Purp walk
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Ilharg's trigger puts the fatso back in hand, so you can ilharg, get 6 free damage, bash with your fat, and then fatso again next turn. It can also go quite bananas with a couple extra combat steps since its free. I'd think of it as a kinda ramp spell of sorts.DirkGently wrote: ↑1 year agoIlharg seems like more of an alternative commander to me, kinda redundant
The only real upside I see to that sequence instead of just having some other fatty ("bash with your fat" makes me think of Godskin Noble btw) is the 6 extra attack, but then if you don't have a fatty with an etb effect - and a fair number of them are focused around things other than their etb effect - then it might not really do much.
Ilharg won't allow Scourge of the Throne to trigger if he puts him into play. You'd have to play both separately.Ilharg into Scourge, for example, is a massive upgrade over just blitzing Scourge, since you get double ilharg triggers (so instead of doing 13 or whatever, you can do 25+the third creature).
Then you can blitz Scourge again.
Dragon tyrant can pretty easily represent 20+ damage on its own. It's less exciting without the possibility for a few exceedingly non-budget cards - in particular Gauntlet of Might - but it plays much better into the "suddenly, you're dead" game plan instead of the more predictable etb value train that ilharg wants to do.Ilharg, the Raze-Boar also synergizes strongly with all your wheel bros, since he's the to draw again and guarantee another free trigger.
I'd give some thought to it over Dragon Tyrant myself, but ymmv.
Worn powerstone is fine, I'll refine the mana rocks and powerstone might make the cut. Dynamo I'm less interested in because it doesn't accelerate out of the commander any faster. It does let you activate him a turn earlier, though, so maybe?this is probably a Worn Powerstone deck and a Thran Dynamo deck.
Definitely no to those two, if I have 5 mana I'm playing my commander not a mana rock. Solemn doesn't accelerate purp - he's okay to bring in with purp as a blocker but since mv doesn't matter at that point, we can do better.at a casual level, this is *probably* a Gilded Lotus deck tbh, and I'd think hard about a Solemn Simulacrum as signet into solemn is a good place for this deck to be.
I don't like exile draw because you can easily hit uncastable fatties and/or fatties you just don't want to cast right now. Faithless looting is fine but I think it's more important to get card draw instead of focusing on quality. We empty our hand relatively easily via purphoros, and then we need a way to recover. Card selection doesn't help enough in that regard imo.this is certainly a Faithless Looting deck and very probably a Cathartic Reunion deck, and almost absolutely a Light Up the Stage deck. I don't think you need 41 lands so much as more impactful ramp and a little draw smoothing
Yeah those could make the cut, I haven't refined the manabase yet.I think this is a deck worth playing the depletion tap for RR card, umm...Sandstone Needle, and man I would swear there was another one that was kinda similar but I can't think of it.
I'd think on cycling lands maybe.
That's kind of funny as a way to accelerate out the commander a turn early, but idk that it's worth sacrificing that much tempo? You have to play them on 1 and not use them until 4 lol. And then it's another 2 turns before they do anything.This is gonna sound riduclous, but storage lands might be good in this deck; Mage-Ring Network and Dwarven Hold or whatever / Mercadian Bazaar. I've had really good luck with the Mage-Ring Network templated ones especially in control decks (Dreadship Reef etc).
I think 12 is what I have in the deck currently, and there are a couple lands that can also qualify to some extent. I think generally it's faster to play him on 5 and then untap rather than try to ramp to 8. It also means we can run a lot of 3-mana rocks which can give us a lot of extra utility. In a non-budget deck I'd try for a semi-consistent t3 purphoros but I don't think that's realistic on the cheap.The magic number in this deck ramp wise is probably more like 9 than 6, and you'd really like to get to 8 so you can drop purph and fire the cannon once to get some value train going.
Oh yeah, he's one of my favorites.Hope it turns out great, Purph is a pretty strong commander and has a lot of fun angles
He does when I tell him about it.Chromaticus wrote: ↑1 year agoDoes Mike "get" the game well enough to activate Purph on the previous end step?
Ah, well 9 will probably happen a decent amount of the time anyway, but I think 6 is still pretty okay tbh. With eot drops you can have 4 dudes out at once, that's a hell of a lot of damage with a good group of them. I definitely remember closing out games with just a couple creatures, as long as they're the right ones.