Zealous Conscripts

Creature — Human Warrior

Haste

When this enters the battlefield, gain control of target permanent until end of turn. Untap that permanent. It gains haste until end of turn.

Dogmagic on Malcolm in the Middle (of the combo)

3 weeks ago

Updated the description to add more combos to the list that I've been coming across as I play the deck more. Most of these can be chalked up to Coercive Recruiter and Kiki-Jiki, Mirror Breaker being absolute workhorses together. Technically you can directly upgrade the deck by swapping Coercive Recruiter for Zealous Conscripts, since you lose the Pirate restriction on the recruiter and can make infinite copies of non-pirate creatures, since the only couple non-pirates in the deck all have strong roles.

Frank_Glascock on Winota Stax cEDH

1 month ago

This is a quality list. It has alot of the cards Comedlan has in his list buy also with a few wrinkles of its own.

My playgroup doesn't allow infinite combos (mana, creatures, draw, damage, mill, ect.)

If you wanted to remove the combo pieces what would you cut beyond Kiki-Jiki, Mirror Breaker, Village Bell-Ringer, Zealous Conscripts, Moggcatcher, and maybe one of Recruiter of the Guard or Imperial Recruiter?

What would you add?

Profet93 on Mono-Red

1 month ago

Two infinite combos of importance below: Do note that each piece is good on it's own outside of the combo

Dualcaster Mage + Twinflame/Heat Shimmer

Zealous Conscripts + Kiki-Jiki, Mirror Breaker

You already run the managyser + reiterate combo for infinite mana.

Other cards to consider are....

Curse of Opulence - Draw and politics

Mind's Eye - Draw, works nice with wheels.

War Room/Wheel of Misfortune/ Skullclamp/Light Up the Stage/ - Draw

Ignite the Future - Draw, light up the stage older brother. While it works best in more higher cmc builds given the flashback, having a low cmc build allows you to more likely to be able to cast them this turn. That being said, both light up the stage and ignite allow you to play them on your following turn as well.

Jeska's Will - Draw and ramp

Chain Reaction/Blasphemous Act - For when This shit is bannana's

be sure to let me know what you think of each suggestion

AstroAA on Mono Red infinite combos???

1 month ago

I'm partial to the opinion of if you cannot keep up with the game, bring the game to a screeching halt. I'd go the opposite direction if speed is your problem - Winter Orb, Blood Moon, Tectonic Instability, etc. Now, the main problem with going this way is Zada, Hedron Grinder does not really give you anything to benefit with this line of play; you'd need to swap your commander entirely.

If you did want to keep on the combo route, as jaymc1130 said, Cloudstone Curio is one of the best enablers in the entirety of Magic, and Birgi, God of Storytelling  Flip is just a super strong card; both her front side and her backside. From here, it all depends on what you want to do.

By far probably the easiest creature to abuse in mono-red is Kiki-Jiki, Mirror Breaker. Splinter Twin, Zealous Conscripts, Lightning Crafter, and Worldgorger Dragon are all good methods of abusing him. However, you'd need sac outlets, such as Goblin Bombardment, Goblin Sharpshooter, Blasting Station, Ashnod's Altar, or Phyrexian Altar for a max payout - albeit in a combo deck you'd ideally already be running most of if not all of them.

If you wanted to focus more on instants and sorceries, cards like Runaway Steam-Kin and Grinning Ignus with the aforementioned Birgi, God of Storytelling  Flip. From here though, your line of play is going to be more storm-esque - not really infinite and there is a decent chance of fizzling out. Aetherflux Reservoir is really good though for a more storm-based approach win-con though and can make the playstyle win rather easily.

Personally, if you wanted to play combo, I'd swap the commander. In mono-red, I think the best combo commander is either Birgi, God of Storytelling  Flip (albeit with a more storm-esque approach as previously mentioned) simply due to having easy access to her, or Bosh, Iron Golem because he can easily win at instant speed, although he requires a fair amount of setup time in order to do so, and if speed is what you desire then he probably won't be of much use.

