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| Format | Legality |
| 1v1 Commander | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Pioneer | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Gadrak, the Crown-Scourge
Legendary Creature — Dragon
Flying
This can't attack unless you control four or more artifacts.
At the beginning of your end step, create a Treasure token for each nontoken creature that died this turn. (It's a colourless artifact with ", Sacrifice this artifact: Add one mana of any colour.")
psionictemplar on
Sarkhan's Dragons of the Sun
2 weeks ago
Ultimately, both Blood Moon and Blood Sun would do the same thing for your deck in letting your lands come in untapped. The ability removal blood sun gives will likely only be relevant in niche situations whereas the Blood Moon can slow your opponents down more often and is probably more useful overall though. But given the number of tapped lands you have, getting either one into play is fairly important to keep up tempo-wise with other strategies, hence my suggestion of including both and additional rituals to get there faster.
If I were to make additional changes here is what I try and why.
-1 Bitter Reunion: Going for the multi-dragon haste kill will be hard because you will need to cast several spells in a turn to make this go from a 2 turn kill to a 1 turn kill combo. Without having a large amount of mana production to fuel this, it will be very difficult.
-1 Indomitable Creativity: The more creatures and artifacts you run, the greater the chances that you will end up a result that isn't what you want. Decks that are built around creativity usually only run 1 or 2 different creatures/artifacts to always ensure that they hit the things they want. As it stands right now, that is not a guarantee with 18 possible cards you could change into.
-2 Xorn: Your only treasure producers are Strike it Rich and There and Back Again which won't give you many chances to make additional treasures. Ask yourself this question, if I get an additional treasure from There and Back Again what is that 1 additional treasure really going to do for me that the other 14 couldn't do already? If the answer is nothing really, do you need There and Back Again? If not, that would only leave Strike it Rich, and that isn't enough to justify running Xorn for.
-1 Bloodthirsty Conqueror: I really don't understand why you've included this. It doesn't really do much that another dragon such as Hoarding Dragon or Gadrak, the Crown-Scourge couldn't do. It doesn't find any other win condition and the psuedo-lifelink effect doesn't really line up with either of your plans to hit with huge amounts of damage in a single turn. Not to mention that casting it depends on having either multiple treasures or a Manamorphose for the black mana portion of it. I really feel like this is a card that will either get stuck in your hand or would be equally effective as any other big red creature which makes it replaceable from my viewpoint.
-1 There and Back Again: By the time you get to 5 mana to cast this you should probably have already presented a way to win the game with. Having to wait an additional turn to get the single mountain out of your deck can be done both cheaper and faster and that's IF! you need the mountain in your deck at all. I don't blame you for having it if you see a lot of Ghost Quarter type effects and it isn't likely to prevent a Goblin Charbelcher activation from winning the game outright. Then you finally have to look at chapter 3's ability which I touched on a bit in the Xorn section.
-1 Irencrag Feat: I've run 4 of these and they get stuck in hand way too often between the inability to cast multiple in a turn (for future spells) and the 4 mana cost itself. Going down to 3 copies will help prevent having redundant copies in hand and freeing up space for other things.
Additions: +4 Desperate Ritual: Probably the best 2 mana ramp spell you could have especially if you can manage to splice additional copies onto it. (Just a piece of rules advice for understanding: Ruby Medallion will only reduce the cost of the original copy but not any of the copies that are spliced on to it.)
+3 Blood Moon: Primarily here as an additional way to help your lands come in untapped without you needing to pay life.
I think that once you try these suggestions out, you'll like them. However, this is your deck and you do whatever you want with it. Good luck and if you have any more questions or want me to try and explain my reasonings a little bit more I'll try to help you the best I can.
psionictemplar on
Sarkhan's Dragons of the Sun
2 weeks ago
Ultimately, both Blood Moon and Blood Sun would do the same thing for your deck in letting your lands come in untapped. The ability removal blood sun gives will likely only be relevant in niche situations whereas the Blood Moon can slow your opponents down more often and is probably more useful overall though. But given the number of tapped lands you have, getting either one into play is fairly important to keep up tempo-wise with other strategies, hence my suggestion of including both and additional rituals to get there faster.
If I were to make additional changes here is what I try and why.
-1 Bitter Reunion: Going for the multi-dragon haste kill will be hard because you will need to cast several spells in a turn to make this go from a 2 turn kill to a 1 turn kill combo. Without having a large amount of mana production to fuel this, it will be very difficult.
