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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
sylvannos on Hoax Storm v2
5 days ago
@FireMind42: Yeah in that case, you'll want to go for Underworld Breach or Paradoxical Outcome (or something weird with both). I'd lean more towards Paradoxical Outcome because it lends itself better to straight U/R Storm. Not to mention, it opens up Displacer Kitten + Coveted Jewel shenanigans. Then you won't have to rely on rituals so much (Desperate Ritual, Goblin Electromancer, and Seething Song are especially awkward). You can then fit more artifact mana and draw spells.
You'll still want Bolas's Citadel because you're never going to actually spend black mana to cast it and the card is just the nuts in Storm. Memory Jar is always fun with Hullbreacher and Narset, Parter of Veils, but Bolas's Citadel is like Yawgmoth's Will and Yawgmoth's Bargain in one card that can be Tinker'd for (especially with Sensei's Divining Top, Brainstorm, and Ponder). You'll still need Sphinx of the Steel Wind in your sideboard, which is another card you're never going to actually cast.
Since you don't want Monastery Mentor, you'll have to get by with Laelia, the Blade Reforged. Sometimes you'll want to Grapeshot. Sometimes you'll want to Brain Freeze. Sometimes you'll want to Empty the Warrens. Other times, you need something that can get big quick and an easy way to do that is Laelia, the Blade Reforged, Treasure Cruise, and Dig Through Time. She's mostly for Underworld Breach, but I'm not sure you'll need that with Paradoxical Outcome.
I also don't know how I forgot to mention Mind's Desire in my original post. That's the reason to play pure U/R Storm in Vintage LOL. Personal Tutor may also have a potential spot somewhere in this list. It grabs Tinker, Grapeshot, Time Walk, Mind's Desire, and draw 7s. I'd even consider it over the second copies of Past in Flames and Grapeshot.
RockIV on Rocks Dragon Deck
3 weeks ago
Juicy_J82 thnks alot for the advice!.
been doing test with the lands as you told me , and the deck stills runs nice.
while doing some more test i started thinking about Sakura-Tribe Elder, i end up feeling that i almost never need him and when i do , an Evolving Wild seems better, its 0 mana against two. So i was thinking a replacement for him,Evolving Wild seems good but Seething Song its like a red Dark Ritual, and i can put a dragon for 3 in the 3rd turn. Other option would be more direct damage to remove more enemy creatures.
didnt try Dragonspeaker Shaman yet, i only have two of them, maybe its too low.
Juicy_J82 on Rocks Dragon Deck
3 weeks ago
This deck seems like it would be fun to play, but I think a couple things could be tweaked. I ran through ten or so practice hands with this deck, and I noticed two things multiple times.
The first was that in almost every game, I was able to drop only one dragon on turn five and another one on turn six. I feel like if you can double drop dragons on those mid game turns, it would give you some more resilience against removal. I'd recommend trying Dragonspeaker Shaman since he is similar to the Servant you already run but the extra cost reduction would make playing two dragons on turn five not only possible, but likely. But he does have in his cost as do many of the dragons in the deck, which leads me to the second thought.
The green in this deck isn't nearly as important as the red, and I think your land count should reflect that since no amount of cost reduction or mana acceleration will make much difference if you can't have access to by about turn five or at least six. I'd recommend 11 Mountain, 5 Forest, 4 Cinder Glade if 20 lands seems to be working for you.
Those are the main suggestions I have--I'm trying to reign myself in before I devolve into suggesting things like Seething Song and Dragonstorm type shenanigans, but then again that's a different deck entirely so that can likely be ignored haha. Enjoy the deck!
sylvannos on Hoax Storm v2
1 month ago
To start with, there's a few cards that have better Vintage equivalents. Overmaster and Spell Pierce should be the 3rd. and 4th. copies of Force of Will. Leftover space from cutting those can be Red Elemental Blast, Pyroblast, or Flusterstorm. You don't need Faithless Looting because we have Paradoxical Outcome, Sensei's Divining Top, Gush, Dig Through Time, Treasure Cruise, and Brainstorm to choose from. Merchant Scroll also belongs in here, because you can use it to grab Ancestral Recall at the very least. Usually you want it to make sure you have protection in hand by grabbing countermagic.
Library of Alexandria isn't good in this deck. And you're not the type that needs 8x sources, so Steam Vents can go, along with a few copies of Volcanic Island (1 or 2). Replace all of these with four copies of Scalding Tarn and basic lands. Or even just play 6x fetches. You need to be able to shuffle after using Brainstorm, Ponder,and Sensei's Divining Top.
From here, you have a solid U/R Storm shell. However, I wouldn't play straight "Modern U/R Storm, but Power 9" dot dec. 2 mana is a lot for Goblin Electromancer, there are easier ways of winning than Grapeshot, and so on. The question then becomes "Where to go from here?"
