Since adding Vorinclex to the main I am 55-26, 68% win rate, playing the "Traditional Standard Event" on Arena. I am interested in building my collection then climbing the ladder as I get more coin and cards.
In paper I have removed Battle Mammoths back for Swarm Shamblers until I get Vorinclex in paper, Mammoths just dont fit the curve.
Creatures - 31 4 Stonecoil Serpent - T1/2 with T3 Razer enbles T4 Henge 4 Swarm Shambler - T1/2 with T3 Razer enables T4 Henge 4 Scavenging Ooze - auto include due to rogues and Kroxa 4 Ilysian Caryatid - replaces Cobra makes 2 mana regardless of landfall and enables Lovestruck 3 Garruk's Harbinger - 3 mana for 4 power to enable Caryatid, good against Rogues and Dimir 4 Lovestruck Beast - enables T4 Henge 4 Kazandu Mammoth - T4 land drop enable T4 Henge 4 Gemrazer - mutate on Shambler or Coil for 6 power on T3
The new cards I am going to be adding are: +3 Old-growth troll, -3 Garruk's Harbinger, +3 Battle Mammoth, +1 Vivien, Monster's Advocate, -4 Swarm Shambler. I sacrificed the possibility of playing T4 Henge by mutating on T1/2 Swarm Shambler for a better card in other stages of the game with Battle Mammoth. Being able to cast Mammoth on T4 then Henge on 5 is still good.
We'll see about Old-Growth Troll over harbinger as harbinger had a leg up on Rogues and Dimir and I have to worry less about not hitting GGG on T3 by play one of my 3 colorless lands.
So T4 henge with:
T4 land drop and Beast or Mammoth in play - 2 ways
Caryatid with 4 power creature; Razer(mutated requires 4th land drop), troll or Snake (land drop not required) - 1 required creature with 1 of 12 others
A 5/5 or 6/6 Gemrazer mutated onto a snake - 1 required creature with 1 of 4 others
2/3/21
I took out 2 Turntimber Symbiosis for 2 forest as when the Troll dies I need a forest in play and there have been times I didnt have a forest or not enough! Also it isnt too often that I would actually play the spell, more often then not I was dealing with the cons of the land side. ALSO I learned if you mutate onto Troll and it gets killed both the Troll and the mutate card can go onto a forest for DOUBLE ramp and double 4/4s.
Also I added 1 Primal Might main and moved a Ram through to the sideboard. I cut the forth Henge for a Vivien, I was drawing too many henges and my opening hand had too many in them. Vivien plays well with Henge, great fun.
Over time I am sure that those 2 sorcerous spyglass and 1 Questing beasts will turn into 3 Vorinclex, Monsterous Raider as that card is just insane!
2/5/21
Testing vorinclex over Battle Mammoth to see if I like it better, I am sure I will. Main deck answers for sagas and Ugin/planeswalkers, double counters for stonecoil and creatures from the henge, 6/6 haste(clear some spots in the sideboard). Poor Mammoth and poor wallet if this turns out better. I will be also adding 2 castles and removing 2 forests to ensure I can cast Vorinclex at 5 mana.
+3 vorinclex, -3 Battle Mammoth. Only 1 turntimber symbiosis, 4 castles for vorinclex, more forests, only 1 crawling barrens now. 2/2 split of ram through and primal might.
2/16/21
I am currently shopping for good deals on Vorinclex as it is the better card over Battle Mammoth. I know that is a completely obvious statement but my testing has 100% solidified it. To date I am 40-18 in 12 "Traditional Standard Event"s on MtgA, the event that costs 1000 gold and is best of three. Due to the power of Vorinclex's haste, it makes me think of a more aggro version of mono green that plays 4 questing beast, 4 Garruk's Harbinger and 6-8 removal spells main.
I've had a Radha, heir to Keld while and I love it, really fun and decently strong. As the new versions of Radha have come out Ive tried converting my deck while some of the lists are cool, Heart of Keld in particular, they weren't really what I was trying to build. But as I spent more time with Radha again I realized shes in need of some tweaking. So I looking for some advice on restructuring and tuning. Here's my list as it is now. I am curious for feedback or card suggestions. Specifically I am considering changing up some of the creatures, maybe adding another one or two in. Sometimes I feel like a get ramped up but then dont have enough creatures to cast.
The premise is of course ramp into good stuff. What Heir to Keld adds that the other versions don't is a huge amount of consistency. Because you can always cast her on T2 you always can hit 4 mana of T3, ideal to drop a spell that can ramp you into a 6-7cc card T4. This is good because it allows you get out and swinging pretty quick but it also means while building you dont include any 2cc ramp spells like signets or stuff like Natures Lore which, while good cards are 1 for 1s. You instead get to fill up on cards like Skyshroud Claim which are 2 for 1s. This means both that you will draw less lands later in the game cause youre pulling more out of your deck but it also means arent drawing a signet later when you need a more powerful card.
Cards I've picked are all about immediate board presence, haste of some kinda of ETB or resilience against removal to lessen the impact of having people just zap your creature youve just spent 6-7 mana casting. You also should be able to go pretty tall, sometimes wide, to help guard against being blanked by a wrath or something.
