Hull Breach

Hull Breach

Sorcery

Choose one — Destroy target artifact; or destroy target enchantment; or destroy target artifact and target enchantment.

Latest Decks as Commander

Hull Breach Discussion

Gattison on Bryar Fury, King of Iron Fist

2 months ago

Balaam__: it's definitely one of my favorite games of all time. Thanks for the blindly brand-loyal support! XD

Henchman31: lol what... This deck is missing SEVEN cards?! What the hell am I even doing?

Alright, firstly this deck needs ways to find Bloodbriar, or else it needs an alternative to Bloodbriar. That is the main issue with all the Brian decks I've played and seen. And that means this the most Vorthos of the three decks you picked.

Since this deck needs seven more cards, I'm going to look to see if I have 4x Commune with Nature and 3x Commune with the Gods, or something along those lines. That might be overkill, but this is basically a combo deck and you need to assemble your pieces, so that's where I'm starting.

Now as for a sideboard, Lightning Bolt, Red Elemental Blast and Pyroblast are all safe bets. Additionally, stuff like Caustic Caterpillar, Gleeful Sabotage Hull Breach, Natural State and Naturalize will all be useful. Shoulda mentioned Relic of Progenitus and Tormod's Crypt in all three decks, but I'll do it again here.

And a final thought, look up some Top 8 pauper decks and just quickly go through different sideboards in your colors to get some more, probably better ideas, lol. There you go, enjoy!

ClockworkSwordfish on Tyrannosaurs in F-14s!!

2 months ago

Very fun concept-wise, and you've got no shortage of top-end bruisers, but I get the sense this deck won't have a lot to do in the early turns of the game. You might want to swap out some of your super mana-intensive critters for the likes of Drover of the Mighty, Marauding Raptor, Otepec Huntmaster and Priest of the Wakening Sun.

Of course, there are plenty of non-dinosaur-related cards worth considering to get you on track, including Birds of Paradise, Nature's Claim (what's 4 life in this format?), Hull Breach and Sylvan Scrying, which can grab your most useful nonbasics. Hopefully some of these gives your F-14s a smoother ride!

ClockworkSwordfish on Kaiju Battle

3 months ago

I can't help but notice you have zero ways to deal with noncreature permanents! Trying to win while ignoring them is a possibility, but it would be a major drag to be shut down by something like Meekstone, Teferi's Moat or Grave Pact.

I'd strongly consider making room for a few answers to such cards - some of the premiere choices include Hull Breach, Nature's Claim, Ancient Grudge, Krosan Grip and Shattering Spree. Sticking more to the creature side of things, some good options include Reclamation Sage, Outland Liberator  Flip, Thrashing Brontodon, Viridian Zealot, World Breaker and the blanket-answer Bane of Progress. Hopefully some of these cards can help dig you out of tight situations in the future!

Profet93 on “Budget” Xenagos Ground & Pound

3 months ago

The way a Xenagos deck typically operates is that you have your ramp, your big beaters, draw and interaction.

Ramp

Your options include creature ramp such as Llanowar Elves/Arbor Elf and other 1-3 CMC mana dorks as well as cards such as Cultivate. Having a lot of ramp is crucial in any deck, as it enables you to get your expensive commander out more quickly. Most people prefer artifact ramp, but given that you are running green, it's better to either use mana dorks or land ramp spells listed above. Land ramp is the most preferred because it ensures you don't miss land drops and they are less susceptible to being removed by your opponent.

Beaters

Next you have your big beaters, the damage dealers. Xenagos plays one big creature at a time that gets buffed and swings for lethal. Your deck has a bunch of smaller, less impactful creatures. Even your big creatures are not that threatening. For example, a Malignus with your commander and a source that gives it trample is game over if they don't have interaction. There are many options for beaters of different budgets, cmc's and more. I prefer beaters with built in protection such as Carnage Tyrant as I can use a draw spell on it with little fear of them removing the creature in response. Others prefer beaters with built in evasion such as a flying Balefire Dragon (I run both).

Draw

Without draw, it's difficult to maintain pressure on your opponents towards the late - middle game. It doesn't seem you have any draw in your deck. With such a low CMC and low draw, I imagine you run out of cards pretty quickly. There are 2 kinds of draw, burst and steady. Examples of burst card draw include Rishkar's Expertise, Return of the Wildspeaker, and Greater Good (fyi, greater good is the BEST card in a Xenagos deck, no matter what, add it, thank me later). Examples of steady card draw include Outpost Siege, War Room/Bonders' Enclave and Elder Gargaroth. Burst is definitely much more effective, but riskier, as if an opponent removes your creature in response to your draw spell, you will be out of luck. A mix of both is usually ideal.

Interaction Some of your interaction is not bad at all, ancient grudge and fling are great! To further improve your interaction, I would include cards such as Inferno Titan, Terastodon, Kogla, the Titan Ape, Beast Within, Hull Breach and Decimate (Note, you need 4 targets for decimate).

There are many other cards to suggest, but I don't want to overwhelm you. I would definitely take a look at other Xenagos decks on the site to get a better idea of how it is traditionally played. This is my deck, while not updated as of 2020, it still has most of the core cards. There are expensive ones as well, but those can be easily replaced with more budget options. Another good resource is EDH Rec, as it gives you an idea of how the decks usually play out.

Let me know if you have any questions, comments, want more suggestions for cards to add or what you feel should be removed. I have been playing Xenagos for several years and I love it. It's the deck I play when I'm too tired to think, because all you need to do is just play big dudes and swing!

drwombat on Dragon Commander Deck UBR

4 months ago

So what's your goal here? It seems you have a theme of dragons, but then a bunch of non-dragon cards, too. Crucible, Crux, Orb - they all support dragons. But about half of your creatures aren't dragons. I can see the shaman and the outcast, but the rest appear to be misplaced - even finding some cheaper dragons (like whelps) would allow those to also benefit from the Crucible and also avoid death by Crux.

