Shouldn't you have equipment with lifelink for your general. since the card says it's dealing damage it would make since to gain all that life. this also neutralizes you from its effect
Basilisk Collar and Loxodon Warhammer are the only ones i know of.
Mono-red is probably the weakest color in EDH. However, I love the aggression and chaos it offers and I wanted to make it work. Prior to Grenzo, Havoc Raiser, I ran Purphoros, God of the Forge and Krenko, Mob Boss as commanders. Both decks were fast and effective, but ended up being notorious unfun to play against. It always felt like a race to see how fast I could pump out 1/1s to kill my opponents. It wasn't about playing cool or interesting combos, politics, or fun interactions... it was just a ramping, pumping out small creatures, and racing to victory. After a while, it was boring and unfun for me and my opponents.
After realizing this, I went for another general that caught my eye, Grenzo, Havoc Raiser, and I fell in love after my first game. During that game, I stole my opponent's Vraska the unseen, and proceed to win by killing all my opponents with assassin tokens assisted by break through the line. Since then I have used many of my opponent's win cons against them including, Blightsteel Colossus, various Eldrazi, Mindslaver, Villainous Wealth, and even Aetherflux Reservoir. It offers a unique perspective to mono-red and allows fun interactions to occur.
Grenzo's two triggered abilities are the key to the deck. His first ability, Goad, help's you avoid being attacked by large creatures and forces their weaker utility creatures like dark confidant, Gaddock Teeg or Platinum Angel to attack to their death. His second ability gives this deck versatility not normally available in mono red. However that versatility is restricted to what's available in your opponent's deck. In my deck, I actually don't run many utility or removal cards and opt for creatures who can attack and find the card in my opponent's deck so I can cast them.
--------------------------------------------------------------
WHY GRENZO?
PROS:
CONS:
--------------------------------------------------------------
MY META:
My playgroup and I have been playing magic for nearly 15+ years. Most of us competed in legacy tournaments and our commander decks are the pinnacle of our collections. They often are full of powerful and expensive powerful cards like Gaea's Cradle, original dual lands, Mana Drain, Imperial Recruiter, and Mishra's Workshop. I realize that these are not easily accessible to most players. That being said, this deck holds it's own on that power level.
--------------------------------------------------------------
THE DECK:
1 Grenzo, Havoc Raiser
PLANESWALKERS: (1)
1 Chandra, Pyromaster
CREATURES: (41)
1 Adaptive Automaton
1 Arms Dealer
1 Beetleback Chief
1 Blight Herder
1 Bloodmark Mentor
1 Chancellor of the Forge
1 Dualcaster Mage
1 Endbringer
1 Frenzied Goblin
1 Goblin Chieftain
1 Goblin Heelcutter
1 Goblin King
1 Goblin Lackey
1 Goblin Matron
1 Goblin Piledriver
1 Goblin Rabblemaster
1 Goblin Recruiter
1 Goblin Sharpshooter
1 Goblin Spymaster
1 Hanweir Garrison
1 Harsh Mentor
1 Ib Halfheart, Goblin Tactician
1 Imperial Recruiter
1 Kargan Dragonlord
1 Kari Zev, Skyship Raider
1 Kazuul, Tyrant of the Cliffs
1 Kiki-Jiki, Mirror Breaker
1 Krenko, Mob Boss
1 Legion Loyalist
1 Magus of the Moon
1 Neheb, the Eternal
1 Oblivion Sower
1 Pia and Kiran Nalaar
1 Pia Nalaar
1 Siege-Gang Commander
1 Skirk Prospector
1 Slumbering Dragon
1 Taurean Mauler
1 Thopter Engineer
1 Tuktuk the Explorer
1 Warren Instigator
1 Blasphemous Act
1 Burn at the Stake
1 Goblin Rally
1 Hordeling Outburst
ENCHANTMENTS: (4)
1 Break Through the Line
1 Eldrazi Conscription
1 Goblin War Drums
1 Splinter Twin
ARTIFACTS: (13)
1 Eldrazi Monument
1 Expedition Map
1 Dolmen Gate
1 Grafted Wargear
1 Infiltration Lens
1 Mana Crypt
1 Mana Vault
1 Obelisk of Urd
1 Skullclamp
1 Smuggler's Copter
1 Sol Ring
1 Sword of Feast and Famine
1 Sword of the Animist
LAND: (36)
24 Mountain
1 Ancient Tomb
1 Blinkmoth Nexus
1 Cavern of Souls
1 Gargoyle Castle
1 Great Furnace
1 Hanweir Battlements
1 Inkmoth Nexus
1 Inventors' Fair
1 Maze of Ith
1 Mutavault
1 Nykthos, Shrine to Nyx
1 Westvale Abbey Flip
--------------------------------------------------------------
CHANGE LOG:
Hour of Devastation
+ Neheb, the Eternal
+ Harsh Mentor
- Ghirapur Gearcrafter
- Ash Zealot
ALTERNATIVES:
Extraplanar Lens, Gauntlet of might, guantlet of power, Caged Sun
This effective double your mana pool. Some also pump creatures.
Tempt with vengeance
Great token producer to go wide. However, if you spend too much you won't have enough to cast your opponents spells. Great for wipe recovery.
Brightstone Ritual, Battle Hymn, Mana Geyser
Incase you need a little more mana to cast more spells after a big hit.
--------------------------------------------------------------
CARD CHOICE:
Before we go over each card specifically, I think it's good that we go over the goals of this deck.
GOING WIDE:
We need creatures lots of creatures so we can go wide. Going wide means having more creatures than the defending opponent. This guarantees a few will deal combat damage to the player and trigger Grenzo's ability. Creatures that produce other creature tokens is a great way to go wide. Beetleback Chief, Hanweir Garrison, and Krenko, Mob Boss are creatures that produce tokens for us to go wide.
EVASION:
Another option is to evade. This means abilities that limit the opponent's blocking options. Creatures with flying, menace, or color protection are great in this deck. Likewise, first strike can make players hesitant to block. Trample can still have combat damage reach the player if blocked. Unfavorable blocks like tuktuk the explorer, infiltrator lens, or Ib Halfheart, Goblin Tactician mean the opponent is less likely to block if it results positively for us. Break Through the Line is still an MVP.
CREATURE HEAVY:
I've found it better to rely on your opponent's decks for removal effects and basic utility cards. You want to keep a constant flow of creatures onto the battlefield so you can keep raiding their deck.
PUMP:
Making our small creatures larger with cards like Goblin King, Eldrazi Monument, or Obelisk of Urd make them viable late game and limits the number of suicide missions when they attack.
RAMP:
We need mana to cast the opponent's exiled cards, so having a large mana source will be very helpful. Sword of feast and famine and Neheb, the Ethernal are great at ensuring we have a plentiful mana to work with.
REPELLENT:
We're going to be left largely defenseless after we attack. We need cards that make the player hesitant on attacking us. Slumbering Dragon, Kazuul, Tyrant of the Cliffs, and Maze of ith can deter opponents from attacking.
ANTI-WIPE:
After we establish a board of creatures, opponents are going to be looking for ways to kill them off. We need non-creature cards that help us recover and restart. Man lands like mutavault or Blinkmoth nexus are normally safe from wipes and are a great source to reestablish a board. Likewise, Obelisk of Urd allows you to produce stronger goblins after a wipe.
--------------------------------------------------------------
COMBO & TRICKS:
Goblin Sharpshooter + Splinter Twin
Infinite Damage.
SETUP:
(1) Cast Splinter twin on goblin sharpshooter
(2) Tap goblin sharpshooter to create a copy of itself
(3) Have the new copy kill a creature with toughness 1. (not a sharpshooter)
(4) Untap both sharpshooters.
REPEAT COMBO:
(1) Tap sharpshooter 1: create sharpshoter 3.
(2) Tap sharpshooter 2: deal 1 damage to a player of choice
(3) tap sharpshooter 3: Kill itself.
(4) Untap sharpshooter 1 and sharpshooter 2.
(5) Rinse and repeat.
Kazuul, Tyrant of the cliffs + Goblin Spymaster
If they are forced to attack you, they MUST choose one of Kazuul's two options. If they don't have the mana, you're getting a 3/3 Ogre!
Magus of the moon + Goblin King
Unblockable Goblins!
