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 .

Dana_in_Love845 on Imodane, The Burnbabe

1 month ago

I really like it! A tiny bit more ramp might be nice though, as it's quite land reliant right now. Arcane Signet, Commander's Sphere, Fire Diamond, Coldsteel Heart, Desperate Ritual, Pyretic Ritual, or Seething Song for a few to consider. Hope this can help a little!

NV_1980 on Lathliss Dragon deck

6 months ago

Hi,

This deck really needs some ramp/mana-rocks and some more draw in order to obtain a bit of momentum. Ideas on this front include Sol Ring, Arcane Signet, Fire Diamond and Worn Powerstone. When it comes to draw, I'd consider some utility lands like Bonders' Enclave, Mikokoro, Center of the Sea and maybe War Room. Artifacts can also be useful here with stuff like Endless Atlas and Mind's Eye.

Good luck.

DreadKhan on "The High Priestess of Helgrind"

7 months ago

Well, I had a bit of time so I took another look!

I feel like Bond of Revival isn't enough value for 5 mana, and the effect probably doesn't scale especially well. Disentomb seems small, I would usually prefer to have a more impactful card, and a 1 drop that you can't play early is often annoying in my experience. I'm not sure why you're using Expanded Anatomy, I doubt you'd miss it. Introduction to Prophecy is really bad if you have access to Black spells, paying a few life to get more cards in hand is a good deal. Do you have big enough creatures to justify Thud in here? If you don't expect to have a huge creature (power high enough to kill a player with a decent life total) I'd cut it. Ebony Charm seems like a strange choice, the evasion isn't the best and the exile effect feels very small for Commander, where you usually want effects that deal with an entire Graveyard (if not everyones). Effects like Enthusiastic Study aren't usually very good, and Learn doesn't work so you just loot IIRC, which isn't enough added value. If you're going to run Get the Point I think you should look at stuff like Ravenous Chupacabra, Nekrataal, either kills something but each leaves a body you can sacrifice, and both cost less mana. Same with Reach of Shadows, there are wildly better cards you could use that are still cheap. If you're going to sacrifice a creature for Rescue From the Underworld I think you could just run Victimize, it's bigger and less mana.

I'm looking through here and I've noticed you have a relatively large number of single target single card discard effects, in my experience these scale very poorly in multiplayer. I think you could keep the best one or two, but you don't need so many of them I feel.

Another potential issue here is that you have a LOT of redundant sacrifice outlets, I'm not sure you really need that many when you have your Commander, I think I would look for cards that offer a payoff for sacrifices, there are lots of cards in Rakdos that care about death triggers, any of them is probably better than something like Voracious Null when your Commander offers a great sac outlet.

I'm not sure if you'll really have problems or not, but if you find you are short of mana you could probably add a few mana rocks, Rakdos Keyrune is pretty versatile, Phyrexian Totem is potentially a creature as well. There are Charcoal Diamond and Fire Diamond, there is Mind Stone, and many more that are 2 or 3 mana. I find decks that have enough lands are probably better in most situations, but having a few mana rocks can be good sometimes.

eliakimras on Equipped Samurai

9 months ago

Since your deck is a fast one, consider running lands that don't enter the battlefield tapped:

You might also want to run some utility lands:

Also, since speed is the name of the game for Voltron decks, consider those swaps in your ramp package:

NV_1980 on Tenacious F

10 months ago

Some ideas:

Hope this helped; have fun with the deck.

Rhadamanthus on Fumiko the Lowblood

10 months ago

I feel like getting things rolling before too many turns pass is still the weak point. More ramp and/or early game plays would probably help. In terms of budget, I’m not looking to spend a whole lot on making more changes. The high-dollar cards that happen to be in here are mostly just luck from the things I’ve been able to collect while playing for almost 30 years.

Right now the draw is limited to the “impulse draw” effects like Outpost Siege, Chandra, Torch of Defiance, Oracle's Vault and Experimental Frenzy. I agree a wheel or two in here would help. I know I have a couple Wheel of Fortune in a casual goblin deck that doesn’t get much play. For some reason I thought it was banned in Commander. Do you think Elkin Bottle is any good or is it too clunky?

I agree with your suggestions for Mind Stone and Ancient Tomb. I’ll dig around and see if I already have any extras. I think a Fire Diamond might be good as well.

I think I’ll keep Experimental Frenzy. It’s great as a mid to late game Future Sight when I start running out of things to do.

NV_1980 on Who Else But Krenko!

1 year 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.

Load more