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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Creature — Goblin Shaman
: Spikeshot Elder deals damage equal to its power to target creature or player.
1 month ago
Thanks for checking out my list! I hadn't updated my decks in a few months so I'm just seeing this now. So I kind of cover why I run so much additional protection in my build in the primer, but the short answer is that my playgroup is very heavy on removal and they know the best way to shut this deck down is to keep Mairsil off the board. AEtherling just doesn't cut it as the only source of protection. It's not meant to be a cEDH build and I doubt it could hang with a cEDH table lol. It's definitely on par with the power level of my playgroup though.
I prefer Spikeshot Elder over Hateflayer because it doesn't require Mairsil to be tapped to activate it, which is helpful outside of the Tree of Perdition combo because I can shoot down planeswalkers and creatures with just the three mana. I did use to run Hateflayer though! I also have a few other untap effects that are cheaper to use mana-wise and allow me to combo off with Quicksilver Elemental and Prismatic Geoscope and the cards they're on also provide a lot of other value.
In terms of the Walking Ballista combo, I use him as a wincon in my elfball deck so I'm not interested in using him again in another deck, although it is a solid wincon!
I used to do a lot of jankier stuff with Mairsil (hence the giant Maybeboard lol) but my group goes super hard on him anymore so he's gotta be a little more cutthroat and bare bones if I want to win with him, which I do!
1 year ago
Hey, here are some changes I might recommend while still staying on a budget. Fist, for a voltron deck I would probably drop the creature count a little bit as 29 is a little high. For this build I would probably eye something around 22-25. Also your land count is very low, I would bring that up to about 36 lands with several ways to search for lands, that will allow you to have plenty of mana and cast the bigger stuff in your deck.
Next, I would cut some cards that seeming underwhelming. Those are: Auriok Edgewright Auriok Bladewarden Fireblade Charger Leonin Relic-Warder , Evra, Halcyon Witness Shimmer Myr Spikeshot Elder , Wayfarer's Bauble ill talk about this one below, Leonin Bola Neglected Heirloom Flip Berserkers' Onslaught . So yeah once you know what to cut, it becomes very easy to make a bunch of additions.
Im not sure if you are married to the $50 budget, most of my suggestions here will be about $1 a piece but here's what I would add. First as mentioned we want better mana production, so you'll want Gift of Estates and Armillary Sphere over wayfarers bauble. In 700 games of commander, I've found that armillary sphere is just better than bauble for many reasons I wont go into right now. Fervent Champion , Sun Titan Kazuul's Toll Collector , 4 basic or flip lands, Flamekin Village Blackblade Reforged . Berserkers Onslaught can be a straight switch for True Conviction . Fleetfeather Sandals . Because your mana production is getting better, you can go just a little bigger on the top end of your deck. I might put 1 or 2 bigger equipments at the top end like Argentum Armor or maybe even a Scytheclaw . I would add Dismantling Wave and a Tome of Legends .
Here's some other very good cards on a budget that I might consider Forging the Tyrite Sword to cheap tutor, Ignite the Future excellent card draw Showdown of the Skalds also great card draw. Theres a whole package of cards you can use with Goblin Welder Goblin Engineer and Daretti, Scrap Savant and if you add those I would add a Neheb, Dreadhorde Champion . Because you have Toralf I might consider a few more red based board wipes like Chain Reaction or Magmaquake but i wouldnt say no to a Fumigate or a Rout either.
Anyway that should give you plenty to think about for now. Enjoy!
1 year ago
Thanks! So far the deck has been ok, I've only played it in a couple of games so far but it worked out ok in them. If I had to make any changes I might pull out either Spikeshot Elder or Welder Automaton . They're both very effective win conditions, but I haven't once run into a situation where I needed both. Having Jaya's Immolating Inferno as a backup works just fine. I might recommend a little more targeted removal, but that might just be my meta. Good luck brewing!
