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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 |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Oathbreaker | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Rules Q&A
- A question regarding the use of Mox Opal.
- Can I tap multiple Mox Opal's for mana before sacrificing them?
- Can I tap a second mox opal for mana before statebased actions?
- Does the player on the play have an upkeep first turn?
- If I have a Scrap Trawler in play, a Walking Ballista on the graveyard, and I sack a Mox Opal, would Walking Ballista return to my hand?
Mox Opal
Legendary Artifact
Metalcraft — : Add one mana of any color to your mana pool. Activate this ability only if you control three or more artifacts.
hootsnag on
Red Affinity Burn
2 months ago
Not sure I would go with Ancient Tomb here. I would put 2 of Lotus Petal in the place of it. Your larger casting cost stuff has affinity for artifacts. Just my thoughts.
ThassaUpYo@ssa on
Be'Elz A'Boot
2 months ago
Apologies for the very delayed response, Andramalech. I tried out Gyruda, Doom of Depths for quite some time but on many occasions I'd either flip Demons with odd CMC's or nothing at all preventing any additional combo'ing with Be'Lakor, the Dark Master. Solid suggestion, and like I said I gave him the old college try, I just found Gyruda didn't quite make the cut. I really dig your list and it looks like it crushes! One suggestion I have is to add in the UBR artifact lands Seat of the Synod, Vault of Whispers, and Great Furnace (maybe even throw in Darksteel Citadel, too) to increase your artifact count for Mox Opal - the worst thing is not having enough artifacts for Metalcraft and not being able to utilize such a great mana rock. I would add Urza's Incubator as well since Demons aren't a cost-friendly tribe. Have you considered the Grixis Talismans as well? These could be solid additions to up your ramp package (which is already great), though the hard part is always figuring what to take out to free up space. Thanks for your feedback and, once more, sorry for taking so long to get back to you.
CD-ROM on
Mono-Black 0 Mana Cost
2 months ago
SufferFromEDHD I appreciate it, man. Scale of Chiss-Goria is useful to protect Barricade Breaker from cards like Dismember. Lotus Petal and Mox Opal can't help cast my creatures with Improvise through their abilities. If I wanted to add both of them, I should probably swap Ornithopter, Phyrexian Walker, Scale of Chiss-Goria and/or Shield Sphere for Bone Saw, Paradise Mantle, Signal Pest and/or Springleaf Drum.
SufferFromEDHD on
Mono-Black 0 Mana Cost
2 months ago
Cool concept!
I think Scale of Chiss-Goria could be cut as this is an aggro deck. Upgrades could be fast mana like Lotus Petal or Mox Opal maybe even main decking Surgical Extraction.
CD-ROM on
Mono-Black 0 Mana Cost
2 months ago
lilgigantopithicus Mox Opal is an interesting card. However, it's too expensive compared to the average price of the other cards of the deck. Darksteel Citadel could be a cheapest alternative. Anyway, there's a good chance that you might have two creatures with mana cost in the initial hand. The main objective is to cast both of them within the 2nd turn so that you will win within the 4th turn.
lilgigantopithicus on
Mono-Black 0 Mana Cost
2 months ago
The decks is pretty awesome. I feel like it just needs to be more consistent. You sometimes have hands with a couple of the 7 mana improvise and affinity creatures. If you had Mox Opal maybe you'd be able to get out more consistently?
sylvannos on
Hoax Storm v2
3 months ago
To start with, there's a few cards that have better Vintage equivalents. Overmaster and Spell Pierce should be the 3rd. and 4th. copies of Force of Will. Leftover space from cutting those can be Red Elemental Blast, Pyroblast, or Flusterstorm. You don't need Faithless Looting because we have Paradoxical Outcome, Sensei's Divining Top, Gush, Dig Through Time, Treasure Cruise, and Brainstorm to choose from. Merchant Scroll also belongs in here, because you can use it to grab Ancestral Recall at the very least. Usually you want it to make sure you have protection in hand by grabbing countermagic.
Library of Alexandria isn't good in this deck. And you're not the type that needs 8x sources, so Steam Vents can go, along with a few copies of Volcanic Island (1 or 2). Replace all of these with four copies of Scalding Tarn and basic lands. Or even just play 6x fetches. You need to be able to shuffle after using Brainstorm, Ponder,and Sensei's Divining Top.
