Spikefield Hazard deals 1 damage to any target. If a permanent dealt damage this way would die this turn (would be put into the graveyard from the battlefield.), exile it instead.
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Spikefield Hazard Discussion
1 month ago
Man, I had my fun with cavalcade deck and by looking at your deck, I would like to tell you about few suggestion (I am no pro player, just want to share what worked for me)
- I do not see any extra card draw, don't you have problem with getting zero card hand after few turns? What about Light Up the Stage ?
- Raid Bombardment seems useless. Cost one more mana than Cavalcade + without extra card draw, I would be scared to run into hand when I have only enchantements and no creatures after board wipe
- I am not a big fan of Chandra's Pyreling since it do not have trample and can be blocked with 1/1. I prefer Chandra's Spitfire + Torch Courier for surprise.
- Grim Initiate + Heartfire was pretty good. Also Initiate have first strike so you may strike for 1 and THEN sacrifice it to the face, boosting Spitfire even more.
- Torbran, Thane of Red Fell for extra boost.
4 months ago
amerika00 those are all undoubtedly good cards, but they all share a common problem for the purposes of this deck: They all have odd mana values. I could run them, but I would have to forego retaining Gyruda as a companion. I don't run Spikefield Hazard Flip, Opt , or either of the odd-mana value Izzet Learn spells ( Igneous Inspiration or Pop Quiz ), all for the same reason.
4 months ago
I’ll see about fitting some Lightning Strike s in.
Thanks for the suggestions!
4 months ago
Make it 20 land. Add Arclight Phoenix for Stormchaser Mage . Add 4x Lightning Strike for the 2 copies of Spikefield Hazard Flip and 2 copies of Shock . (You will have 2 copies of shock left over) also add Izzet Charm for Expressive Iteration .
4 months 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 :)
4 months 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
4 months ago
You need a more reliable way to self-trigger your own Enrage for that mechanic to be fully powerful.
I recently helped a friend on Arena with HIS dino deck, and Cinderclasm along with Spikefield Hazard Flip appear to be the two best self-enrage-trigger options available on Arena. Cinderburn will trigger all of your enrage at once, and with Spikefield, it can double as a land so you're not stuck devoting a massive portion of your deck to tiny direct-damage spells (which aren't all that effective in many cases, save for self-triggering Enrage on your own guys).
There's also stuff like Shock which has a few printings that are legal & available on Arena, but with 2-damage effects you run a greater risk of an opponent themselves having a Shock or similar spell, and being able to finish off one of your Enraged dinos for very little cost/effort.
Additionally, and it can depend some on creature choices, but his Enrage build didn't have many options for dealing with Flying at first, so Arachnoform and Collision / Colossus both each got 2-3 copies added into his deck as well.
I'd look into that as Polyraptor could be cool if you added in some more copies, but without a reliable trigger he's not that great. There's also quite a few nice Red/green enrage dino options you could add in to help make it more streamlined and have better synergy.
Good luck & Nice build! +1
7 months ago
Maybe try the flip cards from Zendikar Rising? You can play them as lands, and they won't mess up Charbelcher: Akoum Warrior Flip, Beyeen Veil Flip, Glasspool Mimic Flip, Jwari Disruption Flip, Kazuul's Fury Flip, Sea Gate Restoration Flip, Shatterskull Smashing Flip, Silundi Vision Flip, Song-Mad Treachery Flip, Spikefield Hazard Flip, Umara Wizard Flip, Valakut Awakening Flip