|Commander / EDH||Legal|
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|Rivals of Ixalan (RIX)||Mythic Rare|
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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.
Angrath, the Flame-Chained Discussion
4 hours ago
Nice. A few suggestions, given your new theme:
Hazoret's Favor is built for this deck.
Mogg Cannon is less powerful, but a backup sac outlet and cheap.
Mark of Mutiny is a good threaten for Greven.
Traitorous Instinct is basically Malevolent Whispers v0.9.
Treacherous Urge gets any creatures your opponents think they can keep in-hand until Greven leaves the field.
Auger Spree doubles as removal and card draw. Bedeck / Bedazzle does the same and also hits problematic lands. Nameless Inversion is probably the worst of the three, but it can be grabbed by creature tutors, so there's that.
Goatnap . That is all.
1 month ago
2 months ago
Well, definitely add Angrath, the Flame-Chained . No brainer there. Captive Audience is expensive, and by the time you play it, they will have nothing left to discard. Perhaps take two out and add two Moos. However, since I'm the only to give you advice and the format is about to rotate, take the deck to Modern or Frontier. As for a sideboard, perhaps Smelt , Divest , and Cry of the Carnarium or Ritual of Soot .
4 months ago
Whoah. Colinmjoyce. I never really expected anyone else to build this deck... on Arena, maybe, but I thought I was only guy willing to build something this off-meta in paper. My feelings are a bit mixed, this deck is my baby, I've been refining it since Captive Audience first came out, I bought the expensive duel lands and everything, it is extremely unique and completely brewed and balanced on my own, the idea of someone else playing it somewhere out there is... pretty neat actually. Good on ya, mate, glad you didn't get screwed by card draw. I have only gotten down to FNM with it maybe... four times? so far, (though I have played it endlessly on Arena) so, while I have never lost all my games, I also have yet to win all three rounds. And now you have beaten me to a full FNM win! With my own deck! Unbelievable! Still, perhaps the competition is a bit more casual where you're at, who knows.
The thing I would be mainly curious to hear about would be how your opponents reacted to the deck. Were they completely thrown for a loop, and had no idea how to play against it? Did they appreciate how original it is? And especially, did they seem to have a good time? While I consider it a very polite control deck, with absolutely zero counterspells, having your creatures and planeswalkers relentlessly removed might wear on them a bit. But just having Captive Audience as the win-con should offset that I always figured, it's such an off-meta card to lose to.
Anyway, I really appreciate you having the faith in my creation to take it out there, and I'm glad performed up to spec for you. It's pretty cool to hear that someone actually took the deck to FNM.
Now then, as to Chandra, Awakened Inferno. Absolutely not! Rule #1 of this deck: no planeswalkers and no creatures. If the opponent has Vraska's Contempt in hand it is a dead card. A dead topdeck. Period. They would have done better to have drawn a land. Cast Down ? Useless. Kaya's Wrath ? Ded. (Board clears can deal with our zombies, but those are not the wincon, so we really couldn't care less.) Bedevil ? Nope. (Well, if we have our one Immortal Sun out, then it has one thing in our deck that it can hit.) Prison Realm ? Forget it. No scry for you.
One must also note that unless the opponent has recently faced a Thousand-Year Storm deck, (and even then they normally run Ral) they will neither be prepared nor know what to expect from a deck that avoids the two most common win conditions/utilities in Standard. Secondly we have no room for planeswalkers. The sheer virtue of this deck is that anything which isn't card-draw or a win-condition is a removal spell. Everything. The only dead topdeck a lot of the time is a land. There are actually only five cards in the mainboard which act as card draw. The deck survives off of the sheer massive odds of topdecking a desired removal spell whenever needed.
One good argument against this is that a planeswalker can double as a removal spell. Chandra, Awakened Inferno for example, is an ideal example of this. She cannot be countered, and then you get priority to guaranteed get off one of her abilities, so one could think of her as: "6 mana, this spell cannot be countered, exile target creature with 6 toughness or less, or target planeswalker with 6 loyalty or less," with the additional benefit that if the opponent does not want that to happen again at a later time, then they need to expend some damage or mana to remove her. (Assuming that you killed something with 5 toughness/loyalty or less, or used the second or first ability.) Thus planeswalkers can count as removal.
But this lessens the psychological edge this ridiculous little deck has over its opponents. And it would just be thematically off, this is an enchantment control deck. Also, well, we run The Immortal Sun . ?_?
But as for Chandra, Awakened Inferno “working well with Theater of Horrors ,” absolutely not. The emblem her first ability gives activates at the beginning of the opponent’s upkeep, and you can only cast cards from under ToH during your turn. And neither of her other two abilities damage the opponent. Chandra, Novice Pyromancer could be handy for activating ToH for free for a couple of turns after casting her.
