Price of Progress
Price of Progress deals 2 damage to each player for each nonbasic land they control.
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|Commander / EDH||Legal|
Price of Progress occurrence in decks from the last year
Latest Decks as Commander
Price of Progress Discussion
2 months ago
in addition to Omniscience_is_life and DemonDragonJRed is the color of "aggro hate", if they're not blowing it up Abrade , Ancient Grudge , red is taxing the opponent for having them Price of Progress , Enchanter's Bane . Even sometimes yourself Braid of Fire (when mana burn was a rule).
2 months ago
Ripwater: sdidonato is exactly right, saccing mountains is really only for when you make your final big move. 90% of the games I win aren't even through combat, they are through the ETB and sac effects either all at once, or by grinding everyone down.
The addition of Skirk Fire Marshal and Massive Raid on top of the core of Goblin War Strike , Impact Tremors , and Purphoros, God of the Forge really help to bring down several people a turn, which is especially important when you go all in on saccing your mountains.
Crucible is still a strong play, but I like to use it either slowly, or all at once with the amazing new Nahiri's Lithoforming . I still haven't gotten it off, but those two plus Valakut Exploration seem like a dream combo. Also Lithoforming/Crucible into Acidic Soil / Price of Progress and recovering all your lands is really strong and an absolute blast.
I think the the biggest thing that a lot of us that have some variation of the current deck would agree on is that one of its biggest strengths is that you just form a strat depending on what you draw, which is absolute must with mono-red because you have such a poor ability to fetch or tutor compared to other colors. Trying to build a precise combo sets you up for being slow and getting disrupted, so we just don't really do it.
It is also flexible enough to take it a different route and go infinite goblins/mana with things like Mana Echoes , Goblin Warrens , and the like, but as long as Ib is your commander you are a lot harder predict.
3 months ago
3 months ago
plakjekaas: sounds like a simple power-level disparity here--games I play hardly ever last into the teens of turns, and if they do it has been clear who's going to win for several turns prior.
It's hard (for me) to imagine a scenario where you're only drawing lands and an Arch-type land gets you out of that tight spot--as I mentioned in one of my last posts, you're going to be spending your entire turn drawing a card for a good percentage of games, so even if you draw a lifesaver you won't be able to deploy it until the following turn. I would go so far as to posit that, if you're running low on gas in many games, you might be better off running a nonland card-draw spell OVER a card-drawing land... but it is true that utility lands in general are excellent for the exact reason that they're lands: I won't deny that.
3 months ago
Hey, good start, but without an infinite combo you should forget about trying to get to power level 8 because 8+ level decks win with infinite combos. Without an infinite combo then power level 6-7 is the highest level you should go for. Not having black's powerful tutors or Fetch lands are other reasons the power level isn't higher. With DFC you only count the front side of the card in the decklist, the backside is not added. For example Shatterskull Smashing Flip goes in the decklist, but Shatterskull, the Hammer Pass doesn't.
My advice is if you want to make a good Rakdos Toggo deck than build around Rocks. Take more advantage of Rocks to get more value out of them. Cranial Plating fueled by Rocks combos with Chandra's Ignition and Fling effects to kill your opponents with burn. Inspiring Statuary and Rocks can make a lot of ramp for Comet Storm or Exsanguinate.
- Reckless Fireweaver
- Ghirapur AEther Grid
- Quicksmith Genius
- Valduk, Keeper of the Flame
- Hammer of Nazahn
- Fabled Passage
- Jund Panorama
- Grixis Panorama
- Guildless Commons
- Great Furnace
- Vault of Whispers
Some other cards to consider adding:
- Red Elemental Blast
- Chandra, Torch of Defiance
- Valakut Exploration
- Heartless Hidetsugu
- Torbran, Thane of Red Fell
- Price of Progress
Good luck with you deck.
6 months ago
Wow, that's a toasty deck!
Have you considered adding Fiery Emancipation in along side your damage doublers?
I would also highly recommend Price of Progress. Even without boosted damage, it can easily blow up opponents out of nowhere - especially in the later half of the game when they've taken some damage and all those expensive nonbasics are laid out.
If you are of a particularly cruel mindset, Ruination is absolutley brutal. It is one of the few ways to keep toolbox lands and fast ramp in check while also leaving your board nearly unscathed. However, I would only pull that out if you are running against higher level decks or if your group is cool with it since many people hate mass land destruction with a passion.
7 months ago
There are a several cards in Zendikar Rising that will probably make it into the deck! Just a really, really solid set all around. Here are the all the auto-includes for me.
Nahiri's Lithoforming: This card has so much potential! Not only is it decent draw when you only sacrifice a land or two to it, but if you have Crucible of Worlds out this becomes downright ridiculous. Also another rare land sacrifice effect that sets us up for Acidic Soil and Price of Progress.
Valakut Exploration: Just a very strong draw engine, and also the cheapest repeatable effect we have access to that isn't symmetrical. Adding damage to each opponent on top of that is just icing on the cake.
Lithoform Engine: I'm on the fence about whether this is too costly of an effect, but there is no doubt it is strong, and fun too. We have many, many things of each category that can take advantage of this.
Are there any others you think I should consider?