- Paradoxical Outcome is just the nuts. By bouncing moxen and cheap artifacts, it's a ritual (since you can replay everything for , untapping it all) and it's a draw spell. However, Paradoxical Outcome requires Mox Opals, Lotus Petal, Lion's Eye Diamond, etc. so you'll have to cut rituals (likely Seething Song). The upside is you get an extremely powerful engine that can often end the game with a single Paradoxical Outcome.
- Thassa's Oracle is the new hotness for Vintage combo cards. You can win the game by casting Brain Freeze on yourself, then casting Thassa's Oracle. It also opens up more combos using Demonic Consultation and Doomsday. Sometimes you've just drawn a bunch of cards and have ~3 cards left in your deck.
- Tinker is too good in Storm not to play it. You're either getting Memory Jar, Bolas's Citadel, Time Vault (Voltaic Key is already good in Storm when combined with Mana Vault and friends), or a random wincon like Sphinx of the Steel Wind boarded in for game 2. Bolas's Citadel will essentially flip the top half of your deck into play.
- You can also play draw 7s (Wheel of Fortune, Timetwister, Memory Jar, Diminishing Returns) in combination with Narset, Parter of Veils and Hullbreacher.
- Mana Drain is good, but you may find it too slow if you make any of the above changes. It definitely does more work in a more control-oriented Storm deck with Narset, Parter of Veils, Dack Fayden, Grim Tutor, etc.
- Lastly, there's the question of Underworld Breach, Yawgmoth's Will, Monastery Mentor, or some combination of these. Underworld Breach will mean you can stay in two colors. Playing black for Yawgmoth's Will allows you to play Dark Ritual, Cabal Ritual, Yawgmoth's Bargain, Necropotence, Doomsday, Tendrils of Agony, and hardcasting Bolas's Citadel. Monastery Mentor both scales up and goes sideways. A single token is enough to kill someone combined with Paradoxical Outcome or a draw 7. Monastery Mentor is like casting Tarmogoyf and Empty the Warrens for three mana and one card.
Hope this helps! Welcome to MtG's oldest and greatest format.
NV_1980 on Who Else But Krenko!
1 month ago
First, some general comments.
In its current form, your deck has only a few ramp cards. This is a bit of an issue if you want to have enough resources available (from early-game onwards) for casting spells. Red has few options for ramp, of which you've already included some. Other interesting cards could be stuff like Battle Hymn, Seething Song and especially Skirk Prospector. More expensive ramp options include cards like Dockside Extortionist, Jeska's Will and Mana Echoes.
Aside from red ramping options, there are also many artifacts resources for this. Good options include Arcane Signet, Fire Diamond, Gauntlet of Power, Mind Stone, Nyx Lotus and Sol Ring. There are also more expensive options if you really want to go to town: Chrome Mox, Jeweled Lotus and Mox Opal.
Currently your deck hardly contains card-advantage options (draw, tutoring, filtering, etc.). Of course, red has some options for this. Cathartic Reunion, Faithless Looting, Gamble, Thrill of Possibility, Tormenting Voice and Valakut Awakening Flip. Artifacts can help you on this front as well. Endless Atlas and Mind's Eye come to mind, as well as the more expensive stuff like Scroll Rack and Sensei's Divining Top.
Now, with regard to Krenko himself.
He's an exceptionally powerful commander that your opponents are going to try and get rid off for sure. He needs some protection. Lightning Greaves/Swiftfoot Boots are therefore highly recommended. Stuff that gives him protection/indestructible also works. Next, I would expect that if you could, you would use his ability more than once per turn, should you be able to. There are many artifacts out there that allow you to untap Krenko, so that you can use him again during the same turn. Options include but are not limited to Puppet Strings, Staff of Domination, Sword of the Paruns, Thornbite Staff, Thousand-Year Elixir, Umbral Mantle.
Hope this helped.
king-saproling on Count the Bells, Heed the Chimes
1 month ago
Yep LED works nicely here since you can sack it after casting a wheel but before the wheel resolves, or before a string of Sphinx activations resolve. (you probs already knew that but LED is so weird, figured i'd explain just in case)
Mastery could potentially replace Thoracle + Ephemerate. That'd prevent you from hitting Thoracle off The Bridge first which could speed up your game plan by a turn. Since Mastery is red you could run red rituals (Seething Song, Jeska's Will, Mana Geyser, Rite of Flame, Desperate Ritual, Pyretic Ritual) to pay for it, and having just 1 creature in the deck means you could swap out your creature tutors for more mana fixing or rituals.
SirFowler on The List of Free Cast Cards and Similar Effects
2 months ago
@Last_Laugh I see Seize the Spotlight as a value card more than a card that can be played for free. Same with cards like Jeska's Will or even Seething Song where it seems like a free card that nets you more mana, but you still have to pay for the card itself. Cards on this list bend the rules of playing magic by allowing you to do something even though you're tapped out.
Ojallday on Speed up my Boros deck
3 months ago
From what I can see you have very little ramp for how high cost your commander and strategies are. Ramp can be hard in these colors but I personally lean into 2 mana artifacts. You could cut 4 lands and be safe, and personally I think the ritual spells besides Seething Song and Mana Geyser are not as strong as mana that sticks around.
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