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Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Big Apple Highlander | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Oathbreaker | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| PreDH | Legal |
| Premodern | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Ruby Medallion
Artifact
Red spells you cast cost less to cast.
psionictemplar on
Dragons of the Sun
4 days ago
Ultimately, both Blood Moon and Blood Sun would do the same thing for your deck in letting your lands come in untapped. The ability removal blood sun gives will likely only be relevant in niche situations whereas the Blood Moon can slow your opponents down more often and is probably more useful overall though. But given the number of tapped lands you have, getting either one into play is fairly important to keep up tempo-wise with other strategies, hence my suggestion of including both and additional rituals to get there faster.
If I were to make additional changes here is what I try and why.
-1 Bitter Reunion: Going for the multi-dragon haste kill will be hard because you will need to cast several spells in a turn to make this go from a 2 turn kill to a 1 turn kill combo. Without having a large amount of mana production to fuel this, it will be very difficult.
-1 Indomitable Creativity: The more creatures and artifacts you run, the greater the chances that you will end up a result that isn't what you want. Decks that are built around creativity usually only run 1 or 2 different creatures/artifacts to always ensure that they hit the things they want. As it stands right now, that is not a guarantee with 18 possible cards you could change into.
-2 Xorn: Your only treasure producers are Strike it Rich and There and Back Again which won't give you many chances to make additional treasures. Ask yourself this question, if I get an additional treasure from There and Back Again what is that 1 additional treasure really going to do for me that the other 14 couldn't do already? If the answer is nothing really, do you need There and Back Again? If not, that would only leave Strike it Rich, and that isn't enough to justify running Xorn for.
-1 Bloodthirsty Conqueror: I really don't understand why you've included this. It doesn't really do much that another dragon such as Hoarding Dragon or Gadrak, the Crown-Scourge couldn't do. It doesn't find any other win condition and the psuedo-lifelink effect doesn't really line up with either of your plans to hit with huge amounts of damage in a single turn. Not to mention that casting it depends on having either multiple treasures or a Manamorphose for the black mana portion of it. I really feel like this is a card that will either get stuck in your hand or would be equally effective as any other big red creature which makes it replaceable from my viewpoint.
-1 There and Back Again: By the time you get to 5 mana to cast this you should probably have already presented a way to win the game with. Having to wait an additional turn to get the single mountain out of your deck can be done both cheaper and faster and that's IF! you need the mountain in your deck at all. I don't blame you for having it if you see a lot of Ghost Quarter type effects and it isn't likely to prevent a Goblin Charbelcher activation from winning the game outright. Then you finally have to look at chapter 3's ability which I touched on a bit in the Xorn section.
-1 Irencrag Feat: I've run 4 of these and they get stuck in hand way too often between the inability to cast multiple in a turn (for future spells) and the 4 mana cost itself. Going down to 3 copies will help prevent having redundant copies in hand and freeing up space for other things.
Additions: +4 Desperate Ritual: Probably the best 2 mana ramp spell you could have especially if you can manage to splice additional copies onto it. (Just a piece of rules advice for understanding: Ruby Medallion will only reduce the cost of the original copy but not any of the copies that are spliced on to it.)
+3 Blood Moon: Primarily here as an additional way to help your lands come in untapped without you needing to pay life.
I think that once you try these suggestions out, you'll like them. However, this is your deck and you do whatever you want with it. Good luck and if you have any more questions or want me to try and explain my reasonings a little bit more I'll try to help you the best I can.
psionictemplar on
Dragons of the Sun
4 days ago
Ultimately, both Blood Moon and Blood Sun would do the same thing for your deck in letting your lands come in untapped. The ability removal blood sun gives will likely only be relevant in niche situations whereas the Blood Moon can slow your opponents down more often and is probably more useful overall though. But given the number of tapped lands you have, getting either one into play is fairly important to keep up tempo-wise with other strategies, hence my suggestion of including both and additional rituals to get there faster.
If I were to make additional changes here is what I try and why.
-1 Bitter Reunion: Going for the multi-dragon haste kill will be hard because you will need to cast several spells in a turn to make this go from a 2 turn kill to a 1 turn kill combo. Without having a large amount of mana production to fuel this, it will be very difficult.
-1 Indomitable Creativity: The more creatures and artifacts you run, the greater the chances that you will end up a result that isn't what you want. Decks that are built around creativity usually only run 1 or 2 different creatures/artifacts to always ensure that they hit the things they want. As it stands right now, that is not a guarantee with 18 possible cards you could change into.
