
Combos Browse all Suggest
- Marauding Raptor + Polyraptor + Purphoros, God of the Forge
- Norin the Wary + Purphoros, God of the Forge
- Grinning Ignus + Purphoros, God of the Forge
- Kiki-Jiki, Mirror Breaker + Purphoros, God of the Forge + Vizier of Tumbling Sands
- Kiki-Jiki, Mirror Breaker + Kiora's Follower + Purphoros, God of the Forge
Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | 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 |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Purphoros, God of the Forge
Legendary Enchantment Creature — God
Indestructible
As long as your devotion to red is less than five, Purphoros isn't a creature.
Whenever another creature enters the battlefield under your control, Purphoros deals 2 damage to each opponent.
: Creatures you control get +1/+0 until end of turn.





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hyalopterouslemur on Beta Brackets Update Today
2 days ago
DemonDragonJ: Yeah, my loathing of five-color goodstuff mostly comes from how this is supposed to be the color-restricted format: I have a Ghave, Guru of Spores deck, but if I want to make a Rith, the Awakener or Marath, Will of the Wild *f-etch* deck, I have to lose the black cards (and probably the entire Aristocrats theme). So, no more Grave Pact or Dictate of Erebos. No more Pitiless Plunderer. No more Diabolic Intent. No more Blood Artist or Bastion of Remembrance. I do gain red, though, so say hello to Purphoros, God of the Forge. Rhys the Redeemed or Nemata, Primeval Warden would be even more restricted, as token decks go.
My removal also suffers, since red removal is surprisingly bad in this format. (Seriously, I'd argue white has the best removal, followed closely by black. Green's a distant third, and red and blue are tied for fourth: Red has more removal, blue has better removal.)
And it happens between Oloro, Ageless Ascetic, Betor, Ancestor's Voice, Ayli, Eternal Pilgrim, Beledros Witherbloom, and Licia, Sanguine Tribune too. All are lifegain, but only Oloro can use Absorb and Drogskol Reaver. Only Licia can use Lightning Helix and Searing Meditation. Only Betor can use Beledros Witherbloom. Ayli and Witherbloom are even more restricted, especially since Witherbloom can't use the color that's best at lifegain.
But that's the whole point. When I choose a Commander, I make a lot of choices regarding deck construction. I can't say "Cathars' Crusade would be good in my Animar, Soul of Elements deck." because, well, it wouldn't; it would be illegal. That forces me to pick, I don't know, Ivy Lane Denizen or Forgotten Ancient instead. Corpsejack Menace? You mean Branching Evolution? (Aside from the name, why is Corpsejack Menace anyway? I actually wouldn't mind if it were just because that's Simic's thing.) And so on down the line.
Five-color goodstuff opts to ignore all of this. And right now, there are more five-color decks in EDH than in Legacy.
Eh, I can always just hate them out with Primal Order.
That's my rant about how too much five-color goodstuff is bad for the game.
Anyway, I play Aura Shards and Seedborn Muse in a lot of decks too. Aura Shards is really oppressive in a token build, or even a reanimator build. Seedborn Muse is interesting because she's either overpowered (anything , token builds, Yeva, Nature's Herald) or just a fancy Village Bell-Ringer without the Splinter Twin combo. I have to go through my decks now and see which ones have four or more game changers.
NV_1980 on
Inalla - A New Foe Has appeared
1 week ago
Hi,
So I play-tested this a few times. What stood out most to me is that the deck lacks a bit in win-conditions. In terms of dealing damage to the opposing side, your best bet is currently summoning wizards and their copies with Inalla and then using cards like Impact Tremors and Purphoros, God of the Forge. The other win-conditions are powerful, one-use sorceries like Exsanguinate and Torment of Hailfire. I'm not seeing much else you can do to swing games in your favor, but please correct me if I'm wrong.
I would advise to add some more avenues in here that will help you win. Make combat with your wizards more feasible by adding Marchesa, the Black Rose. As long as your wizards harass the opponent with the most life, they'll return to the field even if they die during combat (which allows you to benefit from their ETB's again). Cyclone Summoner and/or Galecaster Colossus can be used to put your opponents on a massive disadvantage in terms of battlefield presence. How about using Beguiler of Wills or Havengul Lich to steal whatever you fancy on the opposing side? The deck might also benefit from a few more powerful spells (especially since you already feature several means to retrieve them, copy them, etc. Clone Legion? Expropriate? Rite of Replication?
DreadKhan on What commander for a Hare …
2 months ago
How pushed do you want your deck to be? If you don't mind leaning into the Commander a bit you could easily use Captain Sisay, the ceiling is tutoring up Thrumming Stone I guess, but finding other Legendary stuff is also very useful, offering you a tool box to solve problems or a win con once you've gotten set up.
I also think Jetmir would be pretty bonkers, and Red gives you stuff like Impact Tremors and Purphoros, God of the Forge, these are great back up win cons if you can't win via attacking for some reason.
Apoptosis on
Gear Up!
4 months ago
Specific changes. All of these changes optimize card draw, tutoring, protection to board state, create synergies and infinite combos, and optimization to allow instant speed responses.
