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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Ryusei, the Falling Star
Legendary Creature — Dragon Spirit
When Ryusei, the Falling Star dies, it deals 5 damage to each creature without flying. (Is put into the graveyard from the battlefield.)
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3 months ago
I got these by going to Gatherer and clicking the "Random Card" button until they came up.
4 months ago
This deck is simply amazing. Great list, and Anax as the commander really surprised me. Very well done!
The few cards I'm not absolutely sold on are Dragon Fodder and its more expensive versions, but I have no fitting idea on what to replace them with.
Some cards you could still consider are those:
Warstorm Surge is a second copy of Terror of the Peaks. Caldera Hellion is a wipe that lets you sacrifice your board and leaves you with a ginormous beatstick. Ryusei, the Falling Star is a fine attacker that also can wipe if you need it. I realize Thermopod is perfect for the list, but Treasonous Ogre would be another great ramp card. I think you'd really want Anger in here, and Introduction to Annihilation is a great way for red decks to deal with Planeswalker. Finally, how about Shifting Shadow for the lols?
7 months ago
Thanks for the response!
I'd love Phyrexian Altar for a handful of my decks but the high price point has kept me from getting one. Hopefully it gets a reprint sometime soon. Su-Chi is on the Reserved List, so the price for that one will probably never come down. Cathodion is as close as we will probably get to it. Ashnod's Altar is a card that I should have a handful of, but have somehow never gotten. Might need to fix that sometime soon because it's a great card.
Bloodfire Colossus is pretty similar in effect to Ryusei, the Falling Star. Ryusei's effect is slightly cheaper, though, as it doesn't require an activation cost and just has to die. Leyline Tyrant, Altar of Dementia and Impulsive Pilferer are also great, but all of mine are in other decks at the moment.
I'm not terribly interested in infinite/game-winning combos as a whole, so I'll have to pass on Thornbite Staff related stuff.
11 months ago
Atarka can make a pretty mean combat damage deck. It's not the best at interaction, but player removal counts as removal, too. I notice you're not running much green interaction, so I would suggest adding Nature's Claim and Return to Nature. They're nice and cheap.
Some upgrades could be Untamed Wilds and Spoils of Victory for Kodama's Reach and Cultivate. There's also Skyshroud Claim and Beanstalk Giant. Having lands that can ramp is really nice too, so I'd consider swapping some basics for Myriad Landscape and Blighted Woodland.
Bower Passage gives basically all your dragons unblockable (it's some really nice tech for dragon decks). This ca
Savage Ventmaw is an excellent dragon in my opinion. Helps a lot with the mana. If you have a Klauth, Unrivaled Ancient or Old Gnawbone that would be better. But the uncommon is good on a budget. Any one of these goes very well with Aggravated Assault or Hellkite Charger.
Now for the expensive suggestions. Xenagos, God of Revels lets you one-shot people with your commander while also giving haste. I know you may not want to be one of THOSE people, but if you put Grafted Exoskeleton on your commander, it also lets you one-shot people. Balefire Dragon and Hellkite Tyrant are excellent for completely wiping out opponents. Steel Hellkite is a budget alternative to those. The Great Henge is powerful in this deck by giving you draw, extra power, mana, and being a low cost once you have a dragon out. Utvara Hellkite is an army in a can. Gets ridiculous fast.
Some cards I would consider cutting are definitely the burn spells. Magma Jet, Lightning Bolt, Volcanic Fallout, Dragon's Fire, Banefire, and Atarka's Command may be good in other formats, but they fall short in commander. They aren't very good interaction because you'll often not be able to deal with the biggest threats on the board. Better cards for interaction would probably be Ryusei, the Falling Star, Rolling Earthquake, and Scourge of Valkas.
11 months ago
Crucible of Fire, Obelisk of Urd,Vanquisher's Banner or Jugan, the Rising Star to buff your dragons and give you more card draw, Gruul War Chant or Goblin War Drums to give them even more evasion Purphoros, God of the Forge, Impact Tremors and Warstorm Surge for more ETB Burning, Balefire Dragon for massive field clearing potential (the bigger it get the damage it to the field) Moonveil Dragon for a field firebreathing effect, Dragon Broodmother for big tokens, while not dragons Neheb, Dreadhorde Champion and Neheb, the Eternal both ramp you very well, Ryusei, the Falling Star, Star of Extinction, Savage Twister, Starstorm and Blasphemous Act for board wipes. Red rituals like Pyretic Ritual, Seething Song, Mana Geyser or Battle Hymn quick mana and Braid of Fire for steady ever increasing mana. Can't go wrong with the Bird duo of Birds of Paradise and Gilded Goose for mana nor is Archetype of Endurance bad for protection Gratuitous Violence and Fiendish Duo are both one sided Furnace of Rath. Fervor or Fires of Yavimaya make dragons hasty, and Glorybringer and Combat Celebrant can be massive boon and if you Seedborn Muse you can alway have them untapped as exerted creatures only don't untapp during your phase but since seedborn untaps during opponents turns they also untap so you can get 4 free damage and an extra combat step ever turn. Savage Beating + Spellbinder can give free extra combat and if you use this combo the entwine also happens so you get both Savage Beating's effect's each time it goes off.
