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| 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.
SufferFromEDHD on
Weenie Hut Juniors
1 week ago
Dwarven Mine free token.
Idol of Oblivion efficient card draw.
Spark Elemental perhaps? I see you are running the big boys.
Headliner Scarlett haste, can't block AND pseudo card draw.
Ruby Medallion get this in the main board. Every mono colored EDH deck should run them.
Hydr0x on
The Purple-Dragon-Punk Ritual
2 months ago
I've run into an obstacle recently,
copies of these cards have all had at least one highly suspicious or an actual counterfeit within my deck: Blood Moon, Hexing Squelcher, Untimely Malfunction, Witch Enchanter Flip, Shatterskull Smashing Flip, Sundering Eruption Flip, Amulet of Vigor, Ruby Medallion, Valakut Awakening Flip
However, I have implemented steps to ensure authenticity, validity, and recompense... It is strange but knowing me I wear that, as a kind of badge of honor.
End_Of_The_Line on End_Of_The_Line
2 months ago
First, on Command Beacon, is the second effect at instant speed? Becuase depending on the answer I could use it to (possibly) negate the +2 general mana cost if I were to place it back into the command zone.
Second, I definitely will replace three of my snow mountains to add Strip Mine, Volatile Fault, & War Room.
Third, I think I will replace Fellwar Stone for Ruby Medallion. Fellwar Stone has a slight condition on helping me get red mana that the opponent has to have a land that produces, or is able to produce, red mana. Might be over dramatic but shrugs.
Fourth, I will definitely add Chandra's Ignition. Along with Bothersome Quasit because it combos well with the goad cards that I do have in my deck. So, that leaves only one "slot" places left (two if I didn't add Command Beacon). I am definitely eye-ing Fling & Cursed Mirror though that would take the last "slot" places, and in other notes Jeska's Will & Valakut Awakening Flip for their card draw but I wouldn't know what cards to replace for them or any of the other 'Stuff to Consider' cards.
Fifth, on Swap Outs, the second card recommendation the person commented was Liquimetal Torque, so I think I will replace Liquimetal Coating for it, more mana consistency while only a slight debuff on the cheeky main effect. though of course I wouldn't mind if you gave your opinion on that too.
Six, I have two more decks I potentially face, one commanded by Kilo, Apogee Mind, the other commanded by Ashling, the Limitless.
Crow_Umbra on End_Of_The_Line
2 months ago
It's all good. That experience was one of the odder interactions I've had in my time here.
Cool, glad you have proxies available to you. I try to hone in any recs based on potential budget.
Even personal play groups develop their own little meta over time. To that end, besides the commanders listed in your primer, are there any others that you regularly encounter?
Here are some ideas I have, I'll put them in accordions so I don't blow up your wall:
Since you have proxies at your disposal, I think you can swap in some more utility lands to get even more value out of some of those basic land slots:
- Arcane Lighthouse
- Arena of Glory
- Command Beacon
- Inventors' Fair - I would mostly suggest this if you go more artifact heavy than you already are.
- Plaza of Heroes
- Shinka, the Bloodsoaked Keep - Another keyword source when turning Krato sideways
- Strip Mine, Volatile Fault, etc - Sure, there are other troublesome utility lands that are worth blowing up, but it shouldn't be overlooked that you face 5 color strats. Throwing a temporary wrench in their color fixing can help outpace them.
- War Room - Helps address some of your need for draw
I totally agree that swinging in with a huge Kratos is a fun way to pilot this deck, but I think you can lean more into the forced combat element of it. Since you play against things like Ur-Dragon, Eldrazi, & Sheoldred, forcing them into combat could be super beneficial:
-
Ur-Dragon and (maybe) the Eldrazi, need to get their color fixing right in order to start taking off (assuming this is a five color Drazi), which means they may rely on mana dorks and other smaller utility creatures to help get them running.
-
Sheoldred may be in a similar position, if it isn't a creature or token heavy deck, may have a smaller board that also relies on squishier utility creatures
-
Kratos' damage effect "encourages" opponents to not leave their creatures untapped. Kratos is one big Punisher effect, so your opponents will have to weigh cost benefit of not attacking or tapping their creatures somehow.
-
Red has plenty of access to Goad effects, giving you another means of forcing attacks.
-
All of this is to say that I think the Kratos damage should take a more secondary priority to forced combat control.
I think you've received some solid recommendations from the other comments already on your deck. I'll try not to suggest anything that's already there.
-
Fling and Self-Destruct - More cheeky ways to take advantage of a potentially big Kratos, especially if he's about to die anyways.
-
Redirect Lightning- Another solid option for Red
-
Bothersome Quasit - Repeatable forced combat
-
Cursed Mirror - Awesome mana rock and copy effect. I think this could replace some of your existing 3cmc rocks.
-
Jeska's Will - Helps with your need for more draw and mana acceleration
-
Ruby Medallion - The blanket cost reduction really adds up across spells compared to mana rocks that tap.
-
Valakut Exploration & Valakut Awakening Flip - More draw
-
Nibelheim Aflame - Another Chandra's Ignition
-
Chandra's Ignition - I know it's in your Maybe board, but I think this is perfect for your deck. Asymmetrical boardwipes are great.
Generally speaking, I think cutting back on red Auras that mostly focus on Kratos could be helpful. Some other standouts that I think can be swapped:
-
Icy Manipulator - Seems kinda slow for a single target effect.
-
Liquimetal Coating - I can see the cheeky line of play with turning something into an artifact in response to a Vandal Blast, but I think this could be another spot for something more consistently beneficial.
One of my homies runs a Deimos deck that's pretty fun, but he doesn't have a list online yet. He does have a Kardur deck that could be another source for forced combat ideas.
Hope this all helped
Hydr0x on
The Purple-Dragon-Punk Ritual
3 months ago
Ruby Medallion, Bitter Reunion, Manamorphose, Manamorphose, Manamorphose, Manamorphose, Bitter Reunion, Irencrag Feat, Stormscale Scion... large storm count, I than have the obstacle of only having four copies of Recross the Paths and a brand new option, being able to go Stormscale Scion and remove all Goblin Charbelcher. But that obstacle makes it unlikely I will get Recross the Paths, unless I wanted to work with Serum Powder or something.
psionictemplar on
The Purple-Dragon-Punk Ritual
7 months 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
The Purple-Dragon-Punk Ritual
7 months 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
9 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!
| Have (1) | QuestionMarc |
| Want (2) | TechNoble , freshie9000 |