From here, you have a solid U/R Storm shell. However, I wouldn't play straight "Modern U/R Storm, but Power 9" dot dec. 2 mana is a lot for Goblin Electromancer, there are easier ways of winning than Grapeshot, and so on. The question then becomes "Where to go from here?"
- Paradoxical Outcome is just the nuts. By bouncing moxen and cheap artifacts, it's a ritual (since you can replay everything for , untapping it all) and it's a draw spell. However, Paradoxical Outcome requires Mox Opals, Lotus Petal, Lion's Eye Diamond, etc. so you'll have to cut rituals (likely Seething Song). The upside is you get an extremely powerful engine that can often end the game with a single Paradoxical Outcome.
- Thassa's Oracle is the new hotness for Vintage combo cards. You can win the game by casting Brain Freeze on yourself, then casting Thassa's Oracle. It also opens up more combos using Demonic Consultation and Doomsday. Sometimes you've just drawn a bunch of cards and have ~3 cards left in your deck.
- Tinker is too good in Storm not to play it. You're either getting Memory Jar, Bolas's Citadel, Time Vault (Voltaic Key is already good in Storm when combined with Mana Vault and friends), or a random wincon like Sphinx of the Steel Wind boarded in for game 2. Bolas's Citadel will essentially flip the top half of your deck into play.
- You can also play draw 7s (Wheel of Fortune, Timetwister, Memory Jar, Diminishing Returns) in combination with Narset, Parter of Veils and Hullbreacher.
- Mana Drain is good, but you may find it too slow if you make any of the above changes. It definitely does more work in a more control-oriented Storm deck with Narset, Parter of Veils, Dack Fayden, Grim Tutor, etc.
- Lastly, there's the question of Underworld Breach, Yawgmoth's Will, Monastery Mentor, or some combination of these. Underworld Breach will mean you can stay in two colors. Playing black for Yawgmoth's Will allows you to play Dark Ritual, Cabal Ritual, Yawgmoth's Bargain, Necropotence, Doomsday, Tendrils of Agony, and hardcasting Bolas's Citadel. Monastery Mentor both scales up and goes sideways. A single token is enough to kill someone combined with Paradoxical Outcome or a draw 7. Monastery Mentor is like casting Tarmogoyf and Empty the Warrens for three mana and one card.
Hope this helps! Welcome to MtG's oldest and greatest format.
NV_1980 on
Who Else But Krenko!
3 months ago
First, some general comments.
In its current form, your deck has only a few ramp cards. This is a bit of an issue if you want to have enough resources available (from early-game onwards) for casting spells. Red has few options for ramp, of which you've already included some. Other interesting cards could be stuff like Battle Hymn, Seething Song and especially Skirk Prospector. More expensive ramp options include cards like Dockside Extortionist, Jeska's Will and Mana Echoes.
Aside from red ramping options, there are also many artifacts resources for this. Good options include Arcane Signet, Fire Diamond, Gauntlet of Power, Mind Stone, Nyx Lotus and Sol Ring. There are also more expensive options if you really want to go to town: Chrome Mox, Jeweled Lotus and Mox Opal.
Currently your deck hardly contains card-advantage options (draw, tutoring, filtering, etc.). Of course, red has some options for this. Cathartic Reunion, Faithless Looting, Gamble, Thrill of Possibility, Tormenting Voice and Valakut Awakening Flip. Artifacts can help you on this front as well. Endless Atlas and Mind's Eye come to mind, as well as the more expensive stuff like Scroll Rack and Sensei's Divining Top.
Now, with regard to Krenko himself.
He's an exceptionally powerful commander that your opponents are going to try and get rid off for sure. He needs some protection. Lightning Greaves/Swiftfoot Boots are therefore highly recommended. Stuff that gives him protection/indestructible also works. Next, I would expect that if you could, you would use his ability more than once per turn, should you be able to. There are many artifacts out there that allow you to untap Krenko, so that you can use him again during the same turn. Options include but are not limited to Puppet Strings, Staff of Domination, Sword of the Paruns, Thornbite Staff, Thousand-Year Elixir, Umbral Mantle.
Hope this helped.
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