Fire Diamond enters the battlefield tapped.
: Gain .
|Want (4)||gaarnar13 , Etinifni , gwumbelbehr , MeltingParaiso|
Printings View all
|Commander Anthology 2018 (CM2)||Uncommon|
|Commander 2014 (C14)||Uncommon|
|Seventh Edition (7ED)||Uncommon|
|Classic Sixth Edition (6ED)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Fire Diamond occurrence in decks from the last year
Commander / EDH:
All decks: 0.04%
Fire Diamond Discussion
2 days ago
1 week ago
MasterGabe this deck started over three years ago as a budget build and I slowly acquired pieces for it. If you are looking to spend around $200 and keep the combo, start by removing all the fast mana (Mox Diamond, Grim Monolith, Mana Crypt, etc) and put in the normal ramp like Fire Diamond, Arcane Signet etc. Also remove Wheel of Fortune and replace with Wheel of Fate. You also don’t need any of the fancy lands, just stick with regular mountains and as we will be removing ramp increase land count to 39.
The deck will be quite a lot slower and more susceptible to interaction but you can keep the combo shell and all it’s shenanigans. If you want to make a copy of this deck, remove the foils and make the suggested changes I would happily make more suggestions for you to meet the budget.
2 weeks ago
Hiya! I really like this list. You've got some cards that I've never seen for Feather, the Redeemed before that I'll probably be adding to my list.
With that, I've got a few recommendations.
First off, I recommend you bump the land count up to 37-38 lands. I've noticed Feather decks tend to be very mana hungry, and so it is really important to make your land drop every single turn. Without a copy of Land Tax, that just won't happen every turn with only 34 lands (assuming you play under the London Mulligan).
The other is adding more ramp to your deck. I noticed you counted cards like Land Tax and Armillary Sphere as ramp. As great as those lands are at securing your land drop and fixing your colors, they are not ramp cards as they don't provide you with more mana than you would have access to otherwise. I recommend adding in two-mana artifacts that tap for a colored mana such as Arcane Signet, Boros Signet, Fellwar Stone, Talisman of Conviction, and the two Diamonds Marble Diamond and Fire Diamond. Not only will this add to the ramp of the deck to help with the need for more mana, these I've found playing my version of the deck let you play a mana rock on turn two, and then cast Feather on turn 3 with the ability to hold up mana for a protection spell.
With that in mind though let me know how the deck has been playing, I'd love to hear about it!
3 weeks ago
griffstick for the Legion! You've been playing this deck longer than I've been playing Magic!
What I like: Arcbond, Knollspine Dragon, Pyrohemia, and Infiltration Lens (all remind me of my Neheb deck), Haktos the Unscarred, Firemane Avenger (one of the first cards I ever saw and the reason I like Boros so much).
Here's what I'm noticing. Sorry if this steps on any pet cards or the deck as a whole.
- Somewhat high curve. This would be fine if not for the...
- Lack of ramp (you have 8, arguably 10, but most are 3 cmc or more which I do not like).
- Lack of draw (you have 9, but most are conditional or one-of effects).
- Lack of protection (you have 1, your creatures will get boardwiped).
So with that, here's some cards to consider.
Ramp: focus on 2 cmc ramp. Why? It comes out before your important creatures. It helps Iroas hit turn 3 every game. It saves mana.
- Boros Signet
- Arcane Signet
- Fire Diamond
- Marble Diamond
- Coldsteel Heart
- Fellwar Stone
- Talisman of Conviction
- Dockside Extortionist <- highly suggested
Draw: let's get some better draw in here.
- Ignite the Future great value and great rate
- Grenzo, Havoc Raiser goes along with attacking
- Tectonic Giant goes along with attacking
- Magus of the Wheel just solid
- Humble Defector political tool and pet card
- Tome of Legends repeatable draw, great for attacky decks
- Light Up the Stage not amazing but solid
Protection: Just some ways to not get blown out by a boardwipe.
I do not have time to suggest cuts. Mull these over and let me know if you want further explanation for anything.
1 month ago
Nice list. I'm not sure if you have a budget for this list but it looks like a budget deck to me so I won't suggest anything I think is expensive. Maybe you could fit some extra turn spells into the list. I like to run Karn's Temporal Sundering and Part the Waterveil. They are budget options and if you can copy them with Ral or something you can have some explosive turns. You might want to add some more mana rocks if you have them laying around. Niv Mizzet mana cost is pretty intense, I find that the rocks that make colorless mana with this commander can be rough. Izzet Signet, Wayfarer's Bauble, Fire Diamond and Sky Diamond are all pretty nice rocks that aren't too expensive but I would understand if you couldn't get your hands on them. Burnished Hart is a pretty nice creature that you might be able to slot in. The only other suggestions I would make are for if you ever plan on upgrading it. I would upgrade Repeated Reverberation or Doublecast for Reverberation. It's the instant version of doublecast and you can cast it on opponents' spells as well. I really like Leyline of Anticipation with Niv. It can make everything you play so versatile. Even if you don't plan on upgrading it or adding anthing i suggested, this deck will probably be a lot of fun. I love my Niv Mizzet deck so I'm sure you will have fun playing yours.
1 month ago
Well, you are running a bunch of eldrazi and mycosynth lattice/darksteel forge/vandalblast combo in a mostly artifact deck. No wonder you are seen as a threat. It looks like a fun deck if you can get it going. Maybe more mana rocks could help smoothen out your games. Izzet Signet , Mind Stone , Star Compass , Wayfarer's Bauble , Sky Diamond , Solemn Simulacrum , Fire Diamond and Firemind Vessel are all pretty good options.
Also if you are running big things you might need some ways to cheat them into play. I like to run Thran Temporal Gateway , Planar Bridge and Master Transmuter to help cheat my big stuff into play. Master Transmuter also offers some protection shenanigans. You can activate it to return an artifact that's about to be destroyed or exiled back to your hand. Thran Temporal Gateway's activation protects spells from counters unless it's a Disallow .
This is a pretty artifact heavy deck, Daretti, Scrap Savant might be good here. Also as you are running so many strong cards, you might as well run Urza, Lord High Artificer . Turn all your artifacts into mana and you'll be able to play all those bombs no problem.
This is just my opinion. These colors are hard to ramp with but I find that putting in a bunch of mana rocks work as a pretty good substitute. If you can get like 5-8 mana rocks or more stuff like your Burnished Hart or the stuff I mentioned above, your games might end up running a little bit smoother. Either way good luck on your deck!!
1 month ago
Good start! +1
At some point I think you'll want to hold back on the anthems and Exalted and get more haste enablers, 2 cmc ramp, and doubletrike/double power effects in here. Reason being, in my opinion, you only really want to see 1 anthem per game, to get him to 7 power, the rest should be getting him out early or with haste to get attacks in, and then giving him doublestrike/power to kill in two hits. Haktos decks are going to rely heavily on mulligans to get the right set up.
- Ashling's Prerogative
- Crashing Drawbridge
- Marble Diamond / Fire Diamond
- Coldsteel Heart
- Hammer of Purphoros
- Duelist's Heritage
- Blood Mist
Good luck! If you could return the favor and check out and upvote my deck here, that'd be awesome: OH LORD JESUS IT'S A FIRE! | Neheb EDH | PRIMER
2 months ago
cyber_shorty +1 for the name alone, LOL.
Arch of Orazca - Re-useable late game card draw
Commune with Lava - See above
Endless Atlas - Repeatable card draw, comes down early.
Hedron Archive - Ramp and card draw in one
Humble Defector - Card draw and politics
Ignite the Future - Card draw that can be re-used
Light Up the Stage - Similar to above
Mind's Eye - Repeatable card draw
Solemn Simulacrum - Ramp and card draw in one
Tome of Legends - Repeatable card draw
Magus of the Wheel - Wheel
Outpost Siege - Draw
Stranglehold - Stops tutors, fetches, land fetching, etc... very powerful
Crystal Chimes - With so many enchantments, this can't hurt.
Sunbird's Invocation - If they let this resolve and stick, its hard not to win if you build your deck correctly
Chandra, Torch of Defiance - Removal, card draw, ramp and wincon all in 1
Better equipment honestly. Like sword of feast and famine, fire and ice, etc...
I know the deck is low to the ground but understand that card draw is what you desperately need in red. Because as of now, you lack any real means of car draw. I understand the aggro part of Mono red, but this deck isn't nearly fast enough for you to get a quick win and therefore need to consider other options that help maintain gas into the mid-late game. For a voltron deck, you need to protect your commander. Equipments and auras can help, but they can (and wise opponents will always) hold up removal in response to auras or equipment. Price of Glory will make them think twice. Other potential options can be Bolt Bend and Shunt . They redirect removal and counter counterspells. Very important for a voltron deck.