PLEASE PARDON MY DUST
UTILITY VARIANT
1 Marchesa, The Black Rose
LANDS: (36)
14 wastes
1 Crumbling necropolis
1 grixis panorama
1 Command Tower
1 City of brass
1 Mana Confluence
1 Temple of Deceit
1 Temple of epiphany
1 Temple of Malice
1 sunken ruins
1 cascade bluffs
1 Graven Cairns
1 Polluted Delta
1 Bloodstained Mire
1 Scalding Tarn
1 watery grave
1 blood crypt
1 steam vents
1 Shivan reef
1 underground river
1 Sulfurous Springs
1 maze of ith
0 Hangarback Walker
1 Hangarback Walker
1 carrion feeder
1 greater gargadon
1 Dragonmaster Outcast
2 sygg, river cutthroat
2 phantasmal image
2 gilded drake
2 baleful strix
2 spellskite
2 oona's blackguard
3 Drana, Liberator of Malakir
3 Fulminator Mage
3 Cryptborn Horror
3 sage of fables
3 taurean mauler
3 deep sea kraken
3 Pyreheart Wolf
3 thassa, god of the sea
3 Olivia, Mobilized for War
3 True-Name Nemesis
3 chasm skulker
3 Serendib Efreet
4 Olivia Voldaren
4 dack's duplicant
4 cleaver impersonator
4 phyrexian metamorph
4 sower of temptation
4 Thalakos Deceiver
4 treasonous orge
5 Skithiryx, the Blight Dragon
6 mikaeus, the unhallowed
6 Archetype of Imagination
1 Feast on the Fallen
5 bribery
4 memory plunder
3 mark of mutinty (Pending)
1 sage of hours
1 sidsi, undead vizier
1 Disciple of Bolas
1 mulldrifter
1 spreading seas
1 Profaner of the Dead
INFECT VARIANT
1 Marchesa, The Black Rose
LANDS: (36)
14 wastes
1 Crumbling necropolis
1 grixis panorama
1 Command Tower
1 City of brass
1 Mana Confluence
1 Temple of Deceit
1 Temple of epiphany
1 Temple of Malice
1 sunken ruins
1 cascade bluffs
1 Graven Cairns
1 Polluted Delta
1 Bloodstained Mire
1 Scalding Tarn
1 watery grave
1 blood crypt
1 steam vents
1 Shivan reef
1 underground river
1 Sulfurous Springs
1 maze of ith
1 inkmoth nexus
CREATURES: (41) -4
1 carrion feeder
1 greater gargadon
2 Plague Myr
2 thrummingbird
2 Plague Stinger
2 phantasmal image
2 blighted agent
2 gilded drake
2 baleful strix
2 spellskite
2 oona's blackguard
3 Drana, Liberator of Malakir
3 Fulminator Mage
3 sage of fables
3 taurean mauler
3 deep sea kraken
3 Whispering Specter
3 Razor Swine
3 Ichor Rats
3 Pyreheart Wolf
3 thassa, god of the sea
3 Phyrexian Crusader
3 Necroskitter (with infect creatures)
3 Olivia, Mobilized for War
4 Hand of the Praetors
4 dack's duplicant
4 cleaver impersonator
4 phyrexian metamorph
4 sower of temptation
4 Thalakos Deceiver
4 Viral Drake
4 treasonous orge
5 Skithiryx, the Blight Dragon
5 Kulrath Knight
6 mikaeus, the unhallowed
6 Archetype of Imagination
1 Sol Ring
2 talisman of indulgence
2 talisman of dominance
3 Chromatic Lantern
3 grafted wargear
6 contagion engine
ENCHANTMENTS: (10)
1 telepathy
2 Crumbling Ashes
2 glistening oil
2 standstill
2 phyresis
3 unspeakable symbol
4 Breath of Fury
5 Corrupted Conscience
5 treachery
5 Inexorable Tide
SPELLS: (17) -2
2 demonic tutor
2 dreadbore
2 Imp's Mischief
2 memory lapse
2 remand
2 curse of the swine (WIPE)
2 delay
2 cyclonic rift
3 toxic deluge (WIPE)
3 chaos warp
4 chain reaction (WIPE)
4 fuel for the cause
4 tezzeret's gambit
9 blasphamous act (WIPE)
OMISSION:
4 glen elandra archmage
4 Fallen Ferromancer
3 Contagious Nim
5 Reaper of Sheoldred
3 steady progress
2 final fortune
3 Needle Specter
4 Corpse Cur
5 Scourge Servant
3 Blowfly Infestation
2 Marchesa's Smuggler
4 Cytoplast Manipulator (pending)
3 kira, great glass spinner (pending)
6 Chained Throatseeker
1 trinket mage
1 Vault of Whispers
1 great furnace
1 seat of they synod
1 trinket mage
1 snapcaster mage
1 crown of doom
1 living death
1 Mer-Ek Nightblade
1 Sapphire Drake
1 sidsi, undead vizier
1 puppeteer clique
1 grave betrayal
1 pack rat
1 notion theif
1 pyreheart wolf
1 Aura theif
1 keiga the tidestar
1 slave of bolas
1 knowledge exploit
1 hypnotic siren
1 cackling counterpart
1 contagion engine
1 blightsteel colossus
1 Hand of the Praetors
5 Titania, Protector of argoth
PLANESWALKERS: (2)
4 garruk wildspeaker
5 Freyalise, LLanowar's fury
CREATURES: (25)
1 fyndhorn elves
1 llanowar elves
1 elvish mystic
1 Joraga Treespeaker
1 Sylvan safekeeper
1 groundskeeper
1 ulvenward tracker
2 Lotus cobra
2 priest of titania
2 fauna shaman
2 budoka gardener
3 Undergrowth Champion
3 elvish archdruid
3 nissa, vastwood seer
3 Elvish Harbinger
3 courser of kruphix
3 azusa, lost but seeking
3 dosan the falling leaf
4 nullmage shepherd
4 oracle of mul daya
6 rampaging baloth
6 World Breaker
6 Kamahl, Fist of Krosa
7 Avenger of Zendikar
8 Craterhoof Behemoth
1 crop rotation
1 worldly tutor
2 constant mists
3 harrow
3 realms uncharted
3 beast within
SORCERIES: (8)
1 green sun's zenith
2 life from the loam
2 edge of autumn
2 sylvan scrying
2 summer bloom
4 scapeshift
5 shamanic revelation
8 praetor's counsel
ENCHANTMENTS: (11)
1 exploration
1 concordant crossroads
2 sylvan library
2 Lignify
3 Kudzu
3 song of the dryads
3 hall of gemstone
3 beastmaster ascension
5 doubling season
ARTIFACTS: (8)
0 zuran orb
1 amulet of vigor
1 expedition map
1 skullclamp
1 sol ring
2 lightning greaves
3 crucible of worlds
7 akroma's memorial
1 misty rainforest
1 wooded foothills
1 verdant catacombs
1 windswept heath
1 evolving wilds
1 terramorphic expanse
1 myriad landscape
1 crystal vein
1 lotus vale
1 gaea's cradle
1 nykthos, shrine to nyx
1 strip mine
1 dust bowl
1 thespian stage
1 dark depths
1 tranquil thicket
1 petrified field
1 haunted frengraf
1 buried ruin
1 arena
1 gargoyle castle
1 glacial chasm
1 maze of ith
1 mosswort bridge
1 dryad arbor
15 forest
2
1 scorched earth
1 wirewood lodge
3 beast master ascension
3 elemental bond
2 gaea's touch
5 ambush commander
3 grazing gladeheart
1 boreal druid
4 Glissa Sunseeker
3 natural affinity
3 curse of predation
3 kodoma's reach
3 cultivate
4 beacon of creation
2 scryb ranger
3 terravore
3 eternal witness
1 scute mob
3 fierce empath
5 silklash spider
5 Sporemound
6 bane of progress
7 Panglacial wurm
8 Terastodon
3 shaman of forgotten ways
4 Citanul hierophants
1 birds of paradise
2 emerald medalion
4 living plane
5 zendikar's roil
5 nature's revolt
1 thunderfoot baloth
1 Rakdos, Lord of Riots
CREATURES: (33)
1 goblin welder
1 shepherd of rot
1 phyrexian revoker
1 stigma lasher
1 leaden myr
1 iron myr
1 lobber crew
1 Viashino Heretic
1 goblin sharpshooter
1 fulminator mage
1 cryptborn horror
1 Maga, Traitor to Mortals
1 solemn simulacrum
1 Shriekmaw
1 ingot chewer
1 Heartless Hidetsugu
1 Homura, Human Ascendant
1 grave titan
1 Duplicant
1 Wurmcoil Engine
1 Knollspine Dragon
1 Rune-Scarred Demon
1 Kaervek the Merciless
1 Platinum Emperion
1 Myojin of Night's Reach
1 Magmatic Force
1 Artisan of Kozilek
1 greater gargadon
1 Kozilek, Butcher of Truth
1 Ulamog, the Infinite Gyre
1 It that Betrays
1 staggershock
1 gut shot
1 rift bolt
1 dark ritual
1 burnt offering
1 dreadbore
1 terminate
1 damnation
1 blasphemous act
1 syphon flesh
1 vandalblast
1 Chaos Warp
1 wheel of fortune
1 syphon mind
1 rakdos's return
1 Skull Rend
1 Breath of Malfegor
1 final Fortune
1 Seize the Day
1 savage beating
1 Demonic Tutor
1 fling
ENCHANTMENTS: (9)
1 seal of fire
1 waste not
1 pain magnification
1 Honden of Infinite Rage
1 sneak attack
1 Leyline of punishment
1 Stranglehold
1 Price of Glory
ARTIFACTS: (4)
1 Onyx Goblet
1 Rakdos Keyrune
1 sol ring
1 Memory jar
5 swamp
5 mountain
1 Shizo, Death's Storehouse
1 Shinka, the Bloodsoaked Keep
1 winding canyon
1 terramorphic expanse
1 evolving wilds
1 vault of whispers
1 great furnace
1 dragonskull summit
1 lavaclaw reaches
1 radkos guildgate
1 temple of malice
1 rakdos carnarium
1 Tainted Peak
1 Tresserhorn Sinks
1 Graven Cairns
1 Blood Crypt
1 Blackcleave Cliffs
1 Badlands
1 reflecting pool
1 command tower
1 city of brass
1 mana conflux
1 Bloodstained Mire
1 Urborg Volcano
1 Sulfurous Springs
1 simian spirit guide
1 Words of Waste
1 shattering spree
1 blighting
1 reforge the soul
1 pulse tracker
1 nullstone gargoyle
X lightning greaves
X Torrent of Souls
X Temporal Extortion
X sensei's divining top
X Rakdos Charm
X Psychotic Fury
X Mark of the Oni
X Honden of Night's Reach
x hero's downfall
X dismember
X tragic slip
X Stuffy Doll
X Urabrask the Hidden
x fleshbag marauder
X Steel Hellkite
X Platinum Angel
X Charmbreaker Devils
X mogg fanatic
X Plague Spitter
X
X Nullstone Gargoyle
WHITE.........45
BLUE..........45
BLACK.........45
RED...........45
GREEN.........45
GUILDS........60
RAINBOW.......4
COLORLESS.....36
CONSPIRACIES..9
LANDS.........26
IMPORTANT NOTES:
1.) Hybrid cards like blistercoil weird count as half a card for each color.
