As this enters the battlefield, choose Khans or Dragons.
- Khans — At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card.
- Dragons — Whenever a creature you control leaves the battlefield, this deals 1 damage to target creature, player or planeswalker.
|Have (2)||orzhov_is_relatively_okay819 , vashaclarens|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Outpost Siege Discussion
1 week ago
113.7a Once activated or triggered, an ability exists on the stack independently of its source. Destruction or removal of the source after that time won’t affect the ability.
1 week ago
My assumption is the "until end of turn, you may play that card" portion makes it not matter if Outpost Siege is there or not, but I just want to be sure.
1 week ago
Simple scenario... I have Outpost Siege out, I use Scroll Rack before my upkeep to put Sizzle from my hand to the top of my deck, then Outpost Siege exiles Sizzle, and then I cast Worldfire, removing Outpost Siege and everything else in the Multiverse... can I still cast Sizzle, or is it tied to Outpost Siege being on the battlefield...? Thanks in advance! :)
3 weeks ago
I always found sunforger better in decks like feather (mine does not run it to mana expensive for the payoff) or Firesong and Sunspeaker style decks they get more use
The best equipment are Sword of Fire and Ice it draws and if you have double strike and hit twice you get two triggers and Sword of Feast and Famine untapping extra mana then you pair it with Aggravated Assault yea unlimited combat is possible and note the swords have protection
Auras are always worse than equipment with few exceptions because they just blow up your creature and they are gone example of exception Rancor.
In boros you are limited on card draw but it is way better than the old days. You are better off looting or exiling to dig through your deck than trying to use sunforger
Sunbird's Invocation Cascade light but dam I gotten so much value from this card people have to use their removal on it all the time.
I also like Furious Rise in these style of decks I run it in my Samut deck.
You can always leverage Monarch white has always had it but red has some monarch triggers as while now and you are going to be combat oriented so you have that to explore for more card draw.
I would also think about Sigarda's Aid it helps a lot
Ardenn, Intrepid Archaeologist would great in a deck like that as while
1 month ago
Hey, pretty good upgrades for the precon, but calling your version competitive is a bit of a stretch.
Because of such a high budget for upgrades then I don't think you need several holdovers that are still here.
- Temple of the Dragon Queen
- Wild Endeavor
- Bag of Tricks
- Neverwinter Hydra
- Hoarding Ogre
- Hoard-Smelter Dragon
- Shivan Hellkite
- Colossal Majesty
An interaction with Dragon Spirits that isn't included in the precon is being able to sac the token before it's saced after doing damage. When a Dragon Spirit does any damage it's sac trigger goes to the stack and must resolve for the token to be saced. You can response to this trigger and sac the token for other value. Greater Good is draw 5 cards and Goblin Bombardment is do 1 damage to Vrondiss to create another Dragon Spirit or trigger other enrage such as from Ripjaw Raptor.
Bombardment is also part of a combo as win condition when Vrondiss is indestructible to do infinite damage to all your opponents. Vrondiss who's indestructible + Bombardment + one of Dragon Tempest/Scourge of Valkas/Terror of the Peaks/Outpost Siege.
If you want to utilize this combo then you'll want more ways to make Vrondiss indestructible since Heroic Intervention is currently the only way here.
- Hammer of Nazahn: when it ETB it equips for free to Vrondiss or any other creature you control.
- Anara, Wolvid Familiar
- Roar of Challenge: as long as an opponent has a creature then it can start the combo when opponent's creature does damage to Vrondiss. Without the combo this can wreck an opponents board of creatures and each one who does damage to Vrondiss triggers his enrage to potentially create a lot of Spirit Dragons.
- Tyrite Sanctum
Good luck with your deck.
1 month ago
Hey, well done with upgrading the precon on a budget.
Greater Good and Goblin Bombardment let you abuse Dragon Spirits before they're saced after doing damage. When a Dragon Spirit does damage it makes a sacrifice trigger that has to resolve from the stack before the token is saced. When the trigger is on the stack you can response to it by sacing the token for value. Greater is draw 5 cards and Bombardment is do 1 damage to Vrondiss to create another Dragon Spirit. When Vrondiss is indestructible, Bombardment can be part a combo to do infinite damage to opponents with any two of Dragon Tempest, Scourge of Valkas, Terror of the Peaks, Outpost Siege or Warstorm Surge.
Wild Endeavor is a six mana ramp spell with only d4 rolls, you don't really want to be casting ramp with six mana.
Consider more repeatable draw sources which the precon really lacks. More effects that draw a card whenever a Spirit Dragon is created and from other enrage: Ripjaw Raptor, Garruk's Packleader, Elemental Bond.
Ripjaw Raptor is another good creature to make indestructible because then you can draw cards by doing damage to it. Garruk's Packleader draw is a may, you can stop drawing at any time. With Packleader in your control and Vrondiss is indestructible then one of Dragon Tempest, Scourge of Valkas, Terror of the Peaks, Outpost Siege or Warstorm Surge will create as many Dragon Spirits who will do damage/sac itself as you want which is draw as many cards as you want.
- Ripjaw Raptor --> Wulfgar of Icewind Dale
- Garruk's Packleader --> Chameleon Colossus
- Elemental Bond --> Neverwinter Hydra
One area from the precon you haven't upgraded is the manabase, it's still 39 lands and 27 basic lands. Some lands to consider adding in place of some basic lands and Underdark Rift:
- Karplusan Forest
- Fire-Lit Thicket
- Grove of the Burnwillows
- Rootbound Crag
- Rockfall Vale
- Cragcrown Pathway Flip
- Highland Forest
- Naya Panorama
- Jund Panorama
- Tyrite Sanctum
- Rogue's Passage
- Bonders' Enclave
I don't think you need 39 lands, some of them could be cut for lower CMC ramp such as Farseek, Talisman of Impulse and Sakura-Tribe Elder. Because you have Cinder Glade and could add Highland Forest then Farseek has a dual land to search for. For two mana Tyrite Sanctum can repeatedly put a counter on Vrondiss to make him bigger. Once he's a God then Sanctum can be saced to make Vrondiss indestructible. Both these effects are helpful coming from a land.
I offer more advice. Good luck with your deck.
1 month ago
1 month ago
+1 nice control Norin build with a low AVG cmc. I'll try to suggest ideas that might work for your deck
War Room - Draw, albet expensive. You have room for flexibility in your mana base despite valakut
Mind Stone - Ramp/Draw
Chain Reaction - Wipe/Removal
Ignite the Future/Light Up the Stage - "Draw." While ignite's flashback is expensive and less of a payoff in a low CMC build, draw is crucial in red so you don't run out of gas. Especially without a wheel of fortune. Activating top to draw the top card prior to activation allows you a guaranteed card to cast.
Curse of Opulence - Ramp and politics. Dont overlook this
Outpost Siege - Draw or removal
Warstorm Surge - While expensive, puts in work. I like it more than pandemonium personally as pandamonium usually backfires due to the green or reanimator player
Chandra, Torch of Defiance - Draw/Removal/Ramp/Wincon all in one!
Should you wish, you can check out my deck Norin Naughty Nonsense copy for other ideas. My build is different than yours due to our meta and playstyles. I focus my build on ramp and draw rather than cheaper control cards. This helps ensure a powerful lategame. Mana doublers + Draw can get out of hand fast.