1 year ago
This deck looks like a lot of fun to pilot! The theme is sooo good. I love the flavour. I've thought about turning my Pramikon, Sky Rampart wall deck into a "Castle in the Sky" theme with thopters and golems and such. Perhaps I will!
This is a great tribute to the Ghibli movies! Well done. Any reason Ryusei, the Falling Star isn't included?
1 year ago
Hi Hercules23 :)
thanks for your input. I also had Feldon as the commander before Purphoros and I completely agree with you. The same goes for your description about red and MLD (I also have a Ruric Thar whose strategy is exactly what you described, by breaking parity with MLD). This is why I never considered including MLD in Purphy B.
Regarding the MDFC Lands, this deck generally cannot play upfront (it happened like two times for me) so having lands enter the battlefield tapped when you need them untapped is less punishing for this deck (unlike for a combo deck or interaction heavy decks, those decks really need untapped lands) However, I agree that the cost of them coming into play tapped is meta dependant. I wouldnt want to play those cards if my meta is highly tuned and the games are over at turn 6 in average. In my meta, the games take a bit longer and having them come into play tapped is rarely a downside because of the philosophy of this deck/my playstyle: I either am not being attacked by my opponents because I often have open mana (I might have a fatty to cheat into play to block their haymakers/valuable creatures) or I am just not threatening (either because I dont even have Purphy B. out or no real hand to deliver fatal damage). In all those cases, drawing a MDFC land from the top with no other lands in hand in a situation in which I really need a untapped land is rarely a real downside because of the reasons stated above. This might seem not convincing, but I played and still play this deck a ton and have >50 games with the MDFC lands included and it happened only once or twice where it really hurt. There were far more games in which these niche "extra" spells performed extremely good, especially Kazuul's Fury Flip. Spikefield Hazard Flip also plays better than it looks, there are many value creatures with toughness 1 and Spikefield Hazard also prevents reanimation shenanigans and graveyard based combos which your opponents never expect from a mono red deck with only one mountain untapped. I can totally see your point though and understand you having doubts about those inclusions. I can just say: You should really give them a try :)
Keldon Firebombers You are totally right, the wheel argument I made is a weak one, I tried to justify my cut :D But still, I had to cut something. This list is so tight... It seems rather easy to cut other stuff like Bolt or Abrade but this would be the wrong way.
Ryusei, the Falling Star the "without flying" part is a real downside, at least in my meta. I'd rather have unconditional mass damage like in Crater Hellion and for most creatures 4 damage is enough :)
Spinerock Knoll Damn, that one totally flew under my radar, thanks for pointing that out!
Neheb, Dreadhorde Champion Yeah I was thinking about this one before. You are completely right, it cycles through my hand and even better: It costs 4 mana and can be thus played before Purphy B. which is a huge advantage: Many of the value creatures like Neheb, the Eternal or Terror of the Peaks cost 5 cmc which makes it wierd and not optimal since Purphy B. need to be played asap. I haven't found a cut for this Neheb, as I'd rather have a wheel effect. The wheel costs less mana and gives me unconditionally a new hand whereas this Neheb needs to connect. Also, you can never generate card advantage with this card. The "downside" of a wheel though (my opponents get a new hand) can be neglected as I am usually the person with the emptiest hand and thus gain the most value of a wheel. If I weren't playing all those wheel effects I would totally play this card :)
Extra Combat cards: Yeah, they are soooo good and you are again right^^ I am honest, so far I have 2 extra combat step cards in my list Scourge of the Throne and Moraug, Fury of Akoum and I haven't felt the need for more extra combat step cards. I guess I could include one more card. If you include to many of those extra combat step cards, you will reach a treshold at which they become less effective since you have less "beef" that benefit from those extra step cards. This is also why I decided against both the cards you mentioned in favor for the scourge and Moraug: They are themselves big beaters and can deal insane amount of damage without the help of other beaters. Moraug alone won me games (I had devotion of 5, so that Purphy B. was able to attack and I had 2 fetch lands available). Also, winning with Purphy B. mostly boils down to one explosive combat step. Combant Celebrant with "only" one extra combat step is certainly worse. Port Razer has the potential to have more than one extra combat step, but he needs to connect which is not guaranteed at all. Granted, Scourge also provides only one extra combat step, but, as I said, this guy is beefy on its own, and a dragon for Dragon's Hoard .
