Throne of the God-Pharaoh

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed 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
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Throne of the God-Pharaoh

Legendary Artifact

At the beginning of your end step, each opponent loses life equal to the number of tapped creatures you control.

Crow-Umbra on A fistful of Myr [Urtet, Remnant of Memnarch]

2 months ago

If you want an untapper that also is board protection for aggro swings, I'd highly recommend Reconnaissance. A few more recs that could be funky fits:

  • Last-Ditch Effort - Someone thinks they have you on the ropes because your board full of tokens is tapped out? Throw them all at their face.

  • Scapegoat - Sac 1 myr token and save your board

  • Throne of the God-Pharaoh - Actually, who really cares about untapping before your end step?

Crow-Umbra on You're Not The Boss Of Me Now

2 months ago

Throne of the God-Pharaoh could be a silly tech piece if you frequently have multiple tapped creatures at the end of each turn.

garruk3 on Elf token

2 months ago

Good deck overall! Heritage Druid turns your tokens into useable mana, which can crank out tons of elves early on (although it is a bit pricier). Elvish Promenade is basically Elven Ambush but as a sorcery, making for another token generator. Throne of the God-Pharaoh also works really well, considering you are either attacking or tapping creatures for mana most of the time. I would also cut the deck down to 60 cards rather than keep it at 66, just to keep the deck more consistent.

carpecanum on Ghyrson Starn, Kelermorph [Gunslinger]

5 months ago

Sorry, didn't see the "what to replace" request. Throne of the God-Pharaoh seems underwhelming here. Silverclad Ferocidons is amazing but its also the highest cmc card you have and i bet creature control isn't the problem you'll be having on turn 6-7. Also, you'll be hitting the Ferocidon for 3 points each time because your commanders ability affects you and its not optional.

If you find the deck needs more defense i'd look at Stormtide Leviathan and I LOVE Meishin, the Mind Cage in my pinger deck. Late game and suddenly nobody can cause damage but you.

Grapeshot might not be as useful as some other spells because it needs to target.

RinceRaven on krenko

6 months ago

Alright alright so I got asked to give a bunch of suggestions so here we go. Hoo boy. Gonna try to keep most suggestions low on budget but will include the best slightly expensive cards. Should also mention I got a lot of things I know from this primer, cheers. https://deckstats.net/decks/82803/752805-competitive-krenko/en

First the draw pieces you missed: Rundvelt Hordemaster, Dark-Dweller Oracle, Skullclamp, Subira, Tulzidi Caravanner, Reforge the Soul, Conspicuous Snoop, You Find Some Prisoners. The only actual good ones you got in this draft are Idol of Oblivion and Wheel of Misfortune imo, though most are servicable.

Tutors: these beauties can find your best wincons or draw pieces or whatever else you might need most of the time. Goblin Engineer, Goblin Matron, Goblin Recruiter. And are surprisingly affordable.

Next up ramp: Mana doublers are too slow for a deck as fast as Krenko, and you don't have the card draw to support such cards in mono-red. Not really. Also with the 4 mana commander having 2 mana ramp becomes much, much more valued. Cheering Fanatic, Liquimetal Torque, Generator Servant, Wily Goblin, Infernal Plunge, Fire Diamond (Yes I know, I think it's fine here).

Haste: Giving Krenko (and his tokens) haste literally puts you a turn ahead over not having it. Crashing Drawbridge, Ashling's Prerogative (Even gives tokens haste too), Generator Servant (multipurpose? Whoa), Goblin Chieftain, Goblin Motivator, Lightning Greaves, Mass Hysteria, Thousand-Year Elixir (tad pricey but repeatable Krenko seems good) Bloodlust Inciter.

Wincons: gotta end the game somehow. Combo's are good: Breath of Fury, Staff of Domination, Thornbite Staff, Umbral Mantle are the best combo lines for Krenko afaik. If not/next to combo, we have good old damage: Coat of Arms, Eldrazi Monument, Impact Tremors, Obelisk of Urd, Skirk Fire Marshal, Purphoros, God of the Forge, Shared Animosity, Devilish Valet, Quest for the Goblin Lord, Throne of the God-Pharaoh.

If we let our opponents do whatever they want we'll have trouble winning, even with our speed. Luckily red has quite some options. Don't forget Liquimetal Torque can turn things into artifacts so we can shoot them easier. Abrade, Chaos Warp, Gempalm Incinerator (great removal spell, terrible creature), Goblin Assassin (wipes the floor with creature decks), Goblin Bombardment, Goblin Cratermaker, Goblin Sharpshooter, Goblin Trashmaster, Goblin Welder (hits opponents too), Mogg Salvage, Pashalik Mons, Skirk Fire Marshal (your board survives this with Coat of Arms or Eldrazi Monument), Furystoke Giant, Shattering Spree, better than Vandalblast, Wild Magic Surge.

Best Utility Lands: Great Furnace, Buried Ruin, Path of Ancestry, Castle Embereth.

I'm tired and my brain is dying so here's a dump of things I forgot or for didn't have a place to mentioned yet :)

Heirloom Blade, Chandra, Torch of Defiance, Blood Moon, Brash Taunter, Impulsive Pilferer, Jeska's Will, Goblin Chirurgeon, Goblin Sledder, Mogg Raider, Pyroblast, Red Elemental Blast, Tibalt's Trickery, Mogg War Marshal, Legion Loyalist, Legion Warboss, Brash Taunter, Fable of the Mirror-Breaker  Flip, Hobgoblin Bandit Lord, Muxus, Goblin Grandee (idk at what math this is good I'm sure someone did it already somewhere on the internet), Siege-Gang Commander, Zo-Zu the Punisher, Goblin Ringleader, Goblin Piledriver, Arms Dealer, Grotag Night-Runner, Goblin King (get 5th or 6th edition art btw).

Good luck on figuring things out. I'm off to bed

ReticleMouse on Masako EDH

7 months ago

you need to find more cards that have some kind of synergy with what your commander does/is trying to do.

I would try to focus more on cards that work with either the tap effects or untap effects your creatures have. A card like Throne of the God-Pharaoh would do wonders in this deck, since your goal at the end of your turn is to have every single creature on your side of the field tapped.

I would also SERIOUSLY consider adding more Vehicles. the crew mechanic is supposed to be a hindrance but with your commander, it becomes a huge strength. I don't think you are taking advantage of that enough here. Think about adding cards like Consulate Dreadnought Skysovereign, Consul Flagship Dermotaxi and Untethered Express, as well as any others you like, would be amazing in a deck like this since at the end of your turn they would also count as triggers for Throne of the God-Pharaoh

Lastly, I would think about Meekstone, its a great way to help lock down the board for you if you pair it with Drumbellower

SufferFromEDHD on Masako EDH

7 months ago

You aren't bad at this. You took a lackluster commander and made an original concept and a deck that flows!

Preacher weak body but it's a strong blue effect in white that fits the decks theme.

Tangle Wire it's always fun making stax effects one sided.

Throne of the God-Pharaoh value.

Cryptic Gateway might work in this list.

False Floor is this the home it was looking for!?

Dust Bowl anytime I see a deck with a lot of basics I recommend this. So good in the late game.

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