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Legality
Format | Legality |
1v1 Commander | Legal |
Alchemy | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Brawl | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Pioneer | Legal |
Planechase | Legal |
Pre-release | Legal |
Quest Magic | Legal |
Standard | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Thrill of Possibility
Instant
As an additional cost to cast this spell, discard a card.
Draw two cards.
legendofa on
The Wicker Man, Recaned
1 month ago
Any thoughts on Bitter Reunion? It works as another discard/draw effect and hands out a round of haste, but I haven't yet decided if that extra is a deal breaker or not. When it works, it makes the game a laugher, but just as often it's a slower Thrill of Possibility.
thefiresoflurve on
Counter Spells & Draw Cards
2 months ago
This looks like a really fun commander! So, right off the bat, there's a cool way day/night interacts with this commander and your opponents: if you can force it to night consistently, you'll more heavily punish your opponents for playing spells, since they're going to switch it back to day and power up your commander. The easiest way to do that is by playing more instants / at flash speed.
Desperate Ravings / Thrill of Possibility / Big Score + Unexpected Windfall all help positively synergize with your "draw" effects like Ominous Seas and Teferi's Ageless Insight, and also help you trigger the day/night change by electing to play on other people's turns instead of your own.
Seize the Spotlight gets an honorable mention for being great, if you find the slot for it.
For cuts, I would consider: Pouncing Shoreshark (low impact)
Laboratory Maniac - Kind of an all-or-nothing strategy, and sounds like from your description that you'd rather win with combat.
Khenra Spellspear Flip - doesn't fit with commander, since you want to be able to force it to night whenever your turn rolls around.
Boon of the Wish-Giver - sorcery speed is kinda meh IMO - I imagine people will be trying to kill your commander before it makes this cost.
Mulldrifter - there are instants and sorceries that can draw more for the same cost.
Happy building!
Rocketman988 on
Demon Till Your Dreams Come True
2 months ago
In addition to the low average CMC of the deck, the deck runs the following 17 non-land cards to satisfy its mana requirements: Jeweled Lotus, Mana Crypt, Sol Ring, Dockside Extortionist, Dream Devourer, Hellcarver Demon, Herald of Slaanesh, Rakdos, Lord of Riots, The Balrog of Moria, Treasonous Ogre, Burnt Offering, Cabal Ritual, Dark Ritual, Sacrifice, Songs of the Damned, Jeska's Will, and Seize the Spotlight.
Because many of the effects are single use or sacrificed to Rakdos, we also run 22 cards that can find or draw the above cards in addition to more lands: Burning-Rune Demon, Doom Whisperer, Immersturm Raider, Rune-Scarred Demon, Varragoth, Bloodsky Sire, Villis, Broker of Blood, Demonic Consultation, Entomb, Thrill of Possibility, Valakut Awakening Flip, Buried Alive, Cathartic Reunion, Demonic Tutor, Doomsday, Faithless Looting, Jeska's Will, Mizzix's Mastery, Reforge the Soul, Seize the Spotlight, Wheel of Fortune, Wheel of Misfortune, and Liliana's Contract.
Balaam__ on
It’s Official: If You Can’t Build It, Buy It!
2 months ago
@jdogz32 That’s definitely a way to improve things—more outlets, more removal, probably some filter draw like Thrill of Possibility or something, and a better board presence. But this isn’t really my playstyle. I just threw this together as sort of a joke deck, and I don’t see this even beating precons in its current form. It’s just for laughs.
Azoth2099 on
Narset's Work Out Plan
2 months ago
This version of Narset looks so fun, man!
One thing that I feel is fundamental when remembering Narset, Enlightened Exile's function as a Commander is that her ability gives you Graveyard hate as well as pseudo card draw by giving you access to your opponent's Graveyards as well as your own, meaning that you will always have card advantage as long as you protect your Commander.
That being said, I would definitely find room for Lightning Greaves, Swiftfoot Boots, Mother of Runes, Giver of Runes, & an abundance of Counterspells. Personally, I don't like spending more than 1 Mana for a Counterspell these days. Red Elemental Blast, Pyroblast, Dispel, Swan Song & An Offer You Can't Refuse provide a crazy ceiling of value for a single Mana. If you wanted to roll with 2-drops for budget reasons, though, Delay, Arcane Denial, Dovin's Veto & Negate are all easy to cast, & throw a wide net. Misdirection & Bolt Bend are also options here.
