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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
At end of turn, if no creatures are on the battlefield, sacrifice Pyrohemia.
: Pyrohemia deals 1 damage to each creature and each player.
legendofa on Is my custom card legendary …
2 weeks ago
I don't think it's overpowered, really, but there's a lot going on here. This card takes a while to read, longer to understand, and its abilities seem like they would just slow the game down.
For starters, the type line is flavorful, but feels a little arbitrary. Does it need to be both an Elemental and a Spirit? Are you trying to use this in a tribal deck?
While none of the keywords it has really contradict each other, some of them seem unnecessary. Defender is fine, if it's a Wall. Reach is a little out of place. Lifelink and wither, I would pick at most one of these. Protection from creatures with haste ties in with the next section, so I'll discuss that later. Protection from you seems awkward and unnecessary, and isn't always a drawback (it would survive pretty much any "damage each creature" effect you control, like Pyrohemia/Pestilence, Blasphemous Act, Crypt Rats, and lots more).
The second ability should be a targeted effect. Granting provoke seems odd when you can choose to block (which as Caerwyn mentioned is very questionable under the rules). Granting haste is fine, but you can always choose to block with protection, so I'm not sure what the intent is here. Skulk reduces the effectiveness of provoke even further. I also don't understand the intent of the toughness boost.
The third ability is one of those things that makes sense intuitively, and I understand how it's supposed to work, but the actual rules can't support it. If you don't have any rules lawyers in your group, and don't use this card outside your group, you can probably get away with it, but expect some weird corner cases that tie everything up.
The last sentence should be its own ability, and it's pretty niche but self supporting.
If I may try to reinterpret this card:
Krii, Manifest of Spite Show
Legendary Creature - Spirit Wall
At the beginning of each opponent's combat step, choose target creature that player controls. That creature gets +1/+0 and gains haste until end of combat.
Whenever a creature with haste attacks, you may have the defending player gain control of Krii until end of combat. If you do, it gains "This creature must block if able and must block a creature with haste if able." and "Whenever this creature blocks a creature with haste, its owner draws a card."
It's still pretty wordy, but I think I captured the core of what's going on. I removed a couple of keywords, changed the toughness boost to a power boost, and reworded the last ability. Finally, I increased the toughness to make up for the lack of "protection from creatures with haste" ability, since it seems like a more combat focused card, as opposed to being targeted by a Cunning Sparkmage or whatever.
I'm just eyeballing the mana cost and stats, but they seem pretty close to right.
Of course, your group should get final say, but in my opinion, this card as it stands is too complicated for what it's trying to do and will result in a stalled-out game as people try to figure out what they can and should do with it.
legendofa on Phrexian Vampire and Werewolf
1 month ago
Edgar's token production is too efficient. If I was building a Commander deck around this Edgar, I would focus on just having opponents lose life as often as possible. The magnitude of life loss doesn't matter. Every extort, every Agent of Masks trigger or Pestilence or Pyrohemia or whatever activation, gives you a pile of 4/2 lifelink deathtouchers, and I can imagine a boardstate that gives 10+ total power per opponent each turn from passive effects, no mana or other input required.
My suggestion for that is to add a life loss minimum and drop the death trigger, something like "Whenever an opponent loses 3 or more life, create a token."
Why does Frontside Ulrich grant reach? It's not necessarily a problem, but it might be better as menace, or vigilance if you want a defensive ability. This is mostly my subjective interpretation, though.
Is Backside Ulrich's last ability mandatory? If it is, it could stifle attacking, as you would be forced to transform stronger Werewolves into weaker Human Werewolves when you deal combat damage to a player. Making it a "may" effect would be the cleanest solution.
Art aside, Ulrich looks pretty good. Maybe goose up the mana cost by 1, since a 3/3 with a bunch of good abilities for 3 mana is pushing it.