2.) Phyrexian mana is considered colorless, they're open to all players
3.) Any card whose primary function is to put a creature onto your battlefield your control is listed as a creature. ex: gather the townsfolk, control magic, reanimate are listed under creatures. Where as some creatures which are listed as spells. krosan tusker and shriekmaw
Check it out on CUBETUTOR.COM: http://cubetutor.com/visualspoiler/12912
1x Ajani Goldmane
1x Elspeth, Knight-Errant
1x Gideon, Champion of Justice
CREATURES:
1x Doomed Traveler
1x Alliance of Arms
1x Steppe Lynx
1x Wall of Glare
1x Wall of Omens
1x War Priest of Thune
1x Gather the Townsfolk
1x Blade Splicer
1x Brago's Representative
1x Dawnglare Invoker
1x Lingering Souls
1x Rousing of Souls
1x Timely Reinforcements
1x Hunted Lammasu
1x Knight of Sursi
1x Cloudgoat Ranger
1x Duskrider Peregrine
1x Sun Titan
1x Ivory Giant
1x Feudkiller's Verdict
1x Dispeller's Capsule
1x Mana Tithe
1x Swords to Plowshares
1x Pitfall Trap
1x Refraction Trap
1x Arrow Volley Trap
1x Restore Balance
1x Council's Judgment
1x Chronomantic Escape
1x Tempt with Glory
1x Heroes Remembered
1x Intangible Virtue
1x Journey to Nowhere
1x Ordeal of Heliod
1x Aura of Silence
1x Griffin Guide
1x Oblivion Ring
1x Tempered Steel
1x Vow of Duty
1x Jace, Architect of Thought
1x Tamiyo, the Moon Sage
1x Tezzeret the Seeker
CREATURES:
1x Hedron Crab
1x Veiled Sentry
1x Jace's Phantasm
1x Fog Bank
1x Gilded Drake
1x Phantasmal Image
1x Vedalken Engineer
1x Hunted Phantasm
1x Marchesa's Infiltrator
1x Muzzio, Visionary Architect
1x Serendib Efreet
1x Control Magic
1x Marchesa's Emissary
1x Phantasmal Dragon
1x Sower of Temptation
1x Riftwing Cloudskate
1x Tempt with Reflections
1x Arcanis the Omnipotent
1x Errant Ephemeron
1x Deep-Sea Kraken
1x Brainstorm
1x Chain of Vapor
1x Delay
1x Remand
1x Split Decision
1x Dream Fracture
1x Venser's Diffusion
1x Fact or Fiction
1x Lethargy Trap
1x Permafrost Trap
1x Whiplash Trap
1x Ancestral Vision
1x Tinker
1x Plea for Power
1x Thoughtcast
1x Telepathy
1x Favorable Winds
1x Hesitation
1x Ordeal of Thassa
1x Standstill
1x Vow of Flight
1x Liliana of the Veil
1x Sorin Markov
CREATURES:
1x Pulse Tracker
1x Reanimate
1x Quest for the Gravelord
1x Grudge Keeper
1x Hunted Horror
1x Oona's Prowler
1x Pack Rat
1x Animate Dead
1x Fleshbag Marauder
1x Master of the Feast
1x Ophiomancer
1x Recurring Nightmare
1x Curse of Shallow Graves
1x Necromancy
1x Phyrexian Rager
1x Vampire Nighthawk
1x Faceless Butcher
1x Syphon Flesh
1x Grave Titan
1x Nihilith
1x Tombstalker
1x Dark Ritual
1x Entomb
1x Tragic Slip
1x Dash Hopes
1x Go for the Throat
1x Dismember
1x Shriekmaw
1x Ravenous Trap
1x Needlebite Trap
1x Innocent Blood
1x Chain of Smog
1x Night's Whisper
1x Tyrant's Choice
1x Buried Alive
1x Syphon Soul
1x Bite of the Black Rose
1x Syphon Mind
1x Temporal Extortion
1x Mindstab
1x Phthisis
1x Liliana's Caress
1x Ordeal of Erebos
1x Vow of Malice
1x Tibalt, the Fiend-Blooded
1x Chandra, Pyromaster
1x Koth of the Hammer
CREATURES:
1x Tempt with Vengeance
1x Cinder Wall
1x Rift Elemental
1x Grenzo's Cutthroat
1x Mogg War Marshal
1x Plated Geopede
1x Young Pyromancer
1x Enraged Revolutionary
1x Guttersnipe
1x Rage Nimbus
1x Taurean Mauler
1x Beetleback Chief
1x Flametongue Kavu
1x Oracle of Bones
1x Shivan Sand-Mage
1x Hunted Dragon
1x Keldon Halberdier
1x Mana-Charged Dragon
1x Scourge of the Throne
1x Death by Dragons
1x Greater Gargadon
1x Chain of Plasma
1x Magma Jet
1x Molten Influence
1x Searing Blaze
1x Ricochet Trap
1x Runeflare Trap
1x Stone Idol Trap
1x Lavaball Trap
1x Flame Slash
1x Lava Blister
1x Skullscorch
1x Breaking Point
1x Browbeat
1x Rift Bolt
1x Mana Geyser
1x Shivan Meteor
1x Ordeal of Purphoros
1x Vow of Lightning
1x Garruk Wildspeaker
1x Garruk, Primal Hunter
CREATURES:
1x Hidden Gibbons
1x Hidden Guerrillas
1x Hidden Herd
1x Hidden Predators
1x Hidden Ancients
1x Sakura-Tribe Elder
1x Vinelasher Kudzu
1x Wall of Blossoms
1x Eternal Witness
1x Grazing Gladehart
1x Nantuko Shaman
1x Forgotten Ancient
1x Hunted Troll
1x Acidic Slime
1x Giant Dustwasp
1x Thragtusk
1x Durkwood Baloth
1x Hydra Omnivore
1x Avenger of Zendikar
1x Baloth Cage Trap
1x Cobra Trap
1x Selvala's Charge
1x Berserk
1x Nature's Claim
1x Beast Within
1x Krosan Grip
1x Slingbow Trap
1x Krosan Tusker
1x Search for Tomorrow
1x Chain of Acid
1x Harmonize
1x Tempt with Discovery
1x Exploration
1x Rancor
1x Ordeal of Nylea
1x Sylvan Library
1x Curse of Predation
1x Elephant Guide
1x Kudzu
1x Petrified Plating
1x Vow of Wildness
1x Venser, the Sojourner
1x Wall of Denial
1x Grand Arbiter Augustin IV
1x Azorius Charm
1x Hindering Light
1x Fall of the Gavel
DIMIR:
1x Ashiok, Nightmare Weaver
1x Baleful Strix
1x Tidehollow Strix
1x Countersquall
1x Dimir Charm
1x Perplex
RAKDOS:
1x Sarkhan the Mad
1x Rakdos Charm
1x Bituminous Blast
1x Breath of Malfegor
1x Dreadbore
1x Blightning
GRUUL:
1x Sarkhan Vol
1x Horned Kavu
1x Bloodbraid Elf
1x Ghor-Clan Rampager
1x Gruul Charm
1x Hull Breach
1x Ajani, Mentor of Heroes
1x Qasali Pridemage
1x Enlisted Wurm
1x Trostani's Summoner
1x Behemoth Sledge
1x Selesnya Charm
ORZHOV:
1x Sorin, Lord of Innistrad
1x Magister of Worth
1x Tidehollow Sculler
1x Tainted Sigil
1x Orzhov Charm
1x Mortify
GOLGARI:
1x Vraska the Unseen
1x Dreg Mangler
1x Spiritmonger
1x Abrupt Decay
1x Golgari Charm
1x Putrefy
SIMIC:
1x Kiora, the Crashing Wave
1x Edric, Spymaster of Trest
1x Trygon Predator
1x Horizon Chimera
1x Shardless Agent
1x Simic Charm
1x Ral Zarek
1x Goblin Electromancer
1x Spellheart Chimera
1x Dack's Duplicate
1x Izzet Charm
1x Electrolyze
BOROS:
1x Ajani Vengeant
1x Skyknight Legionnaire
1x Blaze Commando
1x Boros Charm
1x Lightning Helix
1x Intimidation Bolt
HYBRID:
1x Spitemare
1x Hearthfire Hobgoblin
1x Blistercoil Weird
1x Unmake
1x Kitchen Finks
1x Firespout
1x Boggart Ram-Gang
1x Burning-Tree Emissary
1x Tyrannize
1x Plumeveil
1x Marchesa, the Black Rose
1x Nicol Bolas, Planeswalker
1x Fusion Elemental
1x Maelstrom Nexus
1x Karn Liberated
CREATURES:
1x Whispergear Sneak
1x Agent of Acquisitions
1x Epochrasite
1x Cogwork Spy
1x Deal Broker
1x Akroan Horse
1x Canal Dredger
1x Cogwork Librarian
1x Cogwork Tracker
1x Solemn Simulacrum
1x Lurking Automaton
1x Cogwork Grinder
1x Wurmcoil Engine
1x Aether Searcher
1x Myr Enforcer
1x Ulamog's Crusher
1x Artisan of Kozilek
1x Chrome Mox
1x Lotus Bloom
1x Avarice Totem
1x Bonesplitter
1x Sensei's Divining Top
1x Kaleidostone
1x Lightning Greaves
1x Sun Droplet
1x Grafted Wargear
1x Coercive Portal
PHYREXIAN MANA:
1x Cathedral Membrane
1x Porcelain Legionnaire
1x Vault Skirge
1x Slash Panther
1x Moltensteel Dragon
1x Gitaxian Probe
1x Advantageous Proclamation
1x Backup Plan
1x Brago's Favor
1x Double Stroke
1x Iterative Analysis
1x Power Play
1x Sentinel Dispatch
1x Unexpected Potential