Secondly, Narset, Enlightened Exile can only trigger on your own turn, & you need to ensure that everything is going to go as planned. Grand Abolisher & Conqueror's Flail will lock your opponents out of your turn without giving your opponents the same utility like cards like Teferi, Time Raveler & Defense Grid notoriously do. Silence, Revel in Silence Flip, Abeyance & Orim's Chant can do something similar for 1-2 Mana.
Speaking of Stax, there are a few concise, utilitarian pieces that you may want to consider. Drannith Magistrate, Sanctum Prelate, Archon of Emeria, Lavinia, Azorious Renegade, Boromir, Warden of the Tower, Aven Mindcensor & Containment Priest shut down a LOT of strategies. You'd be surprised how little most decks can do once you take away their ability to cheat stuff in, Tutor and/or cast things for free. Personally, every deck I have is heavily handicapped by all of those pieces. I wouldn't even be able to target them with removal if you played your cards right.
For noncreature Stax, you've got Chalice of the Void, Cursed Totem, Thorn of Amethyst, Deafening Silence, Grafdigger's Cage (which your Commander's ability gets around btw, very strong here), & Rule of Law as a few solid options.
You do need quite a bit more card draw, though. Scroll Rack & Sensei's Divining Top are obviously great, but the level of toolbox utility they actually give you in practice is even better than it seems! Archivist of Oghma, Faerie Mastermind & Ledger Shredder all give you card draw that scales with what your opponents are doing, which is fantastic. Other things like Deep Gnome Terramancer & Wandering Archaic Flip do the same thing, though they technically aren't card draw. Hell, might as well throw Monologue Tax out there too since I'm talking about scaling.
There's also Careful Study, Frantic Search, Tolarian Winds, Faithless Looting, Cathartic Reunion, Burning Inquiry, Thrill of Possibility & Dragon's Rage Channeler, which are great synergy here!
Speaking of synergy, let's get into that! The foremost synergies for Narset, Enlightened Exile imho is Underworld Breach + Lion's Eye Diamond + Brain Freeze & Intuition, and much of the deck should be geared towards maximizing on that. They're all very easy to Tutor up via cards like Enlightened Tutor, Mystical Tutor, Idyllic Tutor, Solve the Equation, Fabricate, Reshape, Transmute Artifact, Reckless Handling, Goblin Engineer & Gamble, in addition to being easy to recur via your Commander's ability. It's actually absurd, truly busted. I wouldn't recommend throwing Wheels like Wheel of Fortune or Windfall into the mix, though. They're very overrated, & you can just run Brain Freeze for the combo instead. No need to give all of your opponents a bunch of cards for free if you don't have to! Queen Kayla bin-Kroog is for sure worth consideration, though, if you choose to run Artifact Stax.
Maximizing on Underworld Breach, however, means running Storm. I'd recommend Birgi, God of Storytelling Flip, Storm-Kiln Artist, Urabrask Flip, Desperate Ritual, Pyretic Ritual & Seething Song to keep your Storm engine from shutting off. I personally don't condone Runaway Steam-Kin, as it's just too freaking slow & conditional compared to other options.
Additional Combat Phases would also be of great use here as opposed to trigger doublers like Strionic Resonator or something. Aggravated Assault, Waves of Aggression, World at War & Seize the Day are the only ones I'd consider running, though. You don't wanna load up on too many synergy effects when you can just Tutor for the best of them when the time's right, ya know?
Since you're running Dockside Extortionist, I'd also consider Cloudstone Curio. With one other Creature (like Spellseeker for example), you can produce infinite Treasures & ETBs with little effort, which is usually more than enough to get you to the finish line.
Your ramp package is looking solid enough, but I'd include 2 more Rocks as well as the rituals I named previously. Fellwar Stone is, functionally, a 5-color Rock for 2 Mana, which is absurd. I tend to not condone 3-drop rocks, with the exception of Chromatic Lantern, which was just reprinted recently and is currently super cheap.
