Leyline Tyrant

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Vintage Legal

Leyline Tyrant

Creature — Dragon

Flying

You don't lose unspent red mana as steps and phases end.

When this dies, you may pay an amount of . When you do, this deals that much damage to any target (creature, player, planeswalker or battle).

kamarupa on Cumulative Fire

2 months ago

hmm, I'm not sure I see what you see, Cloudy2024. I can't know how familiar you are with the Turbo Fog archetype, but typically, it relies not just on packing a ton of Fog spells, but also a lot of draw card (usually group draw), which are an essential component to keeping your hand full of Fog spells. It's just not enough to have lots of Fogs in a deck. A deck must also have a way of getting all those fogs into our hand. There's simply no avoiding the need for land, so even if a deck had 40x Fog and 20x Land, there's a 33% chance every draw step yields a land. Which means that it's likely an opponent is going to get to hit us eventually. Unless we can draw more cards each turn. So in my mind, adding more Fog spells at the expense of draw card will actually make the deck work less well.

I did consider dropping Ghostly Prison or cutting it back to fewer copies, but that doesn't yield a lot of slots and more importantly, the advantage Ghostly Prison gives the deck is a static defense that allows us to have a chance of tapping more mana on our own turns without being completely defenseless. I'm not 100% sold on that strategy, namely because I really don't like dropping 3 mana on it, but I know it works, so the real question is how much weight can it pull in this brew.

When it comes to other non-fog spells, the most slots are devoted to Ashling, Flame Dancer and Leyline Tyrant, which are basically 33% of the combo. Without those creatures, the cumulative mana we get from Braid of Fire evaporates before we can use it to cast Banefire at Sorcery speed. Since neither red nor white really have anything I'm aware of for creature tutoring, there's no way I can see cutting them.

I really don't like Idyllic Tutor as it's not only quite narrow in a deck that requires more than just an Enchantment to win, but it also costs 3 to cast. At least with Ghostly Prison we can a static defense. With Idyllic Tutor, we get a single use out of that 3 mana while also exposing the card we need, which, in many cases, won't get cast until the next turn. If I could grab anything and not reveal it (like Mastermind's Acquisition, I could see the possible value of adding more tutors. But it's just too inefficient to add more tutors that are so specific. I'd have to devote space in the deck for Sorcery, Enchantment, and Creature tutors. Which bring us back to the value of simple card advantage spells. I need all the spells in the deck. United Battlefront gets us slightly closer than Idyllic Tutor, but still misses on creatures (and my essential creatures are too big anyway). So my verdict is still out on that spell, but I'd likely not choose to run a full set if I thought there was even room for it at all.

I suppose I could try to run more creatures like Kami of False Hope and go the Tocasia's Welcome route, but that seems... I dunno... convoluted.

So to sum up - in my mind, "focus[ing] more on the strategy of the deck is probably the opposite of what you suggested - not more fog and white control spells but less. I could drop the Fog spells altogether and resort to creature based defenses. Not the worst idea, but I think it would come at a higher mana cost, which slows down Banefire.

The only other thing I'd add to all this is that the biggest issue Turbo Fog faces is decks that aren't creature driven. Things like Burn, Mill, Life-drain, etc go right through Fog. That's the primary reason I included Riot Control - because it doesn't just stop combat damage - it stops ALL damage. I mainboarded it because it also has the potential to result in a big lifegain, which is a good stall tactic against lifedrain (keep in mind this is intended to be a multiplayer brew, so it could very easily be facing threats from both creatures and lifedrain in the same game). And that's the other major issue with going in even harder with the Fog strategy (which is itself a secondary, defensive strategy). Granted, the sideboard can help a bit to shore up Turbo-Fog weaknesses.

Bottom line - While I really don't expect this brew to be top tier in any sense, I do like exploring with brews and try to make them the best I can. It's probably clear that I think about strategy, uh, let's just say, "enough." I want to be clear about this though - I'm not saying "I'm right and you're wrong" or that I don't appreciate your advice. It's quite the contrary - I write all this because I'm [overly] interested in these things and want to have conversations about all of it. I understand if you're not interested in that. I just don't want you to feel like I have any intent of antagonizing you, etc. It's just so easy to give/get the wrong impression over the internet.