Combos are of course Kikijiki+Zealous Conscripts, also Sword of Feast and Famine/Bear Umbra/Savagevent maw + Hellkite charger/Aggravated assault is looped combat. I also have Dark Depths + Vesuvan/Thespian state, which is a little vestigial from the last Heart of Keld variant but Hasnt felt too greedy yet? Might be though.
I should probably have the Eldrazi Titans, Blightsteel stuff like that but no one in my group really has them and I kinda dislike them so I havent yet. It also would take a little restructuring curve wise. The way its built now is really more hit the ground running at T4 and then never look back some of the bigger boys you'd need another ramp spell or a mana doubler to be reliably getting them out.
Right now I am really considering these cards but I am not sure what to cut :/
I am leaning towards cutting Scapeshift, its obviously great and can be a huge swing if you have enough lands to Valakut,Dark depths or Field of the Dead off but I've drawn it a couple times now and had it sit in my hand. Maybe Kamahl too? I dunno. I think I need 1-2 more big baddies and maybe try to fit in Helm of the host too? If anyone has other suggestions of card choice either for the creatures or anything else lemme know!
I too created a Radha Deck, my first and only. Dont sleep on Regal Behemmoth. I think helm of the host is too slow and anyone can destroy it. Nyxbloom ancient is great. Not a fan of Bloodbraid elf as it can run into cards you dont want. not high on Ruric Thar, hitting yourself. I read you were thinking about rishkar's Expertise, I am running it now and do not like it as all too often I do not have a big creature in play to justify the cost of the spell nad or already have a bunch of cards in my hand from the other cards that enable me to draw every time a creature is cast or comes into play. How often do you use Valakut to good use? Do you get wins with scapeshift? I kind of think Valakut is something that you would shape your deck around, a different archetype.
I choose Radha as my first commander because I think that in a slow format to come out fast is a huge advantage despite the possibility of upsetting someone early. It is my opinion that playing a commander that full fills the role of mana acceleration on turn 2 allows you to leave out traditional T2 "mana rocks" and use those slots for other cards. Radha can cheat something massive into play with her ability of producing 2 red at the beginning of combat. Those options have been narrowed down to:
Embercleave - Can play on T3, nice surprise later in the game
I want this deck to be a creature based deck with creatures that have ETB triggers and I want to draw cards for them coming into play.
So here is the deck list
My next move is to include vorinclex, voice of hunger and Winding Canyons although I think vorinclex is bit harsh for any play group.
I am new to commander. Does anyone have any other suggestions?
First take with mono Green. SB changes with meta game. After seeing Rumti play Swarm Shambler I came up with the second version.
I watch Rumti and RintMS that I watch for updates to the archetype.
Another build I just thought up to increase the number of routes to a Turn 4 Henge is to remove 2 Yorvo for 2 Garruk and -4 Beetle adding 4 Lotus Cobra. T2 cobra, T3 untapped land makes 4 mana to cast Garruk, most likely make a token then on T4 +1 garruk to give +3/3 to either lotus cobra or the beast token and cast henge. It would look like this:
I do agree with "...some kind of alternate finisher". But then its like what do I take out. Thus far the deck is fairly terrible, sucks not drawing the incinerator. I play the spitter and fiend to get 5 damage with heartfire on T3. I do like Fireblade Artist in that it can eat a creature for 2 damage to help get incinerator out but then again I do not know if it would be better than the cards it would take out.
This is simple, cast token creating cards, attack for as much damage as you can then on T4 and 5 cast the retrospective card to sac a token to get Raze Boar into play for the win.
Chandra's Incinerator is no doubt a sexy card and due to her abilities requires a deck with ways to deal the opponent direct damage not only to cast her but to use her ability to knock blockers and threats out of the way. Here is my first attempt a creating the best home for her.
Has anyone else brewed with the Incinerator?
T1: fiend or spitter. T2:static field or hauler. T3: attacks and or sacs with any spell combinations of; skewer, shock or heartfire for a T3 Incinerator.
Spells - 8 4 Fire Prophecy - has the discard draw ability to find the pieces 4 Heraldic Banner - cast Purphoros 1 turn earlier and adds extra damage which does add up!
Lands - 25 24 Mountain - ensure land drops and good fodder for cavalier and ox so that when cavalier dies it does extra damage. 1 Castle Embereth - only one because I might come in handy but never want it land to come into play tapped.
Oof... well I dipped my toes into PucaTrade again, and after getting most of my 'points' back in trade, I'm officially leaving it behind forever. When all was said and done, I traded a Flooded Strand for a Thassa, Deep-Dwelling plus 400ish points I am writing off. Never mind the HOURS I spent fiddling with the site and figuring out their insane economy. After not getting any bites for a few weeks on some cards I was looking for, I simply put the highest price on a bunch of standard cards to cut my losses, figuring that inflated standard prices would get a taker.
Oh well, I guess that site is as dead as this thread is...
I have joined to the pukka trade discord channel and constant advertisement of your wants list and applying the appropriate bonuses will get you the cards you need. I also send a lot of cards out cards that I just have lying around I don't play anything other than standard and it's just cardboard to me so I send it out and get points.