All that said, an ALTERNATE build of this deck, AKA a just slightly different build, could easily have planeswalkers. In which case I highly recommend Ugin, the Ineffable , as he can deal with enemy enchantments and is just all-around awesome, and Angrath, the Flame-Chained , who was originally considered for the slot currently held by The Immortal Sun. Chandra, Awakened Inferno ’s +2 ties in very nicely with our alternate win-condition of just pinging them down with I-GI and ToH, and yes, her -3 could be quite handy, as would her -X. Chandra, Novice Pyromancer offers a Shock on a stick, as well letting us play CA on turn five with her -1. So as I have surely mentioned somewhere, replacing The Immortal Sun and a few other cards with some planeswalkers would be a perfectly viable alternate approach to the deck. (As would going Mardu.)
So yeah, thanks for taking the deck for a spin, hope you enjoyed it.
4 months ago
Again, I don't mean to ruin your fun, but as this website is designed to help improve decks...
First, I assume it's just a midrange Pirate tribal deck. I don't really see any Revel in Riches shenanigans or anything. There is a little bit of artifact interaction, and I think that's something that could be built upon.
Deadeye Plunderers is a ridiculous card that can end games fast if you can build up a bunch of artifacts. But, it's a liability if you don't have any on the board. A 3/3 for 5 is too slow by itself. I think that two copies sounds fair, and with two copies, you'll most assuredly have a smile on your face when you topdeck it. Going with the Artifact subtheme, I would say 2 Fell Flagship wouldn't hurt.
Captain Lannery Storm is a really nice way to power up Deadeye Plunderers . Even if you don't have one, she ramps you up a turn or two, which if we want to run Nicky B and Moo, we're going to need. Three copies is plenty, as she's powerful, but still legendary.
Dire Fleet Captain works really well in any Pirate deck. I run four in mine, but mine is super aggressive. I think that with a longer game , less copies are necessary. I would also say that Dire Fleet Neckbreaker is a great way to close out games, but for a more casual and fun game, two is plenty. March of the Drowned will also be pretty helpful later in the game. 2x. If you want even more Pirates to go with the treasure you're amassing, perhaps 3 Fathom Fleet Captain .
Now, this shocks me. You run two Planeswalkers from planeswalker decks, but fail to use their fetch cards. Especially as they're perfect in casual games. I would say 2 of both Angrath's Fury and Visage of Bolas . And of course, keep all of the Planeswalkers the same, number and all. I would also say that Angrath, the Flame-Chained is on flavor. Why just take their loyalty abilities when you can help yourself to everything they have? Maybe 1 Admiral Beckett Brass too.
We should put in more Treasure, so 3 Sailor of Means and 2 Wily Goblin . Slap them in with the power of FlexTape! (not sponsored). Removal is lacking, so I would say 3x Unlicensed Disintegration. Trust me, it's worth it.
And we're left with 2 more slots. More instant and sorcery spells would make this a control deck. Hostage Taker is great in casual games, but it costs a pretty penny. I think that 1 copy of Revel in Riches wouldn't hurt, as we have a bunch of treasure token makers. To help you win with Treasure tokens so you can throw them in the air as depicted in the art, then Storm the Vault Flip is our best bet.
2x March of the Drowned 3x Dire Fleet Captain 3x Fathom Fleet Captain 2x Wily Goblin 3x Captain Lannery Storm 2x Fell Flagship 3x Sailor of Means 3x Unlicensed Disintegration 1x Admiral Beckett Brass 2x Dire Fleet Neckbreaker 1x Storm the Vault Flip 2x Visage of Bolas 2x Angrath's Fury 2x Deadeye Plunderers 1x Revel in Riches 1x Angrath, the Flame-Chained 1x Nicol Bolas, Dragon-God 1x Angrath, Minotaur Pirate 1x Nicol Bolas, The Deciever
Do whatever with the mana base, I guess. Maybe Artifact Lands. I left out Fathom Fleet Boarder as it literally kills you for no reason. Rona isn't a Pirate and is a liability, and Dreamcaller Siren is neat, but niche. Sideboard material. I believe the list I spent the last hour on is budget, but I hope it gives you some inspiration and perhaps a few new tricks to try with your friends.
Just remember this rule of thumb with Pirates: Anything they can do, you can do better.
4 months ago
Bitterbub Actually it isn't slow at all due to the lands I chose. Surprisingly I have more problems agaist midrange and control due to the lack of removals. Usually after one or two
well timed, the aggro opponent concedes.
I always have a pile of treasure tokens aside so usually I can use Vona's Hunger on turn 4 or 5 with full potencial. But yes, this card is better against an army of big creatures or early against only 1 big creature.
Actually my deck has many Shock . I use Makeshift Munitions instead of Shock and Lightning Strike against small creatures, and I combine Makeshift Munitions with Fathom Fleet Cutthroat , Angrath, the Flame-Chained or Captivating Crew against big creatures.
The inicial idea was build a deck only with Ixalan and Rivals of Ixalan cards. But I accept card suggestions from any set. Which removal card would you recomend? I thought maybe exchange Prosperous Pirates for Admiral Beckett Brass ... But hardly never I could cause combat damage with 3 pirates... Though this card would help to crew Conqueror's Galleon Flip earlier. Or I could exchange one Vona's Hunger for another Angrath, the Flame-Chained .
