Red spells you play cost less to cast.
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|Commander / EDH||Legal|
Ruby Medallion occurrence in decks from the last year
Latest Decks as Commander
Ruby Medallion Discussion
1 week ago
Hiya! Long time Boros player, got a lot of suggestions.
2) Some of your ramp seems rather strange. It doesn't seem like it would be very consistent, or there are much better options. I would cut Kor Cartographer and Solemn Simulacrum for speed reasons- the deck wants to ramp earlier rather than later since Feather wants to be able to come down and get the deck going earlier rather than later. I would also cut Boreas Charger and Surveyor's Scope as they're also slow, but possibly unreliable/inconsistent. The two new cards from Kaldheim work well as ramp. I would also recommend (if possible) to pick up the medallions as they're going to save you a lot of mana ( Pearl Medallion , Ruby Medallion ). If not plausible in the near future, just find some other cheap mana rock.
3) A few cuts to suggest. First and foremost, cut Lightning Greaves right away. That card will make it so that you can't target your own creatures either, so it is a hard non-bo with your deck. I would also replace any removal in your deck that isn't an instant, that way you can fetch it all with Sunforger (as a side note, Magnetic Theft is great in a Feather deck with Sunforger ). I would personally cut the recursion cards. I understand wanting to get back some of your really good instants and sorceries if they get stuck in the graveyard, but I find Feather to be enough recursion. If you really want to run recursion, I suggest something cheaper (and more powerful) like Underworld Breach .
4) Finally, I would up the land count in the deck. Feather is a VERY mana hungry commander. Thus, you want to be super sure you make your land drop every single turn. 34 lands will make that difficult, even with all your cantrips. 38 is the sweet spot I've found for the typical Feather deck.
2 weeks ago
Ruby Medallion seems like a good inclusion as it is great in mono red in general and enables your grinning ignus mana combo.
Also have you found any need to protect against disruption on your storm turn? I run Conqueror's Flail and Pyroblast in my mono red combo deck but they are not always useful, but sometimes critical.
Cheers and have fun!
1 month ago
Interesting deck. Considering that in some ways this deck is Angel-tribe AND the fact that you have put some money into this, we would recommend Cavern of Souls. This will basically allow you to cast Gisela (and your other Angels) with impunity.
We would also really recommend adding Swords to Plowshares (because it's just such great removal) and maybe Chaos Warp as well. Adding Homeward Path will give you a way to retrieve Gisela if she gets stolen.
We would recommend more ramp. The average CMC of your deck's creatures is almost 5, so in most cases it will take a number of turns before you can actually do something to your opponents. We would recommend Arcane Signet, Ruby Medallion, Thran Dynamo and especially Weathered Wayfarer.
Hope this helped.
With kind regards,
Mrs. and Mr. NV_1980
2 months ago
on I am Ironman
2 months ago
Hey there! Below are some suggestions for improving your land/mana base! Some suggestions may or may not be within your budget, so feel free to ignore the ones that you think don't personally fit you despite my thoughts! Needleverge Pathway Flip, Temple of Triumph, Sacred Foundry, Inspiring Vantage, Battlefield Forge, Sunhome, Fortress of the Legion, Sunbaked Canyon, Arid Mesa, Rugged Prairie, Spectator Seating, Scabland, Strip Mine, Wasteland, Command Tower, Slayers' Stronghold, Inventors' Fair, and Ancient Tomb are all great things you may want to consider! As for ramp, you may like some of the following: Arcane Signet, Sol Ring, Boros Signet, Land Tax, Gift of Estates, Brass Squire, Dockside Extortionist, Treasonous Ogre, Simian Spirit Guide, Seething Song, Ruby Medallion, Pearl Medallion, Cloud Key, Mind Stone, Lotus Petal, and Geosurge! Ramp is a very important part of commander, and in your deck getting equipment out fast as well as playing Ardenn fast seems to be important- and ramp can help you do just that! While you obviously shouldn't use all of them, there are definitely a few in there you should put in FOR SURE. Now that said, I hope this helps, good luck on your deck, and have a wonderful day- happy tapping! :)
3 months ago
