Hideaway (This land enters the battlefield tapped. When this does, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library.)
: Gain .
, : You may play the exiled card without paying its mana cost if an opponent was dealt 7 or more damage this turn.
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Spinerock Knoll Discussion
3 days ago
I had opened with a Spinerock Knoll exiling Dragon Tempest and a Mox Tantalite. Next turn I played a Vesuva, exiling an Utvara Hellkite. On my 3rd turn I topdecked an Ancient Tomb and was fortunate enough to have opened with a Purphoros, God of the Forge so I immediately dropped him into play.
Then we all got wheeled via Wheel of Fortune. Great. Actually, yes quite splendid because I didn't have much else going on.
It sort of became a slugfest of counterspells and the Rakdos player slinging out damage to try and neutralize some of the Planeswalkers Atraxa was dropping. I was just casting Hammer of Purphoros and had literally nothing else going on.
Rakdos' T6, he drops a freaking Kozilek, Butcher of Truth. WOOOOOW...
I tell her that while she can suspend my poor Lathy, this leaves Kozzy online and a big 6/6 Rakdos, Lord of Riots. I tell her that if she could be so kind as to suspend Rakdos, I can handle Kozzy since that's clearly the biggest threat. I explain to her that while Purphoros, God of the Forge can't deal damage to Kozzy, I can churn out enough 5/5 tokens and pump them with Lathliss, Dragon Queen to kill the Rakdos player - thus removing Kozzy via player removal. All I need is for Rakdos, Lord of Riots offline so my Dragons can get through.
And to my surprise, she bought that lie and agrees. Rakdos fizzles out.
Scourge of Valkas sees itself ETB for 3 Dragons, thus 3 damage. But he ALSO sees a 5/5 token ETB for 3 Dragons, thus 3 MOAR damage.
I direct all 6 of this to the Rakdos, Lord of Riots player who was firmly sitting at around 34 life. Hmm... not quite enough to live up to my end of the deal. EXCEPT...
Purphoros sees Utty and a 5/5 token ETB. 4 more global damage to face.
This time, Scourge of Valkas sees an Utty for 5 and a token for 5. 10 damage as I please. All directly toward Rakdos, Lord of Riots who has now sustained 4 + 3 + 3 + 4 + 5 + 5 = 24 damage of their 34 life total. Ouchies.
Move to combat, since I have Hammer of Purphoros online. Tap everybody sideways.
- Ooh noes~ it appears I have an Utvara Hellkite with a Scourge of Valkas and a Purphoros, God of the Forge all online together. What eeeever shall I dooo~~
Lathliss, Scourge, Utvara and 2x 5/5s each create a 6/6 for FIVE 6/6s.
Purphoros dishes out 10 global damage and Scourge sees FIVE ETB triggers of 10 damage each.
And we haven't even moved to combat damage, much less blockers ;)
Oopsie doodles, looks like my Lathliss, Dragon Queen deck won on Turn 6. Lololol gg frens
And this is precisely why this deck is my number 1 favorite deck of all time. Does literally every stupid thing I love about Magic: The Gathering in a horrifically efficient manner.
1 month ago
Hey Bobthebirdman! Man this deck looks great, lots of cool tech here. Personally I would cut Resolute Archangel, Vicious Shadows, and Plea for Guidance and replace those with lands. Even though they're neat cards, their mana costs are high and your land count is low, especially considering how much mana it takes to get Hofri out. Maybe swap in utility lands like Bonders' Enclave, Windbrisk Heights, and Spinerock Knoll?
1 month ago
Each player seperates their lands into two piles. You choose a pile for each player, and that player sacrifices it. You may then play up to one additional land from each player's graveyard this turn. Those lands enter the battlefield tapped.
Someone have a Gaea's Cradle, an Ancient Tomb or a Spinerock Knoll? What about an Urborg, Tomb of Yawgmoth? Command Tower? Inkmoth Nexus? How about Dark Depths or a Nykthos, Shrine to Nyx? Maybe they have a Vault of the Archangel or a Rogue's Passage? Minamo, School at Water's Edge?
Technically, Rules As Written, a pile could be 0. So, when you seperate your own lands, you could theoretically have a pile of all of your lands, and a pile of 0 lands, then sacrifice the pile of 0 lands. Absolutely disgusting.
Lots of ways to seriously get ahead with a spell like this.
Repeat, or wild if you've already done it and wanna get back into the thread.
3 months ago
My general strategy is to have more spells than the table has removal. I don't worry about one or two people holding up a counterspell or a path to exile. Similarly, I tend to not worry about their plays either.
I get my stuff out faster than the rest of the table, then overwhelm with a force they can't hope to stop.
This tends to make all of my decks very heavily reliant on combat damage and combat tricks, but there are ways to mix that up. In my aforementioned Lathliss deck, I have a bit of cruel control such as with Mudslide and Citadel of Pain, as well as Blood Moon and some others.
Then I passively create damage via Chandra, Awakened Inferno, Impact Tremors, Dragon Tempest, Warstorm Surge, Scourge of Valkas, Terror of the Peaks, Purphoros, God of the Forge and more. Also Sarkhan the Masterless
I can cheat via Sunbird's Invocation, Lukka, Coppercoat Outcast and Purphoros, Bronze-Blooded - who also serves as a haste enabler on top of like the six other haste enablers in the deck. Oh and Spinerock Knoll.
...it's like a $1,000 deck... For a $4 Commander, lol
4 months ago
Otherwise, probably my favorite, was a Turn 5 win with Lathliss, Dragon Queen.
T3 - Spinerock Knoll exiling Sunbird's Invocation. Cast Terror of the Peaks. Terror ETB with 5/5 token. Terror sees a 5/5 but before damage I pay into Lathliss for a +1/+0 global buff. Terror sees a 6/5 and hits for 6 (-13). Tempest sees 3 dragons with 2 ETB together, so 6 more damage (-19). Swing for 7+6+6 (-38). Bet they wish they didn't -2 shockland themselves.
Opponent dead on turn 3.
- T4 - Cast Moltensteel Dragon off topdeck for . ETB 5/5. Buff crew +1/+0. Terror sees a 6/5 and a 5/4. Hit next opponent for 11. Tempest sees two ETB at five Dragons. Land another 10 (-21). Pay Spinerock Knoll to free-cast Sunbird's Invocation and swing for 7+6+6 for 40 at 2nd opponent for TKO and remaining 6+5 at other opponent for 11.
Opponent #2 dead on turn 4.
- T5 - Land drop, cast Lukka, Coppercoat Outcast. Sunbird's Invocation wheels for Scourge of Valkas. Lukka can exile a 5/5 token and wheel for a Dragon. When that Dragon ETB, I get the 5/5 back. You can see where this is going... Gg.
Turn 5 win.
6 months ago
- Curse of Opulence
- Price of Progress
- Repeated Reverberation
- Magma Jet
- Star of Extinction
- Ruby Medallion
- Blood Moon
- Koth of the Hammer
- Chandra, Fire Artisan
- Dualcaster Mage
- Magus of the Wheel
- Magmatic Sinkhole
- Extraplanar Lens
Specific hate - Red Elemental Blast
8 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 :)
8 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