|Commander / EDH||Legal|
Printings View all
|Ultimate Masters (UMA)||Common|
|Eldritch Moon (EMN)||Common|
Combos Browse all
Creature — Human Shaman
: Thermo-Alchemist deals 1 damage to each opponent
Whenever you cast an instant or sorcery spell, untap Thermo-Alchemist
23 hours ago
Hey, you definitely like high mana cost cards (5 CMC plus). There's 28 here!
How do you expect to be able to cast Rakdos? Consider more cards that make an opponent lose life? This deck will have a difficult time functioning without having Rakdos on the battlefield, being able to reduce the casting cost of creatures. With a 4.9 avg. CMC even being able to cast Rakdos is going to be a problem.
My advice is focus much more on the early game and much less on the late game. You don't need 25 high mana cost creatures for Rakdos, it's overkill.
Cards to consider adding:
- Rakdos Signet
- Talisman of Indulgence
- Cryptolith Fragment Flip
- Spear Spewer
- Sin Prodder
- Nettle Drone
- Vial Smasher the Fierce
- Lobber Crew
In the early game you want to make it easier to cast Rakdos this means mana rocks that can help make mana for his difficult casting cost and repeatable pingers to be able to make your opponents lose at least one life to be able to cast Rakdos.
Heartless Hidetsugu can reduce a ton of colorless mana with Rakdos with one activation. Use this reduction to free cast Eldrazi (Ulamog and Emrakul). Artisan of Kozilek can be reanimation and Void Winnower is also good. These Eldrazi are really the only high mana cost creatures you need because lets face it there's not a lot of other creatures that can even compare in power level.
Other high mana cost creatures of the ones here to consider keeping are: Ilharg, the Raze-Boar , Sidisi, Undead Vizier , Urabrask the Hidden , Etali, Primal Storm , Archfiend of Despair , Vilis, Broker of Blood , Sheoldred, Whispering One . This is a base to consider:
There's beginnings of a reanimation strategy here with Chainer, Nightmare Adept . Reanimation is a good a backup plan to be able to get big creatures onto the battlefield without Rakdos. Reanimation needs two parts: enablers to get creatures into your graveyard and the actual reanimation to cheat them onto the battlefield. Consider expanding on each of these parts?
- Faithless Looting
- Buried Alive
- Apprentice Necromancer
- Doomed Necromancer : included in Merciless Rage.
- Animate Dead
The Necromancers are good with Chainer. Discard a big creature than cast one of the Necromancers from your graveyard, it gets haste, sac it to reanimate the big creature you just discarded.
Other cards to consider adding:
- Sol Ring : included in Merciless Rage.
- Graven Cairns
- Dragonskull Summit
- Ash Barrens : included in Merciless Rage.
- Smoldering Marsh
- Eye of Ugin : Eldrazi tutor.
- Anger : haste enabler.
- Rakdos Charm : way to make opponents lose life, can reduce a lot of colorless mana with Rakdos or instant counter an opponents infinite creature and/or graveyard combo.
- Chaos Warp : instant permanent removal, included in Merciless Rage.
- Terminate : instant creature removal.
- Lightning Greaves : haste enabler, protection.
If you would like I can give you a list of cards to consider cutting. Good luck with your deck.
3 weeks ago
1 month ago
- Anax and Cymede
- Balduvian Rage listed
- Chandra's Ignition check
- Dualcaster Mage another
- Mirrorwing Dragon listed
- Monastery Mentor listed, $
- Phalanx Leader
- Sheltering Light listed
- Valorous Stance listed
- Vanguard of Brimaz listed
1 month ago
Eh, the increased cost really is a reason to dismiss it for this deck, though. And it's still Turn 3 or 4 before I can swing or block with the elementals, which are only 1/1s. Not really that 'fast' compared to other modern human or elf decks, even budget ones. I don't benefit from ETB, death or attack triggers either, so spawning more creatures doesn't do much for me.
Guttersnipe's damage happens the moment I cast the spell, whether that spell gets countered or not. It also hits all opponents for 2 damage, which is a huge difference in a 4-player game.
I don't want to dismiss this too quickly, and I also want to see the damage potential, so let's set up two similar situations. I hit 'Playtest' for the deck, and am using a sample hand it has generated. Thermo-Alchemist , Guttersnipe , Gelectrode , Toils of Night and Day , Mystic Monastery , Plains x2.
Okay, not bad. Let's play a second hand side by side, replacing the Guttersnipe with Young Pyromancer . I'll denote them as [GS] and [YP].
[GS] Turn 1 :: Draw Blessed Breath , play Mystic Monastery, pass.
[YP] Turn 1 :: Draw Blessed Breath, play Mystic Monastery, pass.
[GS] Turn 2 :: Draw Toils of Night and Day (oh boy), play Plains, cast Thermo-Alchemist, pass.
[YP] Turn 2 :: Draw Toils of Night and Day, play Plains, cast Thermo-Alchemist, pass.
[GS] Turn 3 :: Draw Mountain, play Mountain, cast Gelectrode, pass. (Ping opponent with TA on their end step.)
