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Spikefield Cave FlipCombos Browse all Suggest
Legality
Format | Legality |
1v1 Commander | Legal |
Alchemy | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Brawl | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planechase | Legal |
Pre-release | Legal |
Quest Magic | Legal |
Standard | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Rules Q&A
Spikefield Hazard
Instant
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.
enraged on
Rakdos Menace (MTG Arena Build)
3 months ago
Interesting tight build. The power of Labyrinth Raptor is evident.
I like some one mana burn like Play with Fire or the above mentioned Spikefield Hazard Flip but the synergy with cheap burn and your Pestilent Spirit can be overwhelming.
One potential addition could be Insolent Neonate this could keep in theme but also dig you through your deck.
Finally Rampaging Ferocidon is just a powerful creature with menace.
coronablurr on
Historic Snipe
6 months ago
to_regatha_and_beyond Glorybringer is way, way too expensive for this deck. I've only seen this deck hit it's fifth land on games that go very long, and even rarely then. There's only 16 basic lands in here, and 4 Spikefield Hazard Flip that can act as lands in a bind. Plus, Glorybringer doesn't synergize with the Guttersnipe effects the deck is built around and only works if they have a creature in their yard. In the perfect game, you would spend all your damage spells directly on them (you only target creatures when necessary). Thanks for checking the deck out!
multimedia on
Tariel wrecker of holes
6 months ago
Hey, you haven't really made a complete deck yet to begin optimizing? Since there's only 14 lands here and you have to know that's not enough lands for a Commander deck?
There's some good ideas here, such as stealing opponent's creatures, attacking with them and then sacing them, but you want more sac outlets for this strategy. Making opponents discard cards is good, but giving an opponent the choice of what card to discard can be problematic for Tariel since opponent is not going to discard a creature. There's some reanimation and lots of recursion here which is good in these colors, but there's few enablers to get your creatures into your graveyard.
Some causal budget deck building advice to get started.
- 36 lands (Command Tower)
- 10 ramp sources (Arcane Signet)
- 10 draw sources (Magus of the Wheel)
- 10 removal for opponent's creatures (Plaguecrafter)
To start add 36 lands, they can be all basic lands to begin, can change some to dual lands later. Have 36 lands so you fill all the spots that are needed for lands and to clearly see how many cards have to be cut for lands. The double faced cards represented as lands here are all terrible cards for the mana cost. Cut them all and replace them with basic lands?
To add more lands next cut all the Pacifism removal? This type of creature removal doesn't interact with Tariel, Reckoner of Souls because it doesn't kill opponent's creature putting it into opponent's graveyard. If you want to utilize Tariel's ability then your opponent's creatures have to be put into graveyards, not exiled or stuck on the battlefield unable to attack or block.
- Pious Interdiction
- Pacifism
- Withercrown
- Arrest
- Choking Restraints
- Luminous Bonds
- Nahiri's Binding
- Minimus Containment
The next cards to cut to add more lands are the high mana cost creatures who don't do enough for Tariel, Reckoner of Souls. Tariel is the high mana cost spell you want to cast more than the rest, the other spells played should have some interaction with him or interact with opponent's creature in some way such as In Garruk's Wake. Keep Wake, cut the rest?
- Gloom Sower
- Returned Pastcaller
- Baleful Beholder
- Scion of the Swarm
- Epicure of Blood
- Boneclad Necromancer
Cards to cut last are some that just aren't doing enough for the mana cost and don't have any interaction with Tariel, Reckoner of Souls or the other strategies being played.
- Skymarch Bloodletter
- Death Cultist
- Contaminated Ground
- Hold at Bay
- Spreading Rot
- Seismic Shift
- Rubble Reading
- Tectonic Rift
- Settle Beyond Reality
- Goblin Instigator
- Marauding Blight-Priest
- Skemfar Shadowsage
All these cuts make enough spots for 36 lands. When you have enough lands then you can begin to optimize the rest of your deck. Good luck.
Gingervitis on
Rakdos Menace (MTG Arena Build)
9 months ago
I've noticed that Pestilent Spirit is amazing in this kind of build and does wonders when paired with End the Festivities or another burn spell, perhaps Spikefield Hazard Flip if you will.
Awesome deck, I've had a lot of fun with my build too!
ThisIsMyAccount on
Hammer Decks Wins
10 months ago
wallisface I was thinking it wouldn't be too bad because 20 land plus 2 from Spikefield Hazard Flip plus Strike it Rich giving a little something. Also the only card higher than CMC 3 is Fury (which you can evoke for 0) and Obosh. So while more mana for doing graveyard stuff with Seasoned Pyromancer, Hammer of Bogardan, and the companion would be good, I don't think it is needed.
I did playtest a little and yeah there were some cases where I did miss land drops but i'm not exactly sure what I want to do about it yet. I think i'm going to cut Lightning Bolt for 1 mountain and 1 Strike it Rich and see how that goes.
Ev1_ on Playing Dual-modal cards from exile
10 months ago
If i exile a Spikefield Hazard Flip with Isochron Scepter, can i cast the land side? what about with a card like Chun-Li, Countless Kicks
duchessCretina on
Dragon Stompy
11 months ago
Revamp this o_o
so many new cards that could be swapped. I love the spell lands: Spikefield Hazard Flip, Valakut Awakening Flip, Shatterskull Smashing Flip.
Fury, Bonecrusher Giant... pretty bold of you to not run the rabblemasters (Goblin Rabblemaster, Legion Warboss)
Yeah... you can tell this is really old school if it's running Arc-Slogger.
OH WOW I ACTUALLY FOUND THE LIST. The original one is from 2009! Early days of Legacy...
Well, there's a lot of cool stuff you could try now.
You can even try Goblin Dark-Dwellers or Glorybringer (GDD needs some more spells to function).
Also the planeswalkers... there's a ton of newer ones.
duchessCretina on
Red Dragons
11 months 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 @[email protected]
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
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