-1 Indomitable Creativity: The more creatures and artifacts you run, the greater the chances that you will end up a result that isn't what you want. Decks that are built around creativity usually only run 1 or 2 different creatures/artifacts to always ensure that they hit the things they want. As it stands right now, that is not a guarantee with 18 possible cards you could change into.
-2 Xorn: Your only treasure producers are Strike it Rich and There and Back Again which won't give you many chances to make additional treasures. Ask yourself this question, if I get an additional treasure from There and Back Again what is that 1 additional treasure really going to do for me that the other 14 couldn't do already? If the answer is nothing really, do you need There and Back Again? If not, that would only leave Strike it Rich, and that isn't enough to justify running Xorn for.
-1 Bloodthirsty Conqueror: I really don't understand why you've included this. It doesn't really do much that another dragon such as Hoarding Dragon or Gadrak, the Crown-Scourge couldn't do. It doesn't find any other win condition and the psuedo-lifelink effect doesn't really line up with either of your plans to hit with huge amounts of damage in a single turn. Not to mention that casting it depends on having either multiple treasures or a Manamorphose for the black mana portion of it. I really feel like this is a card that will either get stuck in your hand or would be equally effective as any other big red creature which makes it replaceable from my viewpoint.
-1 There and Back Again: By the time you get to 5 mana to cast this you should probably have already presented a way to win the game with. Having to wait an additional turn to get the single mountain out of your deck can be done both cheaper and faster and that's IF! you need the mountain in your deck at all. I don't blame you for having it if you see a lot of Ghost Quarter type effects and it isn't likely to prevent a Goblin Charbelcher activation from winning the game outright. Then you finally have to look at chapter 3's ability which I touched on a bit in the Xorn section.
-1 Irencrag Feat: I've run 4 of these and they get stuck in hand way too often between the inability to cast multiple in a turn (for future spells) and the 4 mana cost itself. Going down to 3 copies will help prevent having redundant copies in hand and freeing up space for other things.
Additions: +4 Desperate Ritual: Probably the best 2 mana ramp spell you could have especially if you can manage to splice additional copies onto it. (Just a piece of rules advice for understanding: Ruby Medallion will only reduce the cost of the original copy but not any of the copies that are spliced on to it.)
+3 Blood Moon: Primarily here as an additional way to help your lands come in untapped without you needing to pay life.
I think that once you try these suggestions out, you'll like them. However, this is your deck and you do whatever you want with it. Good luck and if you have any more questions or want me to try and explain my reasonings a little bit more I'll try to help you the best I can.
DungeonMimic1993 on
Hey Jude
1 year ago
Thank you for the feed back DreadKhan, it reminded me that I haven't edited my digital version of this deck even though I changed my physical. I've updated the above deck to match my real deck and added some of your suggestions. First of all, You were 100% right about mana being a struggle and Judith being a kill on sight. I really haven't found any ramp in rakdos so thanks for the lands, i can see them building up fast. I also added Gadrak, the Crown-Scourge to produce mana off killing creatures. he's not very fast for mana but he is a good cheep blocker too.
Aetherflux Reservoir is definitely on my to-buy-list, but when i bought this deck I opted for the Bolas's Citadel instead.
I'll probably hold off adding Sensei's Divining Top because one; It's a bit out of my budget, and two; personally, I find combo wins to be a kind of disappointing way to end a game - at lest not as exciting as dealing 20 damage to everything with starstorm. But if you are someone who likes combos that is a very solid one to add for sure.
Shock for Flare is a pretty close swap, Flare costing more mana and doing less lifelink damage, but keeping cards in your hand. Once i add the charge up lands a two mana difference won't be as big as it is currently so i think that will make it worth it to replace.
Rite of the Raging Storm is going in for sure. Because the creatures will die at the end of the turn they will trigger cards like Deathbringer Thoctar , Massacre Wurm
, or any other similar creature in the deck making it a must have. Not a card i would have found otherwise so thank you so much for suggesting it.
I could add Kothophed, Soul Hoarder so i have more a chance at drawing one, but Harvester of Souls does the same minus taking lots of damage making it a better option for me.
Because most of the card in here say "each" i can almost always get around Hexproof, Shroud, and Ward, and I have cards like Burn from Within to get around indestructible and Fanged Flames to get through protection so there hasn't been a time yet were there was something i couldn't kill, but you never know when your wubrg friend is going to play Progenitus so not a bad card to put in there if you come across something really hard to deal with often.
I really appreciate your feed back, I just played this deck yesterday and in a 6 player game, and came very close to a win if i had exactly 2 more mana or one more card draw, so everything you recommended is on point with what this deck needs.