[YP] Turn 3 :: Draw Mountain, play Mountain, cast Young Pyromancer, pass. (Ping opponent with TA on their end step.)
Pausing here to asses board states. The nice thing about YP here is the extra W mana I have leftover right now, so I can cast Blessed Breath to protect my creatures, and get an elemental out of the deal. With the GS board, I'm playing Gelectrode first to get it unsick, and so I can play GS next turn and be able to Blessed Breath like I am with YP this turn.
[GS] Turn 4 :: Draw Reach Through Mists , play Plains, cast Guttersnipe, pass. (Either Blessed Breath or Reach Through Mists as needed, generating a total of 6 damage to a single opponent or 14 damage to 3 opponents.)
[YP] Turn 4 :: Draw Reach Through Mists , play Plains, pass. (Use Toils of Night and Day to tap down attacker and get an extra untap out of TA, splice on protection for a blocker if needed. If not, just Reach Through Mists, splice as needed. Can also use Toils to untap Mystic Monastery to give an extra blue mana to cast Reach. If we cast one spell, we generate a 1/1 elemental and a total of 2 damage against a single opponent or a total of 6 damage to 3 opponents. Two spells gives us 2 elementals, 3 damage or 9 damage.)
Let's pretend we had to use Blessed Breath to protect our creatures in both cases. So YP will in effect cast Toils with BB spliced, untapping Mystic Monastery, and then casting Reach at end step to draw an Island.
[GS] Turn 5 :: Draw Island, play Island, cast Reach Through Mists drawing Peer Through Depths , generate 6 damage to a single opponent, 14 to three. Cast Toils of Night and Day on Mystic Monastery and Island, generate 4 damage to a single opponent, 10 to three. Cast Peer Through Depths, revealing Island, GS, Mountain, Peer Through Depths, and Reach Through Mists, selecting Reach Through Mists and generating 4 damage to a single opponent, 10 to three. (A single opponent with no lifegain will now be dead.) Cast Reach Through Mists, generating 4 damage to a single opponent, 7 to two, drawing Evolving Wilds . Pass.
[YP] Turn 5 :: Draw Peer Through Depths, play Island, etc...
From here, you can see that as a Burn deck, there's no way Young Pyromancer can outdamage Guttersnipe in the early game. Even if you're going cantrips, Guttersnipe can still rack up more damage. The tap triggers and the protection in the deck help deal with oncoming aggro, so the tokens aren't as necessary as blockers as they might initially seem.
Maybe I'll make a $15 deck that features some of the cards people have been suggesting, because those would all synergize well together, lol.
1 month ago
Okay so first of all: one drops of two different colors in pauper is really awkward. It should work out fine most of the time but I feel like it might turn some hands that would be auto wins if you can play your 1 drop into pretty bad hands. In fact, you can see how awkward it makes things by your mana base: if you had another red 1 drop instead of Young Wolf , you could probably get away with swapping 2 forests for 2 mountains.
I'm not a fan of Horned Kavu : it's a big pile of stats, sure, but it puts you behind on tempo and it leaves you very vulnerable to Snap which is a blue staple. I would much rather see a fourth Burning-Tree Emissary and another two drop like Nest Invader or Mogg War Marshal which would help you trigger Morbid. (As a side note, Blastoderm + Horned Kavu doesn't actually work because Blastoderm has shroud)
Speaking of Blastoderm , I'm not a big fan of it because it can't come down before turn 4, which is the turn you're either going to be overtaken by other aggro decks or the turn a control deck will start stabilizing so you need to have an explosive turn 4, which is the complete opposite of Blastoderm as it's just a big pile of stats with no real impact on the field.
Manamorphose isn't great either: it does basically say -1 card in your deck but the filtering doesn't seem very relevant when you could have more action in your deck. If you had a Thermo-Alchemist or a similar card in there, it would be alright but right now, I'd be more happy to see more Rancor .
Overall, I feel like this deck is a bit too slow. Here are some cards to consider to accelerate it: Vines of Vastwood , more Rancor , Nettle Sentinel if the deck veers green, Goblin Cohort and/or Mogg Conscripts , Goblin Bushwhacker if the deck goes wider, Hunger of the Howlpack , Porcelain Legionnaire , Vault Skirge if you have lots of pumps, Skarrgan Pit-Skulk , Savage Swipe if you mostly have 2-power creatures and maybe some more burn in the main like Chain Lightning and Reckless Abandon .
3 months ago
3 months ago
3 months ago
Kutsu- Thanks! Unfortunately, Firebrand Archer was in here in a previous build, but simply isn't as tough as either Thermo-Alchemist or Electrostatic Field . A x/3 offers some cushion on the field T2, and isn't enough of a threat to waste a bolt on, but won't die to Shock or Searing Blood . Furthermore, Alchemist offers an additional damage per turn, and allows Needle Drop to be first spell of the turn, if necessary.
As far as simply more pingers, this is a good option for budget casual play if you take out the Runaway Steam-Kin . There simply isn't room, otherwise.
Thermo-Alchemist occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%