Hellion Crucible

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Hellion Crucible

Land

{T}: Add 1 to your mana pool. 1{R}, {T}: Put a pressure counter on Hellion Crucible. 1{R}, {T}, Remove two pressure counters from Hellion Crucible and sacrifice it: Put a 4/4 red Hellion creature token with haste onto the battlefield.

GrimVeracity on Neera Wild Mage Copy Deck

1 year ago

lego22499 this seems like a very fun and explosive Combo/Copy deck! I think the key to cracking/breaking Neera, Wild Mage is going to be focusing on lower CMC ramp and interaction without jeopardizing Neera's ability. She can be a tough cookie to crack but one idea that comes to my mind is adding some cheap early game interaction that you aren't necessarily disappointed to hit with the Neera later in the game. Another way to aid in this struggle may be to run a higher than usual land count considering you may not want to be hitting many low CMC ramp/rocks with Neera's abillity and would rather hit the lands to get closer to something BIG hiding in your deck plus it wouldn't hurt to draw some extra lands early... especially Utility lands or lands that have a Cycling ability as this could help with draw if you start to flood out. That's the best I've got for now but I'll give it some more thought as well as feature the deck and maybe you can get some HOT tips from EDH players more familiar brewing around Storm, Combo, Copy, Ect. Anyways cool deck looking forward to seeing how it develops!

Low CMC Interaction

Chaos Warp, Pyroblast, Pongify, Rapid Hybridization, Reality Shift, Swan Song, Peek, Gitaxian Probe, Snap, Prismari Command

Cycling Lands

Remote Isle, Smoldering Crater, Lonely Sandbar, Forgotten Cave, Desert of the Mindful, Desert of the Fervent

Utility Lands

Castle Vantress, Mystic Sanctuary, Wandering Fumarole, Skyline Cascade, Halimar Depths, Soaring Seacliff, Faerie Conclave, Moonring Island, Cephalid Coliseum, Magosi, the Waterveil, Spinerock Knoll, Shinka, the Bloodsoaked Keep, Ghitu Encampment, Madblind Mountain, Hanweir Battlements  Meld, Kher Keep, Hellion Crucible, Reliquary Tower, Wasteland, Strip Mine

TypicalTimmy on Kaalie, Seismic Shift

2 years ago

Kaalie, Seismic Shift

Legendary Planeswalker - Kaalie

Kaalie, Seismic Shift costs less for each Hellion and / or Wurm creature you control.

+1 Create a 4/4 red Hellion creature token with ": This creature gets +1/+0 until end of turn."

+1 Create a 5/5 green Wurm creature token with trample and reach.

-9 For each Hellion and Wurm creature you control, destroy up to one target land.

{Kaalie, Seismic Shift can be your Commander.}

5


My kinda gal ;)

I might try to find really nice artwork for this one and proxy it. Would be a super fun EDH deck, in my opinion. She has some fantastic protection, two completely untapped tribes, and a game breaking ultimate if you can go off. Would be difficult to run as the deck is essentially unsupported, but there's ways around that ;) Basically Changelings. But there are some nice Hellion and Wurm available to us. For example, Hellion Eruption and Sandwurm Convergence come to mind. The Sorcery has ways to be recast in red; See Charmbreaker Devils and Past in Flames as examples. As for Sandwurm Convergence, any token doubler will suffice. There's also Hellion Crucible, Garruk, Primal Hunter, Worldspine Wurm and of course Wurmcoil Engine.

It definitely would be a difficult deck to run, but completely doable. Definitely not cEDH material - probably mid-tier at best. You'd want tons of ramp in both mana rocks and land tutors, and then you'd want solid card advantage - be it in regular draw or impulse draw.

But, once you get the engine (little pun for you all) going, you can become unstoppable with a force of giant creatures, huge tokens and an ultimate that will end the game. More so one of those decks you sit down to drink a few beers with and eat pizza / tacos while bullshitting the night away - my kind of style, honestly.


For her story, I'd say she's a native to Zendikar and traveled to Ravnica, Amonkhet and Dominaria where she studied Hellion and Wurm. Then returned to Zendikar to unleash their destructive potential (hence her ultimate). I'd say she has the untamed wild heart of the Gruul Clans and likely seeks to spread that influence across the multiverse - firmly making her an antagonist in every sense of the word. Her goal is to destroy civilization and raze the land back into rubble as to cleanse any world of the influence of man and mer alike.

Basically Domri. Lol. But better.

Brynx on Torbran, Thane of Incremental Damage

4 years ago

@Profet93

I would love to include many of the cards you suggested, but I'm trying to keep the deck around $100. If I wanted to increase the budget of the deck, cards like Nykthos, Shrine to Nyx would definitely make the cut. Keeping the deck within this price range has been a fun and interesting challenge. I don't plan on upping the price limit any time soon. Out of what you suggested, some cards stuck out to me:

Myriad Landscape Should be in the deck. Having only 35 lands can get you in trouble real quick if you miss a drop or two. It will be replacing Hellion Crucible in the decks next update.

Skullclamp would probably make it into the earlier versions of this deck. As I play it more, I find that tokens are lacking in power compared to the decks other strategies. Because of this, I've been replacing the worse performing token creation cards.

Humble Defector would be a fun inclusion, but I do see issues with it. The deck tends to make more enemies than friends. I feel I would struggle to find someone to give it back a lot of the time.

