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Toggo, Goblin Weaponsmith
Legendary Creature — Goblin Artificer
Landfall — Whenever a land enters the battlefield under your control, create a colourless Equipment artifact token named Rock with "Equipped creature has ', , Sacrifice Rock: This creature deals 2 damage to target creature, player or planeswalker'" and equip .
Partner (You can have two commanders if both have partner.)
Asder on Card creation challenge
1 year ago
Tectonic Engine
Artifact - Fortification
Fortified land becomes a vehicle in addition to it's other types, and gains "Crew 4" and "As long as this land is a creature it has power and toughness equal to the total number of lands on the battlefield."
Fortify
I've always thought the cards that make generic token equipment like Toggo, Goblin Weaponsmith or Bloodforged Battle-Axe (among others). Make something like that except that the tokens are fortifications.
GeminiSpartanX on Akiri & Ardenn: Enhanced Combat
1 year ago
Since Akiri simply cares about the number of artifacts you have, have you considered Toggo, Goblin Weaponsmith? Getting an artifact for every land drop adds up quick. I'm running one in my Wyleth deck. I don't have unlimited budget for the pricy mana rocks, but I'm always looking for ways to improve my list.
I'm also surprised not to see Sigarda's Aid in your list. Free instant-speed equips seem like they'd be welcome in here. I also made the switch to Mithril Coat from Darksteel Plate. The free initial instant speed equip more than makes it worth it in my opinion. Happy bashing!
TheoryCrafter on Lyzolda's Ritual
1 year ago
Have you considered Mayhem Devil? I think this card would be a big boon for your deck.
Also, if you're looking for sacrifice engines that are creatures, creatures with Devour are a great way to build big creatures. These include, but are not limited to, Caldera Hellion, Feaster of Fools, Preyseizer Dragon, and Thunder-Thrash Elder.
Also, since you have Urborg, Tomb of Yawgmoth, I think you can get away with removing a few Swamps to add in more lands you sacrifice for lands. These include, but are not limited to, Evolving Wilds, Fabled Passage, Jund Panorama and Maestros Theater.
If you choose to go this route, creatures with landfall would benefit from this. They include, but are not limited to, Bloodghast, Moraug, Fury of Akoum, Nesting Dragon, and Toggo, Goblin Weaponsmith.
I hope this helps. Thank you for reading me out Happy Hunting!
slasherturtle on Equip Me Daddy
1 year ago
This will be long, probably.
The first thing I notice is your land base. It's pretty important for this deck to reliably get Jor out on turn 2 consistently, and you may be a bit short on lands for that. To that point, you also want to limit lands that tap for colorless or enter tapped to only the ones you absolutely need. While the lands that tap for both and enter tapped (like Alpine Meadow or Sacred Peaks) are nice for fixing, they are slow and ultimately it's up to you whether to run those or not. The biggest one that pokes out to me is Reliquary Tower. Not only does it only tap for colorless, I'm also not sure you're going to be drawing enough cards for it to be any better than a basic Plains or Mountain. I'd keep an eye out for Slayers' Stronghold and Sandstone Bridge in playtesting, depending on how often they go off they might also be worse than a basic. All in all though, land base is pretty good, you just need more. Maybe 2-3 more of each basic to get started and tweak from there.
I really like the amount of nonland cards that grab you lands you have (like Wayfarer's Bauble and Navigation Orb). They're better than Evolving Wilds and cheaper than fetch lands, but if you ever do get the chance to pack some fetches in here, I think you could take one or two of those out and replace them with some more equipment or creatures that like them. You can also never go wrong with adding a Solemn Simulacrum.
I really like almost all of your nonland cards and can think of very few cards I'd want to swap for better alternatives, but I think some are pretty safe cuts if you're trying to trim down to 100 cards.
