Adeliz, the Cinder Wind
1UR
Legendary Creature — Human Wizard
2/2
Flying, haste
Whenever you cast an instant or sorcery spell, Wizards you control get +1/+1 until end of turn.
-Pretty powerful beater for wizard tribal, although it feels a little weird beating down with wizards. I'd imagine you'd want to build with as many cheap wizards with decent effects as possible, and a bunch of brainstorm/ponder/preordain type cards as possible to go off on a big overrun turn.
Arvad the Cursed
3WB
Legendary Creature — Vampire Knight
3/3
Deathtouch, lifelink
Other legendary creatures you control get +2/+2.
Pretty understatted imo, and the buff is pretty narrow. Build looks obvious enough but sounds pretty weak.
Aryel, Knight of Windgrace
2WB
Legendary Creature — Human Knight
4/4
Vigilance
2W, T: Create a 2/2 white Knight creature token with vigilance.
B, T, Tap X untapped Knights you control: Destroy target creature with power X or less.
Woo, knight tribal. I like the abilities, and he's got a solid body on him. Having the rattlesnake or the token production for eot is a nice combo. Looks fun.
Baird, Steward of Argive
2WW
Legendary Creature — Human Soldier
2/4
Vigilance
Creatures can't attack you or a planeswalker you control unless their controller pays 1 for each of those creatures.
Pretty boring. We already have a mono-white pw synergy commander. Solid in the 99.
Darigaaz Reincarnated
4BRG
Legendary Creature — Dragon
7/7
Flying, trample, haste
If Darigaaz Reincarnated would die, instead exile it with three egg counters on it.
At the beginning of your upkeep, if Darigaaz is exiled with an egg counter on it, remove an egg counter from it. Then if Darigaaz has no egg counters on it, return it to the battlefield.
Solid beater, but not particularly interesting in the command zone imo. Ability sorta defeats the purpose of a commander, although ofc you get the choice.
Demonlord Belzenlok
4BB
Legendary Creature — Elder Demon
6/6
Flying, trample
When Demonlord Belzenlok enters the battlefield, exile cards from the top of your library until you exile a nonland card, then put that card into your hand. If the card's converted mana cost is 4 or greater, repeat this process. Demonlord Belzenlok deals 1 damage to you for each card put into your hand this way.
Pretty funny way to kill yourself in one turn with the right deck. Otherwise it seems like an ok way to draw some semirandom number of cards on etb but it's not all that exciting imo.
Evra, Halcyon Witness
4WW
Legendary Creature — Avatar
4/4
Lifelink
4: Exchange your life total with Evra, Halcyon Witness's power.
Really funny ability. Easy way to one-shot fools if you can keep it alive and get through blockers. Whispersilk cloak = gg. probably pretty one-note though.
Firesong and Sunspeaker
4RW
Legendary Creature – Minotaur Cleric
4/6
Red instant and sorcery spells you control have lifelink.
Whenever a white instant or sorcery spell causes you to gain life, Firesong and Sunspeaker deals 3 damage to target creature or player.
cool way to get some extra value out of burn and lifegain spells. Pretty sick with the earthquake cousins for gaining crazy life. The second clause seems harder to get value out of - there's a few lifegaining cantrips that become pretty good, and some other spells with incidental lifegain that get better, though. But it's not like you'll be running many lifegain-only spells.
Garna, the Bloodflame
3BR
Legendary Creature — Human Warrior
3/3
Flash
When Garna, the Bloodflame enters the battlefield, return to your hand all creature cards in your graveyard that were put there from anywhere this turn.
Other creatures you control have haste.
Could be some sort of sac and recur sort of commander. Giving haste is a decent bonus for sure. The fact that you can dredge and get a bunch of stuff is neat. Idk that I see a super obvious direction.
Grand Warlord Radha
2RG
Legendary Creature — Elf Warrior
3/4
Haste
Whenever one or more creatures you control attack, add that much mana in any combination of R and/or G. Until end of turn, you don't lose this mana as steps and phases end.
Looks like a solid overrun commander. Make a bunch of tokens, then ramp out some sort of big instant-speed overrun or something.
Grunn, the Lonely King
4GG
Legendary Creature — Ape Warrior
5/5
Kicker 3 (You may pay an additional 3 as you cast this spell.)
If Grunn, the Lonely King was kicked, it enters the battlefield with five +1/+1 counters on it.
Whenever Grunn attacks alone, double its power and toughness until end of turn.
Decent beater, but seems boring for a commander.
Hallar, the Firefletcher
1RG
Legendary Creature — Elf Archer
3/3
Trample
Whenever you cast a spell, if that spell was kicked, put a +1/+1 counter on Hallar, the Firefletcher, then Hallar deals damage equal to the number of +1/+1 counters on it to each opponent.
kicker tribal? lol ok. I guess there are enough kicker cards to make the deck do that, but most of them probably suck. Seems like a cute, bad deck.
Jhoira, Weatherlight Captain
2UR
Legendary Creature — Human Artificer
3/3
Whenever you cast a historic spell, draw a card.
So...mostly artifacts probably. Almost certainly going to lead to some really BS combos where you dump 20 artifacts, bounce them, play them again, sac them all for mana, win somehow. Even for a fair deck, though, "draw a card when you do this thing" is a pretty boring way to synergize imo.
Jodah, Archmage Eternal
1URW
Legendary Creature — Human Wizard
4/3
Flying
You may pay WUBRG rather than pay the mana cost for spells that you cast.
Ugh, boring. Big spell tribal. I'm sure it'll do some decent things, but I'm not particularly interested in casting nothing but overcosted haymakers.
Kazarov, Sengir Pureblood
5BB
Legendary Creature — Vampire
4/4
Flying
Whenever a creature an opponent controls is dealt damage, put a +1/+1 counter on Kazarov, Sengir Pureblood.
3R: Kazarov deals 2 damage to target creature.
Gets big fast with the right support. Pinging ability is pretty lame. Overall looks pretty meh, but if you're in a creature-heavy meta and throw out a few damage-everything spells it seems potentially viable, if ultimately just a beater.
Kwende, Pride of Femeref
3W
Legendary Creature — Human Knight
2/2
Double strike
Creatures you control with first strike have double strike.
Weird ability. Definitely knight-tribal-adjacent. Probably not the most powerful, but cute.
Lyra Dawnbringer
3WW
Legendary Creature — Angel
5/5
Flying, first strike, lifelink
Other Angels you control get +1/+1 and have lifelink.
Angel tribal. Cool. Now people will stop requesting it. And probably move on to begging for a homarid tribal commander.
