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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Creature — Human Warrior
When this enters the battlefield, gain control of target permanent until end of turn. Untap that permanent. It gains haste until end of turn.
3 months ago
I've tried to keep this deck nearly 50% White and 50% Red.
I've narrowed the premise of this deck down to the following categories, 50 Cards to the first, and 10 cards to each other category, give or take.
50% of the Deck is the Commander, Land, Mana rocks, and Draw.
10% is Steal/Keep
10% is Removal/Wipe
10% is Bringing Cards Back
10% is Brion Fodder and Fetch cards
10% is Double Damage and Powerful Flyers
Your comments and suggestions are greatly appreciated. That being said, I will probably not be able to afford the more expensive cards Land Tax, Smothering Tithe, Lifeline, Smuggler's Share etc. that are not already in this deck. However - It's still fun to check them out! If you like it, up vote!
With this revision, I've cut many of the fancier, slower dual lands to opt for faster basic lands. I've also added Weathered Wayfarer.
I've made some recent changes to this deck, hopefully to address that mid game I am struggling with tempo, as well as running out of mana to cast the creature or steal spell and have enough to activate Brion's ability. Some cards like Deathrender and Thornbite Staff have been removed (even though they were good in concept) to add more playability.
Fiery Emancipation gives me triple damage. Calamity Bearer works specifically to Brion's sac ability. Angrath's Marauders, Gisela, Blade of Goldnight, Gratuitous Violence all make the damage I do twice as effective.
When creatures I steal die, Stalking Vengeance beefs them. When I summon large creatures into play Warstorm Surge deals damage to my opponent, and when I sac those, Stalking Vengeance hits them on the way out.
Malignus, Serra Avatar, and Soul of Eternity all act as giant bombs to throw at the opponent.
Hofri Ghostforge allows for me to steal an opponents creature, fling it at them with brion, and then keep a spirit copy of that creature.
Magus of the Wheel and Reforge the Soul provide the opportunity to get a fresh hand at my whim. Humble Defector is an easy and fun, card that helps me forge alliances with other players in multiplayer while getting me TWO extra cards per turn.
Skullclamp works perfect with the sacrifice ability and is easy to cast.
Well of Lost Dreams is insane when played late game for Brion's lifelink ability and can be fetched with Hoarding Dragon or Open the Armory Sin Prodder gives me a potential extra card per turn, or the chance for an opponent to take damage to the face... and then I can pull it out of my graveyard later with my other cards! Basically a win/win. Mangara, the Diplomat and Mila, Crafty Companion Flip serve to deter attacks and draw.
Hoarding Dragon serves as a flyer, a sacrifice, and can grab any rocks, Skullclamp, or Well of Lost Dreams.
Open the Armory helps grab Skullclamp, Well of Lost Dreams, or Gift of Immortality.
Recruiter of the Guard is specifically to get Bazaar Trader for the huge advantage of keeping my opponents things, but can also grab Duergar Hedge-Mage for removal or Sin Prodder (amongst a few others). Weathered Wayfarer can grab any land, such as Buried Ruin or Arcane Lighthouse.
Archon of Justice is quite powerful in this deck, as it allows for a flying creature, then a source to sac, and remove a card permanently.
Angel of Serenity gives me the option of 3 recursion or 3 removal.
Duergar Hedge-Mage can be played and replayed in this deck for knocking off annoying enchantments or mana rocks.
Magus of the Disk is one of the board wipes.
Grasp of Fate, Oblivion Ring, and Banishing Light all allow for really flexible removal. Same for Quarantine Field except allows for extra targets for more mana. Chained to the Rocks works the same, but only for creatures. Angel of Sanctions works similarly, but is a creature. Ryusei, the Falling Star really just acts as weenie removal and a sac source from a flyer.
Bringing them Back (and sometimes keep it!):
Adarkar Valkyrie Sac an opponents creature, then get it permanently!
Bazaar Trader Take it with a steal and keep it!
Angelic Renewal Sac my own creature, get it back! Gift of Immortality Sac my own creature, get it back... again, and again!
Emeria Shepherd play a land, get a card! Play a Plains, get a creature to sac!
Mistmoon Griffin Flys, defends, and sac-able, then get back a creature from the graveyard!
Squee's Embrace fun and easy to play, and retrievable with Tragic Poet.
Tragic Poet, a low mana cost creature to get any enchantment in my deck back for any reason. Fun with Squee's Embrace, Angelic Renewal, etc. Returned Pastcaller a flyer that lets me grab a Threaten or Breath of Life. Angel of Serenity gives me the option of 3 recursion or 3 removal.
Stealing their Creatures:
Captivating Crew steals every turn! No wasted card space here, just a reusable sorcery.
Conquering Manticore powerful flyer, that steals!
Zealous Conscripts You can steal anything! Anything! Lands? Mine. Artifacts? Mine. Works great with Bazaar Trader.
Act of Treason, Portent of Betrayal, and Threaten are all basic steal spells.
Malevolent Whispers, Mark of Mutiny, and Traitorous Instinct all give me steal with buffs for Flinging.
Harness by Force allows for more than one thing to be taken if the extra cost is paid!
5 months ago
@ GrimlockVIII thank you for the Upvote and suggestions for my deck!
The deck tries to make a win attempt around turns 5 to 7 and Avenger of Zendikar is a bit slow for that without dedicated landfall. Don't get me wrong I like Avenger of Zendikar and it is an all star in my Kruphix Lands Matter *Primer* list.
Further more Kiki-Jiki, Mirror Breaker + Zealous Conscripts is the easiest way this deck has to win. Gruul is good at tutoring for creatures but not instants and sorceries. The other combo lines rely on using at least one instant or sorcery and thus must be found using card draw. Consequently I have found it is almost always wrong to cast Kiki-Jiki, Mirror Breaker or Zealous Conscripts for value. If one of them is in hand the goal is card draw to find a tutor to fetch the other.
Curious Herd looks like it would be a lot of fun in a more chill wort list. My strategy during the early game is ramp and token creation (to use to conspire spells latter). Once I cast Wort the strategy becomes card draw by conspiring draw spells. This means I try and keep most of the token creation at 2 CMC. The exceptions are of course:
Hordeling Outburst (3 CMC) It creates red tokens. This can matter as most of the ritual effects and card draw are red and need red creatures to conspire. If we get another Dragon Fodder / Krenko's Command functional reprint Hordeling Outburst will be replaced.
6 months 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.
7 months 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?
7 months ago
Two infinite combos of importance below: Do note that each piece is good on it's own outside of the combo
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.
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
be sure to let me know what you think of each suggestion
7 months 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.