(Atsushi, the Blazing SkyAtsushi, the Blazing Sky| Art by Victor Adame Minguez)
Epic Preparations
Hello, EDHREC fans! I’m Bernardo, and this is Epic Experiment, a series where we throw all common sense aside and experiment with some unusual strategies, changing how we normally build our deck. Is it going to work? Who knows?! We’re making science here. When you’re an Izzet mage, blowing things up is half the fun.
Let's take a look at Atsushi, the Blazing SkyAtsushi, the Blazing Sky.
Atsushi suffers from being a better card in the 99 than as a commander. While the commander death rule change made it a lot easier to use commanders with these types of abilities, we still have to deal with an ever-increasing commander tax without any of the proper tools to deal with it. This goes double for pure-value-based commanders such as Atsushi, since we want to trigger them as often as possible.
That being said, once we accept our commander's shortcomings, we have a powerhouse of a tool for mono-red. Both modes on Atsushi's death trigger are solid, providing either mana or card draw, two things that mono-red always looks for.
While red won't be the best color to support a detah trigger commander, there are still plenty of good clone effects to copy our commander, forcing the copy to die to the legend rule. Bear in mind that these cards should be used mainly as support or a secondary theme, since it would be awkward to spend resources just to get more resources.
Epic Ingredients
So, how will we give this Dragon a brand new twist?
One of the biggest challenges when using the 'Stuffy DollStuffy Doll effects + gigantic damage spell' interaction is, of course, choosing the right commander. These strategies often get stuck in a situation where they need to deal tons of damage to the whole table to trigger Stuffy DollStuffy Doll cards, which of course kills their own commander, making it impossible to choose a ocmmander that you rely upon for help with that game plan. Atsushi negates this problem altogether! Our commander's death will only bring rewards! Atsushi's trigger is exactly what we need to either rebuild with a quick bump of extra mana to help replay our threats, to use the pseudo-draw to help us find them.
Wrathful Red DragonWrathful Red Dragon is an impressive addition to our deck, as the tribal synergies with our commander could certainly be the difference between whether we can OHKO an opponent or not. Brash TaunterBrash Taunter is a more flexible Stuffy DollStuffy Doll and is an all-star in our list for its reliability, and for being so easily tutorable. Blazing SunsteelBlazing Sunsteel is a versatile card that makes any creature into a Stuffy Doll, turns our commander into a decent Voltron threat, and goes infinite with Brash TaunterBrash Taunter. Finally, Toralf, God of FuryToralf, God of Fury and RepercussionRepercussion are excellent at punishing people for having too wide of a board.
The other part of our 'combo' is filled with some common red board wipes. This is a big upside when playing this type of strategy: we're able to fill both the interaction and synergy slots with cards that we'd want to play anyway, which opens up a lot in terms of deck slot economy. Blasphemous ActBlasphemous Act is the benchmark effect, as it's cheap and does a lot of damage. Sundering StrokeSundering Stroke is very consistent in a mono-red deck and does a lot of damage, with or without our creatures on the board. Shatterskull SmashingShatterskull Smashing goes even further on the versatility, working as either a combo piece, a removal spell, or a land.
While our deck wants to 'combo' off, we lack the consistency to make it our primary win condition. Enter the group slug package. Group slug is a perfect theme to complement our strategy because it helps us lower everyone's life total low enough that our Stuffy DollStuffy Doll + Blasphemous ActBlasphemous Act combination will actually threaten lethal damage. Our deck is very mana-hungry, so having a card like Descent into AvernusDescent into Avernus that can both ramp us and deal damage is very good, even if the ramp is symmetrical. ManabarbsManabarbs, Burning EarthBurning Earth, and SpellshockSpellshock punish players for casting spells in one way or another, and Blood MoonBlood Moon and Magus of the MoonMagus of the Moon punish players for being too greedy with their mana base.