Sk8mops on By Thor's Hammer (Toralf Guide)

2 years ago

I realy like Toralf and your deck has inspired me a lot!

However, there are 2 points you described that I can't relate to....

I may be wrong, but your example with Zada, Hedron Grinder + Arcbond should not work as you describe. The problem is that the triggers are processed sequentially, and you can't just add up the individual damage of different triggers from Arcbond for the next step or trigger. With said 4 creatures on the battlefield, first of all your 4 creatures get 4 damage from Earthquake. Then for each of those creatures you get a trigger by Arcbond. The triggers then have to be processed one after the other (you just choose the order), while Zada, Toralf and Leyline Tyrant already die at this point (by the initial damage of Earthquake) if there is no indestructibility effect. Now you still get a trigger by the death of Leyline Tyrant, which you have to work off next. Then you choose one of the 4 triggers of Arcbond to be processed first and by this the only remaining creature you control with resistance >4 - namely Neheb - gets another 4 damage and you get another trigger by Arcbond. Then all your creatures are dead and you can still work off the remaining 4 triggers and deal 4 damage each time to all potentially remaining creatures of the opponents and to all players. So all together you would deal 20 damage to all players, ignoring the trigger of Leylines death and if you are the only one with creatures, instead of the 64 damage I calculated based on your variant.

And another point is your combo with Dualcaster Mage and Twinflame. Is it realy working like this? As I understand it, if you first cast Dualcaster Mage, next Twinflame would have to resolve to create the token of the mage. And when this token enters the battlefield, there is no more spell on the stack it could copy, because twinflame already resolved.

But if I'm wrong in any point please correct me, because I want to built a deck around Toralf as well in the near future.

Niko9 on We've Been Duped!

2 years ago

Awesome deck! And one weird thought, and no idea how well it would work, but what do you think about Lifeline? You can't bring back the tokens, but it seems like you will always have a duped creature on board and would free you up to do things like Scrap Trawler and Ashnods alter loops.

Also, not sure how relevant it is to your meta, but I feel like cards like Relic of Progenitus hit graveyard decks really hard if you are duplicating them turn to turn.

Oh, and Leyline Tyrant might be decent at helping you save red mana from duped Coveted Jewel or something. I really like the tyrant in general, because it lets you just tap out on red before your turn and battery up some mana, and then always has fun interactions too.

Again, such a cool deck. Makes me want to give this commander a try : )

RiotRunner789 on Super Shivan

2 years ago

The main problem I see is how you plan to reliably play Shivan Dragon and keep it in play. As he's your hidden commander, I would suggest splashing black. Black will let you reliably tutor for him and allow a couple/few recursion spells if he's killed. An added bonus of adding black is you also get to run Crux of Fate as a solid board wipe and Kaya's Ghostform as another protection piece.

A card to consider for the deck itself, is Leyline Tyrant. His red mana storage works well with Shivan's Firebreathing.

Edit: As a side note, you could consider running Shivan as your commander with a white background under a rule 0 situation. This would admittedly make him more difficult to play, it would solve the 'finding/getting him problem.'

thefiresoflurve on Tor Wauki, the Pinger

2 years ago

This looks highly entertaining. A few dragons you might consider adding:

Smoldering Egg  Flip - can ping creatures/planeswalkers, and is approachable.

Leyline Tyrant - not losing unspent mana is amazing, period.

Deathbringer Regent - if you have trouble with creatures and need an easily tutored boardwipe.

happy pinging!

Icaruskid on Dragonfire | Inferno of the Star Mounts [Primer]

2 years ago

UmuraleFireseer Thank you!

I was running Rapacious Dragon, Shivan Devastator, and Leyline Tyrant. I do like that more dragons protect from sac effects like Plaguecrafter but in a deck with card disadvantage like counter spells and looting, I found the utility of instants and sorceries that have multiple modes more helpful.

If I ever want to change up the deck I would totally go that route!

Load more
Have (2) Azdranax , PrismMTG
Want (1) beesaurs