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Some of your Living Weapon cards are really expensive and don't do much other than make an equipped creature, but their cost is so high that you should already have enough to trigger Jor by the time you can even cast them. Others just feel like they won't impact the board enough to warrant a spot in the 99. The ones that stick out to me are:
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Mortarpod, which takes up a 2 drop spot and conflicts with casting Jor
- Sickleslicer, which just feels a bit underwhelming
- Skinwing, which feels exceptionally steeply priced, even for an equipment that grants flying
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Strandwalker, which is also very steep
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There are also some cards which I think either hurt more than they help or don't do you much at all:
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Prophetic Prism doesn't offer you any ramp and takes up a 2-drop spot. As someone with a 2-drop commander, you want to minimize the amount of other 2CMC cards in the deck because they get really awkward, especially in the first four turns. Turn two you're forced to choose between playing your 2-drop and your commander, and then turn 3 you have to decide between whichever you didn't choose and whatever good 3-drops you may have access to. It fucks up your whole curve.
- Shuko equips for free but basically does nothing else after that. The same is true for Leather Armor. It may or may not be worth it, up to you.
- Invulnerability may be slightly overcosted with buyback and you may be better running retroactive protection like Norn's Annex or Ghostly Prison.
- Keen-Eared Sentry may not do as much as it seems. Having Hexproof is nice and makes you feel safe, but I ran Aegis of the Gods in Azor for years and it almost never saved me from anything, not only because having hexproof isn't as strong as it seems but also because people will want to kill it very quickly if they do need to target you.
- I love the amount of repeatable combat effects in this deck, but they are worse than nothing if you don't have a board state that can take advantage of it. Some of those slots may be better used on other equipment or cards that care about them. If I were to cut any, it'd probably be Relentless Assault because it's not repeatable like Akki Battle Squad, Aurelia, and Waves of Aggression. This may also apply to Response / Resurgence since you can't fetch it with Sunforger and it's other half isn't super great.
- As wonderful as Lightning Greaves is for commander protection, it also prevents you from being able to attach any more auras or equipment to whichever creature it's attached to due to Shroud and I tend to not recommend it in Voltron decks. It's also a 2-drop. That one is just personal choice though.
- You may have one or two too many cards that reduce the cost of your artifacts. Yours are all so cheap and you may find yourself better off having something that draws you cards or cares about equipment than a card that only helps if you're trying to cast expensive artifacts. Since it's easy to kill and doesn't do much else, Starnheim Courser may at least be worth a cut, if not also Jhoira's Familiar due to mana cost alone.
- Quietus Spike and Scytheclaw have the same effect, which also isn't good enough to win the game on it's own since the damage cut happens after you deal damage, meaning you can literally never kill someone off of that trigger alone unless you leave them with exactly one life. Since Scytheclaw at least has Living Weapon, you may want to consider cutting Quietus Spike.
- Sword of Feast and Famine is good, but it isn't insane. If you don't already have one it's probably not worth spending 50 bucks on.
- The Ward you get from Amulet of Safekeeping in your Maybeboard might not be worth making all of your living weapon and Assemble the Legion tokens weaker.
- I love Assemble the Legion so much. It is one of my favorite cards in Magic. It may be my favorite enchantment period. It is also balls ass slow, expensive to cast, and doesn't synergize with your strategy. That one is up to you. I'd run it just because I like it, but it'd be the first card I cut if I needed to trim some fat.
- Mask of Immolation gives you an equipped creature, but it doesn't do much else for 2 mana. If it equipped for free it'd be different, but it's equip cost isn't cheap given how weak it's effect is. It's also a 2 drop.
- Toggo, Goblin Weaponsmith is much better when you can throw his rocks, which you don't want to do in this deck because you want to keep them attached to things for Jor - meaning you're spending three mana for a guy who gives you one equipment that does nothing a turn.
- Leonin Shikari isn't something I'd say you should take out immediately, but you should keep an eye on it during playtesting. If you find you aren't taking advantage of her ability enough, cut her and replace her with something that isn't a 2-drop.
- Wrath of God may be better than Vanquish the Horde. That's just my opinion though.
All in all, what you keep and what you cut is up to you, this is just what sticks out to me personally. The closer you get to 100, the better. If you're able to cut it down to at least 104 or 105, try just playing without 4 or 5 of the cards you aren't sure about and playtest from there, then use those 4 or 5 as your maybeboard. Also this deck is really cool and I like it a lot.
IHATENAMES on The Maraxus Molotov
2 years ago
Glad to see it's working well. It's such a synergy focused deck that has many different parallel plans. Looks fun as hell to pilot.