Marwyn, the Nurturer
2G
Legendary Creature — Elf Druid
1/1
Whenever another Elf enters the battlefield under your control, put a +1/+1 counter on Marwyn, the Nurturer.
T: Add an amount of G equal to Marwyn's power.
Not sure if it's better than the existing elf tribal dudes. Definitely has big overrun potential, but has more moving parts than...whatever that other elf dude is. I mean whatever, I can't get all that hyped for elf tribal. There's already like 20 of the damn things.
Muldrotha, the Gravetide
3BGU
Legendary Creature — Elemental Avatar
6/6
During each of your turns, you may play up to one permanent card of each permanent type from your graveyard.
Really interesting ability, but it doesn't interest me personally very much. Seems too open ended. I guess you can run a bunch of cheap cantripping sacky artifacts and stuff. Idk it just seems too blatantly powerful, and too goodstuff to me.
Multani, Yavimaya's Avatar
4GG
Legendary Creature — Elemental Avatar
0/0
Reach, trample
Multani, Yavimaya's Avatar gets +1/+1 for each land you control and each land card in your graveyard.
1G, Return two lands you control to their owner's hand: Return Multani from your graveyard to your hand.
Super hard to kill, big beater. Another one that's better in the 99 imo.
Naban, Dean of Iteration
1U
Legendary Creature — Human Wizard
2/1
If a Wizard entering the battlefield under your control causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Probably the coolest wizard tribal commander so far. Super lower cmc and potentially pretty powerful effect. I don't like tribal wizards all that much, but I'll probably give it a shot.
Naru Meha, Master Wizard
2UU
Legendary Creature — Human Wizard
3/3
Flash
When Naru Meha, Master Wizard enters the battlefield, copy target instant or sorcery spell you control. You may choose new targets for the copy.
Other Wizards you control get +1/+1.
Love that etb but the static tribal bonus is so boring. Might still be worth it for the twincast in the command zone, but probably not. And there's better wizard tribal options.
Rona, Disciple of Gix
1UB
Legendary Creature — Human Artificer
2/2
When Rona, Disciple of Gix enters the battlefield, you may exile target historic card from your graveyard. (Artifacts, legendaries, and Sagas are historic.)
You may cast nonland cards exiled with Rona.
4, T: Exile the top card of your library.
Definitely a good way to make a certain artifact (or other) really hard to get rid of permanently. The actual efficiency is pretty meh I think - it's sort of an ewit, but an ewit that only gives artifact/legends/sagas and makes you cast them before it dies. And then the draw ability is just a weaker version of jayemdae tome. So...interesting, but I don't think it's anything special unless you really want to keep recasting mindslaver or something.
Shanna, Sisay's Legacy
GW
Legendary Creature — Human Warrior
0/0
Shanna, Sisay's Legacy can't be the target of abilities your opponents control.
Shanna gets +1/+1 for each creature you control.
Big dumb beater. More of a 99 probably.
Slimefoot, the Stowaway
1BG
Legendary Creature — Fungus
2/3
Whenever a Saproling you control dies, Slimefoot, the Stowaway deals 1 damage to each opponent and you gain 1 life.
4: Create a 1/1 green Saproling creature token.
His own ability is pretty overpriced unless you have infinite mana. Could just ramp out tons of mana, or could have other sap production. Overall doesn't look super strong, but y'know, saproling tribal or something. Maybe one day we'll have a tribal commander for every tribe and we can shut the hell up about it.
Squee, the Immortal
1RR
Legendary Creature — Goblin
2/1
You may cast Squee, the Immortal from your graveyard or from exile.
Hilarious, but idk that I can think of a good way to abuse him, besides just being a super hard to get rid of voltron or something.
Teshar, Ancestor's Apostle
3W
Legendary Creature — Bird Cleric
2/2
Flying
Whenever you cast a historic spell, return target creature card with converted mana cost 3 or less from your graveyard to the battlefield.
Now THAT'S an ability. Time to run some self-mill (ok, it's mono-white, so maybe not) and every 0-cost artifact I can get my hands on. Looks like a lot of potential, although mono-white puts a pretty severe restriction on it.
Tetsuko Umezawa, Fugitive
1U
Legendary Creature — Human Rogue
1/3
Creatures you control with power or toughness 1 or less can't be blocked.
Aww, I hoped for a lot more from an umezawa. can't even buff himself without losing his ability. I guess he's good with the magma ragers of mtg. and I guess some of the saboteur dudes with 1 attack.
Tiana, Ship's Caretaker
3RW
Legendary Creature — Angel Artificer
3/3
Flying, first strike
Whenever an Aura or Equipment you control is put into a graveyard from the battlefield, you may return that card to its owner's hand at the beginning of the next end step.
Yaaaay, finally a RW equipment commander! the ability is pretty meh with sunforger sadly, but still, it's a step in the right direction. I feel like equipment rarely get killed without killing the creatures at the same time, but I guess if that happens they do still return, although you have to recast them. Overall it's a little too expensive and slow, and doesn't really advance your plan so much as give you a contingency plan if someone wipes. So...idk that i'll build it. But I'm glad it exists. RW needs equipment synergy.
Torgaar, Famine Incarnate
6BB
Legendary Creature — Avatar
7/6
As an additional cost to cast this spell, you may sacrifice any number of creatures. This spell costs 2 less to cast for each creature sacrificed this way.
When Torgaar, Famine Incarnate enters the battlefield, up to one target player's life total becomes half their starting life total, rounded down.
Pretty nasty effect, and a good way to reset your own life total. And it's a good beater besides. Still not super interesting, but definitely powerful.
Valduk, Keeper of the Flame
2R
Legendary Creature — Human Shaman
3/2
At the beginning of combat on your turn, for each Aura and Equipment attached to Valduk, Keeper of the Flame, create a 3/1 red Elemental creature token with trample and haste. Exile those tokens at the beginning of the next end step.
Urgoros, the Empty One
4BB
Legendary Creature — Specter
4/3
Flying
Whenever Urgoros, the Empty One deals combat damage to a player, that player discards a card at random. If the player can't, you draw a card.
Man, kind of a lame ability for costing 6 damn mana. There's a lot of better options if you want to beat face and draw cards in mono-black.
Valduk, Keeper of the Flame
2R
Legendary Creature — Human Shaman
3/2
At the beginning of combat on your turn, for each Aura and Equipment attached to Valduk, Keeper of the Flame, create a 3/1 red Elemental creature token with trample and haste. Exile those tokens at the beginning of the next end step.
