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- 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
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Purphoros, God of the Forge
Legendary Enchantment Creature — God
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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3 days ago
This looks like a ton of fun!!
Have you thought about Purphoros, God of the Forge as possible alternate win con card?
3 days ago
Champion of the Parish feels like it would have a home. The shell calls to Soul Sisters with Soul Warden and Soul's Attendant with the token production you have but that might get away from what you want. If Soul Sisters is something you want, Norin the Wary and Purphoros, God of the Forge are fun in red. +1
1 week ago
Some easy ways to add interaction to this deck would be to add some enchantment and creature removal spells. Krosan Grip, Return to Dust, Rapid Hybridization/Pongify, Arcane Denial to replace Dissolve, Anguished Unmaking, Damn, and Swords to Plowshares/Path to Exile are all clean and efficient methods of interaction. Saryth, the Viper's Fang, Lightning Greaves/Swiftfoot Boots, Shalai, Voice of Plenty, and Veil of Summer/Heroic Intervention are solid protection options for your creatures as well. Right now you're running Anger with only 2 Mountains in the entire deck, so that means either the mana base needs to be reworked or Anger needs to be replaced. Some easy ways to rectify the mana base a bit is to swap out some of your duals for the Red/x options (i.e, Blood Crypt, Stomping grounds, etc.). We can also make the deck more efficient by changing up the ramp so that it has utility or generates more than one color of mana. Cards like Deathrite Shaman, Kiora's Follower, Noble Hierarch/Ignoble Hierarch, Faeburrow Elder, and Birds of Paradise are all decent options. Right now Anger and Chainer, Nightmare Adept are the only cards that can give Garth haste. Since we only have a few creatures that actually benefit from the haste, cards that generate value outside of simply providing haste would be beneficial. Rhythm of the Wild would not only give our creatures haste, but would make it harder for opponents to counter the creatures and combos with the persist creatures in the deck by giving them +1/+1 counters. Temur Ascendancy is another decent option since we can draw cards even when our creatures don't benefit from haste and it synergizes with our Flicker and Undying/Persist effects. An infinite combo option would be Jeskai Ascendancy + Garth One-Eye + Any haster + Deadeye Navigator and even if we're not comboing, we can still generate value from each card individually. I personally feel that cards like Frantic Search and Careful Study are too good to not have in this type of deck, since a good majority of our cards benefit in some way from being in the graveyard or we have easy ways of getting them back. In tandem with this idea, I think that cards like Regrowth (even though Garth One-Eye already has a Regrowth) and Eternal Witness are musts, especially since Eternal Witness generates value with the Flicker effects and other revive effects in the deck. An honorable mention that didn't quite make it into my comment but could be effective is Spark Double since it would allow us to have multiple versions of legendary creatures if we so chose, 2 Muldrotha's could lead to quite the turn! Unfortunately, however, Commander has a deck maximum, which means that cards must be let go to make room for all the new fun stuff we want to play with. For this deck I suggest cutting Diamond Lion, Thespian Stage, Dark Depths, Kroxa, Titan of Death's Hunger, Arixmethes, Slumbering Isle, Kitchen Finks, Desperate Ravings, Nim Deathmantle, Harrow, Magus of the Will, Gaea's Will, Scapeshift, Chronozoa, Raving Visionary, Thought Courier, Dissolve, possibly Twilight Shepherd, possibly Rampant Growth, possibly Seize the Spoilsand possibly, Purphoros, God of the Forge. At the end of the day, this deck is yours and you should play it and build it in the way that best suits you! Have fun gayming!
2 weeks ago
Hey Guerric, thank you for all you extensive primers, they are fun to read. I read most of them multiple times - the way they are structured really helps me to analyze the mechanics of my own decks.
A have a couple of cards that I can recommend, depending on your meta and budget. You will be familiar with them but maybe some of your readers aren't.
I had a Shadowspear lying around so I put it in. It does a good job as it gives your largest beater the important livelink feat and can be tutored with Steelshaper's Gift. In many case the swords will be higher priority targets Steelshaper but still I found Shadowspear to be beneficial to the consistency of this part of the deck's mechanic. It's low CMC and while it's activated ability is just the icing it sometimes can be tremendously helpful. I killed a voltron player the other night with it. It can even be used politically. Angel tribal wins largely by simply turning things sideways. Apart from the nice Brisela almost-wincon I'd like to add one or two additional surprises for our opponents.
Akroma's Will is amazing in this deck as it will make our heavy hitters unblockable and provide them with a bouquet of great other features. Giving all our 5/5s, 6/6s and 7/7s double strike and lifelink can often make this a real wincon and the fact that it's instant speed can even save our hides if we're being attacked by a seemingly overwhelming opponent.
