Malevolent Rumble

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Tokens

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
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Tiny Leaders Legal
Vintage Legal

Malevolent Rumble

Sorcery

Reveal the top four cards of your library. You may put a permanent card from among them into your hand. Put the rest into your graveyard. Create a 0/1 colourless Eldrazi Spawn creature token with "Sacrifice this creature: Add ."

Sliverguy420 on Mono-Green Basking Broodscale Combo

1 month ago

while i realize that Myr Scrapling can be searched via Ancient Stirrings and Malevolent Rumble, you could alternatively use Snakeskin Veil or Revitalizing Repast  Flip as a way to add a counter, that also protects your combo pieces from removal.

multimedia on The Ooze makes it sticky

4 months ago

How's it going? Nice recent update, you've done a good job with cutting creatures. If you're worried about card prices then don't get Grim Tutor, not worth it, since for it's high price you could add many more budget friendly card upgrades.

Something to think about for some deck improvements is the mana curve and how it plays having such a heavy top end. The big creatures you want to reanimate are the top of the mana curve here and there's a lot of them, it's filled. Having many other 5 CMC or higher spells (there's 10 here) that aren't creatures can really bog down the mana curve making gameplay worse.

Grievous Wound, Demonic Covenant, Badlands Revival, Convert to Slime, Final Parting, The Cruelty of Gix, Deadbridge Chant, Breach the Multiverse none of these cards are really needed. Since creatures fill the top of the mana curve then focus on improving the beginning of the mana curve? Malevolent Rumble and Diresight are examples of cards at beginning of the mana curve that do a lot for their mana costs for reanimation strategy.

Consider more lower mana cost reanimation spells? If the plan is to cast Stickfingers turn 4 for two then give yourself more chances to reanimate a creature that same turn with more lower mana cost reanimation? You have Reanimate and Animate Dead, but that's really it for early game possible reanimation. Consider Life / Death and Soul Exchange?

A big advantage of green recursion spells here is getting back a reanimation spell to reanimate again. The problem is most of the recursion spells here can only get back a permanent, not a nonpermanent spell. Other than Animate Dead most reanimation here is coming from nonpermanent spells. Consider Regrowth and Dryad's Revival?

Opponent exile effects at your creatures can really ruin your day. Consider some protection against exile? Fine protection against exile here is creature sac since if you sac your creature in response to the exile then it instead goes to your graveyard to be reanimated again. Greater Good is powerful since it can be repeatable, not only is it creature sac, but draw and discard too. Lazotep Quarry is a land that can sac a creature to make a mana.

If you're having trouble with opponents attacking you then Grave Titan could really help. It puts a lot of defense onto the battlefield when it comes in.

TheOutcastWarlock on Should Muldrotha Eldrazi be Sac …

5 months ago

My deck Muldrotha Eldrazi is a new deck I've been working on to compete at the higher power tables I run into. The idea is to dredge into life of the loam for lands while using cards like Malevolent Rumble to make spawn/scions to ramp into them. Support pieces include Birthing Pod & Cankerbloom.

I've used this exact deck several times and it's too slow, has no impact on the board, and is super fragile. If I add cards like Protean Hulk and Greater Goodfoil, what should I replace? Should I add the bigger eldrazi? What should I have as control pieces? Should I scrap this deck and start over from scratch?

I have no budget so any suggestions would be useful. Thanks in advance.

nbarry223 on Viga-BOOM! (Primer + SB Guide)

6 months ago

As fun as Springheart Nantuko is, I've opted to just add a second Malevolent Rumble. There's not many spots that I want Springheart Nantuko in today's metagame unfortunately, I will leave all the lines in the deck description though.

ProgramIncomplete on The Mycotyrant

8 months ago

Sure thing!

When I decided to build this deck I really wanted to lean into the descend theme so I challenged myself to run as few non-permanent spells as possible. I think my initial list had like 1 or 2. Overtime, I ended up adding more since I realized I needed efficient self mill payoff cards like Reanimate and Overwhelming Remorse or else the deck was a little too clunky. Currently I'm running 9 but I'm looking for oppurtunites to cut some without losing power or efficiency.

But still, even though it isn't "pure permanents" I still tried my best to cover all of the deck's bases with permanent spells. We have permanents that can remove threats like Chupacabra Echo and Reclamation Sage; permanents that can draw cards like Skullclamp and Izoni, Thousand-Eyed; permanents that can ramp us like Sakura-Tribe Elder and Aftermath Analyst; permanents that mill like Mesmeric Orb and Ripples of Undeath; permanents that can bring stuff back from the grave like Journey to Eternity  Flip and Animate Dead; we even have The Meathook Massacre and Invasion of Fiora  Flip as our boardwipes.

