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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Sandstone Needle
Land
Sandstone Needle enters the battlefield tapped with two depletion counters on it.
Tap, Remove a depletion counter from Sandstone Needle: Add (Red)(Red) to your mana pool. If there are no depletion counters on Sandstone Needle, sacrifice it.
wallisface on Let's Go Gambling!
2 months ago
I’d suggest adding a Peat Bog and Sandstone Needle to give you a chance of starting this therapy session a turn earlier.
Also, is Winter Orb miserable enough to run?
wallisface on Mono Red Control/Mill (Premodern)
4 months ago
Again, i’m not familiar with premodern, but to reply to your comment:
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I did look through the deck and check the mana-costs. 6 one-mana cards is on the low side and means a decent chunk of time (46%) you’ll have nothing to do turn 1, meaning you’re effectively starting a full turn behind your opponent. Having 12 cards above 3 mana seems like a LOT - that’s 20% of your deck! In both the formats i’m familiar with (pioneer and modern) I wouldn’t dare run even half this number of high-costing cards.
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yes Dwarven Ruins and Sandstone Needle add a little more mana, but at a pretty high cost of not sticking around. You need whatever they cast to be extremely high-impact, or you’ll end up losing the grind. Personally, having 8 of your 23 lands being extremely temporary makes me skeptical the deck could survive any game that goes long.
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Avatar of Fury’s cost reduction might as well not exist. How often will an opponent have 7 lands? Assuming an average deck runs around 22, it’s not until sometime after turn 11… I don’t know any format that goes that long.
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i’m not sure how letting your opponents choose modes on cards is anything other than them controlling you… you have no say in how your cards resolve and they have all the power. That feels like the opposite of control.
I get you’re trying to make something new. I am only offering an unbiased opinion - which is something you can take-and-build-on, or ignore (or something in-between). I will say, as someone who does a lot of brewing myself, that any brew typically has to go through a LOT of iterations, playtesting, and feedback, before it’ll be in a state where it can reliably compete with the meta. Good luck on your journey!
nuperokaso on Help me Man the Lux Cannons!
11 months ago
The big question is - what format is this deck trying to be and what is your budget? Obviously this will never be competitive, but if cards from any edition are allowed, you have hundreds of choices:
- Braided Net Flip - This is a Tumble Magnet with multiple advantages. It can stop Planeswalkers what the original magnet could not. It stops other activated abilities. It can draw a lot of cards. Note that once again, the other side can be untapped in reaction to the activation, so you'll have the effect twice.
- Manifold Key - Strictly better than Voltaic Key
- The Enigma Jewel Flip - another mana source for activated abilities. However, it legendary, so play at most one.
- Pithing Needle - stops problematic Planeswalker and can be found by a Trinket Mage
- Relic of Progenitus - stops graveyard strategies without hurting your deck. Even when the opponent doesn't have anything with graveyard, this can draw a card to replace itself. Can be found by a Trinket Mage
- Experimental Augury - reasonably cheap card selection that proliferates.
- Vesuva, Tolaria West - If you ever want more Locus Lands.
- Urza's Tower, Urza's Power Plant, Urza's Tower, Expedition Map - alternative mana base instead of Cloudpost.
- Moonsnare Prototype - One mana accelerator.
- Inventors' Fair is artifact tutor and a life gain on a land.
If you REALLY want to go all in on counters and play older cards:
- Hickory Woodlot, Saprazzan Skerry, Peat Bog, Sandstone Needle, Remote Farm are lands that produce two mana as long as you are able to proliferate each turn. Pentad Prism is an artifact that effectively produces mana when you proliferate.
Rotz on ʜᴏᴡ ᴄʜᴇᴀᴘ ᴄᴀɴ ᴀ ᴅᴇᴄᴋ ʙᴇ ᴡɪᴛʜ ᴏᴜᴛ ɪᴛ ʙᴇɪɴɢ ʙᴀᴅ?
1 year ago
The budget is $5, so I'll incorporate Sandstone Needle in the deck.
Rotz on ʜᴏᴡ ᴄʜᴇᴀᴘ ᴄᴀɴ ᴀ ᴅᴇᴄᴋ ʙᴇ ᴡɪᴛʜ ᴏᴜᴛ ɪᴛ ʙᴇɪɴɢ ʙᴀᴅ?
1 year ago
Thanks for commenting, DreadKhan, Sandstone Needle would be a good card to put in same goes with some of the lands.
DreadKhan on ʜᴏᴡ ᴄʜᴇᴀᴘ ᴄᴀɴ ᴀ ᴅᴇᴄᴋ ʙᴇ ᴡɪᴛʜ ᴏᴜᴛ ɪᴛ ʙᴇɪɴɢ ʙᴀᴅ?
1 year ago
Is Sandstone Needle over your budget? Also, are the cycling ETB tapped Red lands too pricey? I'm thinking maybe Desert of the Fervent, Smoldering Crater, and Forgotten Cave would give you some 1 and 2 drops that 'do something' while still being a land.
Just a thought, but I think Temur Battle Rage is cheaper than Spirit Guide, and I think it has a way bigger impact if you draw it after putting 10-20 counters on your Giant, what do you think?
duchessCretina on Red Dragons
2 years ago
Hi, I mean this in the most constructive way:
i think that I know of some lands that may help you ramp in case you want to:
These can serve as ramp in a pinch (except for sandstone, which dies in 2 usages).
Do you really need Crucible of Fire? It seems that dragons are already powerful on their own and that these slots could be used for something else.
There is also a land that I think may help you more, which is Ghitu Encampment. The first strike 2/1 can be more versatile. The utility lands you chose seem to be more dedicated to offense, but that's not always going to be the case.
Tears of Valakut can also only target flying threats... wouldnt it be better to have something that kills a wider range of creatures? Like Dead / Gone, maybe? Or Fire Prophecy, which may allow you to "cycle" an unwanted card.
And in case you are in a pinch, maybe use a card like Pyroclasm or Sweltering Suns (and I just noticed it may help activate the Dragon Eggs).
Idk about the price, but the "spell lands" also seem a bit helpful: Spikefield Hazard Flip, Valakut Awakening Flip.
Sarkhan, Fireblood, Sarkhan, the Dragonspeaker and Sarkhan, Dragonsoul also seem interesting... Sarkhan's Triumph too.
There are too many Dragon-related cards to choose from @_@
also, maybe try cutting the deck down to 60, it'll make it more consistent (22 lands for 70 cards isn't enough)...
If you could manage to use only odd-cost cards, could even use Obosh, the Preypiercer as a companion
Darksoul0118 on Mono Red Stax (Land Destruction)
3 years ago
Hey, I tried the deck and really like the idea. Did you consider Sandstone Needle? It grants you access to fast mana and also works really well with Tremble.
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