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Gruul Signet Discussion
6 days ago
DemonDragonJ, carlmoores, Riku is an extremely difficult Commander to build around, because he needs a lot of support to get going. Firstly, he's 5 mana in three colors. Unless you're willing to drop hundreds of dollars on the lands alone, there's a very good chance you won't get him out on turn 5 without excessive ramp. So you might think you want to build in Sol Ring , Mana Crypt , Arcane Signet , Gruul Signet , Simic Signet , Izzet Signet , Mind Stone and others. These work fine and all, but the problem is you end up taking away slots from creatures and I/S spells. Riku wants to be out and copying everything, ASAP.
Often, the "best" route are mana dorks. These will allow you to get some sort of creature base to protect yourself with, and ramp into Riku and his ability, and later on if you draw into them they are not duds because you can now copy your dorks for even more mana.
You can't copy an Arcane Signet , but you can copy a Birds of Paradise . But now you open yourself to removal, particularly wraths. So, you need to cram as many counter spells into the deck as possible.
What this now means is you have a bunch of dorks being protected by a fistful of counter spells. The reason you want to do this is because you are biding your time to drop a few choice bombs into play to secure the winning position.
Drop a Kamahl, Fist of Krosa and pay into his ability a bunch of times. Drop a Hornet Queen with Esix, Fractal Bloom already in play. Copy Hornet Queen and turn all of your tokens into copies of your Scourge of Valkas . You can also use Myr Battlesphere or Avenger of Zendikar for this. You can also use Terror of the Peaks , Apex Altisaur or Burning Sun's Avatar .
Consider the following:
- You know you want to use Riku
- But you know you need ramp
- So you know a large portion of your deck must be dedicated to ramp
- So ramp with creatures, so you can use Riku
- Now you can chain Riku and dorks together to bring out heavy hitters much, much sooner
- Focus on ETB effects to deal damage and clear the way
- Strengthen with Clone reinforcements
- You can clone your bombs, and copy your clones to clone more bombs
- When the dust settles, you're the only one left with creatures. Attack and win
For I/S spells, focus on two things: Counter spells and draw spells. You want to counter any and all wraths, as you want your boardstate to remain untouched. You also want to prevent removal on Riku if possible. The second part is draw, because you want to keep as many options open as possible. Drawing a single card per turn with Riku is a death sentence because you'll run out of gas immediately.
Riku wins through sheer, unrelenting brute force. So be smart about it, use ETB non-combat damage to clear the path and use your overbearing power and presence to hone in on singular opponents at a time.
Sure, spreading the love and hitting everyone for 12 damage is nice and all, but hitting one player for 36 and removing an entire player as a threat is far more beneficial.
Riku may be the ultimate Timmy Commander, but he absolutely plays like a Spike - he's there to win, not hold hands and sing kumbaya.
3 months ago
Hey, good job upgrading the precon on a budget.
All players at some point have problems with mana screw; it's just part of the randomness of the game when playing more than one color. Ways to reduce the possibility of getting screwed with lands on a budget are slim because you're relying on basic lands, but there's some hope from nonland cards. The three Guild Signets: Izzet Signet , Simic Signet and Gruul Signet are more 2 drop mana rocks that are ramp you can tap any land to make two different colors of mana. Roiling Regrowth is less good Harrow ; more mana fixing with basic lands.
Of course upgrading the manabase with more dual lands: Bond lands, Shock lands, Filter lands, Pathways and less basic lands would help with color fixing. These lands can be expensive and there aren't a lot of good budget options: Shivan Reef , Ash Barrens , Evolving Wilds , Terramorphic Expanse .
Kalamax is nice with more lower mana cost instants that draw or filter: Brainstorm , Impulse , Manamorphose . Solve the Equation is a new card from Strixhaven; it's a tutor for any instant or sorcery. Return of the Wildspeaker is a powerful draw effect with Kalamax because it's going to have high power.
Storm-Kiln Artist is another new card from Strixhaven and it's a repeatable source of treasures which can be saced to make any color of mana. Artist has magecraft which is a busted mechanic with Kalamax because it triggers when you copy a spell. With Artist in your control + tapped Kalamax you create two treasures just by casting the first instant on a turn. If you combo with tapped Kalamax + a Fork this creates infinite treasures which is infinite mana. Prismari Command is an instant that can create a treasure token, two with tapped Kalamax as well as do other effects.
Some cards to consider cutting:
- 3x Forest
- Halimar Depths
- Djinn Illuminatus
- Wort, the Raidmother
- Charmbreaker Devils
- Rampant Growth
- Temur Charm
- Crackling Drake
- Talrand, Sky Summoner
If interested I offer more advice. Would you like more advice? Good luck with your deck.
3 months ago
Ral, Storm Conduit is an excellent budget card with Kalamax. It's a source of many repeatable effects and it can be a win condition with Kalamax via damage with a Fork such as Expansion / Explosion . Return of the Wildspeaker is a $1 at CardKingdom and it's mode to draw based on the power of Kalamax can draw a lot of cards.
Instant Forks such as Reverberate are the effects that break Kalamax because they can put infinite +1/+1 counters on him which gives him infinite power and toughness. The way a Fork works with tapped Kalamax can be confusing since it uses the stack, but if you're interested to learn more about this powerful interaction I offer more advice about them.
Springleaf Drum , Holdout Settlement and Survivors' Encampment are budget cards that can tap Kalamax or any other creature you control to make any color of mana. Having ways to tap Kalamax without attacking is helpful because sometimes you can't attack or don't want to attack, would rather keep Kalamax to block, but you still want Kalamax to be tapped.
