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Forgemaster's Dominion v2.0 (Artifact Aggro/Combo)

Commander / EDH Aggro Artifact Mono-Red Multiplayer

zen_fishy


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Creature (1)

Enchantment (1)

Artifact (1)


Deck is current as of Magic Origins

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Introduction

This one is fairly typical Puphoros-style aggro:

Step (1) - Cast commander

Step (2) - Put down 20 creatures and win.

Since you can't aim Purphoros, you're never going to be anyone's friend or ally. Realistically, your only hope for winning is to blitz everyone's life totals to zero before you get destroyed by the 3+ other players at the table. Since bringing out this deck essentially means that everyone is going to be against me, I went against my usual rule of no land destruction and included such nastiness as Ruination and Blood Moon.

I've ditched all the other bells and whistles I had in the previous version of the deck (life gain prevention, swarm pumpers) and went with the bare essentials. The result is that the deck is very good at what it does, and can pull off the win very quickly, assuming everything goes according to plan. However, since I took out all the bells and whistles, it almost never goes according to plan.

The deck has a lot of weaknesses, the most crippling of which are due to the innate nature of the deck:

  1. The deck is highly reliant on it's commander. Thankfully, Purphoros is easily one of the most resilient cards in the game (even more so now that tucking is no longer a thing), assuming it hasn't been turned into a creature.
  2. You're limited to red and artifacts, which severely limits you when it comes to things that red and artifacts are sub-optimal at (card draw, enchantment destruction, etc.)
  3. Lifegain. Thankfully, lifegain is usually in limited supply in most of the commander metas I play.

Suggestions wise, I'm looking for cards I might have missed, or anything that's strictly better then anything else I might already have. I'm also looking for ways to overcome the weaknesses I've outlined above, without radical changes to the deck strategy (a tall order I know). I appreciate any comments, criticisms, or suggestions, with the following addendums:

  • No suggestions for tutors please. I know the deck has a low tutor count, and it's purposeful. My meta kind of frowns on tutors (one of those Spirit of EDH deals) so we try to limit it to one or two a deck (the one for this one is Goblin Matron).
  • If you're going to suggest that I take out something, please suggest what you would put in it's place.

Thanks guys, let me know what you think.

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In-Depth Breakdown

IN PROGRESS

Suggestions

Updates Add

Just some long overdue updates for new cards and such:

Everflowing Chalice -> Sword of the Animist

This was frequently the worst of my mana rocks, and Sword of the Animist just feels so much more powerful. In a monocolored deck like this one, it stays relevant for pretty much the entire game and works well with the deck's mana doublers and high creature density.

Chandra's Spitfire -> Pia and Kiran Nalaar

I like Chandra, but the deck's lack of haste means that the card too often dies without doing anything. Pia and Karan are obviously great with Purph, plus they'll work well with some of the artifact synergy I'm planning on working into the deck.

Comments

Date added 9 years
Last updated 9 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

40 - 0 Rares

18 - 0 Uncommons

5 - 0 Commons

Cards 100
Avg. CMC 3.52
Tokens 1/1 R Token Creature Elemental Cat, 2/2 C Artifact Creature Spawn, Beast 3/1 R, Copy Clone, Dragon 4/4 R, Eldrazi Spawn 0/1 C, Elemental 1/1 R w/ Haste, Goat 0/1 W, Goblin 1/1 R, Kobolds of Kher Keep 0/1 R, Myr 1/1 C, Ogre 3/3 R, Snake 1/1 G, Thopter 1/1 C
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