1x Worldknit
1x Temple of Abandon
1x Temple of Deceit
1x Temple of Enlightenment
1x Temple of Epiphany
1x Temple of Malady
1x Temple of Malice
1x Temple of Mystery
1x Temple of Plenty
1x Temple of Silence
1x Temple of Triumph
1x Vivid Crag
1x Vivid Creek
1x Vivid Grove
1x Vivid Marsh
1x Vivid Meadow
1x Bant Panorama
1x Esper Panorama
1x Grixis Panorama
1x Jund Panorama
1x Naya Panorama
1x Terramorphic Expanse
1x Paliano, the High City
1x Reliquary Tower
1x Evolving Wilds
1x Forbidden Orchard
1x Maze of Ith
1 sygg, river cutthroat
PLANESWALKERS: 2
1 Liliana of the veil
1 jace, the mind sculptor
CREATURES: (18)
1 Delver of Secrets
1 Hypnotic Siren
1 Baleful Strix
1 Gilded Drake
1 Oona's Prowler
1 Phantasmal Image
1 pack rat
1 Snapcaster Mage
1 Spellskite
1 Vendilion Clique
1 Serendib Efreet
1 Thassa, God of the Sea
1 True-Name Nemesis
1 Vampire Nighthawk
1 kira, great glass-spinner
1 chasm skulker
1 liliana, heretical healer
1 nightveil specter
1 Glen Elendra Liege
1 Sower of Temptation
1 notion theif
1 phyrexian metamorph
1 clever impersonator
1 sakashima's student
1 dragonlord silumgar
1 silent-blade oni
1 Brainstorm
1 Vampiric Tutor
1 Cackling Counterpart
1 hero's downfall
1 Memory Plunder
1 Vapor Snag
1 Cyclonic Rift
1 Dismember
1 Psionic Blast
1 clutch of the undercity
1 Misdirection
1 Imp's Mischief
1 Delay
1 Memory Lapse
1 Remand
1 Undermine
1 Force of Will
1 malicious affliction
1 spoils of blood
1 mystical tutor
SORCERIES: (3)
1 Demonic Tutor
1 Damnation
1 Bribery
1 knowledge exploitation
ENCHANTMENTS: (5)
1 Bitterblossom
1 standstill
1 telepathy
1 Spreading Seas
1 Threads of Disloyalty
1 Control Magic
1 Treachery
1 runechanter's pike
1 Sol Ring
1 sculpting steel
1 Bonesplitter
1 Umezawa's Jitte
LAND: 35
1 Creeping Tar Pit
1 river of tears
1 underground river
1 watery grave
1 temple of deceit
1 drowned catacomb
1 sunken ruins
1 polluted delta
1 darkslick shores
1 Maze of Ith
1 mana confluence
1 city of brass
1 command tower
1 thespian's stage
1 arcane lighthouse
1 dismal backwater
1 shizo, Death's Storehouse
1 Reliquary Tower
1 bojuka's Bog
1 Evolving Wilds
1 Terramorphic Expanse
7 swamp
13 island
1 Preordain
1 Serum vision
1 ponder
1 telepathy
1 standstill
1 spreading seas
1 chasm skulker
1 runechanter's pike
1 Raven's Crime
1 Recoil
1 Wall of Souls
1 treasure cruise [NEW]
1 Dig Through Time [NEW]
1 Clever Impersonator [NEW]
1 Arcane Lighthouse [NEW]
1 Malicious Affliction [NEW]
1 Ob Nixilis of the Black Oath [NEW]
1 Spoils of Blood [NEW]
1 Gurmag Swiftwing [new]
1 Murderous Cut [new]
1 telepathy
1 bojuka bog
1 urborg, tomb of yawgmoth
1 shizo, death's storehouse
1 vesuva
1 dark depths
1 terramorphic expanse
1 evolving wilds
1 secluded glen
1x Mox Diamond
1 Raven's Crime
1 Recoil
1 Perplex
1 Mana Leak
1 Think Twice
1 Twincast
1 Go for the Throat
1 Wall of Souls
1 vampire hexmage
1 signal pest
1 hex parasite
1 trinket mage
1 Chasm Skulker
1 Kira, Great Glass-Spinner
1 hypnotic specter
1 phyrexian metamorph
1 glen elendra archmage
1 Ghastlord of Fugue
1 bloodchief ascension
1 snuff out
1 unearth
1 chain of vapor
1 condescend
1 repeal
1 Venser, Shaper Savant
I've ran with blood artist before. my conclusion is that gray merchant of asphodel is more efficient as it targets every opponent, has a better body, and my apostles get to stay on the battlefield.
I've ran with Concordant Crossroads but giving you opponent's haste if you don't kill everyone just makes you a target. . mogis's marauder is my replacement for haste, since it also gives them intimidate which is a pseudo-unblockable. Akroma's Memorial is a good idea and I like what it does. It might be too expensive, but it's definitely worth a second look
Not an issue for my playgroup, but a great idea.
I don't own those tutors but they are great tutors if you have them. I recently stumbled on underworld connections which is great gas and it gets powered up with earthcraft. This will probably be finding a spot in my deck later.
I haven't yet needed the any non-creature recursion. I've found that the deck does well even if thrumming stone or bloodbond march are in my grave. beastmaster ascension, tribal forcemage, or the large demon beaters actually do a great job.
I think I have enough gas, but definitely a great choice for demon. The fact that he is tutorable is awesome. plus he has the added bonus of helping allies in two-headed giant variants. He might find a spot in deck in the future.
It should be noted that I've been trying harvester of souls and been having pretty good results. You can use the general's sac ability and turn your apostles into card advantage.
ABOUT THIS DECK
This version of Varolz, the scar-striped is not typical for this commander. Instead of building around Varolz himself, this deck is instead built around the card shadowborn apostle. Shadowborn apostle allows you to break rule 903.5b: "Other than basic lands, each card in a Commander deck must have a different English name". This particular deck runs 30 copies of Shadowborn apostle.
Varolz, the scar-striped was chosen mainly because he is the best commander to pair with the apostles, due to his colors and a few unexpected tricks.
PROS
CONS
SHADOWBORN APOSTLES:
For those unfamiliar with Shadowborn Apostle the concept is simple. This card allows you to have any number of cards named Shadowborn Apostle in your deck. This allows you to break the commander rule of one copy of a card per deck. This allows you to abuse cards like Thrumming Stone and Bloodbond March.
DEMON FETCHING:
Six apostles can fetch you any demon from your library and put in directly onto the battlefield. While this ability is power, it's only really used to find Rune-Scarred Demon, Since this demon alone fetches your win condition. Only two other demons are in the deck Westvale Abbey and Demon of Death's Gate.
DEVOTION:
Shadowborn Apostles work great with devotion mechanic. Lately I've been using Mogis's Marauder or Gray Merchant of Asphodel as my primary win conditions. Mogis's Marauder gives everything haste and intimidation which is great for single player matches while Gray Merchant of Asphodel is great for multiplayer since the life swap effect hits all opponents and is usually fatal.
VAROLZ, THE SCAR-STRIPED:
Varolz, the Scar-Striped allows the deck to use green cards. While I only have a few green cards in the deck, they add a lot of synergy with Shadowborn Apostles.
Gaea's Cradle, Earthcraft, Nullmage Shepherd, Beastmaster Ascension, and Survival of the Fittest are just a few.
SCAVENGE:
Varolz's scavenge ability is most powerful when used with Phyrexian Dreadnought or Death's Shadow. This allows a huge 12/12+ creature as early as turn 3 or 4. This general can also cheaply turn dead apostles into +1/+1 counters, which is great for reestablishing board presence after a wipe.
