Anthem of Rakdos

Anthem of Rakdos

Enchantment

Whenever a creature you control attacks, it gets +2/+0 until end of turn and Anthem of Rakdos deals 1 damage to you.

Hellbent - As long as you have no cards in hand, if a source you control would deal damage to a creature or player, it deals double that damage to that creature or player instead.

Browse Alters View at Gatherer

Printings View all

Set Rarity
Dissension (DIS) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Anthem of Rakdos Discussion

Vulnoth on Turbo Aggro Grind Time

1 week ago

Continuing where I left off.

continuing from creatures

Something to consider when addressing what to drop for my suggestions is how it affects your overall strategy and politics. Ashenmoor Gouger looks good because on paper it can deal damage, but consider what happens if you draw it 10 turns in and the table has all dug in for the long game. Hyper aggressive cards of the sort that do little else aren't going to help you after the first few turns. Hackrobat, Rakdos Firewheeler, Thrill-Kill Assassin, and the like are what you should look for when hacking cards out of the deck in the creature department. You might be gearing up to go fast and hit hard, but you still are playing the "long game", if you can even call it that.

Support

Onwards we march, starting with the strict spell category. Here, you should be looking for either utility or pure power. Spot removal cards like Go for the Throat work in regular 60 card formats, but lose a ton of value as the game is slowed enough for that one spell to have a diminished effect because it can only hit a single creature, often to little effect. Now Bedevil, on the other hand, is outstanding because you can hold it for either an artifact or 'walker, thus expanding your range and making it always live and effective.

  • Allure of the Unknown - A huge resource generation spell. Additionally, it plays into politics well by letting an opponent (or friend) have a card. Gotta keep the train moving.

  • Bituminous Blast - Perhaps not the most clutch of cards, but at least worth considering since EDH is slow enough for these types of spells to put in work, mostly because Cascade is nuts. I'd understand if it didn't make the cut, though.

  • Captive Audience - Hilarious and effective. Instant enemy-maker, but if you haven't farted in the general direction of everyone at the table, others might turn a blind eye. In my experience, when Joe Shmoe poops out an army of dargons and you slap him with this, the table would generally point and laugh.

  • Cauldron Dance - A nice little shuffling of creatures, which is nice if you're rich in chunguses.

  • Kolaghan's Command - The best charm from its cycle, for good reasons. It's always live in EDH.

  • Spiteful Visions - Perhaps risky for politics, but it does put damage on board, thus making Rakdos live, and generates card advantage.

  • Fork/Reverberate/Wild Ricochet - copy spells, in my experience, tend to do a lot since they're just whatever everyone else is playing.

  • Beacon of Unrest - There will always be something in the grave, and self-recursion is a godsend in my books.

  • Scheming Symmetry - Helps your consistency and makes a friend.

  • Subversion - Nibbles at your opponents while sustaining yourself, and makes Rakdos live.

  • Generally any spell with X in its cost. As the game drags on, they only get better.

I did a brief skim of cards in Gatherer and from among my own decks, but don't be afraid to look at other decks or EDHRec for things that will help you. Just remember that your goal boils largely down to pinging to make Rakdos live, cards that Rakdos is payoff for, and utility general support that rounds out the deck.

Artifacts

Necessary gears to get the machine moving. Mostly it will boil down to mana rocks to accelerate your state, but there will be others that you want purely because they work well for you.

Lands

Here you can start to have some fun. Being 2-color, you do have to be somewhat mindful of what you're running, but you can definitely make use of a lot of offbeat lands since you're not trying to be a fool and mana fix 5 colors. Keep in mind that you may not necessarily need everything listed here, but it's just a matter of helping keep your ability to produce both colors consistent.

  • Temple of Malice - Slow lands may be unappealing, but Scrying usually helps.

  • Arch of Orazca - Yet another personal choice. All you need is to have 10 permanents at any point while controlling/playing a card with City's Blessing and you have it for the game. At which point, Arch becomes something to do with spare mana.

  • Reliquary Tower - Like Thought Vessel, it's worth considering, but is acceptable to pass on if you keep burning your hand up.

  • Command Tower - Staple.

  • Graven Cairns - Filter lands are always nice.

  • Rakdos Carnarium - Slow, yes, but in the long run gives more mana.

  • Shadowblood Ridge - Another pseudo Filter Land

Chopping Block

I encourage you to think these things out on your own or ask friends about this part, because understanding the process of what and why things stay or go is important to understanding your deck. Below are my suggestions for what needs to get yeeted.