So far out of the new set I am loving Quartzwood Crasher and Footfall Crater so I am brewing up a Gruul list that goes higher than current Gruul lists but hopefully the hastily bigger creatures win. Here is my first draft:
Creatures - 27 4 Pelt Collector - early attack and grows to trample 4 Paradise Druid - accelerate, color fix, pumps pelt 4 Stonecoil Serpent - I think this might be a better play then Kraul Harpooner, opens 3 slots in the SB 4 Lovestruck Beast - I like the thought of hasting this guy with trample 4 Bonecrusher Giant - choosing this over Gruul Spellbreaker due to its flexibility 3 Questing Beast - play green, play Beast 2 Proud Wildbonder - I am considering this a finisher 2 Quartzwood Crasher - Hopefully it pulls it's weight
Spells - 9 4 Footfall Crater - reason for the deck, "free" haste and trample, I know control decks will love this cards and its never dead since it cycles. 3 Vivien, Arkbow Ranger - removal, gives trample. Imagine giving 2 creatures trample with wildbonder in play, GG? 2 Embercleave - I am seeing Wildbonder as a potential finisher so we'll see which preforms better and they might even compliment each other!
Lands - 24 definitely want to get to Crasher on curve 12 Forest - to play Pelt and Druid on time, crater can be played on any turn, ensure vivien anytime 5 Mountain 4 Stomping Ground 3 Temple of Abandon
Hopefully I'll be able to play it on Arena and find out how bad it is
Some points/information.
- Bonder can enable more efficient attacks when a planeswalker is in play in that some times you have to dedicate 2/3 attacks to one planes walker just to ensure it dies due to the 1/2 blockers your opponent might have. Thus because a trampler can deal combat damage as though it was unblocked, you now only have to send one.
- Hasting paradise Druid can give you your second red or more in a rare pinch.
- I wanted at least 3 Vivien and at least 2 bonder and 9 4 drops were too many so I cut a Questing beast for a Bonecrusher, lower the curve. With 4 Druids maybe thats a mistake? I'll have to mark that card to see if it being a Questing beast would be better.
- Crater can be used mid combat to give any attacker trample based on your OP's blocking. Trample on questing beast is naturally great!
- Voracious Hydra and Gruul Spellbreaker are other possible options. I like the idea of doubling hydras counters and giving it haste!
- Mana curve is: 15 1 drops; 4 pelts, 4 crater, 4 Heart's desire, 3 Temple of abandon (2 might be the right number). 11 2 drops;4 druid, 4 Harpooner, 3 stomp. 7 3 drops; 4 lovestruck beast, 3 giant. 8 4 drops; 3 Questing Beast, 3 Vivien, 2 Bonder. 3 5 drops; 3 Crasher and 2 6 drops with Embercleave.
- I want the deck to still get out early and be aggro deal some initial damage then use its top end to finish the opponent by using Embercleave or Bonder to deal damage directly.
- Harpooner and crasher are great post wipe threats with crater in play in that harpooner can hit them for 7 or 8 total damage and crasher can make a another threat.
- If you Mutate a Gemrazer onto a Pelt Collector on T3 does it get teh counter AND turn into a 4/4 with trample and reach?!?!?!!?
- With 3 vivien it might be worth it to put in 1 God-Eternal Rhonas or Voracious Hydra to 'Fireball' the opponent.
-Ram through might be a good removal spell in this deck
So what are your thoughts? What are you ideas for the trample theme from Ikora and how would create Gruul in this new standard?
Major edit:
4/15/20: -4 Kraul Harpooner, +4 Stonecoil Serpent. I think new standard will feature more multicolored decks so sacrificing the conditional removal for a creature that is harder to deal with and scales better as the game goes on is worth it. Thinking about the popular cards that cant deal with Serpent I think it is worth it in anycase. Also frees up 3 sideboards slots.
-3 Serpent from Sideboard to main deck, +1 redcap Melee, +2 Thrashing Brontodon
4/17/20: up to 12 forest from 11 and -1 mountain +1 Temple. Have to be able to cast vivien on time, matches color requirements better I think. Wildbonder is more of a card that shows up for the final blow, down to 2, +1 bonecrusher
4/23/20: Dammit this deck sucks, LMAO. Its it just too slow. If one is going to make a trample themed deck then I think it will involve reliable ramping the first 3 turns then start dropping creatures with Trample so that you can drop bonder and get damage in directly, which I HAVE accomplished with this prior draft. I'll look into that and report. Footfall crater only seems good late game when you are in top deck mode, otherwise you are casting creatures on curve.
So the Boros build was terrible, too often discard cards you didn't want to so my new idea is to just take Jeskai Fires and take cards out and put cards in.
Here is the standard Jeskai list.
The Sideboard seems fine, I'll trust the professionals and I really like Robber of the Rich with fires in play and I'll see how tithe taker works.
I know this is just a worse Jeskai Fires deck but this thread is all about the love for Purphoros and finding him the best shell.