NTakamura on Gadrak, the Crown-Scourge Aristocrat payoff
2 years ago
I am making a Gadrak, the Crown-Scourge deck focusing on sacrificing artifact creatures. I was wondering what were some payoff for creatures dying. So far I have Slagstone Refinery. Any suggestions would be nice. Thank you.
Heavensgates on
Marchesas' Thorns
2 years ago
Cmi1103 Those are some great comments and suggestions, thanks!
I either missed Anduril, Narsil Reforged or it was a bit out of my budget at the time I first saw it. A copy of it is on the way!
I used to have Thran Vigil, until it hit me that it was only a single +1/+1 counter, no matter how many cards come in and it was only on your turn. I cannot remember what I swapped it out for, but I am unwilling to use it, given its constraints. Had it been one counter per turn, I would still have it.
I will seriously consider Spark Double, so many legendary cards are worth copying, commander included, just gotta figure out what to dump for it.
Ashnod's Altar is in the deck, Goblin Bombardment will go in my thinking pile, free sacs are nice indeed.
I used to have Flayer of the Hatebound in the deck combined with Stalking Vengeance for a double whammy, but I took em out to go another direction.
I also like to walk the dangerous line of not being the one with the most lives, often not blocking attacks to drop my lives to activate dethrone. It's also why I use all those pain talismans. So Gray Merchant of Asphodel is not really an option I am willing to entertain.
Wish I had a Dockside Extortionist!
I stole your Danny Pink and am thinking on your Kardur, Doomscourge as well.
Looking through your decklist, I see you are using Mahadi, Emporium Master, an alternative could be Gadrak, the Crown-Scourge, same CMC, but he flies, does not require the black mana and is 5/4 instead of 3/3, downside is you need 4+ artifacts for him to attack and he will not spawn a treasure when tokens die.
Another interesting free sac outlet is Grimgrin, Corpse-Born, free sacs, adds +1/+1 counters on himself (and untaps!) and kills a target and buffs again when attacking.
Another interesting creature I toyed with that serves as a good defender and gives you perfect control of your life total (on the downside) is Mischievous Poltergeist, stops anything that is not trample or unblockable and survives many kinds of board wipes all while allowing you to drop your life total to the same level as the highest life total at instant speed!
Otherwise, Skullclamp, 1 mana for 2 extra card draws? Sign me up!
Thanks for the comments and the upvote and here is one back from me (I tried, but I get a 404 page when I click the button...)!
Uldaric on
Utvara Hellkite dragon deck
2 years ago
Thank you for the feedback, much appreciated!
Balaam__ do you have any suggestions in terms of ramp cards that could be added? The good ones that i now of are unfortunately not legal in modern...
wallisface yeah, testing the deck I saw that te first few turns I had nothing that could be done. I was thinking about replacing Gadrak, the Crown-Scourge and Helm of the Host in favor of something that costs less to play.
jdogz32 that combo looks indeed very interesting. I personally prefer maintaining the deck mono red, but I'll think about your suggestion, maybe adding other green cards like Elvish Piper to cheat bigger dragons into play. I'll defenetly add the Shivan Devastator, looks really cool!
awesomedude20 on
Dihada's Harem of Heroic Hooligans
2 years ago
Mattio38 Hey, thanks for stopping by yourself haha!
I've played this a handful of times with my group, and it's always at LEAST been a major threat, with her ability to toss out huge threats at a moment's notice. Magda is genuinely an all-star lol, the ability to fetch Avacyn's Memorial out of the deck is insane. Especially considering you can swing Magda safely, since the fetched Memorial will make her indestructible lol. Allowing you to continue fetching big nasties (Bladewing, Deathless Tyrant, Drakuseth, Maw of Flames, Oros, the Avenger, and Piru, the Volatile are all excellent targets, with Gadrak, the Crown-Scourge as prooobably your last choice) turn after turn. Luxior, Giada's Gift is another great choice.
But honestly? I usually hate infinite combos, so I usually try to avoid tossing those in as wincons, so this deck usually just wins by beating face better than anyone else. There's a good amount of fliers too, which are both great at protecting Dihada, as well as getting in to damage people, and any winning boards just... facilitate keeping your board around to continue doing that haha. The boardwipe creatures are especially good at keeping everyone else's board in check, since all of them deal with most go-wide strategies pretty immediately, as well as smaller utility creatures and whatnot, paired with lifelink to boot, it gets kinda funny.
A combo I do quite like is Dihada + Myrel, Shield of Argive + Agrus Kos, Eternal Soldier.