Imposing Grandeur is such a wierd card. Would suck in most of my decks but here it's a less equal Wheel of Fortune. Ends up suprisingly good considering people mostly play mostly low cmc commander's. Me included.
But I still don't know where to tell you to cut. But here are some ideas. As you have piloted it maybe you can figure out what is better.
The deck is gotten to the point it's full of gas. Id suggest not cutting the pump spells. Cutting down some of the pump spells might be ok but you only have a few and the keldon cards best hit in practice will probably be literally a tutor for one of them to use a Fling effect in hand after blocks/combat.
Now I'd we take it like that. For now. How about replacing Outpost Siege with the Keldon Flamesage take it as a card draw slot? It might be bad 50% of the time.
Do we take enlist as a Fling esc effect and replace Heart-Piercer Manticore or Grab the Reins perhaps.
Or is Kazuul, Tyrant of the Cliffs or Toggo, Goblin Weaponsmith not pulling enough weight perhaps and you want a different effect. Maybe more so does the rocks help. Does kazul come into play early enough to matter
Omniscience_is_life on Path to Exile or Swords …
2 years ago
Swords all day, any day! Giving your opponent a land is a very dangerous thing in today's EDH environment; a chunk of life, even upwards of 6 or so, is fairly negligible.
Swords also costs like half the price (USD), has great art even in the most basic versions of it, and has a beautiful name.
But back to practical application: although some might argue Path'ing your own Ornithopter T1 is a great ramp sequence, especially since it can be done in White, that loses you not only a creature but also a removal spell for the later game! Unless you're specifically trying to pull off some tricky Feather, the Redeemed or Toggo, Goblin Weaponsmith maneuver, you're better off with Swords almost every time. IN MY OPINION
CaptSillva on Tainted Sacrifice
2 years ago
I feel like you may be a bit too all in on cards like Poison-Tip Archer. It really feels like you're trying to play aristocrats, but Jund just isn't the best combo for it. Your deck can make decent amount of tokens, but most of these death triggers require actual creatures to be dying and you only run 26, most of which are cards you don't actually want to sacrifice. You also aren't even running nearly enough sacrifice outlets, certainly your commander makes a good sacrifice outlet, but 3 mana is a lot to pay if you plan to do so repeatedly across the course of the game, and this commander is fragile to removal and will get costly quickly.
I'd likely cut down on cards like Toggo, Goblin Weaponsmith, Anax, Hardened in the Forge, and Sek'Kuar, Deathkeeper. Then focus more on value generation, cheap cards that generate more resources. Such as Mycosynth Wellspring, Ichor Wellspring, Goldspan Dragon, Tireless Tracker, Sakura-Tribe Elder, Dryad of the Ilysian Grove, and Courser of Kruphix.
Gattison on Lets Rock and Gol
3 years ago
Great deck! +1. I have a Ich-Tekik, Salvage Splicer + Rebbec, Architect of Ascension golem tribal, "regular" Commander deck, which is cool and all, but you using Toggo, Goblin Weaponsmith makes me jealous anyway, lol! =D
I like a lot of your card choices, but I feel that I should point out a few things I noticed in your description, if you don't mind:
- In the "About Rocks" section, you mentioned planeswalkers, but there are no planeswalkers in pauper, or pEDH, iirc.
- In that same section you also mentioned letting your commanders use the rocks, however, that will unfortunately NOT generate Commander damage. Commander damage is dealt via combat damage only, therefore any damage your commander does otherwise is just considered regular, boring old damage. Even if that damage is dealt by your Commander during the combat phase, it still wouldn't be Commander damage unless it was dealt to a blocker/player during the "Damage Resolution Step" of the combat phase.
- In the "Golems" section, you said that you usually move Modular counters from your Arcbound creatures to Itchy-Tekky, but unfortunately that also does not work. Arcbound creatures can only put their counters on another artifact creature when they die, and Itchy is not an artifact creature, and therefore cannot be the recipient of those counters.
Beyond that, I like what I see here! Nice first attempt at PDH! If you want to dig deeper into Pauper EDH, check out the Pauper EDH Primer, the Compendium (both of which are maintained by PDH legends Podkomorka and Ruffigan) and my own List of Lists (which contains resources for PDH and every other format).
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