In paper I have removed Battle Mammoths back for Swarm Shamblers until I get Vorinclex in paper, Mammoths just dont fit the curve.
4 Stonecoil Serpent - T1/2 with T3 Razer enbles T4 Henge
4 Swarm Shambler - T1/2 with T3 Razer enables T4 Henge
4 Scavenging Ooze - auto include due to rogues and Kroxa
4 Ilysian Caryatid - replaces Cobra makes 2 mana regardless of landfall and enables Lovestruck
3 Garruk's Harbinger - 3 mana for 4 power to enable Caryatid, good against Rogues and Dimir
4 Lovestruck Beast - enables T4 Henge
4 Kazandu Mammoth - T4 land drop enable T4 Henge
4 Gemrazer - mutate on Shambler or Coil for 6 power on T3
4 Ram through - non-fight removal, instant speed, direct damage
4 Turntimber Symbiosis - good in flood, bury OP after henge
3 The Great Henge
Lands - 20
13 forest
2 Castle Garenbrig
2 Crawling Barrens - good card against Ugin and control, mana sink
1 Bonder's Enclave
4 Primal Might - creature matchups
3 Questing Beast - control, replaces harbinger or Gemrazer
3 Chainweb Aracnir - does work against Dimir Rogues
2 Thrashing Brontodon - cleave and henge
2 Sorcerous Spyglass - Ugin
1 Garruk's Harbinger - decks with a lot of black removal
The new cards I am going to be adding are: +3 Old-growth troll, -3 Garruk's Harbinger, +3 Battle Mammoth, +1 Vivien, Monster's Advocate, -4 Swarm Shambler. I sacrificed the possibility of playing T4 Henge by mutating on T1/2 Swarm Shambler for a better card in other stages of the game with Battle Mammoth. Being able to cast Mammoth on T4 then Henge on 5 is still good.
We'll see about Old-Growth Troll over harbinger as harbinger had a leg up on Rogues and Dimir and I have to worry less about not hitting GGG on T3 by play one of my 3 colorless lands.
4 Stonecoil Serpent - T1/2 with T3 Razer enbles T4 Henge
4 Scavenging Ooze
4 Ilysian Caryatid - replaces Cobra makes 2 mana regardless of landfall and enables Lovestruck
3 Old-Growth Troll - replacing Garruk's Harbinger
4 Lovestruck Beast - enables T4 Henge
4 Kazandu Mammoth - T4 land drop enable T4 Henge
4 Gemrazer - mutate on Shambler or Coil for 6 power on T3
3 Battle Mammoth - replacing Swarm Shambler
3 Ram Through - non-fight removal
1 Primal Might - green Fireball
1 Vivien, Monsters' Advocate - in stead of 4th Henge
2 Turntimber Symbiosis - good in flood, bury OP after henge
3 The Great Henge
Lands - 20
15 forest
2 Castle Garenbrig
2 Crawling Barrens - good card against Ugin and control, mana sink
1 Bonder's Enclave
3 Garruk's Harbinger - decks heavy with black removal
3 Chainweb Aracnir - does work against Dimir Rogues
2 Questing beast
2 Thrashing Brontodon - cleave and henge
2 Sorcerous Spyglass - Ugin
2 Primal Might - creature matchups
1 Ram Through - creature matchups
T4 land drop and Beast or Mammoth in play - 2 ways
Caryatid with 4 power creature; Razer(mutated requires 4th land drop), troll or Snake (land drop not required) - 1 required creature with 1 of 12 others
A 5/5 or 6/6 Gemrazer mutated onto a snake - 1 required creature with 1 of 4 others
2/3/21
I took out 2 Turntimber Symbiosis for 2 forest as when the Troll dies I need a forest in play and there have been times I didnt have a forest or not enough! Also it isnt too often that I would actually play the spell, more often then not I was dealing with the cons of the land side. ALSO I learned if you mutate onto Troll and it gets killed both the Troll and the mutate card can go onto a forest for DOUBLE ramp and double 4/4s.
Also I added 1 Primal Might main and moved a Ram through to the sideboard. I cut the forth Henge for a Vivien, I was drawing too many henges and my opening hand had too many in them. Vivien plays well with Henge, great fun.
Over time I am sure that those 2 sorcerous spyglass and 1 Questing beasts will turn into 3 Vorinclex, Monsterous Raider as that card is just insane!
2/5/21
Testing vorinclex over Battle Mammoth to see if I like it better, I am sure I will. Main deck answers for sagas and Ugin/planeswalkers, double counters for stonecoil and creatures from the henge, 6/6 haste(clear some spots in the sideboard). Poor Mammoth and poor wallet if this turns out better. I will be also adding 2 castles and removing 2 forests to ensure I can cast Vorinclex at 5 mana.
2/8/21
Here is Crokeyz's version of Mono green he tried out using The Ozolith https://app.cardboard.live/s/crokeyz.
