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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
Doubling Season is a wickedly good card, and I would almost never recommend cutting it from a list if you are lucky to own one. However, in this deck token producers are limited. I could conceive getting into situations where either it sits in your hand because you have other things to spend the 5 mana on that are situationally better, or you fall a turn behind by casting it and get very limited returns on that investment. To be totally honest, I would swap it out for Hardened Scales, which costs less, and I believe you'd get more value from it.
Also, I love that you're going Goblin tribal with Grumgully! I did the same thing with Wulfgar. In either case, it's definitely not the ideal way to build for that commander, but it's hella fun, and if you get it right you may win just by being unexpected. Having said that, there are definitely a few more appropriate cards that you could include which synergize with your commander. Bloodspore Thrinax, Champion of Lambholt, Evolution Sage, Runaway Steam-Kin, Rishkar, Peema Renegade and Courage in Crisis, just to name a few ideas. Not that you have room for all of that, but a few of them wouldn't hurt.
That's all I got, just off the top of my head. As for your comment about sac outlets, really your only options for infinite mana would be the two altars (Phyrexian Altar and Ashnod's Altar), both of which are incredibly expensive. Maybe Druids' Repository would be a good choice for ramp? And you may need more draw power, so possibly adding Skullclamp, Colossal Majesty, Return of the Wildspeaker and/or The Great Henge would be helpful.
2 months ago
Also, Runaway Steam-Kin is kind of a delayed Birgi effect because you need to cast three non-lotus petal spells, but it is still nice, and with two or more copies Grinning Ignus will make infinite mana.
5 months 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
6 months 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.
6 months 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!
6 months 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.
6 months 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.
8 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.