Angrath, the Flame-Chained
[+1]: Each opponent discards a card and loses 2 life.
[-3]: Gain control of target creature until end of turn. Untap it. It gains haste until end of turn. Sacrifice it at the beginning of the next end step if it has converted mana cost 3 or less.
[-8]: Each opponent loses life equal to the number of cards in his or her graveyard.
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Angrath, the Flame-Chained Discussion
3 days ago
3 days ago
Just looking at it, it's a well-built Aggro deck which could get going quite fast. With Angrath, the Flame-Chained, he doesn't fit in quite well especially with his final neg because your opponent's will have less cards in their graveyards from Deadeye Tracker and Dire Fleet Daredevil. Definitely replace the Lightning Strike's with Abrade, it's worth it for the artifact destruction. Perhaps take out some Fatal Push's and swap them with Walk the Plank and Vraska's Contempt to take out big threats. More Forerunner of the Coalition's, could probably take out some Ruin Raiders.
3 days ago
For me it's more dependent on what the deck does, and do the walkers help that strategy or supplement it in any way? I also rate walkers on their second ability only, if applicable, which I mean 'can I use it as soon as it comes down?'. For instance, either vraska is a removal spell. Chandra Pyromaster is 'card draw', and Daretti is recursion.
I tend to have a tradition of two walkers in each EDH of mine, though I'm waiting for another in Kozilek because Karn doesn't help it as much, and I'm not shelling out that much dough for it.
To more directly answer your question, I'm not sure any are completely viable in multiplayer as much as spells designed for it are, but some are better than others in a vacuum. Angrath, the Flame-Chained, Saheeli Rai, and the much mentioned Elspeth, Sun's Champion are all good because they hit multiple targets or affect the entire board in one ability. While two of them kinda whiff on my 'second ability matters' policy, they can still be useful.
4 days ago
Angrath, the Flame-Chained is much better in my opinion. For 6 mana I need to be doing more the turn I cast it than simply pinging everything for one.
Flame Chained gets me ahead in the card advantage game coming down and trading a card for a card from the hand while also making em lose 2 life.
Both of there first minus abilities are solid though Angrath, Minotaur Pirate is far more stuck by what he can do. If you aren't playing a lot of pirates its downright bad, but then again why would you be running it if you weren't right?
Both of their ultimates have devastating potential but are also conditional. For the pirate your opponent needs to have a lot power on the board, which in most cases if you got angrath to his ult the opponent probably doesn't have too much in the way of threats on board. At least flame chained is fueling his ultimate with both of his other abilities.
Just my 2 cents.
1 week ago
eragon795 I can already tell u that this deck won't change colors, since its dedicated to Bolas xD And while control did get some good cards, not many of them are Grixis, seems to be pushing for Esper Control.
Some other cards I found interesting was Twilight Prophet, however this is more for the EXTREME late game, since u will need Ascend for it to be good.
Release to the Wind I think can possibly be good, with the amount of versatility it has making me want to play it.
Overall, the set is good for control, but not really exciting for Grixis. You never know tho. Maybe Angrath, the Flame-Chained will break standard lol.