Here is an 8-1 list from Rumti: https://www.mtggoldfish.com/deck/3742336#online
2/9/21
Here is the list I am running on Arena
4 Stonecoil Serpent - ignores Binding of the gods
4 Scavenging Ooze - main deck for rogues and rakdos
4 Ilysian Caryatid - accelerate from 2 to 4, 4 to 6 for vorinclex with castle, enables lovestruck beast
3 Old-Growth Troll - no a bad mutate target for gemrazer
4 Lovestruck Beast
4 Kazandu Mammoth
4 Gemrazer
3 Vorinclex Monsterous Raider
2 Ram Through - non-fight removal
2 Primal Might - green Fireball
1 Vivien, Monsters' Advocate - instead of 4th Henge
1 Turntimber Symbiosis - better than a land late game
3 The Great Henge
Lands - 21
15 forest
4 Castle Garenbrig
1 Crawling Barrens - good card against Ugin and control, mana sink
1 Bonder's Enclave
4 Garruk's Harbinger - use against decks with heavy black removal
3 Chainweb Aracnir - does work against Dimir Rogues
2 Thrashing Brontodon - cleave and henge
2 Snakeskin Veil - trying this out
2 Primal Might - creature matchups
2 Ram Through - creature matchups
+3 vorinclex, -3 Battle Mammoth. Only 1 turntimber symbiosis, 4 castles for vorinclex, more forests, only 1 crawling barrens now. 2/2 split of ram through and primal might.
2/16/21
I am currently shopping for good deals on Vorinclex as it is the better card over Battle Mammoth. I know that is a completely obvious statement but my testing has 100% solidified it. To date I am 40-18 in 12 "Traditional Standard Event"s on MtgA, the event that costs 1000 gold and is best of three. Due to the power of Vorinclex's haste, it makes me think of a more aggro version of mono green that plays 4 questing beast, 4 Garruk's Harbinger and 6-8 removal spells main.
have you updated your list since this?
Here is mine for comparison.
I choose Radha as my first commander because I think that in a slow format to come out fast is a huge advantage despite the possibility of upsetting someone early. It is my opinion that playing a commander that full fills the role of mana acceleration on turn 2 allows you to leave out traditional T2 "mana rocks" and use those slots for other cards. Radha can cheat something massive into play with her ability of producing 2 red at the beginning of combat. Those options have been narrowed down to:
I want this deck to be a creature based deck with creatures that have ETB triggers and I want to draw cards for them coming into play.
So here is the deck list
mana accelerants
1x Birds of Paradise
1x Radha, Heir to Keld
1x Thunderscape Familiar
1x Llanowar Tribe
1x Goreclaw, Terror of Qal Sisma
1x Regal Behemoth
1x Ulvenwald Hydra
1x Nyxbloom Ancient
1x Grand Warlord Radha
1x Hellkite Charger - with savage Ventmaw and additional mana you have an opportunity to kill everyone in one combat step
1x Savage Ventmaw
1x Yeva, Nature's Herald
1x Great Oak Guardian
1x Temur Sabertooth
1x Seedborn Muse
1x Ilharg, the Raze-Boar
1x Thunderfoot Baloth
1x Greenwarden of Murasa
1x Vigor
1x Panglacial Wurm - multiple ways to get it into play if you have the mana
1x End-Raze Forerunners
1x Archetype of Endurance
1x Thorn Mammoth
1x Dragonlord Atarka
1x Apex Altisaur - Closet thing to board wipe Green has
1x Kogla, the Titan Ape - return eternal witness/bogbonder for indestr. and reuse!
1x Eternal Witness
1x Slippery Bogbonder
1x Beast Whisperer
1x Garruk's Packleader
1x Reclamation Sage
1x Acidic Slime
1x Woodfall Primus
1x Terastodon
Spells - 31
instants
1x Summoner's Pact
1x Worldly Tutor
1x Heroic Intervention
1x Choas Warp
1x Beast Within
1x Chord of Calling
1x Lure of Prey
1x Awakening of Vitu-Ghazi
1x Fissure
1x Shared Summons
1x Volcanic Offering
1x Dramatic Entrance
1x Summoning Trap
1x Rhythm of the Wild
1x Elemental Bond
1x Garruk's Uprising
1x Guardian Project
1x Sol Ring
1x Lifecrafter's Bestiary
1x Vedalken Orrery
1x Embercleave
1x The Great Henge
1x Vivien, Champion of the Wilds - flash enabler
1x Domri, Anarch of Bolas - source of removal & mana
1x Vivien, Arkbow Ranger - source of removal
1x Vivien Reid - source of removal, for flying creatures & card advatange
1x Green Sun's Zenith
1x Shatterskull Smashing // Shatterskull, the Hammer Pass
1x Decimate
1x Natural Order
1x Turntimber Symbiosis // Turntimber, Serpentine Wood
5x Forest
1x Mountain
1x Castle Garenbrig
1x Mosswort Bridge - fetchable with Ulvenwald Hydra
1x Sheltered Thicket
1x Karplusan Forest
1x Copperline Gorge
1x Fire-Lit Thicket
1x Grove of the Burnwillows
1x Rootbound Crag
1x Mossfire Valley
1x Cinder Glade
1x Spire Garden
1x Raging Ravine - great with kessig wolf run or Awakening of Vitu-Ghazi
1x Stomping Ground
1x Cragcrown Pathway
1x Unclaimed Territory
1x Reflecting Pool
1x City of Brass
1x Command Tower
1x Mana Confluence
1x Exotic Orchard
1x Kessig Wolf Run
1x Inkmoth Nexus - great with kessig wolf run or Awakening of Vitu-Ghazi
1x Ancient Ziggurat
1x Bloodstain Mire - enables Panglacial wurm
1x Windswept Heath - enables Panglacial wurm
1x Wooded Foothills - enables Panglacial Wurm
1x Prismatic Vista - enables Panglacial Wurm
1x Ash Barrens - enables Panglacial Wurm for 1 mana
Mana Accelerants are:
My next move is to include vorinclex, voice of hunger and Winding Canyons although I think vorinclex is bit harsh for any play group.