Equipment synergy is always fun, and I like the way it synergizes. Basically a red kemba. If there's some good ways to synergize with elementals, there could be some pretty sweet tricks here, otherwise he's still interesting and solid but not amazing.
Verix Bladewing
2RR
Legendary Creature — Dragon
4/4
Kicker 3 (You may pay an additional 3 as you cast this spell.)
Flying
When Verix Bladewing enters the battlefield, if it was kicked, create Karox Bladewing, a legendary 4/4 red Dragon creature token with flying.
Decent beater but nothing exciting in the command zone.
Whisper, Blood Liturgist
3B
Legendary Creature — Human Cleric
2/2
T, Sacrifice two creatures: Return target creature card from your graveyard to the battlefield.
Pretty cool ability, hell's caretaker in the command zone. Could see some reanimator fun to be had, although you just replace reanimation spells with ways to make tokens. Being able to constantly recur token production stuff and get bigger and bigger boards with no commitments could be strong though. I dig it.
You missed commenting on Valduk. How do you feel about it?
Garna, the Bloodflame can return creature cards put into GY from anywhere, so cycling and other discard/wheel effect would also bring back those cards.
I like Hallar, the Firefletcher. While it appears to be a kicker tribal card, there are plenty of ways in Gruul to put +1/+1 counter on Hallar, and plenty of ways to double creature damage too, even with a few counters he could do 6~10+ damage per spell casted to all opponents. I think the fun part would be on how to balance the deck to maximize his effect.
An interesting point about Garna, the Bloodflame: It returns creatures to hand if they entered the graveyard from anywhera else. In other words, you can use mass mill such as Dread Summons or a big Mesmeric Orb turn as pseudo-draw, recover discarded cards after a Mindslicer or reuse them with cards like Skirge Familiar for big mana turns, and the obvious post-Wrath tech. Even something as simple as Necromancer's Stockpile can be used to fill your hand then regain all the discarded cards.
Obviously, these strategies lend themselves to big mana BR the best, abusing Coffers as much as possible for the explosive turns since Garna costs 5 cmc.
Torgaar is able to cheat the Commander Tax as well like Tasigur's Delve. It's a sac outlet every time you cast it, not as good as instant-speed ones but still a way to trigger Grave Pact effects, get draw off of Dark Prophecy-style cards, counters for Black Market, etc. Wound Reflection with Torgaar can kill a person from full health or more and severely wound people at less than full.
Edit: cyberium_neo, you beat me to the punch; I wasted too much time looking up cards.
Naban, Dean of Iteration
1U
Legendary Creature — Human Wizard
2/1
If a Wizard entering the battlefield under your control causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Firesong and Sunspeaker will probably make me finally create that Boros spellslinger, just because it makes for a different deck than 'beat face, do it well'(I can safely lose Kalemne and still have a few voltron-y decks left...). Them being minotaurs is definitely a bonus too.
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Evra, Halcyon Witness: This makes for an interesting angle for a white lifegain deck. As your commander, it is always a threat to let through unblocked. Combine with Altar of Dementia to instantly mill someone out in mono white Grunn the Lonely King: This will go straight into my Xenagos deck: cast it for 9, attack for 40. Firesword and Sunspeaker: finally a spellslinger-able Boros commander. Too bad the ability is on such a big body because it makes the commander so costly. This will be very, very susceptible to instant speed interaction and after it is killed twice RW decks will be struggling to be able to even play it again. Jodah, Eternal Archmage: Finally a 5 color commander that helps with color fixing, and in an interesting way to boot! 4 power and flying is also respectable, so commander damage is also something possible with him. Darigaaz Reincarnated: A good playable commander damage commander with an interesting way to evade commander tax once it becomes prohibitive.
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The secret to enjoyable Commander games is not winning first, but losing last.
If my post has no tags, then i posted from my phone.
What's the source for all this?
Anyway, I can actually see Hallar, the Firefletcher work in a number of decks, not necessarily commander ones. Elves in modern right now are using that guy that gets +1 for each time he was kicked and buffs the rest of the team accordingly, I can definitely see some synergy there.
As for Johira, I'll be using her in my Breya deck
Firesong and Sunspeaker are almost the Boros commander I've been looking for for years. There's just one problem: they cost 6 mana. 6 mana, in RW, for a card that doesn't really do anything on it's own. Ergh. Cut the body down, hell, make the second ability into a Shock rather than a Bolt if necessary, and make them cost 3-4 mana and they'd be one of my all time favourite legends. As is, they're simply too costly to make for a fun deck - it takes too long to get them out, and even a couple of deaths (nothing particularly remarkable in a format with every bit of removal ever printed) put them into pretty much unusable territory.
Really disappointed with Jhoira and Belzenlok though. I had hoped for the RU artificer legend to do something a little more interesting then draw ing a card. And Belzenlok, being the most powerfull demon of the 4 (And the only "Elder" demon amongst them) should have been at least a 9/9 (Kothoped 6/6, Griselbrand 7/7, Razaketh 8/8, Belzenlok 9/9).
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I do like that we're actually getting interesting Boros commanders this time around. It's a colour combo sorely lacking in the "Commanders That Do Stuff Aside From Going Into The Red Zome" department.
Now, Firesong and Sunspeaker may be expensive, but I just want to live the dream of doing a "Turn 7, cast Firesong and Sunspeaker, cast Blasphemous Act" once. It's going to be glorious.
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My Commander decks:
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
Muldrotha, the Gravetide could be interesting as a superfriends commander. Ult the planeswalker with Doubling Season and the like, cast it back, ult it again...my God, that's scary as ****.
Why does Urgoros, the Empty One cost 4BB instead of, say, 2BB? The card still wouldn't be great at four mana, but at six it just seems ridiculous. And I run Dakkon Blackblade! At least Dakkon, while overcosted, provides multiple colors and has a scaling power level.
Demonlord Belzenlok
4BB
Legendary Creature — Elder Demon
6/6
Flying, trample
When Demonlord Belzenlok enters the battlefield, exile cards from the top of your library until you exile a nonland card, then put that card into your hand. If the card's converted mana cost is 4 or greater, repeat this process. Demonlord Belzenlok deals 1 damage to you for each card put into your hand this way.
You could construct a deck with around 30 cards all CMC>=4 and the rest land. Skirge Familiar would be your trump card. Some combo win.
Why does Urgoros, the Empty One cost 4BB instead of, say, 2BB? The card still wouldn't be great at four mana, but at six it just seems ridiculous. And I run Dakkon Blackblade! At least Dakkon, while overcosted, provides multiple colors and has a scaling power level.