Now I never got my hands on the beauty that is Avacyn, Angel of Hope. However, I drew a candidate for the 8CMC slot that I find even more fun and fitting. Legion Loyalty is absolutely bonkers with this commander. If you have a couple of angels including Giada out and maybe still two or three opponents online, this card will immediately make such an impact that the expression "explosive turn" doesn't even begin to describe it. Way over 100 damage in a single attack can easily be achieved with four angels and three opponents. Also enjoy 10 minutes of fun counting all the tokens and counters that are being generated during your attack phase. Now of course this is an enchantment and will not benefit from (tribal) cost reducing effects (apart from Pearl Medallion). It thus would be a completely meta dependent decision to include this in this deck. If most of your friends despise blue and you can be reasonably sure that you'll be able to successfully hardcast an 8CMC enchantment this will lead to some very memorable wins. Also Avacyn, Angel of Hope straight-up does nothing the round you cast it. It makes your board state more robust (not against Cyclonic Rift and Toxic Deluge, though) but mono W needs the additional aggressiveness more than another protection piece imho.
Last but not least: In one of your gameplay reports you mention being killed by a combo. In my playgroup there also is always at least one player who tries to kill you with an infinite damage combo. I regularily encounter Vito, Thorn of the Dusk Rose, Purphoros, God of the Forge, Toralf, God of Fury Flip, Gray Merchant of Asphodel and so on. This is one of the reasons I put a Blessed Sanctuary in. At 5CMC it's on the more expensive side manawise, sure. However, this deck is quite robust when it comes to fending off attacking creatures and not so much when it comes to defending itself against the various forms of direct damage that red and black (combo) decks employ. Blessed Sanctuary completely shuts those wincons off. Also it steadily provides you with 2/2s you can use as additional blockers. They do not synergize with angels, sadly, but they have another amazing quality: They are frickin unicorns! When your board is filled with pompous angels and cuddly unicorns while the other decks on the table seem to take themselves too seriously with all the grim art you can't help but chuckle a bit. It just looks so over the top cheesy and dreamy
3 weeks ago
I think it would be good to change the definition of "blink" to a slightly more generalised "ETB matters". This makes allowances for cards Purphoros, God of the Forge or Terror of the Peaks (as well as many others) where the focus of the deck is to trigger a bunch of ETB effects, generally to win the game but also as the main mechanic of a deck to generate value.
I understand that for cards like Brago, King Eternal this might slightly dilute what the deck is trying to achieve (as this is a true blink deck such that the primary combo in the deck doesn't care about ETB triggers and more just uses it as an untap effect), however it allows decks which heavily rely on the ETB mechanic to tag it as such, even if they don't blink the cards.
1 month ago
I just finished making the skeleton of a deck for Miirym, Sentinel Wyrm and playtested it. Created 96 treasure tokens in a single turn because I had out Parallel Lives with my Commander. Ended up getting Miirym to be an 8/8 thanks to Jade Orb of Dragonkind and Rhythm of the Wild. A few turns later, I dropped Old Gnawbone who got me not only the one token from Miirym, but the second from Parallel Lives. Since Miirym makes the token non-Legendary, State Based Actions do not apply to the token Parallel Lives creates. Old Gnawbone was also an 8/8 thanks to Jade Orb of Dragonkind but I decided to give him Haste rather than the +1/+1 counter from Rhythm of the Wild.
When I attacked with Miirym, as well as Old Gnawbone, I created 16 treasure tokens upon combat damage. Or, at least, I would have.
Ended up playing an enormous swath of my deck immediately afterwards because of Garruk's Uprising. Every single Dragon I cast, which were unable to be countered thanks to Rhythm of the Wild, ETB and drew me three cards - Once for the creature and two more for the tokens created by Miirym, Sentinel Wyrm and Parallel Lives.
That would have been a Turn 8 win.
And that, my friends, is how a Timmy plays Magic >:3
Commander / EDH
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1 month ago
I have many commander decks and I choose the commander based on what I want the deck do. Sometimes that decision is driven by some unique ability that the commander has that I find interesting, for instance my Purphoros, God of the Forge deck exists because Purhoros has a unique ability for a commander that I wanted to explore.
Other times I choose the commander because its just the best fit within the deck design I want. I have a Mardu vampire tribal deck with Edgar Markov at the helm only because there aren't really any better options for the 'fun with big vampires' theme I want to run in Mardu colors. The deck would probably be better and more closer to my goal for it with the new Olivia at the helm, but I want to run Mardu colors so I do the best I can with the constraints I have.
That's all just my method though. I think everyone really should have their own methods for picking their commander.
1 month ago
I think you should really make sure you have some life gain effects. Your opponents should be hitting you with a lot of chip damage. You could easily find yourself just getting whittled down to the point where you can't go on offense. Lifegain is probably a good way to keep yourself going.
I agree with TypicalTimmy's idea about aristocrats being a good option. You'll want resiliency in your game plan and the ability to hit everyone at once.
I'll propose a different route: Naya tokens. Use the soul sisters and Trostani, Selesnya's Voice to gain life and kill everyone with Purphoros, God of the Forge and Impact Tremors. Your goal won't necessarily be to hit everyone with a Craterhoof, but rather to get loads of blockers out there and killing everyone while you do it. I'd roll with Rocco, Cabaretti Caterer as your commander so you can tutor up the Purphoros or the soul sisters.
Honestly the mutate thing sounds super fun, but I think it might fall apart with you as the arch enemy.