I am new to commander. Does anyone have any other suggestions?
4 Stonecoil Serpent
4 Scavenging ooze
4 Nessian Hornbeetle
4 Lovestruck Beast
2 Garruk's Harbinger
2 Yorvo, Lord of Garenbrig
4 Questing Beast
2 Gemrazer
4 Primal Might
1 Ram Through
2 Garruk, Unleashed
3 The Great Henge
Lands - 24
20 forest
2 Castle Garenbrig
2 Bonder's Enclave
4 Oakhame Adversary - Mirror
3 Destiny Spinner - counter heavy decks
2 Gemrazer - decks with man Arts. and or Enchants
2 Ranger's Guile - removal heavy decks/ control
2 Garruk's Harbinger - decks with a lot of black removal
1 Heroic Intervention - decks with sweepers
1 Ram Through - creature matchups
4 Stonecoil Serpent - T1/2 with T3 Razer enbles T4 Henge
4 Swarm Shambler - T1/2 with T3 Razer enables T4 Henge
4 Scavenging Ooze
4 Nessian Hornbeetle
4 Lovestruck Beast - enables T4 henge
4 Kazandu Mammoth - T4 land drop enable T4 Henge
2 Yorvo, Lord of Garenbrig
4 Gemrazer
4 Ram through - kills cobra better
1 Garruk, unleashed - instead of QB, more trample for ram through finishes
4 Turntimber Symbiosis - good in flood, bury OP after henge
3 The Great Henge
Lands - 18
13 forest
2 Castle Garenbrig
2 Fabled passage - trying this for mammoths
1 Bonder's Enclave
4 Oakhame Adversary - Mirror
4 Garruk's Harbinger - decks with a lot of black removal
4 Primal Might - creature matchups
2 Chainweb Aracnir - does work against Dimir Rogues
1 Heroic intervention - removal heavy decks/control
I watch Rumti and RintMS that I watch for updates to the archetype.
Another build I just thought up to increase the number of routes to a Turn 4 Henge is to remove 2 Yorvo for 2 Garruk and -4 Beetle adding 4 Lotus Cobra. T2 cobra, T3 untapped land makes 4 mana to cast Garruk, most likely make a token then on T4 +1 garruk to give +3/3 to either lotus cobra or the beast token and cast henge. It would look like this:
4 Stonecoil Serpent - T1/2 with T3 Razer enbles T4 Henge
4 Swarm Shambler - T1/2 with T3 Razer enables T4 Henge
4 Scavenging Ooze
4 Lotus Cobra - this T2, T3 land to Garruk, T4 henge with +1
4 Lovestruck Beast - enables T4 henge
4 Kazandu Mammoth - T4 land drop enable T4 Henge
4 Gemrazer
4 Ram through - non-fight removal
3 Garruk, unleashed - instead of Questing Beast, more trample for ram through finishes, pumps creatures to cast henge
4 Turntimber Symbiosis - good in flood, bury OP after henge
3 The Great Henge
Lands - 18
12 forest
2 Castle Garenbrig
3 Fabled passage - trying this for mammoths and Cobras
1 Bonder's Enclave
4 Oakhame Adversary - Mirror
4 Garruk's Harbinger - decks with a lot of black removal
4 Primal Might - creature matchups
3 Chainweb Aracnir - does work against Dimir Rogues
I do agree with "...some kind of alternate finisher". But then its like what do I take out. Thus far the deck is fairly terrible, sucks not drawing the incinerator. I play the spitter and fiend to get 5 damage with heartfire on T3. I do like Fireblade Artist in that it can eat a creature for 2 damage to help get incinerator out but then again I do not know if it would be better than the cards it would take out.
This is simple, cast token creating cards, attack for as much damage as you can then on T4 and 5 cast the retrospective card to sac a token to get Raze Boar into play for the win.