We don't see rarities, so maybe Urgoros is an uncommon? At 2BB and uncommon he'd be bonkers.
It is disappointing. At 4BB for EDH, I'd have hoped for "Whenever an opponent cannot discard a card from hand, draw a card" as a Specter Tribal/bad Geth's Grimoire sort of lord. So there's what we can ask for next - a Grixis Specter who doesn't suck.
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So there's what we can ask for next - a Grixis Specter who doesn't suck.
I'm down. I'm a fan of Specters aesthetically. I've long been contemplating ways to use them effectively. Tymna the Weaver & Bruse Tarl, Boorish Herder's probably the best option mechanically, as Tymna likes evasive creatures and Bruse can give a Specter double triggers. I dislike Bruse's art and flavor, unfortunately.
Demonlord Belzenlok
4BB
Legendary Creature — Elder Demon
6/6
Flying, trample
When Demonlord Belzenlok enters the battlefield, exile cards from the top of your library until you exile a nonland card, then put that card into your hand. If the card's converted mana cost is 4 or greater, repeat this process. Demonlord Belzenlok deals 1 damage to you for each card put into your hand this way.
You could construct a deck with around 30 cards all CMC>=4 and the rest land. Skirge Familiar would be your trump card. Some combo win.
That's definitely the first thought I had with him as well, but unfortunately you need 11 mana in one fell swoop to pull it off, without having access to any non-Land ramp, which is a pretty tough sell.
My second thought was Insidious Dreams. You can endphase Dreams and set up Lion's Eye Diamond on top (guaranteeing you enough mana to untap and cast Belz with one mana floating), then a stack of 4+ cmc cards, then Sacrifice to kickstart your combo. I'm still trying to figure out what the cards in between are. Necrotic Ooze gives you a compact, 4 mana wincon with Triskelion and Phyrexian Devourer as the other pieces, but you need a way to get those cards into your graveyard without spending much additional mana.
Hmm... Body Snatcher, Phantasmagorian, Dark Triumph? You discard Phanta to the Snatcher, return Phanta by discarding Ooze/Trike/Devourer, then sac Snatcher to Triumph to reteurn Ooze and win. The problem is, that's 6 cards without including the Sacrifice and LED, and you aren't going to have 8 cards to pitch to Dreams in all likelihood.
Draw rit for turn, rit to 6 mana, cast Belz, draw Wraith-Mikaeus-Trike-LED, play LED, cycle Wraith hold priority crack LED, draw Victimize and Victimize Belz for Mike-Trike combo win.
Firesong and Sunspeaker
4RW
Legendary Creature – Minotaur Cleric
4/6
Red instant and sorcery spells you control have lifelink.
Whenever a white instant or sorcery spell causes you to gain life, Firesong and Sunspeaker deals 3 damage to target creature or player.
cool way to get some extra value out of burn and lifegain spells. Pretty sick with the earthquake cousins for gaining crazy life. The second clause seems harder to get value out of - there's a few lifegaining cantrips that become pretty good, and some other spells with incidental lifegain that get better, though. But it's not like you'll be running many lifegain-only spells.
Doesn't the second ability just turn on with the first whenever you cast a damaging spell? I guess there are probably only 3 or 4 good white instants/sorceries that do damage themselves.
Firesong and Sunspeaker might get me to make the Rx spellslinger deck I've been meaning to build. Too bad it's 6 CMC, after a couple deaths it'll definitely be prohibitive to cast. I feel like Neheb, the Eternal would be a good include for the 99, he'd probably be the only good way to access your commander after just two deaths.
Can someone tell me if a RW spell would trigger FS&SS's second ability with lifegain from it's first ability? I'm pretty sure it would, this would make Lightning Helix pretty amazing (even if not, it's an auto include.)
Firesong and Sunspeaker
4RW
Legendary Creature – Minotaur Cleric
4/6
Red instant and sorcery spells you control have lifelink.
Whenever a white instant or sorcery spell causes you to gain life, Firesong and Sunspeaker deals 3 damage to target creature or player.
cool way to get some extra value out of burn and lifegain spells. Pretty sick with the earthquake cousins for gaining crazy life. The second clause seems harder to get value out of - there's a few lifegaining cantrips that become pretty good, and some other spells with incidental lifegain that get better, though. But it's not like you'll be running many lifegain-only spells.
Doesn't the second ability just turn on with the first whenever you cast a damaging spell? I guess there are probably only 3 or 4 good white instants/sorceries that do damage themselves.
Doesn't the second ability just turn on with the first whenever you cast a damaging spell? I guess there are probably only 3 or 4 good white instants/sorceries that do damage themselves.
The second ability triggers off of white spells gaining you life. So it won't trigger off red damage spells unless they're also white, and your white spells don't need to deal damage.
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Firesong and Sunspeaker might get me to make the Rx spellslinger deck I've been meaning to build. Too bad it's 6 CMC, after a couple deaths it'll definitely be prohibitive to cast. I feel like Neheb, the Eternal would be a good include for the 99, he'd probably be the only good way to access your commander after just two deaths.
Can someone tell me if a RW spell would trigger FS&SS's second ability with lifegain from it's first ability? I'm pretty sure it would, this would make Lightning Helix pretty amazing (even if not, it's an auto include.)
This is in addition to just making Rolling Earthquake a big gain life spell, and causing Renewed Faith and other white lifegain spells to be a "build your own Lightning Helix[/card]".
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Commander - Currently Playing: RCRDaretti: Superfriends Forever RCR WGBDoran: Ent-mootWBG GGGMultani: Group Bear HugGGG GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G) RGWGahiji, the Honored Group Hug MonsterRGW UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B) WUBRGAtogatog: Assembling a OHKOWUBRG
Firesong and Sunspeaker might get me to make the Rx spellslinger deck I've been meaning to build. Too bad it's 6 CMC, after a couple deaths it'll definitely be prohibitive to cast. I feel like Neheb, the Eternal would be a good include for the 99, he'd probably be the only good way to access your commander after just two deaths.
Can someone tell me if a RW spell would trigger FS&SS's second ability with lifegain from it's first ability? I'm pretty sure it would, this would make Lightning Helix pretty amazing (even if not, it's an auto include.)
Not sure if this is what you're asking, but lightning helix will in fact trigger their second ability TWICE - once from the lifegain, once from the lifelinked damage.
I think there's only 2 cards that will do that within the RW CI (lightning helix and warleader's helix) but yeah, those cards are NUTS with these guys.
tl;dr: Dirk's top picks:
honorable mentions:
Adeliz, the Cinder Wind
1UR
Legendary Creature — Human Wizard
2/2
Flying, haste
Whenever you cast an instant or sorcery spell, Wizards you control get +1/+1 until end of turn.