One really nice upside to having everything our deck wants to do on permanent spells is that it makes cards like Malevolent Rumble and Cache Grab really consistent at grabbing something useful. And I recently added Revival Experiment which seems like a really nice payoff for going all in on permanents.

Anyway, the basic idea of this deck is self-milling and using my commander's ability to swarm the board with tokens. Usually we want to spend the first couple turns setting up, hopefully getting a repeatable mill effect on the battlefield like Mesmeric Orb or by pairing one of our dredge cards with a discard outlet like Matzalantli, the Great Door  Flip or Geier Reach Sanitarium. Once we've got our mill engine set up, then we can cast our commander. We want to make sure he triggers his end step ability the turn he enters so we can start getting our tokens online.

The tokens really are the core pillar of the deck. They can be sacrificed for value with cards like Skullclamp and Wight of the Reliquary; we can turn them into mana dorks with Insidious Roots; they can gain us a ton of life off of Essence Warden and Ayara, First of Locthwain; and they can present lethal by giving our Craterhoof Behemoth an army to buff. We also have the ability to drain the table to death with the aforementioned Ayara or Mirkwood Bats if we manage to mill enough cards. And of course, since they pump our commander, we can also win with commander damage.

Since we're milling so much the deck also has a reanimator subtheme. Reanimate and Animate Dead can bring back wincon creatures like Craterhoof and Ayara. Squirming Emergence can reanimate any permanent so it's an awesome way to put planeswalkers into play or snag an engine piece or even wipe the board with Invasion of Fiora  Flip. Similarly, Rise of the Witch-king let's us bring back any permanent while also forcing our opponents to sack a creature which is nice.

A new card that I'm actually testing right now is Chthonian Nightmare. The fact that it's a repeatable reanimate effect for only 2 mana seems really strong. And even if you don't "charge it up" by repeatedly reanimating creatures that cost less than 3, roughly 75% of the creatures in my deck are 3 or less anyway and among those are some really impactful targets like Eternal Witness, Reclamation Sage, Six, and Accursed Marauder just to name a few. Very excited to see how it performs!

Alongside the reanimator subtheme we have an aristocrats subtheme. As mentioned earlier the tokens make great fodder for stuff like Skullcamp and Wight. And we have creatures that either sack themselves, like Sakura-Tribe Elder and Aftermath Analyst, or want to be sacrificed, like World Shaper. All that sacrificing can net us additional value off of Liliana, Dreadhorde General or Mirkwood Bats since he triggers on token sacrifice as well. We also have Disciple of Freyalise  Flip, a great reanimation target that can draw us a ton of cards by sacrificing our creatures that grow in size as our graveyard does like Splinterfright and Souls of the Lost.

So yeah, that's the deck. It can be a bit slow and the lack of instant speed interaction is definitely a drawback but overall I like it a lot and it can have some explosive turns. You just have to be careful not to mill yourself out which is why I added in Kozilek, Butcher of Truth. He's a bit random so I might replace him with Elixir of Immortality. We'll see.

P.S. Apologies for the long winded reply, hopefully it was insightful.

Murrow on The Brood x Blade (Combo Core)

9 months ago

Vandoren4

No worries for the essay hahaha. I appreciate all of the suggestions and insight. I'm considering Arbor Elf since you've mentioned it. I've built so many variants of this combo already. I have a selesnya build that is using Rosie Cotton of South Lane but I haven't tested it.

As for Endless One and Stonecoil Serpent those are mainly enablers for Glaring Fleshraker. I'm focusing on fleshraker as the main plan/backup plan in conjunction with the Blade of the Bloodchief to hopefully act as a "fair" game plan, while I wait to get off the main combo of the deck. Being able to tutor/dig for the blade with Ancient Stirrings, Urza's Saga, and Malevolent Rumble really appeals to me. That and saga allows me to make something to trigger fleshraker again too.

But your build is quite different then mine and has my mind going in all different directions again! hahaha I love it.

I have a bit of a commander background so I'm honestly looking at Arboreal Grazer and Utopia Sprawl simply as ramp for the deck, but the Arbor Elf really could be a consideration in place of maybe the grazer. I like the grazer because it just needs you to have a forest and another land in hand which is relatively easy. Utopia sprawl, a forest, and arbor elf seems more like waiting for stars to align. That said I haven't played it yet to know how sequencing and everything really plays out in this deck. I'm printing up some proxies now to find out!

Howd your play testing go anyways?

amarthaler on Pauper Simic Infect

10 months ago

Update!

Out: 2x Winding Way, 1x Forest, 1x Island, 1x Distortion Strike, 1x Vines of Vastwood, 1x Apostle's Blessing

In: 2x Malevolent Rumble, 2x Escape Tunnel, 3x Slaughterhorn

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