4 Satyr's Cunning - can escape later for continued fuel
4 Forbidden Friendship - 2 tokens for 2 mana
3 Mask of Immolation - gives some direct damage in those close games
3 Chandra, Acolyte of Flame - 2 tokens on the key turn or can recast Forbidden friendship
4 Goblin Gathering - 3 dudes or more in one card
4 Sprouting Renewal - a way to deal with Art. or Enchants or get a 2/2
2 Tibalt, Rakish Instigator - more tokens and prevents life gain
4 Transmogrify - the reason for the deck
4 Lukka, Coppercoat Outcast - more way to get big pigs in play.
3 End-Raze Forerunners - best finisher in these colors
Lands 25
15 Mountain - enough land to ensure 5 lands on T5.
4 Stomping Ground - green for SB cards and incase we have to hardcast the Pig
4 Temple of Abandon
2 Castle Embereth - great if going wide
4 Heroic Intervention - for wraths
3 Torbran, Thane of Red Fell - another way to win? If you suspect counters for your spells that bring in the boars, -2 boar, -1 trans
3 Burn Bright - this can go in with torbran as a way to win without Lukka and Trans, -1 trans, -2 Lukka
3 Soul-Guide Lantern - against cycling decks
2 Tibalt, Rakish Instigator - against life gain decks.
Whatcha think?
Chandra's Incinerator is no doubt a sexy card and due to her abilities requires a deck with ways to deal the opponent direct damage not only to cast her but to use her ability to knock blockers and threats out of the way. Here is my first attempt a creating the best home for her.
4 Scorch Spitter - helps enable T3 incinerator
4 Footlight Fiend - helps enable T3 incinerator
4 Electrostatic Field - makes our direct damage spell do more damage
4 Ember Hauler - its a body and get direct damage in when you want it
4 Chandra's Incinerator
2 Bonecrusher Giant - over all good card, flex spot, not a part of the core
4 Shock
4 Skewer the Critics - 3 damage for R
4 Heartfire - sacing fiend with this makes incinerator cost R
3 Risk Factor - another flex spot.
21 mountain
2 Castle Embereth
Other cards worth thinking about are:
Electrodominance
Slaying Fire - 3 mana for 4 damage
Spear Spewer
Light up the Stage - instead of Risk Factor
Cavalcade of calamity - different deck with more 1 drops and Torbran, Thane of Red Fell instead of spells
Has anyone else brewed with the Incinerator?
T1: fiend or spitter. T2:static field or hauler. T3: attacks and or sacs with any spell combinations of; skewer, shock or heartfire for a T3 Incinerator.
I really like Purphoros so when I saw Terror Of the Skies I got really excited! So I made some room for him in my Purphoros deck.
4 Fire Prophecy - has the discard draw ability to find the pieces
4 Heraldic Banner - cast Purphoros 1 turn earlier and adds extra damage which does add up!
Creatures - 25
4 Bonecrusher Giant - early interaction, direct damage/removal
4 Zirda, the Dawnwaker - makes Purphoros's, Cav & Yidaro ability only cost R
4 Purphoros, Bronze-Blooded - my pet card
2 Cavalier of Flame - devotion and digging through library
3 Terror of the Peaks - mega damage and flying
3 Ox of Agonas - its important to get cards in your hand for Purphoros to drop and fill the graveyard for its escape.
4 Yidaro, Wandering Monster - usually cycling or dropping with Purphoros
3 Drakuseth, Maw of Flame
24 Mountain - ensure land drops and good fodder for cavalier and ox so that when cavalier dies it does extra damage.
1 Castle Embereth - only one because I might come in handy but never want it land to come into play tapped.
4 Robber of the Rich - any slow deck/control, reclamation
3 Flame Sweep - mono Red, sac'kos decks.
3 goblin Cratermaker - early damage, devotion and kills Ugin
3 Embereth Shieldbreaker - ovens and clovers
2 Scorching Dragonfire - Anax, cats, Lurrus decks, removal against aggro decks
What do ya'll think?
So far out of the new set I am loving Quartzwood Crasher and Footfall Crater so I am brewing up a Gruul list that goes higher than current Gruul lists but hopefully the hastily bigger creatures win. Here is my first draft:
4 Pelt Collector - early attack and grows to trample
4 Paradise Druid - accelerate, color fix, pumps pelt
4 Stonecoil Serpent - I think this might be a better play then Kraul Harpooner, opens 3 slots in the SB
4 Lovestruck Beast - I like the thought of hasting this guy with trample
4 Bonecrusher Giant - choosing this over Gruul Spellbreaker due to its flexibility
3 Questing Beast - play green, play Beast
2 Proud Wildbonder - I am considering this a finisher
2 Quartzwood Crasher - Hopefully it pulls it's weight
4 Footfall Crater - reason for the deck, "free" haste and trample, I know control decks will love this cards and its never dead since it cycles.
3 Vivien, Arkbow Ranger - removal, gives trample. Imagine giving 2 creatures trample with wildbonder in play, GG?
2 Embercleave - I am seeing Wildbonder as a potential finisher so we'll see which preforms better and they might even compliment each other!
Lands - 24 definitely want to get to Crasher on curve
12 Forest - to play Pelt and Druid on time, crater can be played on any turn, ensure vivien anytime
5 Mountain
4 Stomping Ground
3 Temple of Abandon
4 Gemrazer - Lets see if this card is better than Thrashing Brontodon
4 Redcap Melee - Mono Red
3 Shifting Ceratops - control, Flash, has trample
2 Shadowspear - mono red and creature mirrors, fits theme
2 Thrashing Brontodon - more artifact/enchantment removal
Hopefully I'll be able to play it on Arena and find out how bad it is
Some points/information.