-Pretty powerful beater for wizard tribal, although it feels a little weird beating down with wizards. I'd imagine you'd want to build with as many cheap wizards with decent effects as possible, and a bunch of brainstorm/ponder/preordain type cards as possible to go off on a big overrun turn.
Arvad the Cursed
3WB
Legendary Creature — Vampire Knight
3/3
Deathtouch, lifelink
Other legendary creatures you control get +2/+2.
Pretty understatted imo, and the buff is pretty narrow. Build looks obvious enough but sounds pretty weak.
Aryel, Knight of Windgrace
2WB
Legendary Creature — Human Knight
4/4
Vigilance
2W, T: Create a 2/2 white Knight creature token with vigilance.
B, T, Tap X untapped Knights you control: Destroy target creature with power X or less.
Woo, knight tribal. I like the abilities, and he's got a solid body on him. Having the rattlesnake or the token production for eot is a nice combo. Looks fun.
Baird, Steward of Argive
2WW
Legendary Creature — Human Soldier
2/4
Vigilance
Creatures can't attack you or a planeswalker you control unless their controller pays 1 for each of those creatures.
Pretty boring. We already have a mono-white pw synergy commander. Solid in the 99.
Darigaaz Reincarnated
4BRG
Legendary Creature — Dragon
7/7
Flying, trample, haste
If Darigaaz Reincarnated would die, instead exile it with three egg counters on it.
At the beginning of your upkeep, if Darigaaz is exiled with an egg counter on it, remove an egg counter from it. Then if Darigaaz has no egg counters on it, return it to the battlefield.
Solid beater, but not particularly interesting in the command zone imo. Ability sorta defeats the purpose of a commander, although ofc you get the choice.
Demonlord Belzenlok
4BB
Legendary Creature — Elder Demon
6/6
Flying, trample
When Demonlord Belzenlok enters the battlefield, exile cards from the top of your library until you exile a nonland card, then put that card into your hand. If the card's converted mana cost is 4 or greater, repeat this process. Demonlord Belzenlok deals 1 damage to you for each card put into your hand this way.
Pretty funny way to kill yourself in one turn with the right deck. Otherwise it seems like an ok way to draw some semirandom number of cards on etb but it's not all that exciting imo.
Evra, Halcyon Witness
4WW
Legendary Creature — Avatar
4/4
Lifelink
4: Exchange your life total with Evra, Halcyon Witness's power.
Really funny ability. Easy way to one-shot fools if you can keep it alive and get through blockers. Whispersilk cloak = gg. probably pretty one-note though.
Firesong and Sunspeaker
4RW
Legendary Creature – Minotaur Cleric
4/6
Red instant and sorcery spells you control have lifelink.
Whenever a white instant or sorcery spell causes you to gain life, Firesong and Sunspeaker deals 3 damage to target creature or player.
cool way to get some extra value out of burn and lifegain spells. Pretty sick with the earthquake cousins for gaining crazy life. The second clause seems harder to get value out of - there's a few lifegaining cantrips that become pretty good, and some other spells with incidental lifegain that get better, though. But it's not like you'll be running many lifegain-only spells.
Garna, the Bloodflame
3BR
Legendary Creature — Human Warrior
3/3
Flash
When Garna, the Bloodflame enters the battlefield, return to your hand all creature cards in your graveyard that were put there from anywhere this turn.
Other creatures you control have haste.
Could be some sort of sac and recur sort of commander. Giving haste is a decent bonus for sure. The fact that you can dredge and get a bunch of stuff is neat. Idk that I see a super obvious direction.
Grand Warlord Radha
2RG
Legendary Creature — Elf Warrior
3/4
Haste
Whenever one or more creatures you control attack, add that much mana in any combination of R and/or G. Until end of turn, you don't lose this mana as steps and phases end.
Looks like a solid overrun commander. Make a bunch of tokens, then ramp out some sort of big instant-speed overrun or something.
Grunn, the Lonely King
4GG
Legendary Creature — Ape Warrior
5/5
Kicker 3 (You may pay an additional 3 as you cast this spell.)
If Grunn, the Lonely King was kicked, it enters the battlefield with five +1/+1 counters on it.
Whenever Grunn attacks alone, double its power and toughness until end of turn.
Decent beater, but seems boring for a commander.
Hallar, the Firefletcher
1RG
Legendary Creature — Elf Archer
3/3
Trample
Whenever you cast a spell, if that spell was kicked, put a +1/+1 counter on Hallar, the Firefletcher, then Hallar deals damage equal to the number of +1/+1 counters on it to each opponent.
kicker tribal? lol ok. I guess there are enough kicker cards to make the deck do that, but most of them probably suck. Seems like a cute, bad deck.
Jhoira, Weatherlight Captain
2UR
Legendary Creature — Human Artificer
3/3
Whenever you cast a historic spell, draw a card.
So...mostly artifacts probably. Almost certainly going to lead to some really BS combos where you dump 20 artifacts, bounce them, play them again, sac them all for mana, win somehow. Even for a fair deck, though, "draw a card when you do this thing" is a pretty boring way to synergize imo.
Jodah, Archmage Eternal
1URW
Legendary Creature — Human Wizard
4/3
Flying
You may pay WUBRG rather than pay the mana cost for spells that you cast.
Ugh, boring. Big spell tribal. I'm sure it'll do some decent things, but I'm not particularly interested in casting nothing but overcosted haymakers.
Kazarov, Sengir Pureblood
5BB
Legendary Creature — Vampire
4/4
Flying
Whenever a creature an opponent controls is dealt damage, put a +1/+1 counter on Kazarov, Sengir Pureblood.
3R: Kazarov deals 2 damage to target creature.
Gets big fast with the right support. Pinging ability is pretty lame. Overall looks pretty meh, but if you're in a creature-heavy meta and throw out a few damage-everything spells it seems potentially viable, if ultimately just a beater.
Kwende, Pride of Femeref
3W
Legendary Creature — Human Knight
2/2
Double strike
Creatures you control with first strike have double strike.
Weird ability. Definitely knight-tribal-adjacent. Probably not the most powerful, but cute.
Lyra Dawnbringer
3WW
Legendary Creature — Angel
5/5
Flying, first strike, lifelink
Other Angels you control get +1/+1 and have lifelink.
Angel tribal. Cool. Now people will stop requesting it. And probably move on to begging for a homarid tribal commander.
