Hissing Iguanar

Hissing Iguanar

Creature — Lizard

Whenever another creature is put into the graveyard from the battlefield, you may have Hissing Iguanar deal 1 damage to target player or planeswalker.

Latest Decks as Commander

Hissing Iguanar Discussion

BruhYouFarted on First day of persisting

1 month ago

Hissing Iguanar also works on a win con aswell Kaervek's Torch does.

SirQuixano on [PEDH] Quintorius - Never Forgets

6 months ago

Oh yeah, thanks, I didn't see that you already had some of them.

Another suggestion would be Thermopod , to sac to get red, which might allow you to combo off.

oh yeah, and with the prismite effects (theres three of them at common iirc), not only could you do the returning aura combos, theres another combo chain you can pull off.

Sac Auramancer, Monk Idealist or Ironclad Slayer to Ashnod's Altar. Use an Angelic Renewal to bring back the sacced creature, which allows you to return Angelic Renewal to hand. With a Starnhiem Courser out, or by also saccing the spirit Quintorious makes (or both if you are using Thermopod as your sac outlet), funnel the mana from ashnods into a prismite to recast Angelic Renewal, and keep going for at least infinite etbs and sometimes infinite spirits. For more impact tremors effects, maybe Reckless Fireweaver or Hissing Iguanar for when your creatures die

its crazy to see a Boros commander just accidentally combo off. Maybe at this point I might have to make my own. Although you need a lot of pieces, it seems like almost every piece has at least one replacement, which is good.

cjw217 on The Pain of Red Fell

8 months ago

Just wanted to say thanks for giving me some cool ideas for my Torbran deck. My version has a lot in common but you've given me some nice upgrades to think about.

Here's a few cards I really like when Torbran is in play:

Goblin Chainwhirler

Sin Prodder

Drakuseth, Maw of Flames

Hissing Iguanar

Jaya, Venerated Firemage deserves a second look as a mini-Torbran. Although she's a definite target.

Avlex on Pauper EDH Zada

1 year ago

I do see the value of Titan's Strength, I just haven't ever been able to capitalize on it the way my Zada deck plays. I would definitely have lost a few games drawing it instead a stronger buff. The reason usually being, that there is no more draw step after I need the buff spell and it providing one less power than the smallest vanilla buff slot. I will try running it instead of Slaughter Cry for a while, though First Strike provided by the former is usually more important than a fixed draw when I actually need another turn, as it usually means my guys will live where they otherwise wouldn't, considering many of the buffs don't affect toughness. Blood Frenzy and Traitorous Instinct may also be potential slots, but Seething Anger is too important as a Mana-sink and card advantage to exchange.

I recounted my creatures and you are correct, not sure where I counted the remaining bodies, but during test games I found it to be a reasonable amount. Your logic concerning body count is flawed however, as having fewer body generator (and creature) cards in the 99 is not as relevant if the average body count per card is higher. You do have to prioritize body count a bit when deciding whether or not to mulligan though. Otherwise the higher variance will result in a slightly higher rate in blow-out games.

I am not sure how you got the same value out of Hissing Iguanar though, that you get from an additional buff or draw spell. Although it is a Zada target, I guess, I don't see opponents creatures dying to matter as much. Usually it will be your guys, who trigger it at some point. I could see it as wipe protection, but its one toughness actually makes it too vulnerable. Changing the way people play will paint a target on your back though and that won't just hit the Iguanar. So it likely not sticking around (against PDH decks everyone is scared of Zada and is just looking for an excuse to make the Zada player the first target, while EDH decks probably don't consider it as much of a threat) and the most broken thing in the deck actually being buffing Zada and your team and swinging, I really can't see it being worth the slot.

With the Threaten effects, please don't forget, that attacking with an additional commander, that also received all the Zada buffs will fairly often save your ass by killing an additional opponent.

Coward_Token on Jumpstart Spoilers

1 year ago

Millstone Island!