Mortlocke on The Predator of Predators
1 month ago
LandoLRodriguez, as much as I ask people to engage with me on these deck pages I don't check the comments section often enough. Sorry for leaving you hanging so long! Thanks for the compliment on the deck page formatting - I honestly thought that people either didn't care for it and that I was the only one enjoying it. Seedborn Muse is a curious card to me - truly a green staple but is only good in decks that can regularly play on other player's turns using cards like Flash. In the case of my own deck, it's great when Zacama, Primal Calamity is on the field but wouldn't make much of an impact otherwise. Previously I had Atla Palani, Nest Tender in the deck but after a few games I quickly determined it's not a great fit. With Atla on the field the Eggs serve as a great deterrent but don't do anything else without Zacama or maybe Pyrohemia on the field. Currently i'm thinking of focusing on an ETB subtheme in this deck with the upcoming inclusion of Etali, Primal Conqueror Flip and Sword of Hearth and Home as the focus of this sub-theme. Of course this year also holds a new Ixalan set so there will be even more Enrage Dinos to consider in the future. Thanks for bringing suggestions though, please feel free to comment on any proposed swaps I have planned for the deck and thanks again for swinging by.
nuperokaso on Jupiiii
2 months ago
Cards to think about: Zalto, Fire Giant Duke, Marauding Raptor, Into the Maw of Hell, Mana Tithe, Flame Slash, Sin Prodder, Pyrohemia, Solphim, Mayhem Dominus, Golden Guardian Flip, Goblin Matron
Bad cards to remove: Wild Magic Surge, Intimidation Bolt, Guardian Idol, Prismatic Lens, Everflowing Chalice, Thought Vessel, Worn Powerstone, Maskwood Nexus, Angelfire Ignition
jarncards on hasteland
2 months ago
For global haste you can use Fires of Yavimaya, Concordant Crossroads, Mass Hysteria, and Urabrask the Hidden who will also conveniently turn off other people's haste. Anger and Barbarian Class also give haste after more effort.
Ant Queen, Artifact Mutation, Battle Hymn, Circle of Dreams Druid, Dragon Broodmother, Pest Infestation, Scute Swarm, Tempt with Vengeance, Sylvan Offering, Termagant Swarm are all useful if you can give haste to all of them.
Birds of Paradise is just the best mana dork.
You have green, so you might as well use the standard ramp package with Cultivate , Kodama's Reach, Explore , Farseek, , Rampant Growth, Three Visits and Nature's Lore. Probably ignore most mana rocks, because people are going to want to vandalblast you just because of the treasures.
Relentless Assault, Scourge of the Throne, Combat Celebrant, Hexplate Wallbreaker, World at War grant extra combats, with Hellkite Charger and Aggravated Assault potentially going infinite.
Vandalblast goes in every red deck. Even though youll have a ton of treasures i'd still run Brotherhood's End too
For draw spells consider Scroll Rack, Garruk's Uprising, Elemental Bond, Soul's Majesty, Furious Rise, Rishkar's Expertise, Beast Whisperer, Shamanic Revelation, Disciple of Bolas, Pact of the Serpent, Painful Truths, Harmonize, Sign in Blood, Night's Whisper, Read the Bones, Ambition's Cost, Ancient Craving, Damnable Pact, Commune with Lava, Lifeblood Hydra, or maybe Necropotence although the color restricion on necro is tough, treasures should take care of it.
Fable of the Mirror-Breaker Flip, Ragavan, Nimble Pilferer , The Reaver Cleaver , Gadrak, the Crown-Scourge , Ancient Copper Dragon , Old Gnawbone Ziatora, the Incinerator for more treasure makers. Pyrohemia and Pestilence could be fun with the extra mana. Awaken the Woods is an amazing x spell too, but wont appreciate the two aforementioned cards.
If you're using magda the deck will benefit from dragons and expensive artifacts. throw in Imperial Recruiter and Worldly Tutor, Vampiric Tutor, and Demonic Tutor all go in your colors. so you can get her more consistently. Darksteel Forge and Gate to Phyrexia can be tutored into play with her for five treasure.
If you use dragons, you could add Dragonstorm, but you should carefully consider how many cheap spells you expect to be able to cast if you arent building specifically towards this card. Chatterstorm, Empty the Warrens, Yawgmoth's Will, Jeska's Will, Mana Geyser, and Manamorphose, Past in Flames are all good on their own and would add synergy.