The Mixture
Atsushi Piñata
View on ArchidektCommander (1)
- 1 *Atsushi, the Blazing Sky*Atsushi, the Blazing Sky
Creature (16)
- 1 *Goblin Engineer*Goblin Engineer
- 1 *Mogg Maniac*Mogg Maniac
- 1 *Goblin Matron*Goblin Matron
- 1 *Imperial Recruiter*Imperial Recruiter
- 1 *Magus of the Moon*Magus of the Moon
- 1 *Spiteful Sliver*Spiteful Sliver
- 1 *Defiler of Instinct*Defiler of Instinct
- 1 *Ill-Tempered Loner*Ill-Tempered Loner
- 1 *Jaxis, the Troublemaker*Jaxis, the Troublemaker
- 1 *Toralf, God of Fury*Toralf, God of Fury
- 1 *Brash Taunter*Brash Taunter
- 1 *Kazuul, Tyrant of the Cliffs*Kazuul, Tyrant of the Cliffs
- 1 *Kiki-Jiki, Mirror Breaker*Kiki-Jiki, Mirror Breaker
- 1 *Stuffy Doll*Stuffy Doll
- 1 *Wrathful Red Dragon*Wrathful Red Dragon
- 1 *Coalhauler Swine*Coalhauler Swine
Sorcery (14)
- 1 *Earthquake*Earthquake
- 1 *Faithless Looting*Faithless Looting
- 1 *Magmatic Insight*Magmatic Insight
- 1 *Rolling Earthquake*Rolling Earthquake
- 1 *Shattering Spree*Shattering Spree
- 1 *Vandalblast*Vandalblast
- 1 *Crackle with Power*Crackle with Power
- 1 *Shatterskull Smashing*Shatterskull Smashing
- 1 *Seize the Spoils*Seize the Spoils
- 1 *Chain Reaction*Chain Reaction
- 1 *Shivan Meteor*Shivan Meteor
- 1 *Star of Extinction*Star of Extinction
- 1 *Sundering Stroke*Sundering Stroke
- 1 *Blasphemous Act*Blasphemous Act
Instant (8)
- 1 *Price of Progress*Price of Progress
- 1 *Thrill of Possibility*Thrill of Possibility
- 1 *Wild Magic Surge*Wild Magic Surge
- 1 *Arcbond*Arcbond
- 1 *Chaos Warp*Chaos Warp
- 1 *Valakut Awakening*Valakut Awakening
- 1 *Big Score*Big Score
- 1 *Unexpected Windfall*Unexpected Windfall
Enchantment (12)
- 1 *Roiling Vortex*Roiling Vortex
- 1 *Blood Moon*Blood Moon
- 1 *Descent into Avernus*Descent into Avernus
- 1 *Fable of the Mirror-Breaker*Fable of the Mirror-Breaker
- 1 *Repercussion*Repercussion
- 1 *Spellshock*Spellshock
- 1 *Sulfuric Vortex*Sulfuric Vortex
- 1 *Burning Earth*Burning Earth
- 1 *Furnace of Rath*Furnace of Rath
- 1 *Manabarbs*Manabarbs
- 1 *Dictate of the Twin Gods*Dictate of the Twin Gods
- 1 *Fiery Emancipation*Fiery Emancipation
Artifact (13)
- 1 *Everflowing Chalice*Everflowing Chalice
- 1 *Sol Ring*Sol Ring
- 1 *Ankh of Mishra*Ankh of Mishra
- 1 *Blade of Selves*Blade of Selves
- 1 *Blazing Sunsteel*Blazing Sunsteel
- 1 *Fellwar Stone*Fellwar Stone
- 1 *Mind Stone*Mind Stone
- 1 *Ruby Medallion*Ruby Medallion
- 1 *Cursed Mirror*Cursed Mirror
- 1 *Skyclave Relic*Skyclave Relic
- 1 *Sword of Light and Shadow*Sword of Light and Shadow
- 1 *Hedron Archive*Hedron Archive
- 1 *Caged Sun*Caged Sun
Land (36)
- 1 *Tectonic Edge*Tectonic Edge
- 1 *Ghost Quarter*Ghost Quarter
- 34 MountainMountain
We've assembled a decent tutor suite for mono-red. Goblin EngineerGoblin Engineer can grab Blazing SunsteelBlazing Sunsteel if we want to go off even without a proper Stuffy DollStuffy Doll creature, or it can grab Sword of Light and ShadowSword of Light and Shadow if we want to rebuild after combing off, or even Cursed MirrorCursed Mirror, which can be great in the right circumstances. Goblin MatronGoblin Matron can fetch our key creatures, such as Brash TaunterBrash Taunter and Mogg ManiacMogg Maniac, can grab enablers, like Kiki-Jiki, Mirror BreakerKiki-Jiki, Mirror Breaker, or it can chain tutors together by getting Goblin EngineerGoblin Engineer. My favorite one, Imperial RecruiterImperial Recruiter, is more flexible than the Matron, being able to tutor for any Goblin and even some of our cheaper non-Goblin 'combo' creatures, plus some heavy hitters like Magus of the MoonMagus of the Moon and Jaxis, the TroublemakerJaxis, the Troublemaker.
Oh, and did I mention? Damage multiplier effects are great here because a lot of our cards deal a lot of damage. Fiery EmancipationFiery Emancipation goes buck wild, tripling our own damage to our Brash TaunterBrash Taunter, which then deal an additional triple damage to an opponent! Bear in mind that these types of cards take extra time to get into play, and attract a lot of attention, so opponents may gang up on us to remove them. To create a big explosion, we have to time the ignition just right.
Methodology
Our early game strategy should focus more on building a reliable foundation, rather than trying to goldfish our way through the game. As such, we should prioritize hands that offer early board interaction or mana. Our commander is a good failsafe for when we're lacking relevant plays. The mid-game is where we start tutoring to get our key pieces ready. This telegraphs our plan, but flexible deck searches will set us up quickly, and once we land a Stuffy DollStuffy Doll with a big blowout damage spell, our opponents might not be able to survive the initial blast.
If they do survive, that's no problem - our late game is pretty good, and that's where the group slug cards come in handy! Life totals will be low, so even if our damage multipliers didn't secure the win, we can nickel and dime our way to victory... or set up for another explosion! Even games where we don't set up very well can end with a combination of damage multipliers and burn spells.
That’s it for this Epic Experiment! What do you think of this list? Do you have any questions about the deck? Which cards did you like? Which did you not? Was this experiment a success? Please let me know in the comments below!
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