Marwyn, the Nurturer
2G
Legendary Creature — Elf Druid
1/1
Whenever another Elf enters the battlefield under your control, put a +1/+1 counter on Marwyn, the Nurturer.
T: Add an amount of G equal to Marwyn's power.
Not sure if it's better than the existing elf tribal dudes. Definitely has big overrun potential, but has more moving parts than...whatever that other elf dude is. I mean whatever, I can't get all that hyped for elf tribal. There's already like 20 of the damn things.
Muldrotha, the Gravetide
3BGU
Legendary Creature — Elemental Avatar
6/6
During each of your turns, you may play up to one permanent card of each permanent type from your graveyard.
Really interesting ability, but it doesn't interest me personally very much. Seems too open ended. I guess you can run a bunch of cheap cantripping sacky artifacts and stuff. Idk it just seems too blatantly powerful, and too goodstuff to me.
Multani, Yavimaya's Avatar
4GG
Legendary Creature — Elemental Avatar
0/0
Reach, trample
Multani, Yavimaya's Avatar gets +1/+1 for each land you control and each land card in your graveyard.
1G, Return two lands you control to their owner's hand: Return Multani from your graveyard to your hand.
Super hard to kill, big beater. Another one that's better in the 99 imo.
Naban, Dean of Iteration
1U
Legendary Creature — Human Wizard
2/1
If a Wizard entering the battlefield under your control causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Probably the coolest wizard tribal commander so far. Super lower cmc and potentially pretty powerful effect. I don't like tribal wizards all that much, but I'll probably give it a shot.
Naru Meha, Master Wizard
2UU
Legendary Creature — Human Wizard
3/3
Flash
When Naru Meha, Master Wizard enters the battlefield, copy target instant or sorcery spell you control. You may choose new targets for the copy.
Other Wizards you control get +1/+1.
Love that etb but the static tribal bonus is so boring. Might still be worth it for the twincast in the command zone, but probably not. And there's better wizard tribal options.
Rona, Disciple of Gix
1UB
Legendary Creature — Human Artificer
2/2
When Rona, Disciple of Gix enters the battlefield, you may exile target historic card from your graveyard. (Artifacts, legendaries, and Sagas are historic.)
You may cast nonland cards exiled with Rona.
4, T: Exile the top card of your library.
Definitely a good way to make a certain artifact (or other) really hard to get rid of permanently. The actual efficiency is pretty meh I think - it's sort of an ewit, but an ewit that only gives artifact/legends/sagas and makes you cast them before it dies. And then the draw ability is just a weaker version of jayemdae tome. So...interesting, but I don't think it's anything special unless you really want to keep recasting mindslaver or something.
Shanna, Sisay's Legacy
GW
Legendary Creature — Human Warrior
0/0
Shanna, Sisay's Legacy can't be the target of abilities your opponents control.
Shanna gets +1/+1 for each creature you control.
Big dumb beater. More of a 99 probably.
Slimefoot, the Stowaway
1BG
Legendary Creature — Fungus
2/3
Whenever a Saproling you control dies, Slimefoot, the Stowaway deals 1 damage to each opponent and you gain 1 life.
4: Create a 1/1 green Saproling creature token.
His own ability is pretty overpriced unless you have infinite mana. Could just ramp out tons of mana, or could have other sap production. Overall doesn't look super strong, but y'know, saproling tribal or something. Maybe one day we'll have a tribal commander for every tribe and we can shut the hell up about it.
Squee, the Immortal
1RR
Legendary Creature — Goblin
2/1
You may cast Squee, the Immortal from your graveyard or from exile.
Hilarious, but idk that I can think of a good way to abuse him, besides just being a super hard to get rid of voltron or something.
Teshar, Ancestor's Apostle
3W
Legendary Creature — Bird Cleric
2/2
Flying
Whenever you cast a historic spell, return target creature card with converted mana cost 3 or less from your graveyard to the battlefield.
Now THAT'S an ability. Time to run some self-mill (ok, it's mono-white, so maybe not) and every 0-cost artifact I can get my hands on. Looks like a lot of potential, although mono-white puts a pretty severe restriction on it.
Tetsuko Umezawa, Fugitive
1U
Legendary Creature — Human Rogue
1/3
Creatures you control with power or toughness 1 or less can't be blocked.
Aww, I hoped for a lot more from an umezawa. can't even buff himself without losing his ability. I guess he's good with the magma ragers of mtg. and I guess some of the saboteur dudes with 1 attack.
Tiana, Ship's Caretaker
3RW
Legendary Creature — Angel Artificer
3/3
Flying, first strike
Whenever an Aura or Equipment you control is put into a graveyard from the battlefield, you may return that card to its owner's hand at the beginning of the next end step.
Yaaaay, finally a RW equipment commander! the ability is pretty meh with sunforger sadly, but still, it's a step in the right direction. I feel like equipment rarely get killed without killing the creatures at the same time, but I guess if that happens they do still return, although you have to recast them. Overall it's a little too expensive and slow, and doesn't really advance your plan so much as give you a contingency plan if someone wipes. So...idk that i'll build it. But I'm glad it exists. RW needs equipment synergy.
Torgaar, Famine Incarnate
6BB
Legendary Creature — Avatar
7/6
As an additional cost to cast this spell, you may sacrifice any number of creatures. This spell costs 2 less to cast for each creature sacrificed this way.
When Torgaar, Famine Incarnate enters the battlefield, up to one target player's life total becomes half their starting life total, rounded down.
Pretty nasty effect, and a good way to reset your own life total. And it's a good beater besides. Still not super interesting, but definitely powerful.
Valduk, Keeper of the Flame
2R
Legendary Creature — Human Shaman
3/2
At the beginning of combat on your turn, for each Aura and Equipment attached to Valduk, Keeper of the Flame, create a 3/1 red Elemental creature token with trample and haste. Exile those tokens at the beginning of the next end step.
Urgoros, the Empty One
4BB
Legendary Creature — Specter
4/3
Flying
Whenever Urgoros, the Empty One deals combat damage to a player, that player discards a card at random. If the player can't, you draw a card.
Man, kind of a lame ability for costing 6 damn mana. There's a lot of better options if you want to beat face and draw cards in mono-black.
Valduk, Keeper of the Flame
2R
Legendary Creature — Human Shaman
3/2
At the beginning of combat on your turn, for each Aura and Equipment attached to Valduk, Keeper of the Flame, create a 3/1 red Elemental creature token with trample and haste. Exile those tokens at the beginning of the next end step.
Equipment synergy is always fun, and I like the way it synergizes. Basically a red kemba. If there's some good ways to synergize with elementals, there could be some pretty sweet tricks here, otherwise he's still interesting and solid but not amazing.