1 year ago
It's worth noting that when transitioning from standard to modern, a lot of cards that seem like powerful contributors to a tribe end up being worse than non-tribal counterparts. For instance, Thunderherd Migration is probably better than the standard alternative Beneath the Sands , but it's probably worse than Rampant Growth , Cultivate , or maybe Sylvan Scrying with the right nonbasic to fetch. Drover of the Mighty is another that seems strong as a 3/3, but if you're tapping it for mana most of the time anyway, something like Birds of Paradise , Arbor Elf , Joraga Treespeaker , Incubation Druid , Whisperer of the Wilds , or Ilysian Caryatid might be more efficient. The only other suggestion I have is to consider adding ways to recurrently trigger enrage. Forerunner of the Empire is a pretty common option, but I can also see Pyrohemia , Harbinger of the Hunt , Raging Regisaur , Spikeshot Elder , or Power of Fire being used with varying pros and cons. Some enrage lists I see also make use of damage trigger shenanigans on cards like Arcbond and Rite of Passage . A possible cut could be Shifting Ceratops since it's generally more of a sideboard card. Otherwise, I'd cut any enrage trigger that isn't either repeatable or very cheap. Reckless Rage is great, but Tilonalli's Crown could just as easily be Dual Shot or something to that effect. A final note I'd make is that you may be able to take advantage of some of the bigger enrage dinos like Snapping Sailback and Silverclad Ferocidons . I wouldn't normally recommend them, however, Etali and a lot of ramp go a long way toward making them viable.
1 year ago
@IKILLEVERYONE; One thing I do like about the Spikeshot Elder is that it's repeatable and only limited by available mana. It is an awkward cost with 2 mountains as the base so can be limited depending on your mana base. But it can dish some big numbers quickly depending on the rest of a deck.
1 year ago
1 year ago
Cuts from the Sideboard listed cards:
Prismatic Geoscope: Running 18 basics means you might not always get 3 mana from it, more like 2. Eitherway I feel it's bad as a rock and lackluster as a cage target.
25 cards I'll suggest for <15$ (EDHREC TCGPLAYER listed prices, may be higher or lower):
Cephalid Inkshrouder: Discard which doesn't matter to make shrouded Mairsil? Hell yeah. (Price: 0.29)
Soliton: Another U: untap is solid. (Price: 0.10)
Forbidden Alchemy: Basically a draw 4 most of the time for 3 mana and can be flashed back if you discard it or mill it another way. (Price: 0.11)
Pestilent Souleater: Can be a backup win con with a card or two that can also pump. (Price: 0.10)
Twisted Abomination: Get a land with it then give Mairsil regenerate for a black when his commander tax is too high. Can never have too much protection when the commander is the whole gameplan. (Price: 0.03)
Magus of the Bazaar: Draw 5 for tap on Mairsil. What's not to like? (Price: .46)
Etherium-Horn Sorcerer: 3 To replay Mairsil isn't bad. Also can just be a cascade card if need be. (Price: 0.15)
Cinderhaze Wretch: Untap affect + can be used to disrupt enemies. Also can be used on yourself if you really want for some weird reason? (Price 0.26)
Dreamscape Artist: Discard isn't a downside, and it ramps. Can be put on Mairsil as well if need be. (Price: 0.26)
Vector Asp: B: infect is very strong. Especially with following card. (Price: 0.20)
Spikeshot Elder: This plus infect is a gross combo. Even without R to deal 4 to any target is strong, better than lightning bolt! (Price: 0.21)
Grinning Ignus: A way to bounce Mairsil that's ALSO ramp. Pays for a commander tax! (Price: 0.16)
Frantic Search: Free loot isn't ever bad. Instant speed too. (Price 0.47)
Sinister Sabotage: You don't have much interaction. These next 3 are just interactive pieces to stop your opponents from racing you. Sinister is a good counter that also can basically draw a card with Surveil. (Price: 0.12)
Terminate: No regen for them! Instant speed kill. Nice. (Price: 0.44)
Arcane Denial: Great counterspell that's not mana intensive. (Price: 0.46)
Perplex: Either a counter, makes an opponent lose their hand, or you can transmute to tutor for a 3 drop such as Rings or Commander's Sphere. Very versatile. (Price: 1.24)
AEtherize: Bounce all attackers is a good way to protect yourself, since you already have many ways to protect Mairsil. (Price: 0.23)
Whispering Madness: Wheel that can be repeated. With GY synergies it's amazing. 10/10 (Price 0.57)
Chain Reaction: Boardwhipe most of the time. You need some mass removal. (Price: 0.67)
Pyroclasm: Clears tokens easily. (Price: 0.16)
Total Price: $12.94
Some pump activated abilities may be a good other add.
