: Add one mana of any color among legendary creatures and planeswalkers you control.
|Have (2)||CompleteWaste ,|
|Want (2)||djocho , Onmyway2thetopz|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Mox Amber Discussion
1 week ago
1 week ago
Hey, interesting version with Dark Suspicions like effects.
Consider cutting some of the lesser sea monsters for more ramp and some more setup for Runo?
- Arcane Signet --> Isleback Spawn
- Heartless Summoning --> Inkwell Leviathan
- Talisman of Dominance --> Grozoth
- Everflowing Chalice --> Elder Deep-Fiend
- Brainstorm --> Lorthos, the Tidemaker
- Frantic Search --> Tromokratis
- Windfall --> Charix, the Raging Isle
Isleback Spawn and Inkwell Leviathan have shroud which prevents them from being targeted by Krothuss to be copied. Lorthos, the Tidemaker, Tromokratis, Charix, the Raging Isle are legendary and copies of them don't give you any value when they're created thus you don't really want to copy them. Even with Sakashima of a Thousand Faces you have better legendary sea monsters here and Krothuss is really the target to be copying when you control Sakashima.
Since not playing any 1/1 creatures then Heartless Summoning is good ramp for sea monsters. Having lots of high CMC sea monsters stuck in your hand/unable to be cast can be a problem. Brainstorm, Frantic Search and Windfall can help when this happens and to setup Runo. Scroll Rack is more expensive price, but has a really helpful repeatable effect.
Another reason other than ramp to add more two drop mana rocks as well as Everflowing Chalice is to have more chances to combo with Hullbreaker Horror + Sol Ring. Mana Crypt, Mana Vault, Mox Amber (when you control Krothuss or Runo) are more expensive price mana rocks that combo with Hullbreaker.
Good luck with your deck.
3 weeks ago
My general build is as follows, and let's pick on Jund, assuming EDH.
- Mana Crypt
- Sol Ring
- Arcane Signet
- Gruul Signet
- Rakdos Signet
- Golgari Signet
- Coldsteel Heart
- Fellwar Stone
- Mind Stone
- Coalition Relic
And if I play outrageously high curves, like MV average +4.5, I make room for all 14. Some decks run 30+ mana sources because I have enormous plays to make and that's how I stay ahead of the game. Everybody laughs when you spend 3 turns casting nothing but rocks and dorks, but nobody's laughing when the table is cleared and the game is won on Turn 6 - turn 8.
And the nice thing is that in the event of a Cyclonic Rift, you can generally pay mana to get mana and dump your rocks on the field and keep your hand. Takes a turn to recover, but you skip discarding down to hand size.
Less colors = less signets = more moxen
I don't play 4-5 colors. Too much balancing to consider. I ran a 5c Golos God tribal deck and hated it. Could never land enough permanents to hit devotion quick enough. Ended up a sitting duck for like 6 or 7 consecutive turns, then I'd finally get a few Gods online and would be forced to hold them up as blockers.
Then Golos got banned, lololol
1 month ago
Hey, good first draft. I'm having a lot of fun with Krothuss; Runo is just along for the ride.
Your deck doesn't have a Commander. In the deck editor after Runo Stromkirk text add CMDR.
1x Runo Stromkirk (DBL) *CMDR*
When you save and return to the deck Runo will be the official Commander with it's own category and card image.
Consider cutting a few lands: Temple of the False God and some basic lands, for some more cards to help setup Runo to transform?
Hullbreaker Horror is a new Kraken who has great interaction with Krothuss. Hullbreaker + Sol Ring + Mana Crypt is infinite colorless mana by bounce/cast each of these mana rocks. Hullbreaker + Sol Ring + Mox Amber is infinite colorless mana as well as blue/black mana if you control Runo or Krothuss. If you control token copies of Hullbreaker then these combos can bounce all your opponents nonland permanents and keep doing this on your turn to lock your opponents out of having nonland permanents as well as clear the battlefield of blockers to attack.
Wonder is powerful for Kraken who don't have evasion such as Hullbreaker, Spawning Kraken, 9/9 Kraken tokens, etc. An effect to give all creatures you control flying is needed with Stormtide Leviathan. Buried Alive can get Wonder as well as two other creatures you want to reanimate or help to transform Runo.
Vile Entomber has Entomb which can be helpful with Krothuss. Vile can first support to setup Runo then when Krothuss/Vile attack make a token copy of it to get Wonder while in combat. Baleful Strix is a good Dimir creature and can be repeatable draw with Krothuss. Mutate Strix with Sea-Dasher Octopus on top for a draw engine with Krothuss.
Some upgrades to consider:
- Hullbreaker Horror --> Shipbreaker Kraken
- Wonder --> Fleet Swallower
- Vile Entomber --> Elder Deep-Fiend
- Baleful Strix --> Cadaver Imp
- Mox Amber --> Hedron Archive
Good luck with your deck.
2 months ago
You can always just have bounce affects for non-cast spells, containment priest also does well. You could also just try supreme verdict or even a Engineered Explosives. I dont recommend tri lands as they enter tapped which makes things harder for you. The only tapped land id recommend is Celestial Colonnade. The control shell really makes the deck more powerful.
- As for the changes id recommend going down to 2 Dragon's Rage Channeler, and cutting delver. 4x Emry, Lurker of the Loch seems much better. A spicy Thassa's Oracle might be possible elastically if you have remand plus scepter.
- Ive seen some decks run Unholy Heat which might help you out.
- some decks run Mox Amber but only do that if you have 8 legendary cards in deck.
- Serum Visions can also help you get the card advantage you need to win match ups.
- Underworld Breach could help you recycle your burn spells to give your deck reach.
- Mana is hard i wouldnt run more than 3 basics. Maybe even 2.
3 months ago
I like this idea, unfortunately 2 problems (which you've probably already noticed).
Zirda won't find Walking Ballista because it doesn't have the specific mana cost of 0 or 1. Mana cost and mana value are not the same thing, so in this case, if you chose not to use Zirda you could still find Mishra's Bauble or Mox Amber with the saga
3 months ago
My general strategy is to have more spells than the table has removal. I don't worry about one or two people holding up a counterspell or a path to exile. Similarly, I tend to not worry about their plays either.
I get my stuff out faster than the rest of the table, then overwhelm with a force they can't hope to stop.
This tends to make all of my decks very heavily reliant on combat damage and combat tricks, but there are ways to mix that up. In my aforementioned Lathliss deck, I have a bit of cruel control such as with Mudslide and Citadel of Pain, as well as Blood Moon and some others.
Then I passively create damage via Chandra, Awakened Inferno, Impact Tremors, Dragon Tempest, Warstorm Surge, Scourge of Valkas, Terror of the Peaks, Purphoros, God of the Forge and more. Also Sarkhan the Masterless
I can cheat via Sunbird's Invocation, Lukka, Coppercoat Outcast and Purphoros, Bronze-Blooded - who also serves as a haste enabler on top of like the six other haste enablers in the deck. Oh and Spinerock Knoll.
...it's like a $1,000 deck... For a $4 Commander, lol
5 months ago
Mana Confluence is a pretty weak choice of land considering the sheer amount of mana this deck needs. Expedition Map also feels like a wasted slot and should likely just be another apostle. Mox Amber is all kinds of mediocre imo. Same with Sol Talisman. Sure playing demons early is nice but will almost never actually win you the game.
Dark Confidant is unnecessarily risky when you’re running a bunch of expensive demons and angels, especially when Black already has access to large amounts of card advantage.
I’ve played this list off and on since the printing of Shadowborn Apostle: