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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Rules Q&A
Zo-Zu the Punisher
Legendary Creature — Goblin Warrior
Whenever a land enters the battlefield, Zo-Zu the Punisher deals 2 damage to that land's controller.
AstroAA on Lands vs Enchantments
4 months ago
I play a enchantment deck based around Sythis, Harvest's Hand, and my least favorite general to play against is Ruric Thar, the Unbowed. He punishes players for playing literally anything. Plus you can play stuff like Zo-Zu the Punisher and Torbran, Thane of Red Fell to really screw people over. Burn the world.
Edit: Saw you wanted land-related stuff. If that's the case, Zo-Zu the Punisher is your best bet. I used to run him as a general and had some hilarious games. It wasn't my best deck and I really only played him when trying to troll people. However, if you want to hate enchantments and deal with lands, then I personally don't think there is a clear answer. As I said, I think if you want to hate enchantments Ruric Thar, the Unbowed is your answer.
RinceRaven on
krenko
6 months ago
Alright alright so I got asked to give a bunch of suggestions so here we go. Hoo boy. Gonna try to keep most suggestions low on budget but will include the best slightly expensive cards. Should also mention I got a lot of things I know from this primer, cheers. https://deckstats.net/decks/82803/752805-competitive-krenko/en
First the draw pieces you missed: Rundvelt Hordemaster, Dark-Dweller Oracle, Skullclamp, Subira, Tulzidi Caravanner, Reforge the Soul, Conspicuous Snoop, You Find Some Prisoners. The only actual good ones you got in this draft are Idol of Oblivion and Wheel of Misfortune imo, though most are servicable.
Tutors: these beauties can find your best wincons or draw pieces or whatever else you might need most of the time. Goblin Engineer, Goblin Matron, Goblin Recruiter. And are surprisingly affordable.
Next up ramp: Mana doublers are too slow for a deck as fast as Krenko, and you don't have the card draw to support such cards in mono-red. Not really. Also with the 4 mana commander having 2 mana ramp becomes much, much more valued. Cheering Fanatic, Liquimetal Torque, Generator Servant, Wily Goblin, Infernal Plunge, Fire Diamond (Yes I know, I think it's fine here).
Haste: Giving Krenko (and his tokens) haste literally puts you a turn ahead over not having it. Crashing Drawbridge, Ashling's Prerogative (Even gives tokens haste too), Generator Servant (multipurpose? Whoa), Goblin Chieftain, Goblin Motivator, Lightning Greaves, Mass Hysteria, Thousand-Year Elixir (tad pricey but repeatable Krenko seems good) Bloodlust Inciter.
Wincons: gotta end the game somehow. Combo's are good: Breath of Fury, Staff of Domination, Thornbite Staff, Umbral Mantle are the best combo lines for Krenko afaik. If not/next to combo, we have good old damage: Coat of Arms, Eldrazi Monument, Impact Tremors, Obelisk of Urd, Skirk Fire Marshal, Purphoros, God of the Forge, Shared Animosity, Devilish Valet, Quest for the Goblin Lord, Throne of the God-Pharaoh.
If we let our opponents do whatever they want we'll have trouble winning, even with our speed. Luckily red has quite some options. Don't forget Liquimetal Torque can turn things into artifacts so we can shoot them easier. Abrade, Chaos Warp, Gempalm Incinerator (great removal spell, terrible creature), Goblin Assassin (wipes the floor with creature decks), Goblin Bombardment, Goblin Cratermaker, Goblin Sharpshooter, Goblin Trashmaster, Goblin Welder (hits opponents too), Mogg Salvage, Pashalik Mons, Skirk Fire Marshal (your board survives this with Coat of Arms or Eldrazi Monument), Furystoke Giant, Shattering Spree, better than Vandalblast, Wild Magic Surge.
Best Utility Lands: Great Furnace, Buried Ruin, Path of Ancestry, Castle Embereth.
I'm tired and my brain is dying so here's a dump of things I forgot or for didn't have a place to mentioned yet :)
Heirloom Blade, Chandra, Torch of Defiance, Blood Moon, Brash Taunter, Impulsive Pilferer, Jeska's Will, Goblin Chirurgeon, Goblin Sledder, Mogg Raider, Pyroblast, Red Elemental Blast, Tibalt's Trickery, Mogg War Marshal, Legion Loyalist, Legion Warboss, Brash Taunter, Fable of the Mirror-Breaker Flip, Hobgoblin Bandit Lord, Muxus, Goblin Grandee (idk at what math this is good I'm sure someone did it already somewhere on the internet), Siege-Gang Commander, Zo-Zu the Punisher, Goblin Ringleader, Goblin Piledriver, Arms Dealer, Grotag Night-Runner, Goblin King (get 5th or 6th edition art btw).
Good luck on figuring things out. I'm off to bed
tom.maxwellmans on
SMFWWTWB! (Mogis - Group Slug!)
9 months ago
How do you feel about Zo-Zu the Punisher?
AstroAA on
[EDH] Kaalia Prison
11 months ago
Megalomania I actually just took apart my Zo-Zu the Punisher land punish/destruction deck because I wasn't having any fun with it, and I'm hesitant to include any land destruction in this one. If I wanted to punish lands, I'd probably run something like Winter Orb. Appreciate the suggestions though!
DankMagicianD on
Die, Snowflake!
11 months ago
An unfortunate update. Ankh of Mishra, Zo-Zu the Punisher and Manabarbs have been cut for now, for two reasons. One, my opponents are diverse enough that land ramp is never a garantee, while there are plenty of offensive options that can capitalize on the fact that the damage hits me too. Found that out the hard way. Second, the deck needed more lands, and cutting the cards that punished me for hitting land drops seemed reasonable. When these cards work, they work well, but they are inconsistent compared to more combat oriented options. Speaking of which, Thalia, Heretic Cathar helps immensely. Tapping down would-be blockers and hampering opposing mana has been just great.
DJ-Ango on Mono Red infinite combos???
11 months ago
AstroAA, I love the ideas, but I don’t believe Grafdigger's Cage does anything to Narset since her ability exiles the cards before casting them. However, it’s still definitely worth running to shut down any graveyard shenanigans and Rashmi, Eternities Crafter triggers. I don’t know how I missed Meekstone. That is for sure going in. I do like the idea of a preventative approach to winning, and if the games continue too long, the Narset and Rashmi players can Counterspell and Cyclonic Rift their ways to victory, so some stax pieces would help prevent that. I’m kinda leaning towards Zo-Zu the Punisher control/stax or Heartless Hidetsugu group slug. But we’ll see what I end up landing on.
AstroAA on Mono Red infinite combos???
11 months ago
I wanted to add, but I wasn't allowed to edit my previous comment;
It should be obvious based on my two posts, but I like taking preventative approaches to dealing with things as opposed to trying to out-speed someone. Most of everything I just said here is for taking such a preventative approach, but it turns you off of what you initially wanted - infinite combos and trying to out-speed opponents. If you take anything away from what I said, run a Grafdigger's Cage. Everything else requires a shift in direction for your deck, and I don't think you want to do that judging on your initial post. If you do want to or end up swapping to a more control style of play, my personal favorite mono red general for the style is Zo-Zu the Punisher as it punishes players for playing lands.
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