EDIT: I forgot to mention Godo, Bandit Warlord. He is without a doubt the strongest mono-red commander because he just wins on the spot with Helm of the Host. He's a cEDH general for a reason, but having only one win-con is kinda boring in my opinion.

Profet93 on

3 months ago

I like your low avg cmc, very good.

Also, are you a fan of infinite combos where each piece isn't useless on it's own? Then I would add... Mana Geyser to go with Reiterate. Dualcaster Mage to go with Heat Shimmer. Potentially even Kiki-Jiki, Mirror Breaker and Zealous Conscripts.

I'm trying to understand why Myconsith Lattice is here. If it's go with vandablast/artifact removal/karn, then I'm not sure it's best used here. Without artifact removal in hand and lattice in field, lattice becomes less useful. Potentially, even anti-synergistic with blood moon/magus.

I would remove Chance Encounter and Krark's Thumb as you do not have enough coin flip synergy to make either worthwhile. In their place, I would definitely add more card draw such as...

Endless Atlas/Tome of Legends - Tome is ESPECIALLY good. Don't sleep on either

Humble Defector - Draw + Politics

Jeska's Will - Ramp and draw

Outpost Siege - Draw or removal

Skullclamp - Draw with your tokens, or clamp norin

Terror of the Peaks - Draw.....'s you hate :P Definitely a powerhouse in Norin

multimedia on Chainer Nightmare Reanimator

4 months ago

Hey, if you're wanting to take your deck into 8 or more power level (PL) then you really need to decide how you want to win the game? At 8 PL or higher to win infinite combos are the way to go. Chainer doesn't need to be a piece of the combo, his discard can be an enabler. Since Chainer cares about creatures then using combos that involve creatures is best.

Some creatures to play for combos: Worldgorger Dragon, Mikaeus, the Unhallowed, Kiki-Jiki, Mirror Breaker, Gravecrawler, Blood Artist, Zulaport Cutthroat, Walking Ballista, Murderous Redcap, Pitiless Plunderer, Dualcaster Mage, Reassembling Skeleton.

Some enablers for combos to play: Viscera Seer, Carrion Feeder, Goblin Bombardment, Altar of Dementia, Phyrexian Altar, Ashnod's Altar, Animate Dead, Dance of the Dead, Necromancy, Twinflame or Heat Shimmer.

Some win conditions for the combos: Blood Artist, Zulaport Cutthroat, Walking Ballista, Murderous Redcap, Zealous Conscripts, Gray Merchant of Asphodel, Dualcaster Mage, Purphoros, God of the Forge, Mayhem Devil, Goblin Bombardment, Bontu's Monument, Aetherflux Reservoir, Sunscorched Desert, Impact Tremors, Cut / Ribbons(Ribbions), Torment of Hailfire.

Some cards to play to protect combo: Deflecting Swat, Tibalt's Trickery, Pyroblast, Red Elemental Blast, Dualcaster Mage, Reverberate.


Beyond combos some other good creatures to play: Dockside Extortionist, Magus of the Wheel, K'rrik, Son of Yawgmoth, Crypt Ghast, Plaguecrafter, Dualcaster Mage.

Expanding on loot can help to draw and get creatures faster into your graveyard: Buried Alive, Magus of the Wheel, Cathartic Reunion, Thrill of Possibility, Tormenting Voice, Azra Oddsmaker, Sire Of Insanity, Seize the Spoils.

Expanding on fast mana and/or big mana producers helps to have more mana to cast more spells which can assemble combos faster: Dockside Extortionist, K'rrik, Son of Yawgmoth, Crypt Ghast, Mana Crypt, Dark Ritual, Rite of Flame, Cabal Ritual, Burnt Offering, Sacrifice.

If you're interested in any of these suggestions then I offer more advice in another comment that includes further explaining the combos, more card advice as well as cuts to consider.

Good luck with your deck.

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