Zurzoth, Chaos Rider: brings some pain to Rhystic Study. Still, there's imo not quite enough good Devils to make a tribal EDH deck non-awkward yet. Note that in EDH, you'll need one Devil per opponent to get multiple tokens

Spiteful Prankster: a Hissing Iguanar that can actually survive combat is pretty nice for mono-R

Branching Evolution: too many +1/+1 counter decks have felt compelled to include Doubling Season when they don't really need a lot of it features; this is a fair yet aggressively costed alternative, thumbs up

Immolating Gyre: interesting one-sided wipe for spellslinger decks, although those don't care as much about creatures in the first place

Avlex on Pauper EDH Zada

1 year ago

Thanks for the input. I have actually tested the deck and found it to be oppressively fast and resilient in a very uncomfortable environment. Here are my thoughts on your suggestions:

I will check for a slot for Goblin Tinkerer. It has to stick around for a turn and in cases where I actually care about artifacts of my opponents, I usually require at least sorcery speed. If I don't need the removal, Goblin Replica is the bigger body. However, in the context of what this deck wants to do, the difference is negligable. The Replica actually opens me up to artifact removal, so exchanging it may just be worth a try. I am actually thinking about not playing either and slotting in Destructive Tampering, as I can recur it via Anarchist or Ghitu Chronicler and another option at getting evasion may actually be nice.

I'll also try Boiling Blood, since I managed not find any of my draw spells during the last game and only managed to kill a single opponent because of it. I previously decided against it because of the choice between forced attack or being restricted to play it on my second main phase. Usually, I want to draw into ramp and draw in my first main phase and then decide to go off or not, which in this deck requires an attack phase. Being committing before having the whole picture seems rather dangerous, but then... it's a gambly red deck anyways and I guess I'd rather have the draw spell.

I opted against Titan's Strength, as it will only fix one single draw in a limited (gambling) way, so the slot went to a large buff spell instead for consistency.

I also decided against Raid Bombardment, because I wasn't ever happy to draw it instead of a buff, draw or ramp. It always always seemed like win-more or not doing enough. Raid Bombardment essentially ends up being a +1/+0 buff for the big turn, because the deck rarely attacks before going off, if an opponent has any blockers and in Pauper EDH, they usually do.

Hissing Iguanar and Impact Tremors didn't make the cut, because they just don't do enough in the deck either. They rarely deal more than 5 to 10 damage each and any decent pump spell does more. Pinging your opponents also draws more attention to you, endangering your board state somewhat. I would rather have one more token generator, buff or draw spell in those cases. Also, before going off, enchantments open you up to another kind of removal and while going off, both usually end up being strictly worse up to being dead draws and. I may try Impact Tremors again at some point though, as it has the biggest potential.

Considering the creature count, I am actually playing around 40 creatures (only 2 less than your deck, before storm, doubling and recursion) in those 23 slots, but opted to prefer token generators like Hordeling Outburst instead of actual bodies (successfully, I might add). The reason being, that one card that creates 2-4 tokens will let me recover from a board wipe or focused fire way easier than having to draw and play one goblin a turn. At the same time, potential spot removal in my opponents hands is devalued. This helps me recover and race my opponents into another big turn more easily and heavily increases success rates. Many token generators are instant or sorcery and cards can also be retrieved from the graveyard, in case I need to, adding resilience and recursion. I do lose some nifty goblin abilities, but I found the compromise acceptable. It also opens me up to a bit more board wipes in Pauper EDH though, but since board-wipe pingers seem to not be very popular for their limited usability, I'm not too worried. Crypt Rats and Pestilence being the exceptions, but those rarely trigger for 1 and will usually wipe all goblins off the table anyways.

And lastly, the "Threaten" slots and lands (which kinda go together). The goal of this deck is to: "be quiet and build a board state of small, non-threatening guys that aren't worth the removal and then in one turn draw into ramp that will allow more draw and ramp, then buff the whole team and kill everyone at once (ideally) or just the biggest threat and set up the next big turn". I found, that 6-7 lands in play are quite enough to get the ball rolling as long as you can draw enough buffs and ramp. If anything, I'd actually rather play some artifact ramp to be honest, to accelerate the deck by a turn instead of putting in more lands. Up to now, the deck was consistent enough at 35 lands though.

Now, if I can actually manage to go off as described, my guys usually already have haste via one of the other spells or I have ramped into enough Mana to cast any of the "Threaten" effects on Zada to get there. They aren't that expencive. On the other hand, taking over another creature for its abilities for a turn or to just not have to deal with it in combat on a big turn has shown to be very effective. Additionally, occasionally killing someone with their own commander is hilarious as hell. And finally, 3 of the 5 "Threaten" cards do actually buff your team aside from haste, when cast on Zada, Traitorous Instinct with Menace evasion and Mark of Mutiny actually putting a +1/+1 counter on the whole team, which can also be very useful when you want to cast stuff like Zap on your guys, when you need to save your team or when you need to set up another turn. Both effects you can't get efficiently any other way in red. For this utility, I found paying the premium to be an acceptable compromise.

I'd love to discuss it further. These were my design considerations, any thoughts, found any BS? Let me know!

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