- Bonder can enable more efficient attacks when a planeswalker is in play in that some times you have to dedicate 2/3 attacks to one planes walker just to ensure it dies due to the 1/2 blockers your opponent might have. Thus because a trampler can deal combat damage as though it was unblocked, you now only have to send one.
- Hasting paradise Druid can give you your second red or more in a rare pinch.
- I wanted at least 3 Vivien and at least 2 bonder and 9 4 drops were too many so I cut a Questing beast for a Bonecrusher, lower the curve. With 4 Druids maybe thats a mistake? I'll have to mark that card to see if it being a Questing beast would be better.
- Crater can be used mid combat to give any attacker trample based on your OP's blocking. Trample on questing beast is naturally great!
- Voracious Hydra and Gruul Spellbreaker are other possible options. I like the idea of doubling hydras counters and giving it haste!
- Mana curve is: 15 1 drops; 4 pelts, 4 crater, 4 Heart's desire, 3 Temple of abandon (2 might be the right number). 11 2 drops;4 druid, 4 Harpooner, 3 stomp. 7 3 drops; 4 lovestruck beast, 3 giant. 8 4 drops; 3 Questing Beast, 3 Vivien, 2 Bonder. 3 5 drops; 3 Crasher and 2 6 drops with Embercleave.
- I want the deck to still get out early and be aggro deal some initial damage then use its top end to finish the opponent by using Embercleave or Bonder to deal damage directly.
- Harpooner and crasher are great post wipe threats with crater in play in that harpooner can hit them for 7 or 8 total damage and crasher can make a another threat.
- If you Mutate a Gemrazer onto a Pelt Collector on T3 does it get teh counter AND turn into a 4/4 with trample and reach?!?!?!!?
- With 3 vivien it might be worth it to put in 1 God-Eternal Rhonas or Voracious Hydra to 'Fireball' the opponent.
-Ram through might be a good removal spell in this deck
So what are your thoughts? What are you ideas for the trample theme from Ikora and how would create Gruul in this new standard?
Major edit:
4/15/20: -4 Kraul Harpooner, +4 Stonecoil Serpent. I think new standard will feature more multicolored decks so sacrificing the conditional removal for a creature that is harder to deal with and scales better as the game goes on is worth it. Thinking about the popular cards that cant deal with Serpent I think it is worth it in anycase. Also frees up 3 sideboards slots.
-3 Serpent from Sideboard to main deck, +1 redcap Melee, +2 Thrashing Brontodon
4/17/20: up to 12 forest from 11 and -1 mountain +1 Temple. Have to be able to cast vivien on time, matches color requirements better I think. Wildbonder is more of a card that shows up for the final blow, down to 2, +1 bonecrusher
4/23/20: Dammit this deck sucks, LMAO. Its it just too slow. If one is going to make a trample themed deck then I think it will involve reliable ramping the first 3 turns then start dropping creatures with Trample so that you can drop bonder and get damage in directly, which I HAVE accomplished with this prior draft. I'll look into that and report. Footfall crater only seems good late game when you are in top deck mode, otherwise you are casting creatures on curve.
Here is the standard Jeskai list.
4 Bonecrusher Giant
4 Cavalier of Flame
2 Cavalier of Gales
3 Kenrith, the Returned King
4 Sphinx of Foresight
Spells - 16
4 Teferi, Time Raveler
4 Deafening Clarion
2 Aether Gust
1 Heliod's Intervention
1 Elspeth Conquers Death
4 Fires of Invention
2 Castle Vantress
3 Fabled Passage
4 Hallowed Fountain
2 Island
2 Mountain
1 Plains
3 Sacred Foundry
4 Steam Vents
3 Temple of Epiphany
3 Temple of Triumph
2 Aether Gust
2 Devout Decree
2 Disenchant
2 Legion Warboss
3 Mystical Dispute
2 Robber of the Rich
2 Tithe Taker
So here are the changes I am making:
4 Bonecrusher Giant
4 Purphoros, Bronze Blooded - instead of Sphinx of Foresight
4 Cavalier of Flame
3 Drakuseth, Maw of Flame - instead of 2 Cavalier of Gales and the 3rd Kenrith
2 Kenrith, the Returned King
2 Ox of Agonas - (in place of 2 lands)
Spells - 16
4 Shimmer of Possibility - taking out Elspeth, Heliod and Gusts
4 Teferi, Time Raveler
4 Deafening Clarion
4 Fires of Invention
1 Castle Vantress
2 Fabled Passage
4 Hallowed Fountain
2 Island
2 Mountain
1 Plains
3 Sacred Foundry
4 Steam Vents
3 Temple of Epiphany
3 Temple of Triumph
2 Aether Gust
2 Devout Decree
2 Disenchant
2 Legion Warboss
3 Mystical Dispute
2 Robber of the Rich
2 Tithe Taker
The Sideboard seems fine, I'll trust the professionals and I really like Robber of the Rich with fires in play and I'll see how tithe taker works.
I know this is just a worse Jeskai Fires deck but this thread is all about the love for Purphoros and finding him the best shell.