Another thing you may want to consider is how you're using Ramos. His benefit is huge - but you only get there one counter at a time. Most of your deck includes monocolored cards, which will only put one counter on Ramos at a time. The more multicolor cards you add to your deck, the faster you will get at his big bonus. Inner Struggle costs CMC 4 and can likely kill most creatures. But Putrefy can, too, and as a bonus you can knock out an artifact if that's more needed at the time. And you get 2 counters on Ramos not one. Shatter destroys and artifact for CMC 2. How about Hull Breach which for the same CMC let's you destroy an artifact OR an enchantment OR both - and again you get 2 counters not one.

Ok - granted. Both of my suggestions include green, which your deck does not. You may not want to go that route. But that's the direction you want to be thinking. Make synergy between the cards in your deck and how you want to get to your win condition ultimately.

P.S. Feel free to poke around my dragon deck and offer any ideas as well Ramos's Dragon Horde

ClockworkSwordfish on Criminally Underplayed EDH Gems

4 months ago

No shortage of 'em, that's for sure...

Hull Breach: The same card advantage of Return to Dust and at the same speed... but for half the mana. It's a common, too. How this two-for-one superstar was ever forgotten was beyond me!

Blood Frenzy: Mono-Red is somewhat lacking in hard removal. Sure it can throw direct damage at creatures, but EDH is the world of big plays, and sometimes a fattie will come along who is simply too big to burn. Blood Frenzy can kill any attacking or blocking creature for just two mana - while coming with a free Scorching Missile! This type of card takes advantage of the multiplayer format that EDH often is: If Player A attacks Player B with a big creature, you can use Blood Frenzy to make the creature hit Player B for four more points while conveniently disposing of it right after. Whoops, you just did Doom Blade better than black could ever dream of.

Aftershock: Blood Frenzy is cheap and powerful but a little specific in what it can target. Aftershock can flat-out destroy any permanent of the three most common types with no restrictions! This kind of versatility at four mana comes with the acceptable caveat of 3 life, which is a pittance when you start with 40. If you're making a mono-red deck, the flexibility of Aftershock should make it a staple.

Repopulate: Graveyard hate for decks without access to black - and it's an instant, so you don't lose the element of surprise like if you run artifact solutions. It can also fight against milling effects if you're desperate. Don't need graveyard hate? Hey, you can just cycle it away for something else!

Kill Switch: Playing a colour that can't deal with artifacts? Crank this guy every turn and you'll shut them all down! A Blightsteel Colossus is only scary if it can move. You can even still use mana rocks and attack with artifact creatures on your turn, then activate Kill Switch afterwards to keep anyone else from having access to their own trinkets.

Duskmantle, House of Shadow: Does anyone in your playgroup run Cruel, Enlightened, Mystical, Personal, Sylvan, Vampiric or Worldly Tutor? How about Harbingers, Volrath's Stronghold or Momir Vig? It can be comforting to have an anti-tutor just sitting in play, making mana when you don't need it.

Mitotic Manipulation: Monoblue can't do mana acceleration, right? Under most circumstances, Mitotic Manipulation is three mana to put an Island into play untapped - last I checked, that's better than the ever-popular Wayfarer's Bauble. Plus, once in a while you might get to pull out a Sol Ring, Gilded Lotus or other format staple if one of your opponents already has theirs.

Coalition Honor Guard: Long before Spellskite was zooming the toys away from Boggles decks, this unassuming common was doing the same. The Honor Guard is a nightmare for any Voltron-style deck that leans heavily into auras, including the common Zur and Uril builds. It also soaks up removal that would be pointed at key cards, such as your own commander.

Warping Wail: This counterspell can be played in any colour and even has some other modes. Any EDH deck without access to blue can still run this to prevent untimely board wipes, extra turns, and plenty of game-ending cards: Debt to the Deathless, Exsanguinate, Finale of Devastation, Genesis Wave, Insurrection, Rise of the Dark Realms, Torment of Hailfire... any number of effects you never want to see your opponent resolve.

Heat Shimmer: This mundane-sounding sorcery can do some heavy lifting, particularly in a colour pie as shallow as red's. Shimmer allows you to bring the heat by copying not only the best comes-into-play trigger on the field, but also any fun triggers from attacking, dealing damage, and so on. This can be a roundabout way for red to ramp, draw cards or borrow the nasty abilities of Resolute Archangel, Terastodon and other off-colour haymakers. Don't forget you can also get a permanent copy of your token if you Populate it before it's gone.

Bind: The best cards are often not only powerful but completely unexpected. Green isn't exactly known for its countering, but this cheap cantrip lets any mono-green deck stop combos, hose Strip Mine/Ghost Quarter, prevent a planeswalker ultimate or turn Aetherflux Reservoir into a losing proposition. All this for two mana and it even replaces itself!

Arena of the Ancients: We all know Karakas is banned for hosing commanders too hard, but the Arena does a decent impression and is still fair game. This cheap artifact can tap down even commanders with hexproof or vigilance and keeps them locked down - especially useful for colours that don't typically have strong control options, like black and/or red. It's another easy answer to voltron commanders.

Righteous Aura: This card doesn't read as too impressive, but performs a lot better than you might think. 2 life is a pittance in the face of some of the steroid monsters you'll see in any given EDH game, and it allows you to ignore Commander damage entirely as well as any other non-creature or even non-permanent threats that might take a chunk out of you. Best of all, it doesn't even target, allowing it to bypass hexproof, shroud and protection.

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