REGENERATION AND SAC ENGINE:
Varolz is hard to kill when you have an army of apostles. His regeneration ability is also a great sac engine, when needed. It can trigger morbid for Skirsdag High Priest , It can put a Genesis in the graveyard, or used to flip Liliana, Heretical Healer.
1 Varolz, the Scar-Striped
CREATURES:
30 Shadowborn Apostle
1 Dark Confidant
1 Death's Shadow
1 Demon of Death's Gate
1 Emrakul's Evangel
1 Essence Warden
1 Genesis
1 Gray Merchant of Asphodel
1 Mogis's Marauder
1 Nullmage Shepherd
1 Phyrexian Dreadnought
1 Rotlung Reanimator
1 Rune-Scarred Demon
1 Skirsdag High Priest
1 Xathrid Necromancer
1 Zulaport Cutthroat
ENCHANTMENTS:
1 Beastmaster Ascension
1 Bloodbond March
1 concordant crossroads
1 Dark Tutelage
1 Earthcraft
1 Oversold Cemetery
1 Phyrexian Arena
1 Underworld Connections
1 Survival of the Fittest
1 Sylvan Library
1 Black Sun's Zenith
1 Demonic Tutor
1 Diabolic Intent
1 Yawgmoth's Will
1 Worldly Tutor
ARTIFACTS:
1 Sol Ring
1 Skullclamp
1 Thrumming Stone
LAND:
1 Bayou
1 Bojuka Bog
1 Command Tower
1 Crypt of Agadeem
1 Dryad Arbor
1 Evolving Wilds
1 Gaea's Cradle
1 Jungle Hollow
1 Llanowar Wastes
1 Nykthos, Shrine to Nyx
1 Overgrown Tomb
1 Pendelhaven
1 Rogue's Passage
1 Tainted Wood
1 Temple of Malady
1 Terramorphic Expanse
1 Twilight Mire
1 Verdant Catacombs
1 Volrath's Stronghold
1 Woodland Cemetery
1 Westvale Abbey
1 Shizo, Death's Storehouse
12 Swamp
2 Forest
Average CMC: 1.30
This is reference for Dark Tutelage and Dark Confidant
BY COST:
BY TYPE:
Since there are 35 land, 30 shadowborn apostles, and 1 commander that only leaves room for 34 other cards in the deck which makes card selection is very important. For example: There are not many spells or cards that have a one time effect because reusability is important. In this section we'll go over each card in the deck in alphabetical order. I'll tell you why they were chosen, and which cards they have synergy with. For lands we'll only mentions ones with powerful special abilities. At the end we'll go over some notable omissions and alternative card choices.
IN ALPHEBETICAL ORDER:
Beastmaster Ascension:
WIN CONDITION: Turning your 1/1s into 6/6s wins games.
Black Sun's Zenith:
Late game board wipe. It shuffles back into your library after it is used. It's able to kill indestructible creatures. It's low mana cost is great for Dark Tutelage and Dark Confidant.
Bloodbond March:
One of the best grave return cards in the deck. It returns ALL the apostles from the graveyard to the battlefield each time one is cast!
Bojuka Bog:
Only grave removal in the deck.
Corrosive Mentor:
Having all your black creatures gain wither makes them extra deadly. Great for dealing with indestructible creatures or using the apostles to chump block.
Crypt of Agadeem:
Mana ramp when you have a grave full of apostles. It's great mid-late game or after a board wipe.
Dark Confidant
With 35 land and 30 shadowborn apostles you will not be taking much damage to draw an extra card. In fact, the average converted mana cost of the whole deck is 1.30. Dark confidant has the added bonus of also being a creature which means you can easily tutor for him.
Dark Tutelage:
Like Dark Confidant except an enchantment.
Death's Shadow:
WIN CONDITION: This card has a very low casting cost and a very high power making it a great salvage target with Varolz, the scar-striped. Casting this with 13 of more life instantly kills it which puts it into your graveyard. Then salvaging it can help end the game quickly by adding 13 +1/+1 counters to any creature for only BB!
Demonic Tutor:
What would a demon themed deck be without demonic tutor? Pay 1B to find any card in your deck. Optimal choice varies. See the strategy section for suggestions.
Demon of Death's Gate:
Sacrificing three apostles for this powerhouse is well worth it and can lead to early wins if your opponent(s) don't have a solution. This demon has flying and trample makint it a great target for salvage. Being a demon, he can also be fetched with the Shadowborn Apostles.
Diabolic Intent:
Exactly like demonic tutor but requires a creature to be sacrificed. Optimal choice varies. See the strategy section for suggestions.
Dryad Arbor:
This is a great forest substitute. In the graveyard it can be salvaged for 0. A free +1/+1 counter!
Earthcraft:
Tap your creatures for mana! This is amazing ramp since you'll have a lot of apostles on the board.
Essence Warden:
This card helps you regain a lot of the life that you lose to power the card draw.
Gaea's Cradle:
This card is very expensive and definitely not required for the deck. However, it's a great mana producer.
Genesis:
He is best when in your graveyard. Paying 2G to return any creature to you hand is decent. When needed he has a solid 4/4 body.
Gray Merchant of Asphodel:
WIN CONDITION: He hits all opponents. In multiplayer games this should be your go to win condition.
Liliana, Heretical Healer -flip- Liliana, Defiant Necromancer
The creature half of this card has lifelink which is valuable to regain the life lose from card draw effects. When she flips she also generates a 2/2 zombie to chump block. Being "human cleric" also triggers Rotlung Reanimator and Xathrid Necromancer if she dies early (not from flipping). The planewalker side allows for great return effects. You can discard an apostle with her first ability, and get it back with the second. The emblem is amazing if you get it out. She goes into the grave as a creature which makes returning her to play easy.
Mogis's Marauder:
WIN CONDITION: This card gives all of your apostles (and other creatures) haste and intimidation allowing them to attack unblocked right away. A great finisher when comboing-out with Thrumming Stone.
Nullmage Shepherd:
Amazing artifact and enchantment removal. You can tap creatures (including itself) the same turn it comes out. This is a very common tutor target.
Nykthos, Shrine to Nyx:
Shadowborn apostles are great with devotion and this card is proof. Great mana producer.
Oversold Cemetery:
a great graveyard return spell. Your graveyard will normally have more than 4 dead creatures since about 50% of the deck are creature cards.
Pendelhaven:
This is great at pumping up your apostles early game allowing them to block and kill larger creatures.
Phyrexian Arena:
Paying 1 life each turn for an additional card is amazing. filling your hand is needed to run this deck smoothly.
Phyrexian Dreadnought
WIN CONDITION: This card has a very low casting cost and a very high power making it a great salvage target with Varolz, the Scar-Striped. you can cast it and immediately sacrifice itself which puts it into your graveyard. Then salvaging it can help end the game quickly by adding 12 +1/+1 counters to any creature for only 2!
Raven's Crime:
Not much to look at first glance. However this is normally an MVP when you go into late game. With lots of draw effects you'll draw more lands than you need. Raven's crime allows you to discard those lands for a devastating discard effect!
Rogue's Passage:
This is used to make large creatures who have been the target of salvage to hit your opponent without risk.
Rotlung Reanimator:
This cards is essentially board wipe protection. However you'll occasionally need to sacrifice creatures and this card will shine.
Rune-Scarred Demon:
A truly demonic tutor! This card the demon you want to search for when you have 6 shadowborn apostle on the field. It will find the win-con you need which will probably be Mogis's Marauder or Gray Merchant of Asphodel. Since this card cannot be summoned by apostles when it's in your hand, If you start with it you might considering taking a mulligan.
Shadowborn Apostle:
The main card the deck is built around. These guys are like the oil in the engine that makes everything run so smoothly.
Skirsdag High Priest:
Great for making 5/5 flying threats!
SKULLCLAMP:
With all the 1/1 apostles, this is a cheaper and long lasting Alter's reap. However don't sacrifice too many or you'll be losing to much board presence! shadowborn aposltes make up less than 1/3 of the deck, so be careful on how many your sacrificing, because you won't normally get as many in return.
SOL RING:
Pay 1 to add 2 mana. Best ramp in EDH. 'nuff said.
SURVIVAL OF THE FITTEST:
The best long-term tutor. This allows you discard a shadowborn apostle for any other creature you need. It's great to chain creatures that benefit from being in your graveyard like GENESIS or finding salvage targets like PHYREXIAN DREADNOUGHT and DEATH'S SHADOW. MOGIS'S MARAUDER and GRAY MERCHANT OF ASPHODEL are also great searchable win cons.
SYLVAN LIBRARY:
Each turn you choose which of the three top cards you want to draw. You can draw more for 4 life a card, but I wouldn't recommend unless you have to or have some extra life.
THRUMMING STONE
The main component for the Thrumming stone combo. With 30 apostles the ripple effect has about a 92% chance of finding and casting all of them.
UNDERWORLD CONNECTIONS:
This one is very much like phyrexian arena, but it can be played and tapped on the same turn it comes out which is an added bonus for mid-late game.
VRASKA THE UNSEEN:
WIN CONDITION: a very versitile card. Costs 5 mana to destroy any non-land permanent which can possibly go off a second time. If a foe is worried about him, be might throw a few creatures killing them on contact. It can also be used as a win condition.
VOLRATH'S STRONGHOLD:
Any land that can also return creatures from the graveyard is more than welcome in this deck.
