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Format | Legality |
1v1 Commander | Legal |
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Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Footfall Crater
Enchantment — Aura
Enchant land
Enchanted land has ": Target creature gains trample and haste until end of turn."
Cycling (, Discard this card: Draw a card.)
Xarabas on Chandras Cavalcade
10 months ago
i’m not convinced that either Experimental Frenzy or Footfall Crater do anything useful for you here.
Well the problem of this deck is, that it is a bit slow and can't do much against control. Experimental Frenzy especially when paired with Runaway Steam-Kin gives me a lot of card advantage. I had a lot of games where I waited until my enemy was tapped out and couldn't counter Experimental Frenzy and it helped me get back in the game.
I am absolutely not sure about Footfall Crater as well. Another Problem of this Deck is when I keep getting jump blocked by tiny creatures. Fling helps against that but sometimes I just want to have trample and keep my creature alive.
your land count is super-low considering your mana curve and your requirement to hit at least 3 lands - i’d go up to 22-23. it’ll be better just to run a mountain instead of Kazuul's Fury
Okay sure I'll give it a try when playtesting :)
where’s Lightning Bolt!!
In the Mail I hope :D This was once a standard Deck and it's very low budget. I'll keep updating it with better cards from time to time tho.
wallisface on Chandras Cavalcade
10 months ago
Some thoughts:
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i’m not convinced that either Experimental Frenzy or Footfall Crater do anything useful for you here.
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your land count is super-low considering your mana curve and your requirement to hit at least 3 lands - i’d go up to 22-23.
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it’ll be better just to run a mountain instead of Kazuul's Fury Flip
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where’s Lightning Bolt!!
pyyraus on Magar of the Magic String Cheese
1 year ago
General:
-More mana ramp
-For an instant/sorcery deck, there are too many cards that synergize with creatures
-Getting this deck to a really good point is going to take a lot of testing and thinking to figure out the balance of several details; off the top of my head, effects that make your tokens attack better (deal damage, stay alive, gain double strike, etc.), effects that put such cards into your graveyard, mana ramp to activate Magar's ability consistently, protection for Magar, and actual 'payoff' cards
Cards I would immediately drop:
-Professor Onyx- has decent synergy with her static ability and +1 but apart from that doesn't do much; it's also 6 mana in a list that already needs a lower curve
-Waste Not: an awesome card in general but you play almost no effects that make your opponents discard cards
-Footfall Crater: synergies pretty much only with Anje Falkenrath and just has very bad rates
-Lightning Bolt: iconic Magic card but I am on the side that believes it is straight up not good in Commander
-Temple of the False God: I don't play this card anymore; it's a dead draw until usually turn five or six and at that point, it does so little especially in a deck like this where you don't desperately need a mana source producing two colorless
-Ignite the Future: a decent card in a deck where you cast it from the graveyard but you will rarely do that here; Magar's ability does not make you cast it from your yard and it just does not have a good rate
-Bone Shards: I see why you're playing it here (its extra cost can easily be paid with a face-down instant/sorcery you're done with) but in this deck you do NOT want your face-down instants/sorceries dying because you can repeatedly cast them when they deal damage; there are so many better removal spells in red and black that do not require such an akward cost
Cards that Can be Replaced with Better Ones:
-Chainer, Nightmare Adept: the free, instant-speed discard ability is amazing, don't get me wrong, but the ability its activating does almost nothing for your deck; there are better (sometimes cheaper) free, instant-spped discard abilities like Zombie Infestation or Skirge Familiar
-Dark Ritual: I personally don't like Dark Ritual except in mono-black decks that really need it and here; it's an amazing card turns one through maybe four but after that, it is probably going to be a dead draw; a mana rock would be much better in its place
-Seething Song: same argument as Dark Ritual but this spell is best on a different range of turns
-Blood Money: this is a pretty cool card to get for free from Magar but I am not too sure how much benefit the tapped treasure give you; I am mainly saying this because I would run Blasphemous Act first but this is all pretty subjective
-Tuktuk Rubblefort/Fervor: these are two of your current three cards that give all your creatures haste; I think three may be a bit much and Urabrask the Hidden is definitely the best of them
Crow_Umbra on Captivating Crew or Commissar Severina …
1 year ago
I think Commissar Severina Raine would be the move to make. She can sac all the stolen creatures from Tariel for draw. She can also act as more of a finisher than Captivating Crew.
I took a quick look at your deck, and a few more things I'd suggest:
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Run some more ramp if you can. Arcane Signet, Boros Signet, and/or Talisman of Indulgence type stuff. Your curve is pretty top heavy, even with the access to reanimation to cheat stuff into play.
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I think your deck could benefit from more Haste granting effects like Hanweir Battlements Meld, Footfall Crater, Bitter Reunion, Lightning Greaves & Swiftfoot Boots, Fervor, Ogre Battledriver, or Urabrask the Hidden. Similar to the ramp suggestion, this is to speed up the clock on your creatures attacking & using their activated abilities sooner. Thousand-Year Elixir is another option that could help in that regard.
Cheiromancer on Super Crash Bros.
2 years ago
What is the purpose of Footfall Crater? Your big creatures already have trample.
Quickspell on ATLA OMELETTE
3 years ago
Nice. I have a similar build. Xenagos, God of Revels works great with the Titans and Blightsteel. They definitely need haste and trample, so Footfall Crater can be great. If you reduce the creatures without indestructible, Shifting Shadow is fun. Also I find that Mosswort Bridge can be very lucky. And since you're doing some top decking you may want to consider Mirri's Guile. Also, since you're running Ashnod's Altar, Thornbite Staff is a classic inclusion as it combos with Atla.
StopShot on
3 years ago
I agree with zapyourtumor, Night's Whisper feels clunky for what you want from it. I would instead try getting value from running Flamebreak , as its a boardwipe that also hurts both you and you opponent and your Dragon's Rage Channeler 's will bypass it if you have Delirium. Your mana base also seems capable for it, but if those Swamps become a problem I'd swap one for a Blackcleave Cliffs .
If you really want the extra card draw I'd suggest switching it for Footfall Crater instead, as it provides another card type you can put in the grave for delirium or another source of haste and trample for your beaters. If the life loss and card draw is essential you should run Plunge into Darkness as a direct upgrade from Night's Whisper since there's more flexibility to playing it at instant speed (especially during the combat step) and you can even set how much life you want to lose from it while being able to dig even deeper.
Noku269 on Zendikar Alive
3 years ago
You don't have to add all of these, but I would consider looking into each one. Trace of Abundance Throes of Chaos Nissa, Who Shakes the World Moraug, Fury of Akoum Journey of Discovery Ghirapur Orrery Explore Ashaya, Soul of the Wild Genju of the Cedars Genju of the Fields Genju of the Spires Bear Umbra Living Terrain Consecrate Land Destiny Spinner Footfall Crater Nessian Wanderer Nissa's Zendikon Spreading Algae Guardian Zendikon
If you made a Commander/EDH version I would add Burgeoning