If it ends up dragon tribal, cards like Crippling Fear , Kindred Dominance, Crux of Fate
Swashbuckler Extraordinaire is a very good payoff for using treasures if you dont use certain other nightmarish dragons like Atarka, World Render, Blast-Furnace Hellkite, Terror of Mount Velus, Thrakkus the Butcher
carpecanum on The Naughty List
4 months ago
I second the motion for Heartless Hidetsugu. One big murderous hit could end the game.
Pyrohemia buffs you boss and can take out blockers. Earthquake
Maybe Soul Conduit for giggles and life gain decks
kirbysan on [Primer] Helming the Host of Heaven *Update*
5 months ago
Got another couple games in today:
I made some swaps prior to today's match incluuding:
Crashing Drawbridge for Lightning Greaves
Smuggler's Share for Esper Sentinel
Search for Glory for Steelshaper's Gift
I think our decks are still functionally the same but I have a lot of the tech you were heavily considering already swapped in and will be focusing on their performance in multiplayer format.
Starting Hand?: Prismatic Vista, Windswept Heath, Myriad Landscape, Soul's Attendant, Generous Gift, Lightning Greaves, Folk Hero
Forgot to snap a picture of my starting hand but I think it was something like that. Important play of the game was Firkraag playing an early Agitator Ant. By turn 3 I had Giada equipped with a Lightning Greaves and slowly played out my hand, focusing on dropping lands and playing removal. I constantly dumped the +1/+1 counters onto Giada and since she had the greaves equipped she was basically untouchable.
After bringing Arvinox and Ryu down to the low 20's with just Giada I began dumping the counters onto a Bishop of Wings that I drew into so I could start swinging at Firkraag. Ryu also got in 2 Hadokens against Firkraag's board to draw cards. I only got 1 swing into Firkraag before they boardwiped.
I was able to recast Giada and cast an Angelic Page drawing me a card off Folk Hero. I also cast a Pyre of Heroes excited to chain it off for some spicy tech. Unfortunately Ryu was at low life and killed shortly after the boardwipe. As the other 2 players had no board they scooped to end the game so we could start the next, giving me the win.
Game 2 (5-man Pod vs. Tevesh/Armix Artifacts, Firkraag Goad Precon, Isshin Attacks, Muldrotha Counters)
Starting Hand: Plains, Mutavault, Pearl Medallion, Righteous Valkyrie, Sigarda's Vanguard, Well of Lost Dreams, Steelshaper's Gift
T1 - Plains into Steelshaper's Gift tutoring Lightning Greaves
T2 - Plains (drew) into Pearl Medallion
T3 - Mutavault into Lightning Greaves & Giada (Sworded by Isshin)
This game had some intense interactions. Isshin had a turn 1 Authority of the Consuls. Tevesh nearly played a turn 2 Tevesh Szat, Doom of Fools with a Jeweled Lotus but was countered by Muldrotha. Firkraag played a Pursued Whale giving us all Pirate tokens and forcing us to attack. Isshin played into that with a Combat Calligrapher. The entire table started swinging into each other with increasingly multiplying Inkling tokens. After Isshin's Combat Calligrapher was blown up and they took a bunch of damage from their own Inklings they decided to super wipe the board with a Ruinous Ultimatum but luckily their board was pretty sparse.
I lost Pearl Medallion, Well of Lost Dreams, Sword of the Animist, Lightning Greaves and Righteous Valkyrie. This set me back really far but luckily I had been ramping every turn with Sword of the Animist and kept some strong angels in hand.
I recast Giada, and played Archangel of Tithes, Angelic Field Marshal and Lyra Dawnbringer with Mutavault giving me the extra +1/+1 counter. At this point Isshin started going off and nearly killed me with a combination of Tectonic Giant, Krenko, Tin Street Kingpin, Isshin, Two Heavens as One, Aurelia, the Warleader but they tapped out for Dihada, Binder of Wills to give Krenko vigilance, lifelink and indestructible. When they tried to swing at me, they forgot about the tax for Tithes and instead knocked out Tevesh and Muldrotha. Muldrotha took out Aurelia, the Warleader as retribution.