-2 Xorn: Your only treasure producers are Strike it Rich and There and Back Again which won't give you many chances to make additional treasures. Ask yourself this question, if I get an additional treasure from There and Back Again what is that 1 additional treasure really going to do for me that the other 14 couldn't do already? If the answer is nothing really, do you need There and Back Again? If not, that would only leave Strike it Rich, and that isn't enough to justify running Xorn for.
-1 Bloodthirsty Conqueror: I really don't understand why you've included this. It doesn't really do much that another dragon such as Hoarding Dragon or Gadrak, the Crown-Scourge couldn't do. It doesn't find any other win condition and the psuedo-lifelink effect doesn't really line up with either of your plans to hit with huge amounts of damage in a single turn. Not to mention that casting it depends on having either multiple treasures or a Manamorphose for the black mana portion of it. I really feel like this is a card that will either get stuck in your hand or would be equally effective as any other big red creature which makes it replaceable from my viewpoint.
-1 There and Back Again: By the time you get to 5 mana to cast this you should probably have already presented a way to win the game with. Having to wait an additional turn to get the single mountain out of your deck can be done both cheaper and faster and that's IF! you need the mountain in your deck at all. I don't blame you for having it if you see a lot of Ghost Quarter type effects and it isn't likely to prevent a Goblin Charbelcher activation from winning the game outright. Then you finally have to look at chapter 3's ability which I touched on a bit in the Xorn section.
-1 Irencrag Feat: I've run 4 of these and they get stuck in hand way too often between the inability to cast multiple in a turn (for future spells) and the 4 mana cost itself. Going down to 3 copies will help prevent having redundant copies in hand and freeing up space for other things.
Additions: +4 Desperate Ritual: Probably the best 2 mana ramp spell you could have especially if you can manage to splice additional copies onto it. (Just a piece of rules advice for understanding: Ruby Medallion will only reduce the cost of the original copy but not any of the copies that are spliced on to it.)
+3 Blood Moon: Primarily here as an additional way to help your lands come in untapped without you needing to pay life.
I think that once you try these suggestions out, you'll like them. However, this is your deck and you do whatever you want with it. Good luck and if you have any more questions or want me to try and explain my reasonings a little bit more I'll try to help you the best I can.
clayperce on
Gut Shot
2 months ago
Very cool deck! I've can't recall ever seeing Gut partnered with Popular Entertainer before (seems like she's always hanging around with Agent of the Iron Throne or Inspiring Leader), but I really like it.
The deck seems to be running as you like, so please take these more as "brainstorming ideas" rather than actual suggestions:
- In playtesting, I found I often had a hard time deciding whether to sac' one of our existing creatures for a Skeleton or to leave it ... to help make that decision easier, I might lean a bit more into Treasure tokens and maybe add some Treason effects. Good options incl J. Jonah Jameson, Bloody Betrayal, Seize the Spotlight, Treasure Nabber, and Hijack.
- I was lucky enough to draw Vehicles in a couple playtests and found them REALLY good in the deck (partly as it gives the Goblins with "attack each combat if able" something to do when we don't want them to attack ... but mostly bc sac'ing a Crew member for an attacking Skeleton really ramped up the Power of my attacks). Careening Mine Cart and Hoard Hauler come to mind first, but there are oc a ton of options available ...
- I personally prefer a little more ramp, interaction (incl boardwipes), and protection. If your meta shifts and you find yourself wanting more too, some favorites incl Ruby Medallion, Fire Diamond, Fellwar Stone, Abrade, Blasphemous Act, Chain Reaction, Lightning Greaves, and Swiftfoot Boots.
- I'm not sure if you want more Token generators ... but if so, maybe Legion Warboss, Siege-Gang Lieutenant, or Urabrask's Forge?
- One final thought: I'm a big Skullclamp fan, for almost any deck with X/1s.
Cheers and a big +1 to you!
DemonDragonJ on Why Are the Familiars Not …
5 months ago
I saw this post on Mark Rosewater's Tumblr account, and it makes me wish to ask why the familiar cycle (i.e., Nightscape Familiar, Sunscape Familiar, and so forth) is not as famous as is the medallion cycle (i.e., Ruby Medallion, Sapphire Medallion, and so forth), since the familiars have additional abilities beyond reducing the costs of spells.
What does everyone else say, about this? Why are the familiars not as famous as are the medallions? I certainly am very interested to hear your thoughts, on this matter.
