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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 |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Transmogrify
Sorcery
Exile target creature. That creature's controller reveals cards from the top of their library until they reveal a creature card. That player puts that card onto the battlefield, then shuffles the rest into their library.
Icaruskid on Imagine Dragons | Budget Rosnakht [PRIMER]
4 months ago
Hey hey khayoz!
I went all in on go wide as my first version. It had all the Heroic spells and concentrated on buff and damage spells, no voltron:
Buff:
Metallic Mimic
Roar of Resistance
Heraldic Banner
Coat of Arms
Shared Animosity
Obelisk of Urd
Signal Pest
Konda's Banner
Eldrazi Monument
Dynacharge
Weapon Surge
Ogre Battledriver
Damage:
Throne of the God-Pharaoh
Hellrider
Impact Tremors
Witty Roastmaster
Livewire Lash
It played pretty well. Board wipes were absolutely the killer. The game becomes adding the right amount of creatures and damage without overextending. Also sometimes my little kobolds were outclassed by more powerful creatures and couldn't attack. I could have added Dolmen Gate and evasion but then we are leaving my playgroup's budget behind. This is where I discovered Descent of the Dragons and thought it would be a great finisher that's also a "buff" spell and on theme. Then that led me to Transmogrify and I've never looked back.
But the overlap approach can do work. Like Draconic Destiny adds to your voltron threat but it also enables Rosnakht to attack giving the kobolds the buff they desperately need. Dynacharge and Weapon Surge are modal so you can buff the whole team or sneak in a voltron kill.
I haven't tested all in voltron. But indestructibility might be important. Mithril Coat, Darksteel Plate, Commander's Plate, and Hammer of Nazahn might be worth a try. I just wanted something with more sizzle, style wise.
Hope this helps! Let me know what you learn!
Icaruskid on Imagine Dragons | Budget Rosnakht [PRIMER]
4 months ago
khayoz Great questions!
So in the current "combo" build the priority is finding a Transmogrify spell as fast as possible. This means card draw, card draw, card draw, leaving very little room for interactive spells, in fact maybe only 2 or 3 slots total are optional. I even got rid of my hand fixers Into the Fire, Fire Prophecy, and Volcanic Spite for better card draw spells to avoid consistency issues/whiffing.
So putting in removal like Wild Magic Surge and others is probably prudent but here's the challenge: take away too many Heroic spells and the deck doesn't go off at all for lack of kobold token targets. Take away draw spells and you can't find Transmogrify spells. So adding more interaction may undermine the all-in combo build's winning chances.
With mono red I think leaning into the risk/reward style is the only way to play to win. That's why I run Zada in the list because even if you are a little behind on turn 8 or have to rebuild from scratch, a single Transmogrify targeting her can drop 10 dragons on the board out of nowhere. Yes that's great explosive potential but notice how it's about consistency too. I didn't get 2 dragons on turn 4 but I got 10 of them from a combo move on turn 8 = similar outcome.
As far as dealing with removal, single target isn't a threat at all because we can play our commander with tax, a Heroic spell, and likely have the deck velocity to land multiple threats a turn. As usual it's board wipes that are the critical test. The best way to play around this is not to go all in and play every Heroic spell so that the wipe leaves you creatureless and with no cards in hand. Pace yourself. Play two Heroic spells so you have 2-3 kobolds ready and wait for the right time to strike against the control player.
The best cards here are repeatable Transmog effects like Lukka, Coppercoat Outcast and Fireflux Squad so you can keep playing threats every turn. And because nearly half the deck is card draw, rebuilding your hand kind of built-in.
Power Level is tough. This list is tuned. If I spent $50 on a precon and added $50 of upgrades I'm not sure I would win as much as this deck does in my casual $100 budget pods. But it's not oppressive, unfun to play against, or impossible to disrupt either. In fact this build is a little more of a glass cannon than go wide aggro builds. Maybe 6 or 7?
When there is no perfect answer, I think it all really comes down to taste. Combo can whiff. Voltron is even more glass cannon than aggro or combo. Aggro can run out of steam, lack threat level altogether or may have the hardest time rebuilding after multiple board wipes. That's why for me, taking the win percentage out of the equation and focusing on whether the style I'm playing is fun is important. And for me the answer was very flavor focused on seeing tiny kobolds transform into deadly dragons. Win or lose its cool to pull off!