WORLDLY TUTOR:
The only instant in the deck. Cast at the end of your opponent's turn to set up for your next draw. In early game I normally fetch DARK CONFIDANT so I have card draw.
XATHRID NECROMANCER:
This is the same as rotlung reanimator listed above.
YAWGMOTH'S WILL:
Brings back anything from your grave.
NOTABLE OMISSIONS:
ALTERNATIVE DEMONS:
ALTERNATIVE TUTORS:
ALTERNATIVE LONG TERM REMOVAL:
ALTERNATIVE BOARD WIPES:
ALTERNATIVE GRAVEYARD RETURN
SPECIFIC CARDS:
DELRAICH
Sacrificing three apostles for this powerhouse is well worth it. Since delraich has trample it make a great target for salvage.
PRAETOR'S COUNSEL
This is another straight forward card. You can scoop your whole graveyard to you hand. it can return non-creatures to your hand so use it wisely.
DEATHRITE SHAMAN
Used early game for extra mana production. Late game it can remove key cards from your opponent's grave, ping all opponents for 2 damage, or regain some lost life.
CAVERN OF SOULS
Great to protect your apostles when you cast them. However Most of the time I just need black mana, so a swamp is normally just as good. Also only produced colorless mana for anything that isn't a creature of the declared type.
TRIBAL FORCEMAGE
This guy can pump all your shadowborn apostles. Essentially a mini overrun tied to a creature that can be returned to your hand and recast.
CONTAMINATION
A total mana lock out for anyone who is not playing black. I personally don't like this sort of card in EDH but definitely powerful and you might consider it depending on your playgroup.
BLACK MARKET
This card is great at producing mass quantities of mana.
HELM OF POSSESSION
If you like taking over your opponent's creatures, by all means add this card.
CURSE OF PREDATION and CROWN OF DOOM
Great cards if you want to be more aggresive.
EARLY GAME:
TURNS 1-5
This deck shines in early game. While other people are setting up for the long haul you can drop some serious threats early in the game and strike first.
EARLY THREATS:
1) If your opening hand starts with a DELRAICH or DEMON OF DEATH'S GATE you can get them in play as soon as turn 2 by sacrificing some apostles. Having a large creature with trample early game is brutal and demands attention from your opponents.
2) If your opening hand starts with a DEATH'S SHADOW or a PHYREXIAN DREADNOUGHT then getting your general in play so you can salvage them should be high priority.
3) SKIRSDAG HIGH PRIEST paired with some apostles and VAROLZ, THE SCAR-STRIPED can reliably create 5/5 fliers.
ADDING GAS:
Gas refers to drawing additional cards each turn. This deck contains 35 land and 30 apostles which means you play everything in your hand early and normally start top decking around turn 4-5. Drawing additional cards is extremely important. DARK CONFIDANT, DARK TUTELAGE, PHYREXIAN ARENA, UNDERWORLD CONNECTIONS, SKULLCLAMP, and SYLVAN LIBRARY can keep you going. Early tutors are often used to find one of these cards. DIABOLIC INTENT and DEMONIC TUTOR normally fetch a PHYREXIAN ARENA (or UNDERWORLD CONNECTIONS if you have an EARTHCRAFT),
while WORLDLY TUTOR or SURVIVAL OF THE FITTEST fetch DARK CONFIDANT.
SAMPLE OPENING HANDS:
SAMPLE HAND 1:
Shadowborn apostle,Shadowborn apostle,demon of death's gate,nullmage shepherd, command tower, swamp, volrath's stronghold
SAMPLE HAND 2:
shadowborn apostle, shadowborn apostle, demonic tutor, earthcraft, swamp, swamp, woodland cemetery
SAMPLE HAND 3:
shadowborn apostle, shadowborn apostle, shadowborn apostle, shadowborn apostle, corrosive mentor, swamp, pendelhaven
SAMPLE HAND 4:
shadowborn apostle, shadowborn apostle, rune-scarred demon, vraska the unseen, verdant catacombs, nykthos, shrine to nyx, swamp
SAMPLE HAND 5:
shadowborn apostle, survival of the fittest, sol ring, delraich, swamp, swamp, gaea's cradle.
MID GAME:
TURNS 6-10
Mid-game is also pretty strong for this deck assuming you found some gas before your started top decking. Around this time you want to set up control and your win-conditions. So depending on your setup in early game choose the best win condition to complete.
CONTROL
This deck lacks control cards, but the ones it has are strong and reusable. The best removal in this deck is NULLMAGE SHEPHERD. Lots of EDH decks have powerful enchantments and artifacts using NULLMAGE SHEPHERD to remove common artifacts like SOL RING, GILDED LOTUS, or SENSEI'S DIVINING TOP (after it's tapped) is always beneficial.
Your creatures should be strong enough to go toe-to-toe with some of this format's hardest opponents. CORROSIVE MENTOR can help dwindle the large ones and salvage can help make yours bigger. -1/-1 counters even kill indestructible which have been making a larger appearance in my playgroup since the gods in the Theros block.
besides that VRASKA THE UNSEEN can destroy any non-land permanent the same turn it is cast. And BLACK SUN'S ZENITH is the only board wipe.
WIN CONDITIONS:
#1: THRUMMING STONE COMBO:
The most common way to win in mid-game is the THRUMMING STONE combo. Cast THRUMMING STONE then Cast a SHADOWBORN APOSTLE. This triggers the ripple ability which normally finds and cast all the other copies in the deck. Once you have a board full of SHADOWBORN APOSTLES, pay B and Sacrifice six to find RUNE-SCARRED DEMON. Use the demon's tutor ability to find MOGIS'S MARAUDER. When cast it gives all the recently cast apostles haste and intimidate. This is great for 1v1 matches.
ALTERNATIVE: Instead fetch GRAY MERCHANT OF ASPHODEL when cast with a board full of apostles the life-swap is normally fatal. Great for multiplayer matches since it hits all of your opponents.
ALTERNATIVE: Instead fetch NYKTHOS, SHRINE TO NYX when activated it adds B for each apostle. Then sacrifice them all using VAROLZ, THE SCAR-STRIPED. With the mana you can salvage each one to a creature with trample or flying who can hit your opponent.
#2: SALVAGABLES:
Using VAROLZ, THE SCAR-STRIPED's salvage ability is another common win condition. This is most common when I have an early SURVIVAL OF THE FITTEST. Chaining from DEATH'S SHADOW to PHYREXIAN DREADNOUGHT then salvaging both can give any creature 25 +1/+1 counters. If attached to your general it's more than enough damage to end someone in 1 swing using ROGUE'S PASSAGE. You might consider ending the SURVIVAL OF THE FITTEST chain by fetching MOGIS'S MARAUDER to give your general intimidate, or DELRAICH or DEMON OF DEATH'S GATE who have trample if you don't have the ROGUE'S PASSAGE.
#3: BRUTE FORCE:
Not as common but BEASTMASTER ASCENSION and TRIBAL FORCEMAGE can pump your apostle and/or other creatures to a lethal level.
#4: ASSASSINS:
Using VRASKA THE UNSEEN to create player killing assassins is easy. Making those assassins hit your opponent for the win is hard but very very satisfying when it occurs. Using ROGUE'S PASSAGE is the easiest. However wiping the board of creature with BLACK SUN'S ZENITH then creating the assassins afterward normally just as easy. Though MOGIS'S MARAUDER and TRIBAL FORCEMAGE can give them trample or intimide which can also get the job done.
LATE GAME:
TURN 10+
This deck doesn't do well late game. It lacks control and removal cards and is focused on large threats in the early game. You'll be losing life each turn to the "GAS" cards that require life to keep drawing. If you get dragged into late game you don't have much in your favor. Your can only hope is quickly find a win condition that was mentioned in mid-game section.
You're best card late game is RAVEN'S CRIME. You'll hopefully have a few lands in your hand and be drawing a few cards each turn with "GAS". RAVEN'S CRIME can keep your opponent top decking hopefully long enough for you to find an answer and secure the win.
CHANGE LOG
THEROS:
TRIBAL FORCEMAGE replaced ECHOING COURAGE
MOGIS'S MARAUDER replaced BLOOD ARTIST
GRAY MERCHANT OF ASPHODEL replaced FALKENRATH NOBLE
NYKTHOS, SHRINE TO NYX replaced THESPIAN'S STAGE
BORN OF THE GODS:
BLACK SUN'S ZENITH replaced DEATHRITE SHAMAN
NULLMAGE SHEPHERD replaced PERNICIOUS DEED
JOURNEY TO NYX:
TEMPLE OF MALADY replaced GOLGARI GUILDGATE
ESSENCE WARDEN replaced TRIBAL FORCEMAGE
YAWGMOTH'S WILL replaced PRAETOR'S COUNSEL
DRYAD ARBOR replaced FOREST
CORE 2015
OB NIXILIS, UNSHACKLED replaced DELRAICH
KHANS OF TARKIR
3 Swamp replaced 3 Forest
Jungle Hollow replaced Forest
Dryad Arbor replaced Forest
Llanowar wastes replaced Golgari rot farm
FATE REFORGED
No Changes.
DRAGONS OF TARKIR
No Changes.
ORIGINS
Liliana, Heretical Healer replaced OB NIXILIS, UNSHACKLED
ALTERNATIVE GENERALS:
Mazirek, Kraul Death Priest
Why Mazirek, Krail Death Priest?
