Combos Browse all Suggest
Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Alchemy | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Oathbreaker | Legal |
| Pioneer | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| Pre-release | Legal |
| Quest Magic | Legal |
| Standard | Legal |
| Standard Brawl | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Self-Destruct
Instant
Target creature you control deals X damage to any other target and X damage to itself, where X is its power.
Crow_Umbra on End_Of_The_Line
3 months ago
It's all good. That experience was one of the odder interactions I've had in my time here.
Cool, glad you have proxies available to you. I try to hone in any recs based on potential budget.
Even personal play groups develop their own little meta over time. To that end, besides the commanders listed in your primer, are there any others that you regularly encounter?
Here are some ideas I have, I'll put them in accordions so I don't blow up your wall:
Since you have proxies at your disposal, I think you can swap in some more utility lands to get even more value out of some of those basic land slots:
- Arcane Lighthouse
- Arena of Glory
- Command Beacon
- Inventors' Fair - I would mostly suggest this if you go more artifact heavy than you already are.
- Plaza of Heroes
- Shinka, the Bloodsoaked Keep - Another keyword source when turning Krato sideways
- Strip Mine, Volatile Fault, etc - Sure, there are other troublesome utility lands that are worth blowing up, but it shouldn't be overlooked that you face 5 color strats. Throwing a temporary wrench in their color fixing can help outpace them.
- War Room - Helps address some of your need for draw
I totally agree that swinging in with a huge Kratos is a fun way to pilot this deck, but I think you can lean more into the forced combat element of it. Since you play against things like Ur-Dragon, Eldrazi, & Sheoldred, forcing them into combat could be super beneficial:
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Ur-Dragon and (maybe) the Eldrazi, need to get their color fixing right in order to start taking off (assuming this is a five color Drazi), which means they may rely on mana dorks and other smaller utility creatures to help get them running.
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Sheoldred may be in a similar position, if it isn't a creature or token heavy deck, may have a smaller board that also relies on squishier utility creatures
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Kratos' damage effect "encourages" opponents to not leave their creatures untapped. Kratos is one big Punisher effect, so your opponents will have to weigh cost benefit of not attacking or tapping their creatures somehow.
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Red has plenty of access to Goad effects, giving you another means of forcing attacks.
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All of this is to say that I think the Kratos damage should take a more secondary priority to forced combat control.
I think you've received some solid recommendations from the other comments already on your deck. I'll try not to suggest anything that's already there.
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Fling and Self-Destruct - More cheeky ways to take advantage of a potentially big Kratos, especially if he's about to die anyways.
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Redirect Lightning- Another solid option for Red
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Bothersome Quasit - Repeatable forced combat
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Cursed Mirror - Awesome mana rock and copy effect. I think this could replace some of your existing 3cmc rocks.
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Jeska's Will - Helps with your need for more draw and mana acceleration
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Ruby Medallion - The blanket cost reduction really adds up across spells compared to mana rocks that tap.
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Valakut Exploration & Valakut Awakening Flip - More draw
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Nibelheim Aflame - Another Chandra's Ignition
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Chandra's Ignition - I know it's in your Maybe board, but I think this is perfect for your deck. Asymmetrical boardwipes are great.
Generally speaking, I think cutting back on red Auras that mostly focus on Kratos could be helpful. Some other standouts that I think can be swapped:
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Icy Manipulator - Seems kinda slow for a single target effect.
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Liquimetal Coating - I can see the cheeky line of play with turning something into an artifact in response to a Vandal Blast, but I think this could be another spot for something more consistently beneficial.
One of my homies runs a Deimos deck that's pretty fun, but he doesn't have a list online yet. He does have a Kardur deck that could be another source for forced combat ideas.
Hope this all helped
Crow_Umbra on Is Anyone Else Concerned with …
1 year ago
I agree to an extent that power creep exists and is an unavoidable facet of this game; boundaries in design space will be pushed and broken interactions with various mechanics from the game's 30+ year history may not always be evident at first glance. I think that the various cards you listed in your example are more gimmicky than examples of being broken or power crept.
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Overkill - This is a flavorful uncommon, but it still costs 3 mana. Since 3 toughness is considered a benchmark by many players due to Lightning Bolt, then something like Nightmarish End, Ob Nixilis's Cruelty, or Sudden Death achieve a similar effect for a similar cmc. Here's a more extensive list of Black instants that give some -x/-x effect as removal for comparison.
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Jumbo Cactuar - Again, this is a flavor gimmick given the Jumbo Cactuar's infamous attack. While 10k damage is a lot, the Cactuar costs 7 mana, needs to be cast, and lacks Haste or Trample. Yes, you could Fling or Self-Destruct the Cactuar, but that's now 9 total mana across 2 colors to send 10k damage directly at someone's face.
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The Station Artifacts you mentioned are both 5 cmc and each require 20+ Stationing power from other creatures on your board to achieve their fullest potential. Some strategies will have an easier time accomplishing this, but that's still a very steep investment of resources towards a single artifact/creature. I'd recommend checking out any gameplay videos of any of the Station commanders to see direct examples of the resource commitment needed, especially once they get into mid-late game where boards suffer more removal, and Stationing is harder to do.
In regards to more blatant power creep, I think cards that start seeing a lot of saturation in tournament top 8s should be examined. Take all of the cards recently banned from Standard as examples of power creep that have more direct effects on tournament metas. Vivi Ornitier is now getting similar complaints from different outlets.