At end of turn, if no creatures are in play, sacrifice Pyrohemia.
(Red): Pyrohemia deals 1 damage to each creature and each player.
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|Commander / EDH||Legal|
Latest Decks as Commander
6 days ago
On-topic for what you're planning, you can use Ancestral Mask and Nylea's Colossus to get something really big before you rumble in. There's also passive damage you can stack up with Overabundance , Mana Barbs, Sulfuric Vortex , Court of Ire , et cetera to whittle people down. Sandwurm Convergence makes a lot of beef. It's mana intensive but Pyrohemia and Rite of Passage means you can have a thing that lives while you keep pinging everything. There's also the aforementioned Helix Pinnacle if you're looking at having a lot of mana.
Of course, if you think some thing demand a more personal touch, you could slam a Form of the Dragon and off someone yourself.
1 week ago
I have a different experience with Atla, I run 0 true combos with her & I am usually a target (often rightfully so), probably is meta dependent. I typically don't need haste or even a combat step, which I love. I just play all the red stuff that you never get to see stick. A few alternatives to the usual sac outlets: Pyrohemia , Dragon Broodmother - eats eggs on upkeep if you want, Miren, the Moaning Well , Volcanic Fallout - sneaky good instant egg death when no one suspects. Indomitable Creativity for double triggers & control, Gruul Ragebeast is sweet control... though it makes timing those eggs more restrictive. Then I just run a bunch of direct damage & doublers/triplers. Best feeling in the world when you make them pay for cyc rift with 24 dmg with Ruric Thar, the Unbowed or they just die for casting that stupid spell :)
1 month ago
It's worth noting that when transitioning from standard to modern, a lot of cards that seem like powerful contributors to a tribe end up being worse than non-tribal counterparts. For instance, Thunderherd Migration is probably better than the standard alternative Beneath the Sands , but it's probably worse than Rampant Growth , Cultivate , or maybe Sylvan Scrying with the right nonbasic to fetch. Drover of the Mighty is another that seems strong as a 3/3, but if you're tapping it for mana most of the time anyway, something like Birds of Paradise , Arbor Elf , Joraga Treespeaker , Incubation Druid , Whisperer of the Wilds , or Ilysian Caryatid might be more efficient. The only other suggestion I have is to consider adding ways to recurrently trigger enrage. Forerunner of the Empire is a pretty common option, but I can also see Pyrohemia , Harbinger of the Hunt , Raging Regisaur , Spikeshot Elder , or Power of Fire being used with varying pros and cons. Some enrage lists I see also make use of damage trigger shenanigans on cards like Arcbond and Rite of Passage . A possible cut could be Shifting Ceratops since it's generally more of a sideboard card. Otherwise, I'd cut any enrage trigger that isn't either repeatable or very cheap. Reckless Rage is great, but Tilonalli's Crown could just as easily be Dual Shot or something to that effect. A final note I'd make is that you may be able to take advantage of some of the bigger enrage dinos like Snapping Sailback and Silverclad Ferocidons . I wouldn't normally recommend them, however, Etali and a lot of ramp go a long way toward making them viable.
2 months ago
Actually you outrace everyone at the table for lifegain because of the Tamanoa . Combined with 1 or 2 activations of Pyrohemia at a casual table with a bunch of creatures in play and you gain stupid amounts of life. Its a little slower for the lifegain than it used to be. Before this incarnation I had a non-infinite version that also ran Manabarbs . You can see it here: Tammy Go!. Manabarbs + Tamanoa produces a lot of lifegain if it drops early enough before someone kills the cards.
I am not sure those cards you mentioned have a place in this version of the deck. It's built to go infinite with the combo and It would complicate plays with those added. I think Stuffy Doll and the reckoner would have a place in a different deck. The Tamanoa only gains life from non-creature damage sources. The doll and reckoner are both creatures so their damage is sourced from a creature.
3 months ago
3 months ago
You might like these: Burning Earth, Impact Tremors, Gratuitous Violence, Pyrohemia, Elemental Mastery, Knollspine Dragon, Goblin Sharpshooter, Scalding Salamander, Repercussion, Furnace of Rath, Spear Spewer, Blisterspit Gremlin, Thermo-Alchemist, Firebrand Archer, Cinder Pyromancer, Syr Carah, the Bold
5 months ago
Kresh can be built with much more synergy in mind if you like. Take a look at cards like Rollick of Abandon, Chandra's Ignition, Spitebellows, Fleshbag Marauder or Temur Battle Rage to make him more powerful. I'd probably run cards like Lightning Greaves to protect him, and Garruk's Uprising or Rancor to provide trample.
I don't like playing color-intensive cards like Necropotence, Pestilence, Pyrohemia and War Elemental with the amount of mana fixing you have, and Nissa's Pilgrimage or Scorched Ruins don't help you with red or black mana at all. This deck could use a Chromatic Lantern though.
Since you're hardly drawing lots of cards, Reliquary Tower does way more harm to your mana than it's worth. I'd definitely replace that. Maybe colored utility lands like Shinka, the Bloodsoaked Keep or Castle Garenbrig could fill that spot.
Finally, your deck might even be better off with a different commander altogether. Prossh, Skyraider of Kher or Korvold, Fae-Cursed King maybe?
5 months ago
So other than the Giants themselves, the last two areas to look at are removal and utility. Depending on how much Brion tech you want to include, you are probably going to have to skimp on one of these two areas.
Removal is tricky in EDH. You don't want too little or too much. You're running White, so you can destroy anything you want--which is nice.
I would recommend two or three board wipes minimum and at least and five or six cards that can take care of artifacts and enchantments. Creature removal is great for aggro decks but the Threaten cards can take care of that for the most part.
One tactic you can do is sandbag your big creatures and wait for your opponents to commit to the board, then wrath and start playing your giants. If you like the sound of that, run five wraths or something like that. It's only a few more mana to kill EVERY creature.
I know you have some Wear / Tears. I'd add one for sure.
I have a bunch of Crush Contrabands, which are great. I'd highly recommend it.
Generous Gift is stellar. I don't have any but it's getting reprinted soon and may be cheap.
I have a Pyrohemia on hand. Might be interesting with all your huge giants. Maybe not though.
Titan's Revenge is giant-tribal-y. From Morningtide, and should be somewhat reliable for winning the Clash. More gimmicky than good though.
Swords to Plowshares and Path to Exile are the gold standards for creature removal though. No reason to not run them if you have them. Regrettable, I have none for trade. Path just got reprinted though for what it's worth. I have a boatload of all the budget replacements for them, like Oust, Condemn, Oblation, etc.
Something like Comet Storm might be an interesting include. It can function as removal or win the game outright out of nowhere. I have none on hand but it keeps getting reprinted.
There are tons and tons of removal cards out there.
I would cut Crush Underfoot unless you're married to the flavor. It's pretty bad. Any removal not already mentioned here I would cut. It's all pretty weak and you're gonna need the slots.