Mazirek is a great alternative general. Flavor-wise, Mazirek is the priest the apostles follow. Mechanic-wise, Mazirek's ability is incredibley powerful. *ANY* Sacrificing will pump your apostles into battle ready servents. Mazirek is also flying which is good for sneaking around your opponent's creatures. You will need sac engines and outlets as they play a large part to get his core ability going. This variant and is great if you prefer Stax control.
Varolz is great at quickly pumping one creature very fast via phyrexian dreadnaught or Death's Shadow. Marirek on the other hand is great pumping your whole team over time or in bursts with cards like grave pact and using sac engines like [/card]attrition[/card]. If your play group is slower paced, you may want to try Mazirek instead.
PROS
Flying makes him harder to block.
Powerful pump ability.
Stax control focus.
CONS
Higher casting cost.
Not as aggressive as Varolz.
Never been printed in foil.
SUGGESTED REMOVAL
[-] Varolz, the scar-striped
[-] Phyrexian Dreadnought
[-] Death's Shadow
[-] beastmaster ascension
SUGGESTED ADDITIONS:
[+] Mazirek, Kraul Death Priest
[+] hardened scales
[+] Corpsejack menace
[+] sylvan safekeeper
[+] Retribution of the Ancients
[+] crop rotation
[+] gravepact
[+] attrition
[+] Mind Slash
[+] Sidisi, Undead Vizier
DECK HISTORY
I have been piloting a Shadowborn Apostle commander deck ever since their release in M14. The commander has not always been the same and I have done lots of experimenting with different generals and strategies. Here is the history of how I ended up at Varolz, the scar-striped and my findings along the way.
Shirei, Shizo's Caretaker:
My first take on the Shadowborn Apostle deck was with Shirei, Shizo's Caretaker. The core Idea was to use the apostles as resources to power cards that required a sacrifice until I can find the Thrumming stone and combo-out. Phyrexian Altar, Bone Splinters, Eldrazi Monument,Skullclamp, Dread Return were commonly used. If Shirei was in play things ran smoothly, However he was a constant target and easily removed. With all the sacrificing, my win conditions consisted of Blood Artist, Rotlung Reanimator and Bitter Ordeal.
ISSUES:
Erebos, God of the Dead:
This deck I started to find that life was a better resource, than sacrificing a creature, for drawing additional cards (besides Skullclamp). Phyrexian Arena, Dark Condifant, and Dark Tutelage were key players. Using life instead of creatures allowed me to keep a much stronger board presence. This is also where I learned the power of the devotion mechanic. Mogis's Marauder and Gray Merchant of Asphodel quickly became my primary win conditions.
ISSUES:
Teysa, Orzhov Scion:
This general continued to fix a few things. I used Teysa, Orzhov Scion + Darkest Hour to create an alternative win condition when I lost Thrumming Stone to removal. WB also offered some premium graveyard recursion with Immortal Servitude, Debtors' Knell, and Proclamation of Rebirth. There was also lots of good removal spells. She did me a lot of good for a long while.
ISSUES:
Karador, Ghost Chieftain:
A strong general, but a little unwieldy with 3 color mana base. I choose Karador for his ability to return apostles each turn since Oversold Cemetery had so far been my best and most reliable graveyard return. He was also easy to cast multiple times. While making this deck I found that green had some amazing cards that offered alternative win conditions, great graveyard return, and amazing synergy. highlights included Bloodbond march, genesis, survival of the fittest, earthcraft, and Gaea's cradle. However in the end, balancing 3 mana was too hard of a task.
ISSUES:
Varolz, the Scar-striped:
Finally I looked at only GB generals and found Varolz. He solved all the remaining issues I had. He kept it in two colors which were easy to manage. If I was board wiped I could start salvaging what was in my grave to make large creatures as I recovered. He offered a fun alternative win condition from salvaging Phyrexian Dreadnought and/or Death's Shadow. Most importantly he had access to those amazing green cards.
CHANGE LOG:
1 Corrosive Mentor
1 Liliana, Heretical Healer
I feel like this + the new chandra, pyromaster are great ways to find answers and help board control. The new card anger of the gods is a great SB add for aggro decks.
Thanks!
Awesome utility card, not sure how I missed it.
9/30/13
- Young pyromancer
+ slumbering dragon
I find myself being attacked a lot and slumbering dragon helps deter them early. There was only 16 spells in my deck and the benefit of the pyromancer was lackluster.
9/30/13
- mycosynth wellspring
+ plague myr
Wellspring only fetches to hand which doesn't drop the general a turn faster. Plague myr allows general to drop faster and is a creature that triggers purphoros.
10/1/13
- mountain
+ ancient tomb
minus a mountain for more ramp.
10/1/13
- empty the warrens
+ splinter twin
empty the warren only really combos with grinning ingus. splinter twin offers more utility and in the long run produces more tokens. Combos with goblin sharpshooter.
Purphoros is a god who was first introduced in the Theros block. In lore, Purphoros crafts the landscape in a cycle of destruction and creation and inspires the artistic works of mortals. His Followers are famous for their masterwork creations. Purphoros wields a large hammer named Akmon.
"All the world is Purphoros's Anvil"
DECK PLAYSTYLE:
Purphoros, God of the Forge is the keystone of this deck. You'll abuse his triggered ability "Whenever another creature enters the battlefield under your control, Purphoros deals 2 damage to each opponent." by focusing on cards that drop multiple creatures on the battlefield at once.
This specific deck has a secondary focus on defense and artifact utility. In my experience this greatly increases your rate of survival and victory rate when your commander is removed.
1x Purphoros, god of the forge
PURPHOROS TRIGGERS: 14
1x Beetleback Chief
1x Emrakul's Hatcher
1x Mogg War Marshal
1x Myr Battlesphere
1x Myr Sire
1x Norin the Wary
1x Siege-Gang Commander
1x Firecat Blitz
1x Goblin Rally
1x Hordeling Outburst
1x Kuldotha Rebirth
1x Skittering Invasion
1x Tempt with Vengeance
FINISHERS: 12
1x Chancellor of the Forge
1x Chandra's Spitfire
1x Grinning Ignus
1x Krenko, Mob Boss
1x Quest for Pure Flame
1x Tooth and Claw
1x Myr Incubator
1x Burn at the Stake
1x Hellion Eruption
1x Mogg Infestation
1x Final Fortune
1x Price of Progress
1x Goblin Sharpshooter
1x Ingot Chewer
1x Kazuul, Tyrant of the Cliffs
1x Magus of the Moon
1x Silent Arbiter
1x Chaos Warp
1x Slumbering Dragon
1x Shivan Harvest
1x Defense Grid
1x Ensnaring Bridge
1x Shattering Spree
TUTOR / DRAW: 9
1x Flamekin Harbinger
1x Goblin Matron
1x Goblin Recruiter
1x Imperial Recruiter
1x Ichor Wellspring
1x Sensei's Divining Top
1x Skullclamp
1x Blasphemous Act
1x Wheel of Fortune
RAMP: 13
1x Generator Servant
1x Iron Myr
1x Plague Myr
1x Simian Spirit Guide
1x Skirk Prospector
1x Solemn Simulacrum
1x Expedition Map
1x Mind Stone
1x Phyrexian Altar
1x Mana Crypt
1x Mana Vault
1x Sol Ring
1x Seething Song
1x Trading Post
1x Goblin Welder
1x Splinter Twin
1x Kiki-Jiki, Mirror Breaker
1x Warping Wail
1x Chandra, Torch of Defiance
LANDS: 35
1x Ancient Tomb
1x Boseiju, Who Shelters All
1x Buried Ruin
1x Cavern of Souls
1x Crystal Vein
1x Darksteel Citadel
1x Gemstone Caverns
1x Great Furnace
1x Kher Keep
23x Mountain
1x Spinerock Knoll
1x Spawning Bed
1x Zoetic Cavern
COMMANDER
This is your commander.
Purphoros, God of the Forge
(1) Mana Cost: Since he only requires 1 colored mana, This allows us to use the best early game ramp in the game including: Sol Ring, Mana Vault, and Mana Crypt.
(2) Indestrucible: Purphoros cannot be removed by excessive damage or destroy effects. This limits your opponent's removal options. They'll need counter spells, exile, sacrifice, or bounce effects to stop him.
(3) Devotion: Purphoros is always an enchantment and occasionally a creature. It should be noted that creature removal is the most common type of removal in Commander. This makes Purphoros much more vulnerable if you have five devotion. If possible, keep your devotion at 4 or less.
(4) Triggered Ability: This is his main ability. We'll abuse it by dropping as many creatures as possible while he's on the battlefield.
(5) Activated Ability: This deck doesn't attack that much, if at all. You'll get little value from this ability.
(6) Power & Toughness: Purphoros is pretty beefy, but you won't be attacking much.
PURPHOROS TRIGGERS
These cards abuse Purphoro's triggered ability: "Whenever another creature enters the battlefield under your control, Purphoros deals 2 damage to each opponent."
Norin the Wary
This card has the best value in the deck. For 1 mana, this will trigger Purphoros every turn!