Verix Bladewing
2RR
Legendary Creature — Dragon
4/4
Kicker 3 (You may pay an additional 3 as you cast this spell.)
Flying
When Verix Bladewing enters the battlefield, if it was kicked, create Karox Bladewing, a legendary 4/4 red Dragon creature token with flying.
Decent beater but nothing exciting in the command zone.
Whisper, Blood Liturgist
3B
Legendary Creature — Human Cleric
2/2
T, Sacrifice two creatures: Return target creature card from your graveyard to the battlefield.
Pretty cool ability, hell's caretaker in the command zone. Could see some reanimator fun to be had, although you just replace reanimation spells with ways to make tokens. Being able to constantly recur token production stuff and get bigger and bigger boards with no commitments could be strong though. I dig it.
EDH Primers
Phelddagrif - Zirilan
EDH
Thrasios+Bruse - Pang - Sasaya - Wydwen - Feather - Rona - Toshiro - Sylvia+Khorvath - Geth - QMarchesa - Firesong - Athreos - Arixmethes - Isperia - Etali - Silas+Sidar - Saskia - Virtus+Gorm - Kynaios - Naban - Aryel - Mizzix - Kazuul - Tymna+Kraum - Sidar+Tymna - Ayli - Gwendlyn - Phelddagrif 4 - Liliana - Kaervek - Phelddagrif 3 - Mairsil - Scarab - Child - Phenax - Shirei - Thada - Depala - Circu - Kytheon - GrenzoHR - Phelddagrif - Reyhan+Kraum - Toshiro - Varolz - Nin - Ojutai - Tasigur - Zedruu - Uril - Edric - Wort - Zurgo - Nahiri - Grenzo - Kozilek - Yisan - Ink-Treader - Yisan - Brago - Sidisi - Toshiro - Alexi - Sygg - Brimaz - Sek'Kuar - Marchesa - Vish Kal - Iroas - Phelddagrif - Ephara - Derevi - Glissa - Wanderer - Saffi - Melek - Xiahou Dun - Lazav - Lin Sivvi - Zirilan - Glissa
PDH - Drake - Graverobber - Izzet GM - Tallowisp - Symbiote Brawl - Feather - Ugin - Jace - Scarab - Angrath - Vraska - Kumena Oathbreaker - Wrenn&6
Garna, the Bloodflame can return creature cards put into GY from anywhere, so cycling and other discard/wheel effect would also bring back those cards.
I like Hallar, the Firefletcher. While it appears to be a kicker tribal card, there are plenty of ways in Gruul to put +1/+1 counter on Hallar, and plenty of ways to double creature damage too, even with a few counters he could do 6~10+ damage per spell casted to all opponents. I think the fun part would be on how to balance the deck to maximize his effect.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
Obviously, these strategies lend themselves to big mana BR the best, abusing Coffers as much as possible for the explosive turns since Garna costs 5 cmc.
Torgaar is able to cheat the Commander Tax as well like Tasigur's Delve. It's a sac outlet every time you cast it, not as good as instant-speed ones but still a way to trigger Grave Pact effects, get draw off of Dark Prophecy-style cards, counters for Black Market, etc. Wound Reflection with Torgaar can kill a person from full health or more and severely wound people at less than full.
Edit: cyberium_neo, you beat me to the punch; I wasted too much time looking up cards.
Beating Face with Bane
Beatrice, the Golden Witch
1U
Legendary Creature — Human Wizard
2/1
If a Wizard entering the battlefield under your control causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Seems super sweet. Treasure Mage grabs both Rings of Brighthearth and Basalt Monolith, for what its worth. Or Crystal Shard + Cloudstone Curio if you don't like combos. I really like this guy, and might be the first mono blue deck I build.
Evra, Halcyon Witness: This makes for an interesting angle for a white lifegain deck. As your commander, it is always a threat to let through unblocked. Combine with Altar of Dementia to instantly mill someone out in mono white
Grunn the Lonely King: This will go straight into my Xenagos deck: cast it for 9, attack for 40.
Firesword and Sunspeaker: finally a spellslinger-able Boros commander. Too bad the ability is on such a big body because it makes the commander so costly. This will be very, very susceptible to instant speed interaction and after it is killed twice RW decks will be struggling to be able to even play it again.
Jodah, Eternal Archmage: Finally a 5 color commander that helps with color fixing, and in an interesting way to boot! 4 power and flying is also respectable, so commander damage is also something possible with him.
Darigaaz Reincarnated: A good playable commander damage commander with an interesting way to evade commander tax once it becomes prohibitive.
If my post has no tags, then i posted from my phone.
Full spoiler here.
There's a few more but even worse than the ones I listed. This doesn't include anything new.
Beating Face with Bane
Beatrice, the Golden Witch
If my post has no tags, then i posted from my phone.
Now, Firesong and Sunspeaker may be expensive, but I just want to live the dream of doing a "Turn 7, cast Firesong and Sunspeaker, cast Blasphemous Act" once. It's going to be glorious.
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
EDH decks: 1. RGWMayael's Big BeatsRETIRED!
2. BUWMerieke Ri Berit and the 40 Thieves
3. URNiv's Wheeling and Dealing!
4. BURThe Walking Dead
5. GWSisay's Legends of Tomorrow
6. RWBRise of Markov
7. GElvez and stuffz(W)
8. RCrush your enemies(W)
9. BSign right here...(W)
- A 5C commander that is "goodstuff" but isn't just a big beater (Jodah, Archmage Eternal)
- An Izzet "artifacts matter" planeswalker (Jhoira, Weatherlight Captain, who is also "legends matter" and "sagas matter" for extra gravy)
- Boros commanders that are about more than just hitting people in the face-zone hard (Tiana, Ship's Caretaker and Firesong and Sunspeaker)
- An Orzhov Knight Tribal commander (Aryel, Knight of Windgrace)
- A monowhite Angel Tribal commander (Lyra Dawnbringer)
- A true Sultai reanimator commander (Muldrotha, the Gravetide
- A true monoblack Reanimator commander (Whisper, Blood Liturgist)
- A legendary Specter (Urgoros, the Empty One)
- Tons of support across colors for "Legendary Tribal".
I'm honestly not sure what I'll complain to MaRo about, now.