1 year ago
Most of my experience with infect comes from playing simic, but I have played the mechanic in all 5 colors. In terms of power, green is the most effective color to play by a very VERY large margin. You get access to the best infect creature in Glistener Elf (along with the slower and safer option of Blight Mamba), you get trample sources to push through damage with Ichorclaw Myr such as Rancor, Predator's Strike, and Larger Than Life, you get protection bundled with buffs in the form of Vines of Vastwood, Ranger's Guile, and Blossoming Defense, and you get the largest pool of very strong power boosts in the form of Mutagenic Growth, Invigorate, Scale Up, Might of Old Krosa, Berserk, Become Immense, Groundswell, Phytoburst, Noble Hierarch, and Pendelhaven. Since infect is an all-or-nothing sort of archetype, even when running the less aggressive versions, the most important characteristics that you need are speed, protection, and evasion. Green offers two of those things in spades but can struggle with evasion. This is why blue is generally considered the next best color to run. You get the insane threat of Blighted Agent, unblockable buffs with Distortion Strike and Aqueous Form, and protection from spells via Spell Pierce, Dispel, Turn Aside, and the odd Spellskite. Black is the next best. Plague Stinger's flying isn't as good as the unblockable on a Blighted Agent but it's still very powerful evasion as illustrated by the ubiquity of Inkmoth Nexus in every non-budget infect list ever made. Black also nets useful control tools like Thoughtseize, Inquisition of Kozilek, Fatal Push, Dismember, and Assassin's Trophy. White was considered the worst infect color for a very long time since its best option (Apostle's Blessing) can be used in any deck, but the recent introduction of Giver of Runes has breathed some life back into the color. Additionally, I've seen a lot of equipment lists popping up that use Colossus Hammer, Kor Duelist, Sigarda's Aid, and Kor Outfitter to see some success. Unfortunately, that leaves red as the current worst color to run in infect. It has some decent buffs but they pale in comparison to green's offerings. The result is that most red infect decks rely on gimmicks like using Razor Swine's first strike to wither enemy creatures, generating infinite mana to pump into an unblocked Ogre Menial, or putting Phyresis on something like a Spikeshot Elder to bypass combat altogether. Your instant tricks definitely fall in this category. That's not necessarily a bad thing though. If your meta is casual enough, red should still work and it will be much more interesting to play with / fun to play against than a more traditional deck. How competitive you want to be is always up to you.
To answer your specific questions, I would probably start by cutting a few creatures. Most lists run about 12 infect sources (and that's including a playset of Inkmoth Nexus). With Hand of the Praetors on your top end, running 16-20 isn't that unreasonable, at least as long as all of them are good. Infect creatures usually become "bad" when they cost more than 2. That's why I wouldn't usually recommend running Ichor Rats or Septic Rats. Both Necropede and Plague Myr are perfectly acceptable inclusions with very similar power levels. They'll rarely be better than Plague Stinger or Ichorclaw Myr but that's okay if you just want more guys to play. As for Vector Asp, it's honestly a pretty bad choice in most circumstances. While you usually won't need to activate it more than 2 or 3 times to win the game, that mana would be better spent elsewhere, and it doesn't even trigger the Hand. However, given the choice of it and a 3-drop, I'd probably take the snake, especially since it would be your only proactive play on turn 1 (barring the inclusion of Glistener Elf or Inkmoths). Better though would just be to run neither and invest in more buff spells to assist in combat and trigger Livewire Lash. I do like the idea of those spells having cycling in theory, but in practice, the mana needed to cycle can short you of the resources needed to close out the game. Plus, cycling spells tend to cost more to account for the added ability. Cycling lands on the other hand should be fine as long as they come in untapped, although it looks like that only describes Ash Barrens and Blasted Landscape. Just like with creatures, I wouldn't run any spells that cost more than 2 unless they can win you the game like Soul's Fire can. This will also allow you to run 20 lands or fewer, opening up even more slots for gas. I apologize if I'm repeating myself about the low-cost-high-speed thing but that is basically the reason the infect mechanic exists. If you prefer a slow and more controlling style, Rakdos wither built around Necroskitter is a fun option that has some overlap with infect.