On the final turn I was left with only Oblation and Breathkeeper Seraph in hand. I had the choice to use it on one of Isshin's creatures but they were in such a dominating position that giving them 2 cards was probably a bad idea. Instead I used it on a tapped Emergence Zone and drew into Thraben Watcher and Sigarda's Vanguard. With the combination of all the angels I brought Isshin down to 3 and Firkraag cleaned up but had nothing against my board so scooped.
Starting Hand: Cavern of Souls, Flooded Strand, Windswept Heath, Esper Sentinel, Path to Exile, The Ozolith, Teferi's Protection
I debated even listing this game as it was over so fast. Alela burst out on turn 1 with an Island into Sol Ring into Arcane Signet. Turn 2 they played a Smothering Tithe. Turn 3 they played a Bolas's Citadel. In one of their turns they cast a Vendilion Clique bottoming my Teferi's Protection. Despite whiffing for 2 turns off the top of their library they were so ahead with ramp that they quickly overtook the game. I died by turn 5 to 35+ damage from a faerie army beefed up with Coat of Arms. The other 2 players scooped as they had no interaction with the Coat.
T1 Esper Sentinel did some amazing work here. I drew off every player at least 2-3 times so it netted me like 7-8 cards for just 1 mana.
I also attempted to attack with Battle Angels of Tyr but it was bounced to my hand by next turn.
The Ozolith ended up doing nothing this game but that's more due to having no boardstate. Together Forever wouldn't have done anything in this game either so its impact still hasn't been seen. Other players did comment that it could be a problem with a bigger board.
I did have a misplay here as I should have held up mana for removal spells which I had in my hand. My final hand was Vanquisher's Banner, Archangel of Thune, Angelic Accord, Serra Paragon, Valkyrie Harbinger, Path of Exile and Swords to Plowshares. I just didn't expect Alela to quintuple their damage in one turn.
Starting Hand: Secluded Steppe, Emergence Zone, Plains, Pearl Medallion, Thorough Investigation, Angelic Field Marshal, Angel of Vitality
T1 - Secluded Steppe tapped
T2 - Plains into Pearl Medallion
T3 - Emergence Zone into Thorough Investigation and Giada, Font of Hope
I had several misplays this game as it had been a long day. The first was using my Clues too early instead of playing out my hand and refilling it later with the Clues.
Phenax became a huge threat towards mid-game as they had a Haunt of high tower on board along with their commander Phenax, God of Deception. They forced Ghisath to mill 40+ cards with 4 creatures. I had Kabira Takedown Flip in hand but it wouldn't put a dent in the Haunt. Instead I opted for player removal and swung with everything knocking them out.
My second misplay here was not tapping Giada to cast Angelic Field Marshal which would've given all my creatures vigilance. I was so used to swinging with Giada first and then tapping her that I failed to see her as a mana dork. Since I had Archangel of Tithes out it would've prevented huge swings against me as well.
Since I was wide open Gishath took the advantage and swung at me dropping a good number of dinos on their board. However on their next turn when they tried to use Silverclad Ferocidons with Pyrohemia Jared saved the day by sacrificing Primeval Spawn into a Time Warp.
When I tried to rebuild I realized I had no clues left and no attackers to draw into answers. I also made my third misplay by wasting a Path to Exile on a random dinosaur thinking it would sacrifice Pyrohemia but then stupidly played Bishop of Wings so I could trigger my The Book of Exalted Deeds by replaying Giada.
I died on the next turn to due to lethal Gishath commander damage. If I had saved my Path I could've used it on Gishath and played out more angels for the lifegain.
Lightning Greaves was amazing in the 2 games it was played. It was so great that Isshin focused Giada when it came back out. In fact I like it so much that I'm going to try and find a spot for Swiftfoot Boots so I can keep equipping without removing the protection.
Esper Sentinel was also great the 1 game I got it out. Drawing that many cards for 1 mana is just too good to pass up. If you haven't purchased Smuggler's Share yet I'd say go for Esper first.
