Wheel of Misfortune
Each player secretly chooses a number 0 or greater, then all players reveal those numbers simultaneously and determine the highest and lowest numbers revealed this way. Wheel of Misfortune deals damage equal to the highest number to each player who chose that number. Each player who didn't choose the lowest number discards their hand, then draws seven cards.
|Have (2)||, metalmagic|
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|Commander / EDH||Legal|
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Wheel of Misfortune Discussion
3 weeks ago
Hiya! Long time Boros player here, got a few tips for the list.
1) In your creature line-up there are several creatures that aren't knights. There are also creatures that not only aren't knights, but don't synergize with knights. I would examine each of these creatures with a critical eye. The strength (and fun) of a tribal deck is its synergy. If there are creatures in a tribal deck that don't contribute to that synergy, they have to majorly make up for it (both for power's sake and for fun's sake). So I would look at each non-knight in your list and see if they're worth it (both power wise and fun wise).
2) There are also knights in your build that synergize with other things, namely equipment. If the deck were led by Syr Gwyn, Hero of Ashvale then this would make more sense. Since it's not, I would recommend trying to replace the equipment subtheme you have going on with better tribal synergies.
3) Your deck is kinda short on both card draw and ramp (You're doing great in the removal package though!). Boros is fortunate to have been getting tons of love in both the card draw and ramp departments in recent years, so we actually kinda have options. From what I can see in this (like many) tribal deck is that you want to play lots of creatures that synergize with each other, so you're going to be emptying out your hand very quickly. Wheel effects ( Reforge the Soul , Wheel of Misfortune ) are great sources of card draw when you're emptying your hand. Impulsive draw ( Showdown of the Skalds , Light Up the Stage , Ignite the Future ) is also pretty good for this. As for ramp, that's probably more down to preference. In aggressive decks I like Sword of the Animist and Dowsing Dagger Flip since they reward you with ramp for attacking.
4 weeks ago
Thanks for dropping by! And glad you like the deck :). Let me go over your suggestions:
- You are right those 2 combo’s are very strong and that adding more tutors to fetch those combos is the right thing to do if I want this deck to become more competitive. However, they are so powerful that I fear they will overshadow some of the more janky combos, for example with Wheel of Misfortune . Notice that I’m not running Helm of the Host for this reason. I prefer a play style where I don’t have such consistency in finding “the best” combo, so I can have fun exploring some of these other card interactions.
- I fully agree Coalhauler Swine is slow and janky. I might do as you say later and swap it out for something leaner, but I want to at least play with it in a few games to try and pull off a combo with it ;).
- I don’t fully follow what you say about Gideon's Sacrifice . That card and Saving Grace are basically the same card. Both are great to combine with any of the damage cards in the deck, from board wipes like Blasphemous Act to Wheel of Misfortune and Volcano Hellion . I do see now that Martyrdom allows me to redirect damage that would be dealt to permanents other than mine, which I glanced over before ;). But I disagree taking out Coalhauler Swine impacts the inclusion of Gideon's Sacrifice .
Thanks again for your comment and upvote!
1 month ago
Looks like a fun deck to pilot.
In reviewing the deck in it's current form, I can see a few different ways of trying to approach your problem. The first would be to double down on discard and reanimation effects to cheat the cards into play. Stuff like Winds of Change Wheel of Misfortune Wheel of Fate help filter through your deck and pair well with those other looting effects you already have. Adding in reanimation redundancy like Animate Dead could could also go.
I think the dragon...er... elephant in the room is the mana curve. Your commander incentivizes you to play big beefy dragons, but that skews your mana curve. Currently you have a LOT of low to the ground single mana producing artifacts (2cmc) and a few later game payoff ones, with the rest of your curve being around the 4-6 CMC. Another way to approach the mana problem is to double down on the big boy ramping artifacts, like Gilded Lotus . Then pair it Voltaic Key and Manifold Key so when it's online, you could actually hard cast some of those late game dragons!
The way mentioned above addresses the mana production head on. It'd also help if you paired some of this with some early game disruption to prevent opponents from getting ahead TOO quickly so you can't catch up. Cards like Mind Twist and Rakdos's Return can be backbreaking when ramped into early, shutting down the scariest player and allowing you to catchup with your dragons. Along those same lines, Torment of Hailfire is another staple big mana sink card to close games (though honestly, your dragons seem like they don't need that much help!) In a multiplayer game, cards like Fleshbag Marauder , Merciless Executioner , and Plaguecrafter can be removal in the early game and make utility spot removal reanimation targets later on.
Cuts I personally struggle with as well! I'd focus on whether or not the cards further your gameplan or promote you winning. For example, in the current list Dragon Mantle feels like a win more card, despite the fact that it cantrips. Unholy Indenture also feels the same way. But you should play the cards you like!
1 month ago
1 month ago
Smothering Tithe is probably less needed than card draw in this type of deck but would still improve the deck overall. If you were running wheels like Wheel of Misfortune , Wheel of Fortune , Magus of the Wheel , etc. then Tithe would be a slam dunk.
1 month ago
The changes I'm testing right now, to fit a Cloudstone package and a discount Cephalid Breakfast.
Wheel of Misfortune was just too hard to control effectively, and I can't force my opponents to draw with Narset or Hullbreacher out (also, making it work right often cost too much life if I was the archenemy). Whirlpool Warrior does that trick better.
Cephalid Constable was cute and won me some games, but it always left everyone unhappy at the end of the game. Cephalid Illusionist costs one less mana, mills cards to give Vadrok fuel, and sometimes can help on defense.
Speaking of Illusionist, I'm testing Lightning Greaves to mill my whole deck along with him (by alternating between Illusionist and another creature). I'd rather run Nomads en-Kor , but I'm not running any white... Lightning Greaves can help protect something like Toothy or Con Sphinx anyway, so hopefully it's not TOO bad on its own.
Goblin Engineer can fetch Curio, and Cloudstone Curio can reset Vadrok's mutation, or simply go infinite with Cloud of Faeries and/or Dockside Extortionist (potentially with help from Birgi, God of Storytelling Flip).
Intuition has been in and out before, but I'm testing it to try packages like Lore Drakkis / Snap + Underworld Breach + Dockside Extortionist / Sea-Dasher Octopus (assuming I already have Vadrok on field). At the very least, it's essentially an Entomb for Underworld Breach , since no opponent in their right mind would ever allow me to have that card in hand.
1 month ago
adw92: Oh yes, sadly the card price of Time Spiral exploded lately. I recommend to use Pull from Tomorrow , Day's Undoing or Magus of the Wheel instead, maybe Echo of Eons or Wheel of Misfortune could do the same.
1 month ago
Komashika, unfortunatly, I haven't had the best of luck getting the amulet out early. The few times I have, I normally just use it for the discount ability, with the land it transforms into being more of a bonus. I have considered taking it out for Wheel of Misfortune , and may end up doing so depending on future games. (Though I'm giving more thought to putting the wheel in, in place of Court of Ire since I'm usually attacked immediately without blockers, usually.)
As for without budget constraints...
Wow, if only. Most of my expensive cards in the deck, I've traded for, or accumulated over time. Without a budget, I'd obviously have to include Wheel of Fortune , Ancient Tomb and Nykthos, Shrine to Nyx as extra powerful lands, Mox Amber and Mana Crypt as extra artifact mana rocks, Neheb, the Eternal as a strong creature and ramp, and possibly Dockside Extortionist . Possibly even a Fork .
Anything else would probably just be cool alternate versions of the cards, or foils. Of course, these upgrades are super expensive, and will likely never happen, but it's nice to see how it could, one day, be.