RCRDaretti: Superfriends Forever RCR
WGBDoran: Ent-mootWBG
GGGMultani: Group Bear HugGGG
GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G)
RGWGahiji, the Honored Group Hug MonsterRGW
UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B)
WUBRGAtogatog: Assembling a OHKOWUBRG
4BB
Legendary Creature — Elder Demon
6/6
Flying, trample
When Demonlord Belzenlok enters the battlefield, exile cards from the top of your library until you exile a nonland card, then put that card into your hand. If the card's converted mana cost is 4 or greater, repeat this process. Demonlord Belzenlok deals 1 damage to you for each card put into your hand this way.
You could construct a deck with around 30 cards all CMC>=4 and the rest land. Skirge Familiar would be your trump card. Some combo win.
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
We don't see rarities, so maybe Urgoros is an uncommon? At 2BB and uncommon he'd be bonkers.
It is disappointing. At 4BB for EDH, I'd have hoped for "Whenever an opponent cannot discard a card from hand, draw a card" as a Specter Tribal/bad Geth's Grimoire sort of lord. So there's what we can ask for next - a Grixis Specter who doesn't suck.
RCRDaretti: Superfriends Forever RCR
WGBDoran: Ent-mootWBG
GGGMultani: Group Bear HugGGG
GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G)
RGWGahiji, the Honored Group Hug MonsterRGW
UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B)
WUBRGAtogatog: Assembling a OHKOWUBRG
I'm down. I'm a fan of Specters aesthetically. I've long been contemplating ways to use them effectively. Tymna the Weaver & Bruse Tarl, Boorish Herder's probably the best option mechanically, as Tymna likes evasive creatures and Bruse can give a Specter double triggers. I dislike Bruse's art and flavor, unfortunately.
Saskia the Unyielding can give you an extra trigger with Hypnotic Specter, Abyssal Specter, and Entropic Specter as well as the pseudo-Specters Odylic Wraith, Order of Yawgmoth, Wei Night Raiders, and Zhang Liao, Hero of Hefei.
That's definitely the first thought I had with him as well, but unfortunately you need 11 mana in one fell swoop to pull it off, without having access to any non-Land ramp, which is a pretty tough sell.
My second thought was Insidious Dreams. You can endphase Dreams and set up Lion's Eye Diamond on top (guaranteeing you enough mana to untap and cast Belz with one mana floating), then a stack of 4+ cmc cards, then Sacrifice to kickstart your combo. I'm still trying to figure out what the cards in between are. Necrotic Ooze gives you a compact, 4 mana wincon with Triskelion and Phyrexian Devourer as the other pieces, but you need a way to get those cards into your graveyard without spending much additional mana.
Hmm... Body Snatcher, Phantasmagorian, Dark Triumph? You discard Phanta to the Snatcher, return Phanta by discarding Ooze/Trike/Devourer, then sac Snatcher to Triumph to reteurn Ooze and win. The problem is, that's 6 cards without including the Sacrifice and LED, and you aren't going to have 8 cards to pitch to Dreams in all likelihood.
Maybe something with Ill-Gotten Gains?
Edit: Hmm... you can draw an additional cheap card at the cost of stacking one fewer expensive card by cycling Street Wraith.
Stack:
Dark Ritual
Street Wraith
Mikaeus, the Unhallowed
Triskelion
Lion's Eye Diamond
Victimize
Draw rit for turn, rit to 6 mana, cast Belz, draw Wraith-Mikaeus-Trike-LED, play LED, cycle Wraith hold priority crack LED, draw Victimize and Victimize Belz for Mike-Trike combo win.
Currently Playing:
Legacy: Something U/W Controlish
EDH Cube
Hypercube! A New EDH Deck Every Week(ish)!
Doesn't the second ability just turn on with the first whenever you cast a damaging spell? I guess there are probably only 3 or 4 good white instants/sorceries that do damage themselves.
Can someone tell me if a RW spell would trigger FS&SS's second ability with lifegain from it's first ability? I'm pretty sure it would, this would make Lightning Helix pretty amazing (even if not, it's an auto include.)
EDH Primers
Phelddagrif - Zirilan
EDH
Thrasios+Bruse - Pang - Sasaya - Wydwen - Feather - Rona - Toshiro - Sylvia+Khorvath - Geth - QMarchesa - Firesong - Athreos - Arixmethes - Isperia - Etali - Silas+Sidar - Saskia - Virtus+Gorm - Kynaios - Naban - Aryel - Mizzix - Kazuul - Tymna+Kraum - Sidar+Tymna - Ayli - Gwendlyn - Phelddagrif 4 - Liliana - Kaervek - Phelddagrif 3 - Mairsil - Scarab - Child - Phenax - Shirei - Thada - Depala - Circu - Kytheon - GrenzoHR - Phelddagrif - Reyhan+Kraum - Toshiro - Varolz - Nin - Ojutai - Tasigur - Zedruu - Uril - Edric - Wort - Zurgo - Nahiri - Grenzo - Kozilek - Yisan - Ink-Treader - Yisan - Brago - Sidisi - Toshiro - Alexi - Sygg - Brimaz - Sek'Kuar - Marchesa - Vish Kal - Iroas - Phelddagrif - Ephara - Derevi - Glissa - Wanderer - Saffi - Melek - Xiahou Dun - Lazav - Lin Sivvi - Zirilan - Glissa
PDH - Drake - Graverobber - Izzet GM - Tallowisp - Symbiote Brawl - Feather - Ugin - Jace - Scarab - Angrath - Vraska - Kumena Oathbreaker - Wrenn&6
The second ability triggers off of white spells gaining you life. So it won't trigger off red damage spells unless they're also white, and your white spells don't need to deal damage.
Currently Playing:
Legacy: Something U/W Controlish
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It also makes things like Eye for an Eye really good or any of those redirects like Comeuppance
Yes, the idea here is that Red/White multicolor damage spells are amazing as they gain lifelink AND cause F&S to deal damage - Fire at Will, Lightning Helix, Aurelia's Fury, Intimidation Bolt, Brightflame, Warleader's Helix will gain a boatload of life and cause the minotaurs to dish out an extra 3 damage.
This is in addition to just making Rolling Earthquake a big gain life spell, and causing Renewed Faith and other white lifegain spells to be a "build your own Lightning Helix[/card]".
RCRDaretti: Superfriends Forever RCR
WGBDoran: Ent-mootWBG
GGGMultani: Group Bear HugGGG
GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G)
RGWGahiji, the Honored Group Hug MonsterRGW
UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B)
WUBRGAtogatog: Assembling a OHKOWUBRG
I think there's only 2 cards that will do that within the RW CI (lightning helix and warleader's helix) but yeah, those cards are NUTS with these guys.
EDIT; oh and also brightflame. Not unless you have a way to make those spells red.
EDH Primers
Phelddagrif - Zirilan
EDH
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