Archangel of Tithes was SO GOOD. It saved me from lethal once and would've again a second time if I didn't misplay again. With vigilance it does double duty.
Well of Lost Dreams felt a little clunky in game 2. I want to like it, it has a high ceiling but it needs some prep work to start drawing. Either I drop it instead of a threat or I play it much later. I also need lifegain and the mana to draw from it. With the amount of work that goes into it to activate it, a board wipe usually turns it off. We have no other lifegain outside of creature based lifegain. So we would only draw with an established board presence and we're using mana to draw into threats rather than play them. It feels either like a win-more card or a hail mary to get something good. I'm actually debating its place in this deck and what may be a better card draw. Court of Grace at least replaces itself on our end step and provides either an Angel or Spirit on our upkeep. It also requires no additional maintenance to get it going.
Others at the table commented that Authority of the Consuls is a better option to the soul sisters. While I do like the tap mechanic of Authority, it doesn't trigger off my creatures. Also having it be an enchantment means that most people won't bother with it all game. Soul sisters typically get wiped with the rest of the board whereas opponents have to target Authority. I find that I don't usually hit the payoffs on opponents turn but on my own turn. However, I only hit the magic 4/5 life when Bishop of Wings or Righteous Valkyrie is out, not off a soul sister. I know that you really like the soul sisters but practically every game I've had a board wipe and the payoffs haven't been worth it.
Kabira Takedown Flip has its uses but in terms of removal is pretty poor for the slot. After a boardwipe it's practically worthless.
Even though I STILL haven't pulled off Pyre of Heroes properly I'm once again debating Recruiter of the Guard and Weathered Wayfarer. Since they're both humans they can chain into our human sub-theme. Weathered Wayfarer can be sacrificed into Bishop of Wings to get our lifegain payoffs going. It also helps grab lands for Emeria Shepherd if we want to recur stuff from the graveyard. Recruiter of the Guard can tutor for Starnheim Aspirant, Esper Sentinel, Inspiring Overseer, Thraben Watcher and can be sacrificed into Mangara, the Diplomat.
DreadKhan on Rakdos
6 months ago
It's not really a great card, but Shivan Gorge can deal some damage to each opponent, which can let you shave mana off of spells for a turn. There is also stuff like Spear Spewer that pings each player, that's a much better way to achieve that goal I suppose. There are also Kessig Flamebreather and Firebrand Archer that can turn any non-creature spell into damage, not sure you have enough stuff to justify them, but felt they were worth a mention. There is also good old Pyrohemia/Pestilence, which can ping each opponent (and it clears out x/1s if tokens are an issue in your area). Not sure if you will be able to get in for damage consistently, but Rite of the Raging Storm tokens usually suck to block, so you might get 5 damage per turn in some metas.
I feel like it's worth throwing in something like Carrion Feeder or Viscera Seer if you want a sac outlet that can clear out lots of bodies and derive value from it, Feeder even works with Pitiless Plunderer (or another 'mana from dead creature' card, Pawn of Ulamog and Bog Initiate will work on a budget) and Gravecrawler to go infinite.
Final point, maybe a few Annihilator creatures that have high MV as their drawback, they tend to be colourless anyways, so can give a full discount and be free sometimes. Artisan of Kozilek and Pathrazer of Ulamog are good examples that aren't too pricey, but Titans are obviously more expensive/powerful, it's worth noting you'll always get cast triggers, even if you're casting them for nothing/very little. Some of these can also let you run cards that care about high MV, like Protection Racket and Timesifter, both are very strong in some metas. Heck, I think I'd just run Protection Racket either way now that I think about it, I'm not sure there is a drawback to that card in this deck, it's big drawback is that it's bad in combo decks because people won't give you combo pieces, but in a deck that isn't attached to any one card you can run it safely. There is also Meteor Golem, Platinum Emperion and even Platinum Angel to offer some value if stuff like Darksteel Colossus or Blightsteel Colossus are over the budget, and there are big old utility beaters like Tsabo Tavoc that are worth a look, you can shave 5 mana off still.
Rakdos is a pretty nifty Commander, hope you're having fun with him!
|Want (2)||rtadams , loparte|