Worrad75 on
Pia-tiful Impulse Control
5 months ago
Seething Song for Ruby Medallion: While Medallion has a theoretical long-term upside that can't be matched, the deck is too heavily white spells at this point for the ramp to be consistently meaningful, especially early on. SS allows us to impulse draw with greater confidence knowing we can absoluteely cast whatever pops out.
Etali's Favor for Impact Tremors
: This one is a test. Fully aware that tremors is a better card, but Favor is such a vibe. it enables some of our more aggresively slanted non-token creatures to crash through (it works incredibly with Laelia!) while keeping the tokens flowing. It feels similar to Unstable Amulet in that it 'replaces itself' and gets you a Pia trigger for your troubles, plus some small utility
The Flux for Runaway Steam-Kin: This deck has enough midgame mana engines. What it needs is consistent impulse draw. The normal issue with 4-CMC impulse draw engines (looking at you, Outpost Siege) is that they do nothing the turn they come in, making them a somehow-even-slower Phyrexian Arena that doesnt even actually draw the card. The Flux solves that by picking off a creature, then giving you 4 turns of advantage. If you're still around, it then gives 6 red to cast whatever you got left (you'll probably have more cards in hand, as you've been casting an extra card from exile every turn). Its basically a version of Count on Luck thats easier to cast and gives you a late-game burst that could be the exta push you need to seal a win
Inti, Seneschal of the Sun for Charismatic Conqueror: This one is also a test slot, although I'm less confident. Inti is in theory card-nuetral that helps us dig deeper for Pia triggers. Its best case scenario is when it teams up with the likes of Delney, Streetwise Lookout, Party Thrasher or Harnfel, Horn of Bounty Flip to provide extra advantage. Conqueror's tokens are rarely the reason we win the game without the help of other cards, and while that may be harsh to say about a 2-drop, the fact of the matter is that we can only play so many off-plan cards before we dilute the deck.
SufferFromEDHD on SufferFromEDHD
1 year ago
Jet Medallion, Ruby Medallion, Semblance Anvil and Heartless Summoning
3 makes mana and 4 has affinity!
If you go 3 color Kess is fun. Snapcaster Mage as you commander.
Gbickel on
Aurelia, the Warleader
1 year ago
Auerlia is one of my favorite commanders. So glad that you are building her. Boros has historically been terrible with ramp and draw, but there's a lot of things you can to now to shore up those problems in these colors.
I'm not sure your budget, but here are some of my recommendation. Ramp: Fellwar Stone, Oketra's Monument, Pearl Medallion or Ruby Medallion, Talisman of Conviction, Land Tax, $Smothering Tithe, and Curse of Opulence. Curse of Opulence is such a fun card to get gold token and insentivize your opponents to attack someone else.
Draw: Aurelia, the Law Above, Geier Reach Sanitarium, Mikokoro, Center of the Sea, Mask of Memory, Faithless Looting. I love running Palantir of Orthanc. Its fun messing with opponents to get the draw or hitting them for lots of damage. I enjoy running wheel cards, but the Aurelia I play is a reanimator deck. So I have no problems with my creatures in the graveyard.
But a big weakness I see is spot removal. You do have boardwipes. They are okay, but sometimes you need to remove one problem permanent instead of resetting the board. I would encourage adding removal for different types of permanents. This is something that Boros excels in.
SufferFromEDHD on
Zirilan of the Claw: Dragon Chompy, Dragon Stompy
1 year ago
Good suggestion. I'm going to use Hanweir Battlements Meld over Hall of the Bandit Lord even though I prefer Hall but it needs Urborg or Yavimaya to be functional.
Relying on Crucible of Worlds to "fix" Lotus Vale might be too narrow for a creature deck. You are absolutely right about Strip Mine target #1.
I'm embarrassed I missed Ruby Medallion in one of my mono colored decks.
I like your thinking with Humble Defector. Nice with Zedruu but not in my dragon machine gun combo.
Both planeswalkers are test spots. They were designed specifically for mono red dragons so I'm giving them a shot. Masterclass triggered ability is really neat. It has not been anything special so far in testing. Fireblood is always useful. Loot, ramp, or 20 power in dragons.
Thanks for stopping in with the profitable suggestions Profet93 This is one of my favorite decks because it perfectly showcases reds main tribe/speed/strength. I want this to be the fastest and strongest glass cannon possible!
| Have (1) | QuestionMarc |
| Want (2) | TechNoble , freshie9000 |










