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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Creature — Elemental
Whenever you cast a red spell, if Runaway Steam-Kin has fewer than three +1/+1 counters on it, put a +1/+1 counter on Runaway Steam-Kin.
Remove 3 +1/+1 counters from Runaway Steam-Kin: Gain .
3 weeks ago
I've put Destructive Tampering in, just for the unblockableness, and it works pretty well if you've got some big Monastery Swiftspears and Runaway Steam-Kin to attack with and the opponents are sitting on some big Colossal Dreadmaws
1 month ago
Could I recommend adding in Reiterate? It's (if anything) a more powerful infinite combo piece than Dualcaster Mage + Twinflame or Dualcaster Mage + Heat Shimmer . Given enough mana to pay its buyback cost, it typically results in both infinite mana and infinite cast triggers with Inner Fire, Battle Hymn or Brightstone Ritual. It can even feed off of Seething Song if you have at least 2 or 3 of Runaway Steam-Kin, Helm of Awakening and Ruby Medallion on the field.
1 month ago
Wonderful write-up on one of my favorite underutilized commanders! Like you, I am a big fan of Amonkhet and I love Hazoret's design. Really curious to see how she (and the plane as a whole) fares after the end of Hour of Devastation.
Quick question, though, how did you do the big tabs with the art on them? they look amazing!
1 month ago
if you have a spot for him, Runaway Steam-Kin combos with Grinning Ignus. if you can bounce Ingus 3 times, it puts three counters on Steam-Kin, which you can then remove to bounce Ingus 3 more times... rinse and repeat. I have only gotten it a handful of times in my purphy build, but as long as no one has a counterspell you are pretty good.
1 month ago
Hey, nice deck!
I, too, run a Chandra Tribal deck, and I might be able to offer a few cards for your consideration. Spinerock Knoll is a solid land, and in a deck like this, it's really easy to meet its requirements. Chaos Warp is a favorite of mine. It can remove any permanent, and usually doesn't give them something better unless you either use it wrong or are very unlucky. Runaway Steam-Kin is a nice creature that can help you keep casting your spells. 3 red mana every three spells can be very beneficial. And, there's also War Room as a land and Endless Atlas as an artifact, both of which are excellent ways to draw cards if needed. Finally, a nice card that could even be a finisher is Light Up the Night. Thanks to its flashback ability, you can drain your planeswalkers to deal a lot of damage to someone or something. Best of all, all of these cards are fairly cheap.
For anything else, you could check out my deck if you want: Chandra Tribal (Everyone's Here!). Hopefully my deck and my suggestions help you. I like your version of it, keep at it! Chandra Tribal is pretty cool.
3 months ago
I'm partial to the opinion of if you cannot keep up with the game, bring the game to a screeching halt. I'd go the opposite direction if speed is your problem - Winter Orb, Blood Moon, Tectonic Instability, etc. Now, the main problem with going this way is Zada, Hedron Grinder does not really give you anything to benefit with this line of play; you'd need to swap your commander entirely.
If you did want to keep on the combo route, as jaymc1130 said, Cloudstone Curio is one of the best enablers in the entirety of Magic, and Birgi, God of Storytelling Flip is just a super strong card; both her front side and her backside. From here, it all depends on what you want to do.
By far probably the easiest creature to abuse in mono-red is Kiki-Jiki, Mirror Breaker. Splinter Twin, Zealous Conscripts, Lightning Crafter, and Worldgorger Dragon are all good methods of abusing him. However, you'd need sac outlets, such as Goblin Bombardment, Goblin Sharpshooter, Blasting Station, Ashnod's Altar, or Phyrexian Altar for a max payout - albeit in a combo deck you'd ideally already be running most of if not all of them.
If you wanted to focus more on instants and sorceries, cards like Runaway Steam-Kin and Grinning Ignus with the aforementioned Birgi, God of Storytelling Flip. From here though, your line of play is going to be more storm-esque - not really infinite and there is a decent chance of fizzling out. Aetherflux Reservoir is really good though for a more storm-based approach win-con though and can make the playstyle win rather easily.
Personally, if you wanted to play combo, I'd swap the commander. In mono-red, I think the best combo commander is either Birgi, God of Storytelling Flip (albeit with a more storm-esque approach as previously mentioned) simply due to having easy access to her, or Bosh, Iron Golem because he can easily win at instant speed, although he requires a fair amount of setup time in order to do so, and if speed is what you desire then he probably won't be of much use.
EDIT: I forgot to mention Godo, Bandit Warlord. He is without a doubt the strongest mono-red commander because he just wins on the spot with Helm of the Host. He's a cEDH general for a reason, but having only one win-con is kinda boring in my opinion.
3 months ago
Grinning Ignus + Runaway Steam-Kin = infinite mana
With Purphoros, God of the Forge or Warstorm Surge = painful way to win
With Altar of the Brood = disgusting way to win
With Hazoret's Monument = lets you find your other wincon if needed
Just a thought on a few combos I found
4 months ago
Well, let's break it down like this:
- Functionally no ramp outside of Serra's Sanctum and Smothering Tithe
- Loads of targeted exile removal
- Cantrips draws only, lest a few Commanders like Mangara
- Almost always puts you in one of three very rickety boats: White weenies, Angels, prisons & Stax
- Lots of ramp. Runaway Steam-Kin, Koth of the Hammer, Dockside Extortionist, Mana Geyser and Battle Hymn, to name a few
- Burn is basically their removal, but it's so easy to deal lethal amounts of damage that this works just fine. Plus artifact and land destruction so you can grind games to a screeching halt
- Yes, red draw is flimsy. But it's still draw, and there's a lot more of it than white. While it may act essentially the same as a cantrips (replace card in hand with card from deck), it also allows more utility when you can pick and choose between the top two or three. As for impulse, cards such as Outpost Siege and Furious Rise may not feel like card advantage, but it's an additional card you get to cast that turn. The first time you impulse, you replaced the enchantment (e.g. cantrip), but the second time is straight value
- Loads of ways to win, mostly through damage, but everything white can do, red can also do. Drop a Mudslide and watch the game crash to a sudden stop. It's amazing.
Red is not the best mono color, but is superior to white in every way, with the exception of maybe instant speed 1mv removal. But red is so aggressive that you take the hit and fire back full force anyway
White has it's benefits. The issue is white is best at propping other colors up. On its own, it has nothing to prop up and thus falls apart.