Kuldotha Rebirth
1 mana + an artifact for 3 creatures. Synergy with other goblin cards. Myr Sire, Ichor Wellspring, and Solemn Simulacrum are ideal targets. Occasionally a tapped Mana Vault during the early game is decent. Additionally Great Furnace or Darksteel Citadel during the late game. You can always return the destroyed artifact with Buried Ruins, Goblin Welder, or Trading Post.
Mogg War Marshal
2 mana for 3 creatures! You will never pay the echo cost. Synergy with other goblin cards.
Myr Sire
2 mana for up to 2 creatures. It's a great target for Kuldotha Rebirth. Being both an artifact and a creature, It's allows for shenanigans with Trading Post and Goblin Welder. Not to mention it can power Myr Battlesphere and be removed for Myr Incubator.
Hordeling Outburst
3 mana for 3 creatures. Synergy with other goblin cards.
Beetleback Chief
4 mana for 3 creatures. Synergy with other goblin cards.
Goblin Rally
5 mana for 4 creatures. Synergy with other goblin cards.
Emrakul's Hatcher
5 mana for 4 creatures. It can help power the X spells in the late game.
Siege-Gang Commander
5 mana for 4 creatures. Synergy with other goblin cards. It's ability to sac goblins for damage is great for killing your opponent's fliers or utility creatures like Dark Confidant or Fauna Shaman. This card can be fetched with Goblin Matron, Imperial Recruiter or Goblin Recruiter.
Myr Battlesphere
7 mana for 5 creatures. This is a very versatile card. When it attacks, it deals immediate damage to the opponent and the other myrs in the deck can help power it. Being both an artifact and a creature, It's allows for shenanigans with Trading Post and Goblin Welder.
Skittering Invasion
7 mana for 5 creatures. It can help power the X spells in the late game.
Firecat Blitz
This X spell drops many temporary creature tokens. The flashback is great for a cheap finisher. However, if your about to sacrifice your mountains, ensure it's enough damage to kill all of your opponent or you have enough other sources of colored mana.
Tempt with Vengeance
This spell can drop a huge amounts of creatures for cheap. No opponent will ever take the offer, if you have Purphoros on the battlefield.
FINISHERS:
These cards are capable of huge plays dealing massive damage.
Chancellor of the Forge
This will double your creature count. By the time you play him you should probably already have a good amount of tokens, leading to a victory. Additionally, if he is in your opening hand he gives you an early blocker. Synergy with other goblin cards.
Chandra's Spitfire
Whenever purphoros triggers, this creature gets +3/+0 per opponent. Dropping Hordeling Outburst with 3 opponents results in this creature getting +27/+0. If that wasn't good enough, it also has flying making it easier to actually hit your opponents. You can fetch this card with both Imperial Recruiter and Flamekin Harbinger.
Grinning Ignus
This creature allows you to return him to you hand and recast him for R. This can easily net you 5+ Purphoros triggers on your turn, during the late game. This is increased if you have Phyrexian Alter or Skirk Prospector and a few creatures. Additionally, the 2R can be used to ramp into an x spell or another finisher. However, This can only be used at sorcery speed. I tend to ensure he's always in my hand at the end of my turn to avoid removal and high devotion, but It really depends on the situation. You can fetch this card with both Imperial Recruiter and Flamekin Harbinger.
Krenko, Mob Boss
Krenko doubles your goblin population each turn. Synergy with other goblin cards. His weakness is that he doesn't have haste and your opponents have 1 turn to remove him before he taps. When possible use Generator Servant to give him haste. You can fetch Krenko with both Goblin Matron and Goblin Recruiter.
Quest for Pure Flame
This allows you to deal 2x damage for a single turn. Purphoros triggers will add counters to this enchantment. Once used it doubles all sources including purphoros triggers, spells, and creature damage.
Tooth and Claw
This sacrifice outlet nearly doubles the efficiency the deck. Essential it adds X-1 additional Purphoros triggers if you sacrifice the creatures. Hordeling Outburst can triggers Purphros 5x instead of 3x. Siege-gang commander can triggers Purphoros 7x instead 4x. etc.
Myr Incubator
There are 20 artifacts in this deck excluding Myr Incubator. Activating Myr Incubator should be fatal for your opponents. It should be noted, artifact removal is the second most common removal in the Commander format. If you can manage to cast and activate on same turn, your chances of it resolving are much higher. Final Fortune is a great way to secure activation. If destroyed, Goblin Welder, Trading Post, and Buried Ruins can help for a second attempt.
Burn at the Stake
By the late game, you should have a small army of tokens. By tapping them all this can easily burn a single opponent for 30+ damage removing them from the game.
Hellion Eruption
This replaces all your creatures with 4/4 hellions and each hellion triggers Purphoros. The trick here is to ensure that your devotion is under 5 so Purphoros isn't sacrificed in the process.
Mogg Infestation
Not only does this double your creatures, but each new creature also triggers Purphoros. Synergy with other goblin cards. The trick here is to ensure that your devotion is under 5 so Purphoros isn't sacrificed in the process.
Final Fortune
Sometimes you just need 1 more turn to secure victory. Maybe you just dropped Myr Incubator and just need to activate it. Maybe you dropped Emrakul's Hatcher and have Firecat Blitz in your hand. Or Krenko, Mob Boss just needs to tap 1 more time. Whatever it is, you better calculate your move wisely, cause you'll lose at the end of that extra turn if you didn't.
Price of Progress
non-basic lands are a staple of EDH. This punishes multi-color decks that rely on them. In late games, I've seen players take 10+ damage from this card alone. Note that this burns all players, including you. Some of our lands have sac effects if you don't want to take the damage.
HATE / PROTECTION:
This set of cards removes threats from your opponent's board or deters opponents from attacking or targeting you.
Goblin Sharpshooter
This card is mainly used to counter other weenie token decks or destroy utility creatures like Dark Confidant or Copper Gnomes. Synergy with other goblin cards. This is also part of an infinite combo with Splinter Twin. This card can be fetched with Goblin Matron, Imperial Recruiter, and Goblin Recuiter
Ingot Chewer
1x Kazuul, Tyrant of the Cliffs
1x Magus of the Moon
1x Silent Arbiter
1x Chaos Warp
1x Slumbering Dragon
1x Shivan Harvest
1x Defense Grid
1x Ensnaring Bridge
1x Shattering Spree
TUTOR / DRAW: 9
1x Flamekin Harbinger
1x Goblin Matron
1x Goblin Recruiter
1x Imperial Recruiter
1x Ichor Wellspring
1x Sensei's Divining Top
1x Skullclamp
1x Blasphemous Act
1x Wheel of Fortune
RAMP: 13
1x Generator Servant
1x Iron Myr
1x Plague Myr
1x Simian Spirit Guide
1x Skirk Prospector
1x Solemn Simulacrum
1x Expedition Map
1x Mind Stone
1x Phyrexian Altar
1x Mana Crypt
1x Mana Vault
1x Sol Ring
1x Seething Song
UTILITY: 6
1x Trading Post
1x Goblin Welder
1x Splinter Twin
Kiki-Jiki, Mirror Breaker
This card copies creatures with powerful "enter the battlefield" abilities. Siege-Gang Commander, Myr Battlesphere, Solemn Simulacrum, Goblin Matron are common targets.
1x Warping Wail
1x Chandra, Torch of Defiance
LANDS: 35
1x Ancient Tomb
1x Boseiju, Who Shelters All
1x Buried Ruin
1x Cavern of Souls
1x Crystal Vein
1x Darksteel Citadel
1x Gemstone Caverns
1x Great Furnace
1x Kher Keep
23x Mountain
1x Spinerock Knoll
1x Spawning Bed
1x Zoetic Cavern
TURN 1-3:
GOAL: RAMP TO AN EARLY COMMANDER.
Ramp to an early general. the sooner he is out the better. There are many cards to help you get him out on turn 3 or if your lucky turn 2. getting your general out should be priority 1. However, while your ramping you can try to also set up your board and hand. Use cards like flamekin harbinger, imperial recruiter, goblin matron to find some MVPs (listed below).
Turn 4-6:
GOAL: CREATE TOKENS, TRIGGERING PURPHOROS.
If you haven't dropped your general yet, try to do so ASAP. The next few turns are to drop as many tokens as you can. Try to avoid dropping tokens in the first few turns if you can, saving them for when you commander out is normally beneficial. Other than dropping tokens you should be trying to set up defenses with cards like silent arbitor and ensnaring bridge. With your general out, your putting a large target on your forehead and ways to deter attacking creatures is needed.
Turn 7+:
GOAL: PLAY FINISHERS.
Find a win con and use it. grinning ignus is a great finisher and fetchable with imperial recruiter or flamekin harbinger. kiki-jiki, mirror breaker is a great alternative, it's also fetchable with goblin matron, goblin recruiter, and imperial recruiter. If you used a creature to fetch kiki-jiki, you can always use kiki-jiki to copy that creature to fetch another creature. seige-gang commander is highly recommended with her out.
Dropping a large army at one time with, chancellor of the forge, mogg infestation, firecat blitz and hellion eruption are also great win cons. Sacrificing your army to tooth and claw or spawning pit for more creatures are also valid means to end the game. if you can easily swing to hit your opponent war elemental and chandra's spitfire are great damage dealers. quest for the pure flame and burn at the stake are also great for large burns. final fortune is a great card if you only need one more turn to win, just be careful and calculate before you use it.
NOTABLE ALTERNATIVES