  • Ashenmoor Gouger/Hackrobat/Hellhole Flailer/Rakdos Firewheeler/Thrill-Kill Assassin/Rakdos Guildmage - All just don't do that much. Awesome to drop in the first turns, but soon are just fodder. They're nice fodder for Lysolda and Judith, but overall too narrow in use and too low impact.

  • Void Winnower/Blood Moon - As someone who wins almost all his games through player politics, I advise against these types of cards that choke the entire table. Like infinite combos kept as panic buttons in decks, you really only get to pull it once before the group starts remembering what you have up your sleeve. After that, you risk being targeted because they'll know what you have.

  • Phyrexian Obliterator - BBBB in 2-color is a bold move for what's essentially a 5/5 unblockable.

  • Dark Ritual/Doom Blade/Go for the Throat - I personally would cut them, but feel free to play around with at least the removal spells for consistency in board control. Ritual, however, is just not suited for this format.

  • Everlasting Torment - It's the only card of its type in your deck, and actually makes you vulnerable to getting chump blocked.

  • Urborg, Tomb of Yawgmoth - Urborg serves almost no purpose in this deck.

  • Rakdos Guildgate - Guildgates are just packfiller.

  • Rakdos Signet/Rakdos Keyrune - In the modern day, your mana rocks mostly should be more useful than an overcosted creature, and if it only produces mana, it needs to be efficient like Sol Ring.

  • Lava Axe - Shouting "Catch" while literally throwing this is hilarious, but the card's just horribly overcosted.

  • Anthem of Rakdos - You will lose a lot of games you shouldn't lose because of this.

  • Ogre Battledriver - Giving a dude Haste to swing is nice, but it's a lot easier to just run a pinger like Goblin Fireslinger or Lobber Crew

  • Ob Nixilis, the Fallen - His Landfall is nice, but by nature isn't consistent, which is what you're looking for in ways to ping your opponent. Becoming a chungus is nice, but you're better off just skipping the hoops and playing an actual chungus.

  • Vial Smasher the Fierce - This one I'm not totally sold on cutting, but she seems more complicated than just running a pinger. Play around with her and see how Vial Smasher synergizes.

  • Master of Cruelties - Another I'm not totally sold on chopping, but he can only attack alone, which bottlenecks your options.

I know this all is sort of messy, but when making edits, start with comparable replacements (i.e. swapping a creature for a creature), run a few test turns, and see how things work.

Alkadron on Rakdos, Lord of Riots

1 year ago

Hello fellow carnage enthusiast!

Rakdos is my mother flippin Jam, so I thought I'd drop by to see if I could make a suggestion or two. More-or-less every card I wanted to suggest is already in here, though, so... great work! Imma include some fringe recommendations anyways, but the core is definitely there.

If you wanted to lean more into Rioting, Darksteel Colossus is great at surviving boardwipes, Bearer of the Heavens is great at discouraging them, and Harvester of Souls is great at profiting off them. (I run a Riots deck in a boardwipe heavy meta, so I'm always very concerned about that. Come to think of it, it might've become a boardwipe heavy meta because I run a Riots deck. Hmm.) Here's that if you wanted to have a look: It's Riot Time

If you wanted to lean more into Rakdos-flavored nonsense, I'd like to recommend Dreadbore , Anthem of Rakdos , Mass Hysteria , and Tibalt, the Fiend-Blooded . I'm trying to put a Showstopper deck together based around Rakdos-flavored nonsense, and those feel like they'll be super fun cards for me. Here's that, if you wanted to have a look: Showstopper Ideas.

All in all this looks like a great list! I'm stealing some of your ideas for my Rakdos decks. I'm a little ashamed that I didn't realize how good Loyal Subordinate and Rix Maadi Reveler were at rioting. Thanks!

ShreddedByCrows on Judith, The Rat Diva

1 year ago

Love the concept, this feels so cool!