The precon lacks ramp. Not enough efficient low mana cost budget ramp sources such as Izzet Signet , Simic Signet and Gruul Signet . These two drop Signets can help to cast Kalamax with color fixing and ramp. Most manabases of precons are subpar with lands such as Rupture Spire and can be upgraded with more budget lands that enter the battlefield untapped such as Holdout Settlement , Survivors' Encampment , Yavimaya Coast , Shivan Reef .
I offer more advice including cuts to consider. Would you like more advice? Good luck with your deck.
3 months ago
Some cards to consider:
Those cards range from what I consider to be auto-includes to somewhat pet cards in no particular order and are pulled from an older deck list that I haven't updated in some time.I would be happy to discuss what makes them strong or what cuts to make to fit them in of you have any questions.
4 months ago
I'm going to go ahead and start on ramp here, you have only a couple pieces of pretty bad ramp.
So I really recommend picking up Llanowar Elves , Elvish Mystic , Elves of Deep Shadow , Fyndhorn Elves , Wild Growth , Rakdos Signet , Golgari Signet and Gruul Signet . Those are all really good because they can come down early, they get you more mana to play Mario and Luigi earlier, they can help you play your bigger cards earlier, and they can be sacrificed to the brothers.
If you want to find room, Cultivate , Harrow , Kodama's Reach , Rampant Growth , and Boundless Realms are all really really good, but not quite as necessary here as they can't be sacrificed to the brothers.
The player with the most mana is often the player in the best position in EDH, so mana ramp is important.
You also want some good interaction, which isn't quite as relevant with the brothers but it's still very important. Rakdos Charm , Terminate , Abrade , Abrupt Decay and Assassin's Trophy (which are a bit pricier), Doom Blade effects such as Cast Down , Ultimate Price , Go for the Throat and Heartless Act , Lightning Bolt , Nature's Claim are all pretty solid ones. The purpose is just to be able to stop someone from killing you, remember not to be aggressive and kill things without reason.
Casualties of War is pretty cool too, I just like the card.
4 months ago
4 months ago
Hey, good start on a budget.
Cards in the maybeboard that are worth adding:
- Whisper, Blood Liturgist
- Altar's Reap
- Costly Plunder
- Solemn Simulacrum
- Fleshbag Marauder
- Apprentice Necromancer
- In Garruk's Wake
- Tainted Wood
- Erebos, Bleak-Hearted
- Smothering Abomination
- Acidic Slime
Some budget cards, $1-$2, most are less than $1, at TCGPlayer to consider adding:
- Chandra, Acolyte of Flame : the two Elementals she creates are saced at your end step meaning they will trigger Korvold. Repeatable two Elemental creatures has interaction with Priest of Forgotten Gods and Whisper, Blood Liturgist to activate them on your turn each turn.
- Awakening Zone : Eldrazi Spawn tokens have nice interaction with Korvold since they self-sac to make 1 colorless mana.
- Arasta of the Endless Web : repeatable Spider tokens whenever an opponent casts an instant/sorcery thus can be lots of value in multiplayer Commander. It can even create infinite Spider tokens if an opponent combos by infinite casting.
- Atarka, World Render : creature to reanimate. Korvold is a Dragon and giving him double strike in combination with flying and huge power from counters can outright kill an opponent with Commander damage.
- Sakura-Tribe Elder : can sac itself.
- Caustic Caterpillar : can sac itself.
- Viscera Seer : can sac itself.
- Reassembling Skeleton : can reanimate itself.
- Bloodsoaked Champion : can reanimate itself.
- Village Rites
- Jarad's Orders : tutor for two creatures, one into your hand and the other into your graveyard. Good reanimation enabler or get Reassembling/Champion.
- Poison-Tip Archer : trigger when any other creature dies including opponent's creatures making it good in multiplayer Commander.
More ramp is good with Korvold because it can help to cast him faster and then it can be sac fodder to trigger him.
- Sol Ring : the most expensive price card I will suggest, but it's a staple of Commander.
- Sakura-Tribe Elder
- Gruul Signet
- Golgari Signet
- Rakdos Signet
- Mind Stone : can sac itself.
- Commander's Sphere : can sac itself.
- Springbloom Druid
Some budget lands to consider adding:
- Exotic Orchard
- Savage Lands
- Path of Ancestry
- Llanowar Wastes
- Cinder Glade
- Smoldering Marsh
- Jund Panorama
- Evolving Wilds
- Terramorphic Expanse
- Myriad Landscape
- Blighted Woodland
- Ghost Quarter
- Ash Barrens
I offer more advice. Good luck with your deck.
4 months ago
Oh goodness me this would be so much easier if you weren't good at deckbuilding
I guess copying Obscuring Haze doesn't do much, so that one can be cut probably.
In Search of Greatness isn't amazing, it's not bad by any stretch but it'd definitely not amazing. I'd kill it.
Again, this won't lower the amount of cards (TWLAC from here on), just improve the quality of them: your ramp's average CMC is too high. I know it's easy to think "Oh, these ones put more lands into play and are ergo better for my strategy of casting massive stuff", but in the long run cards like Farseek , Nature's Lore , Three Visits , Rampant Growth , Into the North , and the signets like Gruul Signet , Izzet Signet , and Simic Signet will do better by you.
Sorry I couldn't help cut very many cards, and I love the deck ;)