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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 |
Oathbreaker | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Jokulhaups
Sorcery
Destroy all artifacts, creatures, and lands. They can't be regenerated.






SufferFromEDHD on
Salt Devastation
7 months ago
If you decide to go the Jokulhaups/Obliterate route don't forget to add Planeswalkers!
Burning Sands won't backfire once you cut the excess fat from your creatures. Michiko Konda, Truth Seeker clean swap.
Seize the Day > Aurelia, the Warleader
Kira, Great Glass-Spinner great card but is meh for this strategy.
Valengeta on
Salt Devastation
7 months ago
I have made some changes to the deck, including some cards you've suggested and others like Ruination, Jokulhaups and Dawn's Truce
You make a good point about replacing the Myr and Ornithopter dorks for less removable rocks. The Ramos' ones look very cool. Maybe replace the dorks and Mind Stone for them?
I like Burning Sands, although it might backfire a bit too much for my taste. What would you replace for it?
Flarhoon13 on
Unleashing the Maelstrom: Yidris' Controlled Chaos
7 months ago
Nov 23
Yidris: Controlled Chaos, budget power won a long, kind of crazy game. Darryl cast Jokulhaups via Discord, Lord of Disharmony, which looked like it was handing Nolan the game, since he was able to make his Rakdos, the Muscle commander indestructible. I drew well and cast the greatest thief in the multiverse, Dack Fayden, to steal Darryl's Sol Ring. I cast an Aetherflux Reservoir, and a Sunbird's Invocation. The next turn, I cast a Berserkers' Onslaught, Sunbird's Invocation revealed an Inevitable Betrayal, which I used to get Nolan's Molten Primordial. That stole the Rakdos, the Muscle, a Professional Face-Breaker and an OG Jodah, Archmage Eternal. I attacked Nolan with his own commander and Darryl's Tainted Strike made it lethal, even as I attacked him with Jodah, Archmage Eternal, also for lethal (he was at three life). Doug had enough on board to kill me but I untapped and played Karn's Temporal Sundering, bouncing my Dualcaster Mage. In my extra turn, I had the Dark Petition to grab Ghostly Flicker. Ghostly Flicker copied by Dualcaster Mage does go infinite. Infinite mana, then Seasons Past meant I was totally infinite. I could recur the Dark Petition for Seasons Past and cast them infinitely plus so many more, Aetherflux Reservoir was a win condition
DreadKhan on What makes a card or …
8 months ago
I like to build some fairly toxic Commander decks, though I try to warn people if a deck dips too deeply into any of the elements I've noticed that cause toxicity. In Commander most people consider decks that take away player agency to be toxic, so that includes;
-excessive permanent removal (clearing each opponent's board repeatedly, or Obliterate/Jokulhaups)
-things that limit what you can do (like Rule of Law or Collector Ouphe)
-excessively pushed Commanders in Casual (stuff where they throw Ward on for no reason, most of these are also the payoff and enabler in one card)
-Chaos effects that turn the game on it's head (Thieves' Auction and Grip of Chaos for example)
-stuff that prevents untapping (Static Orb and Winter Orb)
-stealing everything strategies (flickering Agent of Treachery infinitely, Insurrection late game)
-excessive discard (multiple Necrogen Mists and Bottomless Pit effects)
-'win on the spot' effects that don't have an upkeep trigger (there is a few of these on the banlist, like Biorhythm and Coalition Victory)
-counter everything strategies (Dovescape)
-overly efficient tutoring (Zur the Enchanter *f-etch* fetching out Necropotence, and people are weirdly salty about Vampiric Tutor)
-faster elimination strategies that encourage you to target a specific opponent (think anything Infect, and lower to the ground Voltron decks)
-I think the last one I can think of is optional tax effects that encourage people to screw their pod and play into the Rhystic Study, if the tax is just a tax, like Thalia, Guardian of Thraben people tend not to mind as much, it's the ability to king make if you're dumb.
In 1v1 I don't think it really matters, unless you only have 1 deck to play kitchen table with just changing decks should generate enough novelty to avoid the build up of bad feelings, and if you're playing competitively it's your call if you want to play nightmarish stuff like Nadu, or something traditionally 'fun' like Aggro... only if everyone plays decks that aren't fun, more people will quit, so it's a 'tragedy of the commons' scenario too if you have a fairly small meta each player needs 'fun to play against' decks, even for 1v1.
RockIV on Gruul commander deck: mana ramp …
8 months ago
Ty for the advices RiotRunner789. I probably wont take out Jokulhaups, it has combo with Spearbreaker Behemoth,garruks creature searching emblem and Lurking Predators too, it has been giving me a Lot of winnings.
I can probably take Sarkhan Vol, i was playing it for the creature stealing option and the tokens, not the first one as priority. I Will think about it.
Thirsting Roots can probably goo too, i havent seen it in play very much.
I just have to look at the deck and see wich cards are helping, and wich arent or wich one didnt appear at least once in a Game.
I have that enchantment too,no thought in it as an option but i decide to choose something that can tutor me mountains instead.
RiotRunner789 on Gruul commander deck: mana ramp …
8 months ago
I would cut Jokulhaups. It's one of my favorite cards but outside it's combo with Stonehoof Chieftain, I don't see enough synergy to justify it.
Sarkhan Vol could go. Outside haste (which he isn't even a good haste enabler), he doesn't do much.
Thirsting Roots doesn't ramp you, just helps make your drop. You have a few planeswalkers but not enough to start including proliferate.
You could add Frontier Siege. It gives you two green mana the turn you play it if played main phase one and four green mana every other turn. You also have quite a few dragons, so it's fight ability could be relevant but you'd still choose mana 90% of the time.
Oakiegg on
American Chaos
10 months ago
DemonDragonJ haha that's a wild suggestion! No worries friend, I am from America as well and love it here, the naming convention is a bit of a riff on the absurdity of politics here along with the colors of the magic pie :D
I'd never considered it! Numot would be quite the brutal general and a bit too mean for me personally but I like the thought. We've already got a friend at our table who runs a lot of land destruction in his Kaalia deck (it was I who showed him the horrific glory that is Jokulhaups lol) so even more land destruction outside of the typical Wasteland and DustBowl would be unwelcome additions from my standing. I like how Pramikon, Sky Rampart can immediately change the politics of the game on cast, destroying any truces on a given side of the table.
Not sure how you feel about the theater of the presidential stage and I'm definitely not trying to talk endorsement or political alignment here, but I think having a Pramikon alter that's Donald Trump leaning over the taco bowl with Joker facepaint would be HILARIOUS. Think about it:
- 1/5, low power but a big booty
- It's a wall
- America colors
- Turns friends against each other, polarizes the game state (can only attack one way)
I just think that crossover would be absolutely hilarious xD Thanks for the comment!
RiotRunner789 on What commander would work for …
10 months ago
You could build a Marchesa, the Black Rose deck. Your goal is to build any kind of board state then cast Jokulhaups so your stuff comes back and everyone else is in the Stone age. Also works with Apocalypse and a sac outlet.
Esika, God of the Tree Flip (prismatic bridge, not the creature) superfriends deck. Again, cards like Jokulhaups and tons of sweepers. Most sweepers don't deal with planeswalkers or enchantments, so again, you keep most of your studd.
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