OUT: Ardenn, Intrepid Archaeologist (thought this would be awesome, disappointed in performance) Assemble the Players (sub-optimal card draw) Aurelia's Fury Bitterthorn, Nissa's Animus (land drops have not been a problem and by the time I draw it, I needed something else) Brimaz, King of Oreskos (love this guy, but had to cut) Chained to the Rocks Elbrus, the Binding Blade Flip (obtained better equipment) Fellwar Stone Hixus, Prison Warden (never happy when I had this in hand because you need to let the damage land, plus you fail to build board state when waiting to draw a punch) Illusionist's Bracers (I realized there was little in this deck that this could help) Kemba, Kha Enduring (I want the option of where the equipment goes) Kjeldoran Outpost (did help create a chump blocker and spend unused mana, but I didn't like losing the land) Lapse of Certainty (replaced with better options, but I love this card) Lightning Helix Path of Mettle Flip (never had good results) Prophetic Flamespeaker (under-performed) Puresteel Paladin (tough cut) Purphoros, God of the Forge (under-performed) Rogue's Passage Sea Gate Wreckage Silverblade Paladin (love this guy, tough cut) Sram, Senior Edificer (very tough and recent cut for Leonin Shikari and Merry, who are just better but I may put back in) Sword of the Animist (land drops have not been a problem and by the time I draw it, I needed something else) Wingmate Roc (love it but under-performed)
In: Esper Sentinel (card draw) Leonin Shikari (instant speed equiping is amazing) Merry, Esquire of Rohan (card draw) Enlightened Tutor (great for combos/synergies) Sigarda's Aid (so great) Pyrohemia (this card is a beast with Iroas! Even without Iroas must people don't have easy ways to deal with enchantments and this is a wraith on a stick. I've added it to all of my red decks and it's cousin (Pestilence) to my black decks in a slot I would normally hold for a wraith) Teferi's Protection (protect the board state) Excalibur, Sword of Eden Fighter Class (tutor!) Angelic Skirmisher (lifelink to stretch game and facilitates infinite combos) Splendor Mare (put it on Reckoner or Spitemare, give them indestructable, and gain infinite life, or move it to pyrohemia with nesting grounds to get massive amounts of life as you flamethrower the whole table!!) Mask of Avacyn (better option then shroud from boots, you need to be able to dynamically react/voltron) Mob Rule (this just finishes games) Smothering Tithe (ramp) Sunforger (some say you must build around this, I say you use this as a key tutor for when you need an instant) Nesting Grounds Spitemare The One Ring (card draw, duh) Minas Tirith (card draw) Sunhome, Fortress of the Legion (value engine, mana dump) Phyrexian Vindicator (beefy flier, helps get Iroas online, and difficult to remove) War of the Last Alliance (tutor) Hall of Heliod's Generosity (bring back pyrohemia and flamethrower the world all over again!!) Mask of Memory (card draw) Boromir, Warden of the Tower (protect board state)
EchoSpice on
Group hug but snake, so Boa Constrictor
4 months ago
capwner Mana Echoes is a great suggestion!! Definitely will be adding that, as for decking myself i havent had any problems so far, but Endurance seems like a safe bet! And yeah ive definitely thought about Purphoros, God of the Forge as well, but i think my pod might kill me IRL if he hits the board XD Thanks for the comment! :D
multimedia on
Exploding Kobolds
5 months ago
Hey, interesting deck.
Consider adding green? By adding green you get Glimpse of Nature, Noxious Revival, Elvish Spirit Guide. Glimpse and Revival go well together to keep casting Glimpse. Guide provides a green mana source without needing a land that can make green. Green also has Assault Formation, not needing an anthem effect to increase Kobolds power since only toughness matters. With 4x Glimpse you would only need 1x Formation as well as some kind of haste for all your creatures source such as Burst of Speed that you cast after casting all your Kobolds for the turn. With 4x Glimpse, 1x Grapeshot is all you need.
Stomping Ground, Karplusan Forest, Copperline Gorge can be dual lands that could replace Mountains? Lotus Petal and/or Wild Cantor, replacing some Mountains gives you a mana source of any color while also counting towards storm. The problems with Impact Tremors and Purphoros, God of the Forge are they need to be on the battlefield before you start casting Kobolds. In theory Tremors/Purphoros seem good, but in gameplay they seem slow, too inconsistent hit or miss.
Consider this package for upgrades?
- 4x Glimpse of Nature
- 4x Elvish Spirit Guide
- 2x Noxious Revival
- 4x Lotus Petal or 4x Wild Cantor
- 1x Assault Formation
- 1x Burst of Speed
- 4x Stomping Ground or Karplusan Forest
- 4x Copperline Gorge
Good luck with your deck.
Vessiliana on
What is a Man? (a hyper aggro Edgar Markov EDH)
7 months ago
YamishiTheWickedOne, definitely! One-drop vamps are Edgar's bread-and-butter. I myself like to run over 40 creatures for Edgar, and I am finally getting a hold of a Warleader's Call for mine, which is brilliant in a list with a lot of really cheap vamps. If you are leaning harder into the one-drops, then the damage-on-entry becomes even more effective, not only the Warleader's Call and Impact Tremors but even Purphoros, God of the Forge. It puts the opponents in a tight spot because those little guys have already hit them just by entering, then can swing with buffs, and even ping on their way out, whether through Goblin Bombardment or something like Elas il-Kor, Sadistic Pilgrim.
Hybrow on
The Big Black Succ
7 months ago
Yahh.. she is tough and a bit of a slog. I Play Purphoros, God of the Forge as well. He is just all-round better. She is a chore by comparison. He is 2 ETB damage, and plenty of doublers, and basically never leaves play once on the board. She is super squishy and ends up with a ton of recasts. Recursion is easier in black, but just ends up being long turns.
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