Oh man, now that I think of it Isochron Scepter + Dramatic Reversal gives your whole team infinite power and toughness via your Commander, as well as giving you infinite Mana if you have enough Rocks on the field. Maybe consider it lol.
Monastery Mentor seems to fit like glove here as well, offering some much needed redundancy and a surprising amount of board presence. It's kind of like Deep Gnome Terramancer or Wandering Archaic Flip in the sense that it just provides waaaay more value while playtesting than you thought it was going to!
Also, consider giving yourself Hexproof with stuff like Witchbane Orb to protect your own Graveyard.
To summarize, I really think your best bet with this one is building a system that gets to either an Underworld Breach + Lion's Eye Diamond + Brain Freeze combo win or an Intuition win as quickly as possible, with other combos like Dramatic Reversal + Isochron Scepter being strong potentialities on the way.
Cheers!
legendofa on Yugioh in MTG
6 months ago
shadow63 An 8/8 with no downside for three mana seems okay to me, unless you're just talking about the ability. Sacrificing fifteen permanents over five turns is a very steep cost, even for a "you win the game" effect.
And yeah, this Pot of Greed is insane in any deck. It's basically a free Thrill of Possibility. Every Dredge deck will want four, every blue deck will want five, and every other deck will want at least a couple.
Blue-Eyes White Dragon is okay, but I would drop the menace.
Red-Eyes Black Dragon needs some punctuation in the last sentence, but it might be a little too good, as a repeatable one-sided boardwipe, discard, and draw engine. Maybe something like "REBD ETB with a destruction (or whatever) counter." and "Remove a destruction counter from REBD: Each opponent discards and you draw. Activate this ability only if REBD attacked this turn and five or more creatures and/or planeswalkers died this turn." Maybe also "As long as REBD has a destruction counter on it, something good." but that's getting pretty wordy.
Dark Magician also needs some punctuation, but it seems okay. Why is 3 the magic X-value here?
Andramalech on
Woof Woofs
7 months ago
I'd recommend Primal Rage, Cemetery Prowler, Nightpack Ambusher, Mayor of Avabruck Flip, Silverfur Partisan, Immerwolf, Howlpack Resurgence, Sage of Ancient Lore Flip, Duskwatch Recruiter Flip, Full Moon's Rise, as well as some well needed draw spells. Potentially Thrill of Possibility, Bequeathal, Harmonize, Explore, Valakut Awakening Flip.
NV_1980 on
Who Else But Krenko!
7 months ago
First, some general comments.
In its current form, your deck has only a few ramp cards. This is a bit of an issue if you want to have enough resources available (from early-game onwards) for casting spells. Red has few options for ramp, of which you've already included some. Other interesting cards could be stuff like Battle Hymn, Seething Song and especially Skirk Prospector. More expensive ramp options include cards like Dockside Extortionist, Jeska's Will and Mana Echoes.
Aside from red ramping options, there are also many artifacts resources for this. Good options include Arcane Signet, Fire Diamond, Gauntlet of Power, Mind Stone, Nyx Lotus and Sol Ring. There are also more expensive options if you really want to go to town: Chrome Mox, Jeweled Lotus and Mox Opal.
Currently your deck hardly contains card-advantage options (draw, tutoring, filtering, etc.). Of course, red has some options for this. Cathartic Reunion, Faithless Looting, Gamble, Thrill of Possibility, Tormenting Voice and Valakut Awakening Flip. Artifacts can help you on this front as well. Endless Atlas and Mind's Eye come to mind, as well as the more expensive stuff like Scroll Rack and Sensei's Divining Top.
Now, with regard to Krenko himself.
He's an exceptionally powerful commander that your opponents are going to try and get rid off for sure. He needs some protection. Lightning Greaves/Swiftfoot Boots are therefore highly recommended. Stuff that gives him protection/indestructible also works. Next, I would expect that if you could, you would use his ability more than once per turn, should you be able to. There are many artifacts out there that allow you to untap Krenko, so that you can use him again during the same turn. Options include but are not limited to Puppet Strings, Staff of Domination, Sword of the Paruns, Thornbite Staff, Thousand-Year Elixir, Umbral Mantle.
Hope this helped.
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