Hey there! You mentioned needing some help with the mana base, which is certainly something I might be able to aid you in! Your deck has a whopping 4.69 average mana cost, where 33 lands is around good for a average of 3.5. Due to that, you may want to add a few extra lands but mainly you want to have a very strong ramping mana base. Below, you will find some strong ramp cards that could seriously help a ton, if you aren't aware of them already! I would list out all the lands you should consider including, but you ca also find them right here (https://managathering.com/duallands/Gruul.html)! There are quite a lot of great lands you missed so definitely check that out, along with some multi lands like Prismatic Vista, Fabled Passage, Strip Mine, Wasteland, Reflecting Pool, and a ton more. Anyways though, take a look at these ramp cards:
- Bloom Tender
- Emerald Medallion
- Ruby Medallion
- Nature's Lore
- Cloud Key (Creatures)
- Three Visits
- Seething Song
- Treasonous Ogre
- Dockside Extortionist
- Mana Flare
- DEFINITELY a Selvala, Heart of the Wilds
- Heart of Ramos/Horn of Ramos
- Sylvan Caryatid
- Chromatic Lantern
- Mind Stone
- Commander's Sphere
- Oracle of Mul Daya
- Hehe maybe a Jeweled Lotus if you can afford it
- Mark of Sakiko
- Talisman of Impulse
Gosh that was a lot, but from that huge list I'm sure you can pick a few to add! With your average CMC and amount of lands currently, I'd try to make it around 37 lands, with maybe 13-16 ramp spells, or even more if you think the deck needs it. You could replace the ramp spells above with some of the worse ones , (for example cut Farseek for Nature's Lore, and remember lore can search for Stomping Ground) and maybe cut some more of the fluff cards. Like Star of Extinction is great but how many times do you really end up using it and it benefits you? Plus it'll blow up some of your own creatures! And also remember, while equipment is great, Xenagos is an automatic buff, so maybe you don't need as much of that. My point is, your deck needs a lot of ramp, and while other cards may be nice, it may be much harder to win without the ramp. So that said, I hope this helps, be sure to check out some of my decks (cough Double Trouble EDH ⫸PRIMER⫷ cough), good luck on your deck, and have a wonderful day!
3 months ago
Hey there! You mention the mana base needing some help in your description, and if you're still looking to work on that, maybe consider some of the following cards! Many may be out of budget, and you could possibly have been aware of them all already, and if that is the case I hope this can be of use to you as a reference!
Since you have the two temples, you may want to include the last one, Temple of Malice. Even though you don't run too many / cards, you still need that colored mana to cast Licia, and so you want a relatively even mana base. Same goes for the last pain land, I'd recommend including Sulfurous Springs since you have the other two. Since you're also gaining a lot of life, and because they are great in general, you may want to take a look at Blood Crypt, Godless Shrine, and Sacred Foundry, (the shock lands) which function very well, especially with the following cards: the fetch lands. Bloodstained Mire, Arid Mesa, and Marsh Flats are some of the best lands in the game! These can search for the shock lands, not just basic lands, allowing you to get any colors you need from just one of them! While that whole set is pretty expensive, it may be something to think about for the future. Now on the cheaper side, there are the wonderful fast lands, Blackcleave Cliffs, Concealed Courtyard, and Inspiring Vantage, which can help you support your early fundamental turns quite well! If you wish to include a lot of basics/shock lands, you may want to think about having the check lands, Dragonskull Summit, Isolated Chapel, and Clifftop Retreat, which tend to be great and also lay on the cheaper side. Last but not least, there are the filter lands, Graven Cairns, Fetid Heath, and Rugged Prairie! Now that said, here are some non-dual lands that could really help fix the mana base quite a lot that I would recommend: City of Brass, Mana Confluence, Ancient Tomb, Prismatic Vista, Fabled Passage, Reflecting Pool, Exotic Orchard, Strip Mine, Wasteland, etc.
Now enough about lands! Here are some ramp spells you might like. Land Tax, Arcane Signet, Commander's Sphere, Talisman of Conviction, Talisman of Hierarchy, Talisman of Indulgence, Jet Medallion, Pearl Medallion, Ruby Medallion, Sol Ring, Gift of Estates, Weathered Wayfarer, Chromatic Lantern, etc!
I also have a mardu deck, (A Deal With the Devil EDH ⫸PRIMER⫷), so if you want to check out most of the cards I mentioned on a list, feel free to pop in there! Anyways though, I hope this helps, good luck on your deck, and have a wonderful day! Happy tapping!
3 months ago
I love wheels and my friends hate me for it.
I'd recommend more mana reduction permanents, mostly for the wheels. Baral, Chief of Compliance, Cloud Key, Jace's Sanctum, Primal Amulet Flip, Goblin Electromancer, Semblance Anvil and a newer one Thryx, the Sudden Storm. There's so many options.
Also, Psychic Corrosion is a fun, dick move card with wheels since it hits each opponent.