Yes. Unknown Shores is a shitty mana-fixer but is faaaast! Fast like a basic land. All my lands enter the battlefield untapped. My deck is mostly creatures and artifacts so with Unclaimed Territory I have no problems casting most of my cards. For the noncreature spells I use the treasure tokens to cast the cheaper ones. I always have a pile of treasure tokens.
5 months ago
I hope at least some of this is helpful!
First of all, 1x Bojuka Bog can be a mainboard land that fulfills the same utility as Tormod's Crypt. An additional 1x Scavenger Grounds can supplement the Bog and add flexibility. If you're planning on shelling out crazy cash for shocks and fetches, you might as well add 1x Urborg, Tomb of Yawgmoth , too.
I second UndeadxPenguins in moving the Leylines to the sideboard. I might go even farther and say that Leyline of the Void might not be worth it. Generally speaking, I prefer spells that apply to all opponents - IE - I'm excluded from the effects.
Multiplayer burn is basically impossible. I totally understand wanting to make a Rakdos burn deck instead of a Boros one. I, too, feel a seemingly innate desire to break convention. Additionally, I've had the fortune of pulling a full set of Dragonskull Summit s from booster packs, so I've trying to build a multiplayer Rakdos deck. That said, neither red nor black are colors I use regularly or primarily and I'm sorry to report my efforts have yet to yield any results I'm particularly pleased with. For reference, my most recent attempts are: Tainted Aria and Forgotten Elements. One take-away from those decks Aria of Flame and Priest of Forgotten Gods - each says "...any number of target players..." or "each opponent" - there aren't hoards of cards that have language like that, so any spells that strike your fancy that have language like that are going to be good. All that said, I doubt you'll ever be able to deal damage fast enough to more than one opponent with any consistency. That doesn't mean you can't make a darn mean deck, but that perhaps it would be better to forego the goal of speed in favor of broader, repeatable effects.
I think one way around the obvious limit of trying to deal out 40 or even 60 damage with a burn deck in a multiplayer format is to include more passive threats - dropping some instants in favor of creatures and enchantments - I'm thinking spells like Eidolon of the Great Revel , Harsh Mentor , and Manabarbs . While, like spells that say "all opponents," there aren't a ton of these sort of spells out there, there are some good ones.
Since you're running so few creatures, perhaps it would also be worth considering board wipes as a means of dealing with multiplayer threats. Blasphemous Act comes to mind, as well as the eternally popular Damnation .
Angrath, the Flame-Chained seems like a possible fit, though I question the CMC viability.
I suggest you add "Multiplayer" to this decks hubs.
I don't put any stock in TappedOut's "Competitive Meter." I showed with my deck, 100% Competitive, 100% Loser that the Meter does not take into account the interaction between cards. So if you make changes and the Meter says it's less competitive, I wouldn't worry at all.
Sideboard: Everlasting Torment , Dismember - deals with indestructibles, Extirpate / Surgical Extraction , Geth's Verdict - deals with Hexproofs and Shrouds, Pithing Needle , Ratchet Bomb , Elixir of Immortality .
5 months ago
Boudica, Legions of War
Legendary Planeswalker - Boudica
+2 Until end of turn, whenever a non-token creature you control attacks you create a 2/1 black Warrior creature token tapped and attacking.
-X Destroy X target lands you control. Target opponent sacrifices X lands they control.
-11 Destroy all creatures you don't control, then exile all graveyards. Each opponent loses life equal to the number of cards exiled from their graveyard in this way.
+2 rather than +1 to keep on par with similarly costed Lord Windgrace . Token creation is seen in all three Mardu colors, but requiring to attack is a distinctly red color. Pays homage to, of all colors, Mardu Strike Leader . Felt a 2/1 token was better than a 1/1 with Vigilance as this forces your opponent into a much harder situation with regards to resolving blockers and combat damage. The idea is to keep pressure on your opponent. If you swing with 5 non-token creatures, you are creating an additional 10 points of damage with 5x 2/1s. That's a very hard thing to reconcile. However this also means you must open yourself up by attacking with everyone. And so, like with real war, it becomes a balance of decisions; How do you best utilize the information you have available for the greatest impact possible?
-X: Admittedly this is dangerously broken. However, all three colors show us prime examples of completely destroying lands in full. Just as a small list, there are: Armageddon , Catastrophe , Ravages of War , Obliterate , Ruination (Which lets be honest, that'll be most lands in many formats), Decree of Annihilation , Desolation Angel , Ajani Vengeant and many others such as Worldslayer and Gideon, Champion of Justice . There's also the horrendous combo in black of Urborg, Tomb of Yawgmoth + Kormus Bell + Curse of Death's Hold . So yes, while blowing up potentially 6 lands your opponent controls for may seem absolutely broken, keep in mind the game has TONS of cards that do even worse things, and you are losing the same amount of lands as well - which in Mardu is one of your biggest vices in the first place.
EDIT: In order to smooth out the sheer impact of this ability, I increased her casting cost up by +. Now it takes six lands to cast her and will blow up all six lands you have if you decide to crack her off at full potential and kill her - Thus resetting the game mid-stride.
Angrath, the Flame-Chained occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
All decks: 0.18%