Combos Browse all Suggest
- Pestermite + Splinter Twin
- Deceiver Exarch + Splinter Twin
- Breaching Hippocamp + Splinter Twin
- Bounding Krasis + Splinter Twin
- Sky Hussar + Splinter Twin
- Splinter Twin + Zealous Conscripts
- Benthicore + Splinter Twin
- Splinter Twin + Sunstrike Legionnaire
- Midnight Guard + Splinter Twin
- Battered Golem + Splinter Twin
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Enchantment — Aura
Enchanted creature has ": Put a token that's a copy of this creature onto the battlefield. That token has haste. Exile it at the beginning of your next end step."
1 month ago
I once paired it with Splinter Twin and that felt very very strong.
1 month ago
Another reason cited by WotC was Birthing Pod's high win rate at the professional level. While it did merely "okay" at FNM or in MODO dailies, they considered the deck unbeatable in a Pro Tour top 8 because it could answer everything.
Personally, I'm not sure if I agree with the ban, mainly because it was more on the fair side of things. I think Eldrazi would have been a completely different problem if Birthing Pod and Splinter Twin hadn't been axed.
2 months ago
((Cathars' Crusade or First Day of Class or Celebrity Fencer or Hamletback Goliath)) + ((Elemental Mastery or Kiki-Jiki, Mirror Breaker or Splinter Twin or Krenko, Mob Boss or Thraben Doomsayer)) + Intruder Alarm goes infinite for tokens and +1/+1 counters. There's no particular synergy with Hinata, Dawn-Crowned, though.
2 months ago
Crystal Shard actually can't be used with this commander because it has a blue mana symbol on it. Though if you have a consistent playgroup they may allow it. Just talk with them about it. I use some of the following for ETB engines in my Kardur deck.
2 months ago
Not sure if it would still be the case these days, but it was aggravating as hell that virtually every other deck was some variation of Birthing Pod..
2 months ago
I'm partial to the opinion of if you cannot keep up with the game, bring the game to a screeching halt. I'd go the opposite direction if speed is your problem - Winter Orb, Blood Moon, Tectonic Instability, etc. Now, the main problem with going this way is Zada, Hedron Grinder does not really give you anything to benefit with this line of play; you'd need to swap your commander entirely.
If you did want to keep on the combo route, as jaymc1130 said, Cloudstone Curio is one of the best enablers in the entirety of Magic, and Birgi, God of Storytelling Flip is just a super strong card; both her front side and her backside. From here, it all depends on what you want to do.
By far probably the easiest creature to abuse in mono-red is Kiki-Jiki, Mirror Breaker. Splinter Twin, Zealous Conscripts, Lightning Crafter, and Worldgorger Dragon are all good methods of abusing him. However, you'd need sac outlets, such as Goblin Bombardment, Goblin Sharpshooter, Blasting Station, Ashnod's Altar, or Phyrexian Altar for a max payout - albeit in a combo deck you'd ideally already be running most of if not all of them.
If you wanted to focus more on instants and sorceries, cards like Runaway Steam-Kin and Grinning Ignus with the aforementioned Birgi, God of Storytelling Flip. From here though, your line of play is going to be more storm-esque - not really infinite and there is a decent chance of fizzling out. Aetherflux Reservoir is really good though for a more storm-based approach win-con though and can make the playstyle win rather easily.
Personally, if you wanted to play combo, I'd swap the commander. In mono-red, I think the best combo commander is either Birgi, God of Storytelling Flip (albeit with a more storm-esque approach as previously mentioned) simply due to having easy access to her, or Bosh, Iron Golem because he can easily win at instant speed, although he requires a fair amount of setup time in order to do so, and if speed is what you desire then he probably won't be of much use.
EDIT: I forgot to mention Godo, Bandit Warlord. He is without a doubt the strongest mono-red commander because he just wins on the spot with Helm of the Host. He's a cEDH general for a reason, but having only one win-con is kinda boring in my opinion.
3 months ago
Personally, I think the banlist is fine as is. If anything, I would expect Urza's Saga to see the banlist eventually, but it isn't really needed, since it is slow and is vulnerable to removal, making it sort of a double-edged sword.
The next candidate I could see for a banlist is Mishra's Bauble, but let's be honest, that isn't needed either, since it adds a turn before you get the card back. Sure it's a free card in a draw-go type of deck (control) that can help to enable a few things, but is that really worthy of a ban?
The only time cards should be banned is when they warp a format, as many of the currently banned cards have done, or there's just nothing that even compares in certain decks. If they are "auto-includes" those are the cards we should be looking at. If they have realistic replacements/options, they probably aren't worthy of a ban.
Also, if banning something bans a whole archetype because there's no replacements, that can't really be done either. That's how you make people quit magic, which loses WoTC money. That's not a business decision they are willing to make, unless the card is meta-morphing where it makes up most of the meta (like Splinter Twin was).
However, that was basically a control deck that could be transitioned to a tempo deck rather easily. Now if you look at Primeval Titan as a comparison, because I've seen that thrown around a few times now - what exactly do you transition that deck into? Nothing. Those players quit.
3 months ago
I'm a huge fan of white in general, and have such have regularly led complaining sessions about it over the years. It is getting better with some great new cards like Welcoming Vampire, but it is definitely behind. That being said, most would say mono-red is the second worst color, so and most of the research I've heard would suggest this as well.
I've noticed that in almost all your commentary here you have focused heavily on the abundance of removal and board wipes in white and the lack thereof in red. It is true that white has the best removal and board wipes in commander. The problem is that removal and board wipes don't win games. Sure, they're controlling, but control is also only good to the degree that we are moving towards a win con. Controlling pieces like that are also weaker in a multi-player environment where someone else can just do our work for us. Board wipes in particular work this way. If I play a white board wipe I'll destroy all my own stuff too at sorcery speed, and everyone else gets to rebuild before I do. In addition, white strategies also tend to be very oriented around creatures and tokens, so we usually set ourselves back more than other people because of our principal weakness, namely, the lack of consistent and meaningful card draw.
And this issue, card draw, is white's biggest weakness. I think it will get better over time as even Maro has finally admitted that he was wrong about white and card draw, but that's still where we are at at the moment. We can play threats and we can police the board, but we eventually end up hitting ourselves, and we can't draw the cards to keep up with our opponents, so we end up sitting there like a chump with two cards in hand trying to rebuild while our opponents run away with the game due to their amazing ramp and draw.
Sure, red is behind blue, green, and black. But they have been getting "impulsive card draw" for awhile now, and while it's use it or lose it, it still moves through the deck. Red also has some wheel effects, which allow it to redraw a hand when it's bad. Moreover, red is stronger because there are a plethora of good artifact-based strategies in red. Daretti, Scrap Savant was merely the vanguard for a lot of strong "brown" decks where red can win via powerful artifact-based combos. Red has Godo, Bandit Warlord and Helm of the Host. It can play Godo late game onto an empty board and win our of nowhere. It also has Kiki-Jiki, Mirror Breaker and Splinter Twin combos, which once again, can win out of nowhere. Red doesn't need to maintain a board state to win, it can just pull it out of nowhere late game. White generally can't do this. It's only powerhouse commander is the Heliod, Sun-Crowned with Walking Ballista, whereas red has many.
White has been making strides in that we are finally getting some card draw, more ramp (which wasn't as big of a problem in my estimation), at least one commander, and some tools to protect our board state like Cosmic Intervention and Flawless Maneuver. But we still have a ways to go.