Commune with Lava is another card I would consider adding to the deck. I am currently having issues with finding the mana to use Act on Impulse correctly. Either Commune with Lava or Ignite the Future might be replacing it eventually.

Thank you for the suggestions!

flamingseahorse on Mono-Red Sligh

5 years ago

did you consider Hellion Crucible

Hyperalgialysis on The Perfect Kill it with Fire

6 years ago

The only thing I can see that might help would be a couple of Geier Reach Sanitarium Sea Gate Wreckage maybe some other of the man lands like Ghitu Encampment Hellion Crucible or Gargoyle Castle. Basically lands that let you draw or turn into creatures if by some miracle they make it to the late game. The other thing is more for sideboard, but things like Ghostfire Touch of the Void to get around protection from red. I run an 8 whack zoo hybrid, and I am very weak to burn. The second it I see burn game 1 I throw in Kor Firewalker since it is hard for burn to interact with. Looks like it wins a lot, really enjoyed the effort you put into the description.

aeonstoremyliver on Mono-Red Burn

6 years ago

Cool, still something to consider though. I've been playing this deck for ages and can attest that you won't miss the life in a mirror match and the fetches do their work.

In any case, I would suggest dropping Valakut and the Hellion Crucible. You'd much rather they be basic Mountains. Otherwise, looking good!

Pandaka on Countryside Roulette

6 years ago

11.7% OF THE TIME, IT WORKS EVERY TIME. is totally better. 1) If you do get Countryside Crusher you'll probably have to wait a another turn for 20 damage in which the opponent can do so many things(for example play the 11.7% OF THE TIME, IT WORKS EVERY TIME. and get Countryside Crusher). 2) This deck is about 100 times more money than 11.7% OF THE TIME, IT WORKS EVERY TIME. and 100 times less views. 3) There's still a Hellion Crucible for some weird reason.

HawkRider on Punishing Choices

6 years ago

I really need to build a deck around this guy...

I have a couple of suggestions for you. First is Gamble. Fantastic card, the only time I can really say it's disappointing is if you're top-decking at that point. Or you discard the card you tutor... But that just depends on your luck.

Second. Replace Chandra, Pyromaster with Chandra, Flamecaller. Far more useful to you. You can get rid of all of the cards in your hand that aren't useful to you any more and get a fresh set of cards. Plus, she can clear the board of a surprising number of creatures - even in EDH - and if nothing else, she makes a couple of guys for you to swing around.

Third. Wheels. Cards like Magus of the Wheel are fantastic for red decks. Not only are you going to run out of cards in hand fast, but you're opponents are likely to constantly have more cards in hand than you. And thus, more to lose from you wheeling. Wheel of Fate, Wheel of Fortune and Chandra Ablaze are other cards that can do this for you.

Fourth. Word of Seizing. Okay, so this is more of a fun card. It might be a little too slow for your deck. But I recently discovered this card when someone used it to steal my Jace, Unraveler of Secrets on 8 loyalty counters. I still can't believe I managed to win after that... But yes, it can be a ridiculously helpful card in the right scenario.

Fifth. Harsh Mentor. As stated in a previous comment, hilariously good card in mono-red. So mana activated abilities in EDH, it's going to be burning people so often. (I mostly hate it because it really weakens Lightning Greaves.

Speaking of, sixth. Lightning Greaves, and to a lesser point Swiftfoot Boots. People are going to want Zo-Zu dead. Simple as that. While this won't protect him from wraths, Black has lost all of the common ways to kill Zo-Zu, Blue can't bounce him easily and White is forced to wrath if they want rid of him. Sure, Green isn't going to care particularly, they'll just be forced to use Krosan Grip before their Beast Within, but it still can be handy.

Seventh. Obsidian Fireheart. You've already punished them for playing lands, so why not punish them for having lands in the first place? In all seriousness, this is a pretty good mana sink, and there are going to be turns where you don't have anything else to spend your mana on. While it can only target lands that aren't already on fire, it can still quickly drain your opponent's life, especially if you have that Caged Sun out. Three red land, two lands burning away.

My final suggestion is somewhat more tentative, since while it is a really good card, in this deck it's pretty dependent on you hitting yourself with your commander. Valakut, the Molten Pinnacle. It's a lot better than Hellion Crucible, especially if you aren't running any land recursion or proliferate effects, but it does require land ETBs.

Oh, one or two more cards. Blasted Landscape and Smoldering Crater are some more lands with cycling you can run, which might be nice in your deck. Gauntlet of Might and Gauntlet of Power are both essentially Caged Suns. Sensei's Divining Top and Gilded Lotus are both great. Sol Ring is one of the best mana rocks in existence. Subterranean Tremors and By Force are pretty good. Chaos Warp and to a lesser extent Divergent Transformations are really useful if you can't deal with something. And Charmbreaker Devils are always helpful to have around, but may be a little too pricey for your deck mana-wise.

... I need to stop before I've just built a deck in your comments. These are just suggestions from what I've seen from some other red players (plus the start of my research into building a Red deck), so I can't guarantee them all being good ideas, but they may help you.

Also, I'm aware that some of the suggestions I made are almost hilariously expensive, but they are just suggestions and the most expensive one you'll probably want should be dropping in price at the moment since it was banned in another format, if I recall.

Now... Do I finish a deck or start a new one? Choices...

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