment Syergy

OUT:

Ruination just a little bit too brutal. And put some more NonBasic Lands in

Fire Diamond and Moss Diamond out for Talisman of Impulse

RinceRaven on krenko

6 months ago

Alright alright so I got asked to give a bunch of suggestions so here we go. Hoo boy. Gonna try to keep most suggestions low on budget but will include the best slightly expensive cards. Should also mention I got a lot of things I know from this primer, cheers. https://deckstats.net/decks/82803/752805-competitive-krenko/en

First the draw pieces you missed: Rundvelt Hordemaster, Dark-Dweller Oracle, Skullclamp, Subira, Tulzidi Caravanner, Reforge the Soul, Conspicuous Snoop, You Find Some Prisoners. The only actual good ones you got in this draft are Idol of Oblivion and Wheel of Misfortune imo, though most are servicable.

Tutors: these beauties can find your best wincons or draw pieces or whatever else you might need most of the time. Goblin Engineer, Goblin Matron, Goblin Recruiter. And are surprisingly affordable.

Next up ramp: Mana doublers are too slow for a deck as fast as Krenko, and you don't have the card draw to support such cards in mono-red. Not really. Also with the 4 mana commander having 2 mana ramp becomes much, much more valued. Cheering Fanatic, Liquimetal Torque, Generator Servant, Wily Goblin, Infernal Plunge, Fire Diamond (Yes I know, I think it's fine here).

Haste: Giving Krenko (and his tokens) haste literally puts you a turn ahead over not having it. Crashing Drawbridge, Ashling's Prerogative (Even gives tokens haste too), Generator Servant (multipurpose? Whoa), Goblin Chieftain, Goblin Motivator, Lightning Greaves, Mass Hysteria, Thousand-Year Elixir (tad pricey but repeatable Krenko seems good) Bloodlust Inciter.

Wincons: gotta end the game somehow. Combo's are good: Breath of Fury, Staff of Domination, Thornbite Staff, Umbral Mantle are the best combo lines for Krenko afaik. If not/next to combo, we have good old damage: Coat of Arms, Eldrazi Monument, Impact Tremors, Obelisk of Urd, Skirk Fire Marshal, Purphoros, God of the Forge, Shared Animosity, Devilish Valet, Quest for the Goblin Lord, Throne of the God-Pharaoh.

If we let our opponents do whatever they want we'll have trouble winning, even with our speed. Luckily red has quite some options. Don't forget Liquimetal Torque can turn things into artifacts so we can shoot them easier. Abrade, Chaos Warp, Gempalm Incinerator (great removal spell, terrible creature), Goblin Assassin (wipes the floor with creature decks), Goblin Bombardment, Goblin Cratermaker, Goblin Sharpshooter, Goblin Trashmaster, Goblin Welder (hits opponents too), Mogg Salvage, Pashalik Mons, Skirk Fire Marshal (your board survives this with Coat of Arms or Eldrazi Monument), Furystoke Giant, Shattering Spree, better than Vandalblast, Wild Magic Surge.

Best Utility Lands: Great Furnace, Buried Ruin, Path of Ancestry, Castle Embereth.

I'm tired and my brain is dying so here's a dump of things I forgot or for didn't have a place to mentioned yet :)

Heirloom Blade, Chandra, Torch of Defiance, Blood Moon, Brash Taunter, Impulsive Pilferer, Jeska's Will, Goblin Chirurgeon, Goblin Sledder, Mogg Raider, Pyroblast, Red Elemental Blast, Tibalt's Trickery, Mogg War Marshal, Legion Loyalist, Legion Warboss, Brash Taunter, Fable of the Mirror-Breaker  Flip, Hobgoblin Bandit Lord, Muxus, Goblin Grandee (idk at what math this is good I'm sure someone did it already somewhere on the internet), Siege-Gang Commander, Zo-Zu the Punisher, Goblin Ringleader, Goblin Piledriver, Arms Dealer, Grotag Night-Runner, Goblin King (get 5th or 6th edition art btw).

Good luck on figuring things out. I'm off to bed

michaeleconomy on Cmdr Zagras

7 months ago

You could add the following to make this deck a bit faster, and they're all quite cheap:

Sol Talisman Rakdos Signet Fire Diamond Charcoal Diamond Prismatic Lens Worn Powerstone

cards to remove: Blackblade Reforged, The Eldest Reborn, Smoldering Egg, Volcanic Dragon, Ring of Xathrid, Rune of Mortality

aslo i'd swap Victim of Night for Grim Bounty

i think you want to consider Swiftfoot Boots replacing Ring of Valkas

you should also really consider taking out the dragons for: Blood Cultist Dagger Caster Blood Cultist Prodigal Pyromancer Morbid Opportunist Deathbringer Thoctar Fireslinger Cunning Sparkmage

when those get deathtouch, you can ice any creature that poses a threat to zagras

I would optimize the buffs you give zagras to +3 power so you can kill people in 3 attacks Grafted Wargear Heirloom Blade

double strike is actually way better since the deathtouch will kill the creature on first strike damage: Fireshrieker Lizard Blades Embercleave Assault Strobe Berserkers' Onslaught Blood Mist

Markov Blademaster Temur Battle Rage

thefiresoflurve on Isshin Trigger Warning

8 months ago

One easy upgrade for the mana base is Charcoal Diamond + Marble Diamond + Fire Diamond -> Rakdos Signet + Boros Signet + Orzhov Signet. Also, Shimmerdrift Vale and Uncharted Haven can be replaced with Thriving Bluff and Thriving Heath for a direct upgrade.

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