Icaruskid on Imagine Dragons | Budget Rosnakht [PRIMER]
4 months ago
Yeah you get the upsides multiplying all the cantrips AND the backbreaking multiple Transmogrify copies. Crazy good! Trying it in place of Faithless Looting.
shock7123 on Imagine Dragons | Budget Rosnakht [PRIMER]
4 months ago
Just keep in mind that Zada will probably be the best for once you already have multiple tokens out, since both your commander and Zada need you to target them directly with the original spell. However, taking your tokens and mass dumping out all of your dragons for a single Transmogrify seems pretty solid to me.
DavidSP on Brudiclad (and Magda)
10 months ago
Update 2024: 1. Lower the curve 2. Bring in Magda and some dwarfs 3. Faster Mana 4. Update some lands
- Mana Vault
- Izzet Locket
- Expedition Map
- Skyclave Relic
- Stoneforge Masterwork
- Glint-Horn Buccaneer
- Goblin Instigator
- Goblin Kaboomist
- Sharding Sphinx
- Galazeth Prismari
- Storm-Kiln Artist
- Magda, Brazen Outlaw
- Tectonic Giant
- Vault Robber
- Axgard Cavalry
- Krenko, Tin Street Kingpin
- Mirrodin Besieged
- Chaos Warp
- Kuldotha Rebirth
- Preordain
- Ghired's Belligerence
- Role Reversal
- One with the Machine
- Dwarven Reinforcements
- Temple of Epiphany
- 3 Mountain
- Scalding Tarn
- Kher Keep
- Molten Tributary
- Bant Panorama
Wasphilux on Saruman, the White Hand - No Creature Commander
1 year ago
Consider running your favourite creature + Polymorph/Transmogrify.
wallisface on Elder Dragon Conduit
2 years ago
Fair enough. I still think my other comments were valid (You have too-high odds of hitting an Arbor Elf off of Transmogrify, and your deck is trying to play two distinctly different gameplans, where it would most certainly be stronger if it was build to accomodate just one of these archetypes).
As far as more budget-friendly creatures to Transmogrify into, some good options include Serra's Emissary, Stormtide Leviathan, Sphinx of the Steel Wind, Terastodon, Inkwell Leviathan, and Sepulchral Primordial. Personally from that batch i’d say Serra's Emissary and Terastodon feel the strongest - though whatever you go with, I think it’s more important to not have Arbor Elf in your deck messing with your win odds. There are loads of ways to ramp without needing creatures - and there are loads of ways to easily make creature tokens to Transmogrify without risk.
psionictemplar on Elder Dragon Conduit
2 years ago
If this were my deck, I would probably drop the following: Bard Class, Tovolar, Dire Overlord Flip and the Kessig Naturalist Flip. My reasoning is as follows:
Bard Class: The 1st chapter only helps 2 creatures in your deck. The 2nd chapter, does a little better, but you're still relying on having specific cards in hand to make use of it and if you don't then why are you putting it into play? The 3rd chapter runs into a similar problem, but what I see as a bigger problem would be casting the spells you could get off of it. Your land count isn't that high and might cause you to stall, making bard even less useful.
Kessig only pumps (and only sometimes) tovolar and dies to your dragon saga. Probably not worth it. Your large creatures are definitely going to carry the burden of winning for you. More coming later about this.
Tovolar is ok, but I don't feel like you get enough use of his abilities to make it worthwhile.
What I would do/add: First thing I would do is add a few more basic lands (forests would probably be best). Only having 20 lands will probably screw you up more times than it will ever help you. It also gives you more fodder for Borgy. Another thing I would look to add is a set of Transmogrify. This will enable you to take all your small creatures and turn them into your heavy hitters more often than not. You have enough token makers with domri and the green saga to make use of it. Consider this possibility, turn 3 weatherseed, turn 4 transmogrify into a beater off it's token. Nylea's Presence is also something to consider for the final chapter of weatherseed.
So what would the deck look like after these changes: I see this deck trying to keep small creatures at bay while with conduit and the dragon saga while you set up large creatures to beat face with. It's fairly simple and I think it would make the deck support itself better overall with these changes. But that's just what I would do. It's your deck, have fun with it however you want.
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