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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Hideaway (When this land enters the battlefield, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library.)
Spinerock Knoll enters the battlefield tapped.
: Add .
, : You may play the exiled card without paying its mana cost if an opponent was dealt 7 or more damage this turn. (This is a linked ability, linked to the ability in the first paragraph on this card. You may only play the exiled card that was exiled via the ability in the first paragraph.)
2 months ago
lego22499 this seems like a very fun and explosive Combo/Copy deck! I think the key to cracking/breaking Neera, Wild Mage is going to be focusing on lower CMC ramp and interaction without jeopardizing Neera's ability. She can be a tough cookie to crack but one idea that comes to my mind is adding some cheap early game interaction that you aren't necessarily disappointed to hit with the Neera later in the game. Another way to aid in this struggle may be to run a higher than usual land count considering you may not want to be hitting many low CMC ramp/rocks with Neera's abillity and would rather hit the lands to get closer to something BIG hiding in your deck plus it wouldn't hurt to draw some extra lands early... especially Utility lands or lands that have a Cycling ability as this could help with draw if you start to flood out. That's the best I've got for now but I'll give it some more thought as well as feature the deck and maybe you can get some HOT tips from EDH players more familiar brewing around Storm, Combo, Copy, Ect. Anyways cool deck looking forward to seeing how it develops!
Low CMC Interaction
Castle Vantress, Mystic Sanctuary, Wandering Fumarole, Skyline Cascade, Halimar Depths, Soaring Seacliff, Faerie Conclave, Moonring Island, Cephalid Coliseum, Magosi, the Waterveil, Spinerock Knoll, Shinka, the Bloodsoaked Keep, Ghitu Encampment, Madblind Mountain, Hanweir Battlements Meld, Kher Keep, Hellion Crucible, Reliquary Tower, Wasteland, Strip Mine
3 months ago
4 months ago
First round of updates is on a 25$ budget. Swaps I am testing and in no particular order of swapping:
Kodama's Reach --> Daemogoth Woe-Eater
Thriving Grove --> Demonlord Belzenlok
Lifecrafter's Bestiary --> Gamekeeper
The Beamtown Bullies --> Elemental Bond
Bellowing Mauler --> Greater Good
Artisan of Kozilek --> Riveteers Ascendancy
Deathbringer Regent --> Feldon of the Third Path
Migration Path --> Hornet Queen
Mosswort Bridge --> Jaxis, the Troublemaker
Spinerock Knoll --> Workshop Warchief
Dodgy Jalopy --> Gadrak, the Crown-Scourge
Swamp --> Ognis, the Dragon's Lash
Thriving Moor --> Professional Face-Breaker
Thriving Bluff --> Rampant Rejuvenator
Commander's Sphere --> Cultivate
Woodfall Primus --> Junji, the Midnight Sky
Caldaia Guardian --> Underworld Sentinel
Mezzio Mugger --> Kardur, Doomscourge
Turf War --> Ravenous Chupacabra
Next of Kin --> Blessed Respite
Wave of Rats --> Kazuul's Fury Flip
Grime Gorger --> Acidic Slime
Stalking Vengeance --> Llanowar Wastes
4 months ago
Couple lands that have worked for me in my Purphy Build.
The enter tapped of Dwarven mines doesn't usually matter, if you have it first hand and not enough mana, you can simply throw it out first turn, otherwise, later its a free ETB. Spinerock is a little harder with the entered tap, but i generally get to play a spell for for less than its CMC pretty quick (4 ETBs in a turn should be easy)
And later turns, Kher Keep is a good way to get an extra ping, and Solkenzan can be pitched for a couple of ETBs for usually a couple mana (if you have your commander and another Leg in play)
4 months ago
Hey, nice deck!
I, too, run a Chandra Tribal deck, and I might be able to offer a few cards for your consideration. Spinerock Knoll is a solid land, and in a deck like this, it's really easy to meet its requirements. Chaos Warp is a favorite of mine. It can remove any permanent, and usually doesn't give them something better unless you either use it wrong or are very unlucky. Runaway Steam-Kin is a nice creature that can help you keep casting your spells. 3 red mana every three spells can be very beneficial. And, there's also War Room as a land and Endless Atlas as an artifact, both of which are excellent ways to draw cards if needed. Finally, a nice card that could even be a finisher is Light Up the Night. Thanks to its flashback ability, you can drain your planeswalkers to deal a lot of damage to someone or something. Best of all, all of these cards are fairly cheap.
For anything else, you could check out my deck if you want: Chandra Tribal (Everyone's Here!). Hopefully my deck and my suggestions help you. I like your version of it, keep at it! Chandra Tribal is pretty cool.
8 months 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.
9 months 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?
9 months 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.