Everflowing Chalice I missed that one :) thanks
Regarding MLD: I completely agree with everything you said (it really is silly for green mages to complain while they stomp faces with 20 mana on turn 6) except for one thing: You won't win a game "fast" with 3 mana left and Purphy B. out after setting everything back with MLD or resource denial. You beat face for one time and then your creature dies. You might have Mimic Vat or Sundial of the Infinite or any other recursion but half of the MLD cards also destroy artifacts. You also need to get back to 3 mana after MLD cards like Jokulhaups / Obliterate which will be troublesome as those cards cost 6-7 mana, so you probably already played most if not all of your lands and rocks. If you reach that game state in which you have 6-7 mana available your hand is most likely rather empty, so you most likely wont have enough beater to deal with the whole table. "Not having enough beater to deal with the whole table" is exactly why you usually cannot play upfront with this commander. This is why you actually need your opponents to deal damage among them, so you can close out the game in an explosive turn with your limited beef (see philosophy, and yes, this is why this deck usually sucks hard if only combo and blue mages are on the table). MLD and also stuff like Smoke / Mudslide actually prevents exactly that: Since you are denying your opponents resources, they will stay at high life points which means that your average beater (that was cheated into play and dies after one turn) is just not enough. You'd rather want to hardcast them in this state of the game which is impossible though because of MLD. My point is: I do not thinkg that having an indestructible commander is a reason enough for playing MLD. You would need card- and mana-generating permanents like Chandra, Torch of Defiance or Outpost Siege that won't get destroyed by MLD.
Treasonous Ogre and Alena: I dont really see the need of having big mana in this deck. It is counterintuitive as this deck is all about circumventing the big mana costs with the ability of Purphy B. Maybe you can convince me otherwise :)? I could see those cards worth running, if your meta adapted to your commander by always saving the removal card for him. This is actually the biggest weakness of this deck. Handling Purphy B. once is devastating as 7 cmc is not always in reach.
Nykthos, Shrine to Nyx True, no real downside, but the devotion of this deck is usually quite low as there is almost no board presence except for the turns in which you attack. It might be advantageous in exactly those moments to have 2-3 more mana available during that turn, maybe just enough to cheat an additional creature into play. Just be careful not to include too many of colorless lands :)
1 year ago
Great deck. Definitely plan on trying it out. I've got a Feldon deck that I built using the Daretti Precon as a base. While Feldon is an awesome commander, I also agree that you really need haste to be effective with him. Purphoros serving as sneak attack in the command zone is really nice. I actually like land destruction and resource denial in MonoR when the commander supports it, as gives you a clear resource advantage and helps you close out games quickly. I feel like its important to utilize MLD in the right context though. The bad experiences playgroups have with the MLD player is when they wipe all the lands with no wincon or way to break parity, forcing the game to essentially restart and take double the time. I believe that reds lack of ramp can be counteracted by its ability to target opponents manabases, and its silly for others to complain about this when green players and landfall strategies are so common at producing absurd amounts of lands very quickly. Purphoros really shines with MLD because he can survive with indestructible and you only need 3 mana online to start beating face. Thats probably solid enough parity to go on the front foot and win. Some of the MDFC Lands ( Song-Mad Treachery Flip, Spikefield Hazard Flip, and Kazuul's Fury Flip seem quite mediocre. I'm not sure if the ability on the frontside is even worth the cost of them coming in tapped and slowing things down. Cards I want to try so far are listed below, I wonder what your thoughts on them are?
Keldon Firebombers - You already mentioned this one, 3 lands makes it seem like its made for Purphoros. Even if the opponents get a new hand with lands from a wheel, the likelihood of them being about to ramp out multiple lands in the mid-late game is lower.
Ryusei, the Falling Star - Free boardwipe when we let it die to Purph's effect
Spinerock Knoll - Seems extremely easy to play the exiled card for free with the amount of damage we can do
Neheb, Dreadhorde Champion - Helps cycle through the deck and get more mana
Everflowing Chalice - artifact recycling and scales well with more mana if needed
Nykthos, Shrine to Nyx - No real downside