Lets you target Agrus with Dihada's +2, then you pay the , which copies her +2 for every one of your legendary creatures, and with Myrel out, your opponents don't have too many common options to deal with your board since USUALLY your board is quite vulnerable from your upkeep to your main phase 1. But Myrel stops people from doing anything during that point, so you can basically keep your Dihada +2 going safely for your entire creaturebase, letting you swing relentlessly and gain a ton of life, all while keeping Dihada safe behind the fliers and big bodies etc. etc.
Also Primevals' Glorious Rebirth won me a game hilariously hard once. A Lazav player milled like 3/4s of my library. Got to my turn. Topdecked Primeval. Put basically every legendary card in my deck straight onto the field, lands included. Generally speaking, I prefer to let all 4 cards go to the grave with Dihada's -3, since the 4 treasures is REALLY strong, but if I ever mill Primeval, you bet I'm grabbing that lol.
As for your recommendations, yeah Blasphemous Act is kinda just never a bad idea lol. I might toss it in, but I find I've been able to get by using Piru, Oros, or Ashling in a similar way. The deck makes enough mana to make it functional haha, plus it leans more into the legendary tribal aspect, which I enjoy. Sheoldred is definitely a great include, I'm not really sure why I didn't include her other than maaaaybe being a massive hate magnet. I would argue that Rodolf is even better in the deck with a little extra legwork involved, but Rodolf, for some strange reason, doesn't attract as many bad intentions haha
Definitely not a bad idea though, fits into my theme of "keep my things on the board", if I ever find a card underperforming I might just swap it out for her.
jarncards on
hasteland
3 years ago
For global haste you can use Fires of Yavimaya, Concordant Crossroads, Mass Hysteria, and Urabrask the Hidden who will also conveniently turn off other people's haste. Anger and Barbarian Class also give haste after more effort.
Ant Queen, Artifact Mutation, Battle Hymn, Circle of Dreams Druid, Dragon Broodmother, Pest Infestation, Scute Swarm, Tempt with Vengeance, Sylvan Offering, Termagant Swarm are all useful if you can give haste to all of them.
Birds of Paradise is just the best mana dork.
You have green, so you might as well use the standard ramp package with Cultivate , Kodama's Reach, Explore , Farseek, , Rampant Growth, Three Visits and Nature's Lore. Probably ignore most mana rocks, because people are going to want to vandalblast you just because of the treasures.
Relentless Assault, Scourge of the Throne, Combat Celebrant, Hexplate Wallbreaker, World at War grant extra combats, with Hellkite Charger and Aggravated Assault potentially going infinite.
Vandalblast goes in every red deck. Even though youll have a ton of treasures i'd still run Brotherhood's End too
For draw spells consider Scroll Rack, Garruk's Uprising, Elemental Bond, Soul's Majesty, Furious Rise, Rishkar's Expertise, Beast Whisperer, Shamanic Revelation, Disciple of Bolas, Pact of the Serpent, Painful Truths, Harmonize, Sign in Blood, Night's Whisper, Read the Bones, Ambition's Cost, Ancient Craving, Damnable Pact, Commune with Lava, Lifeblood Hydra, or maybe Necropotence although the color restricion on necro is tough, treasures should take care of it.
Fable of the Mirror-Breaker Flip, Ragavan, Nimble Pilferer , The Reaver Cleaver , Gadrak, the Crown-Scourge , Ancient Copper Dragon , Old Gnawbone Ziatora, the Incinerator for more treasure makers. Pyrohemia and Pestilence could be fun with the extra mana. Awaken the Woods is an amazing x spell too, but wont appreciate the two aforementioned cards.
If you're using magda the deck will benefit from dragons and expensive artifacts. throw in Imperial Recruiter and Worldly Tutor, Vampiric Tutor, and Demonic Tutor all go in your colors. so you can get her more consistently. Darksteel Forge and Gate to Phyrexia can be tutored into play with her for five treasure.
If you use dragons, you could add Dragonstorm, but you should carefully consider how many cheap spells you expect to be able to cast if you arent building specifically towards this card. Chatterstorm, Empty the Warrens, Yawgmoth's Will, Jeska's Will, Mana Geyser, and Manamorphose, Past in Flames are all good on their own and would add synergy.
If it ends up dragon tribal, cards like Crippling Fear , Kindred Dominance, Crux of Fate
Swashbuckler Extraordinaire is a very good payoff for using treasures if you dont use certain other nightmarish dragons like Atarka, World Render, Blast-Furnace Hellkite, Terror of Mount Velus, Thrakkus the Butcher
| Have (1) | metalmagic |
| Want (1) | dualist212 |


