Some suggestions I think could fit there and make the list even more reliable:

  • Phyrexian Reclamation > busted card. In any creature-heavy decklist like yours with some sacrifice strategy, it's a staple.
  • Attrition > another busted card. Fine sac outlet.
  • Priest of Forgotten Gods > slow card - high rewards. I really like this one alongside both boots and greaves. It's not the best sac outlet ever seen, but it greatly helps with the Aristocrat theme.
  • Vindictive Vampire (not updated on Tappedout yet) > another brand new awesome card! It is a better Falkenrath Noble , specially designed for EDH. I expect it to be one of the strongest cards from the new set for EDH, as it doesn't need to set-up your combo in order to become devastating.
  • Anger > gives haste to your rats for even more pressure.
  • Pack Rat > obviously excellent there.
  • Marrow-Gnawer > the classical ''Rat'' Commander. Nice with a haste enabler: it creates Rats token, works like sac outlet... just everything you want.
  • Insult / Injury > good to find a lethal, but also acts as a fine removal card. Could be a nice inclusion, according to your preferences though.
  • Anvil of Bogardan > an old artifact I like a lot. Not so many plays it, but I feel like it always is a really good card if you want to play with your graveyard a bit. You draw an extra card, discard a Rat, uses some enchantment/ Living Death ability to bring back your bois on the battlefield, etc. Honestly, I see it as a staple.
  • The Immortal Sun > Both Liliana and Angrath aren't that good here imo. Liliana works as a pretty 'meh' ramp tool and is barely better than a Thaumatic Compass  Flip (which won't fit at all in this decklist). Angrath is more flexible and efficient, but its abilities don't justify its mana-cost. Running Immortal Sun will help you to slow down sometimes your opponents, provides you fine card draw (which is always good), and finally make your rats cheaper as well as stronger.

A bunch of cards that could be destructive powerhouses, but which would demand some interesting take on your deckbuilding:

I hope the small list above will give new ideas to explore. Keep on the good work and enjoy brewing!

RJGiel on BELIAL, BEHEMOTH, BEELZEBUB

1 year ago

Zeehond van goedkeuring.

Als we toch bezig zijn met Hellbent theme: Anthem of Rakdos

Sakana on Minotaur Tribal (Need help)

1 year ago

Ideas:

+Urza's Incubator - cheeper minotaurs

+Fervor - haste for all

+Living Death - protection against board wipes

+Lightning Greaves - protection and haste

+Sign in Blood/card draw in general

+Phyrexian Arena - card draw!

+Rakdos Charm - just a good card

+Gratuitous Violence - dmg incorporated.

+Anthem of Rakdos - dmg incorporated.

+Furnace of Rath - dmg incorporated.

+Havoc Festival - dmg incorporated. Plus the most Rakdos card

+Mana Flare - speed things up a bit

+Greed - more card draw

+Pain Magnification - could be good for keeping 0 cards in their hands

+Shared Animosity - can be super strong

Traps:

-Black Sun's Zenith -expensive

-Cut // Ribbons - expensive

-Torment of Hailfire - expensive

-Ifnir Deadlands - I just don't get why its here, a swamp seems better

Cards to look into removing:

-Aether Vial - seems almost slow? Just doesn't fit in with the deck, but by all means, test it and see where it goes! Having fun with the cards is the most important part anyway.

-Azor's Gateway  Flip - also doesn't quite fit, but maybe? I've never personally played with the card.

-Obelisk of Urd - another one to playtest, I've thought it wasn't good enough in my tribal decks to get a spot

-Trepanation Blade - Very random card. Very random. I don't know what to think. Probably very good, though.

-Consuming Vapors - Don't quite get it, but might be a good way to gain life. Seems dependent on your playgroup.

-Impale, may I introduce you to murder?

-In Garruk's Wake - very expensive

I don't think Breath of Fury and Nemesis Mask are going to be good in the deck. I would not add them.

Silence the Believers will be too slow.

Maybe board:

-Cruel Reality: Just a trap, you have much better cards and it is extremely expensive.

-Dictate of Erebos: Maybe? I think you have better options

-Black Sun's Zenith: Maybe not. Has a much better place with Cabal Coffers.

-Cut // Ribbons: Nope. See above.

+Flurry of Horns :)

-Firestorm: too expensive IRL

+All the minotaurs, they're minotaurs?

I don't think Breath of Fury and Nemesis Mask are going to be good in the deck. I would not add them.

Silence the Believers will be too slow.

Sorry about the formatting, it hates me sometimes.

rofldiekatz on I Got Nothing (And Lots of It!)

1 year ago

I'd suggest including Anthem of Rakdos since it buffs all your damage including your commander.

EyelessStarfish on Let's Start a Riot!

1 year ago

bwanabeast5 Yea, I can see lands being a problem. Changed it so that there are more of other things. I don't really want to run many artifacts in the deck, so instead I added more creatures and Anthem of Rakdos. I don't really understand why I would need to run more than a few artifacts.

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