Target attacking creature gets +X/+0 until end of turn.
Draw a card at the beginning of the next turn's upkeep.
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Balduvian Rage Discussion
1 week ago
Really good decks start out with a solid idea and evolve over time and play testing. Here's some ideas based on my experience.
Cards to consider (in no particular order):
Ugin's Nexus to keep people from taking extra turns.
Goblin Welder for artifact recursion. Even if they counter something like the Nexus or Contagion Engine.
Jester's Cap is great at ripping combo decks apart by removing key components. It also works well with the Goblin Welder.
Bonehoard is better than Nightmare Lash in multi-player games as it sees everyone's graveyard.
Grafted Exoskeleton really should be in this deck to help push the infect theme and make any creature a significant threat.
Infiltration Lens, for the card drawing. The defender chooses to either take the damage or allow you to draw two cards.
Skithiryx, the Blight Dragon also should be in this list.
Kumano, Master Yamabushi as an alternate win conditions via direct damage. With the Grafted Exoskeleton it's a short game.
Fallen Ferromancer, Frostwielder, Spikeshot Goblin, or Prodigal Pyromancer to get around those pillow fort opponents.
Kaervek the Merciless to make it hurt for those combo players.
Virulent Swipe as a better creature pump spell. The rebound means you get twice the effect out of one card.
World at War is another extra combat phase card. Also rebounds.
War Elemental can get huge. When paired with a Surestrike Trident it becomes a quick way to kill a player each turn.
Loxodon Warhammer for tample and life gain. Any creature in the deck is better with a Warhammer. Spikeshot Goblin is really fun with the Warhammer.
Relic Putrescence could be fun on someone's mana artifact.
Cards to consider cutting from the list:
Anthem of Rakdos deals too much damage to you. Per Gatherer: "The first ability triggers once for each creature you attack with. If you attack with three creatures, for example, theyll each get +2/+0 and youll be dealt 3 damage." Horrible when you have multiple combat phases per turn.Talisman of Indulgence should be a Rakdos Signet so you don't take as much damage.
Lashwrithe is too conditional on your lands in play.
Nightmare Lash same problems Lashwrithe.
Thunderscape Familiar and Nightscape Familiar don't promote your theme and are not strong enough on their own to be worth having on the field. If you really need the mana reduction, you're better off with more land cards.
Scorchwalker is a mediocre creature and a crappy pump spell. There are too many better creatures.
These cards are all single creature pumps that don't help you at all if an opponent plays a Wrath of God or similar effect. One-shots are nice against a single opponent, but not in multiplayer.
Haze of Rage, Reckless Charge, Tormenting Voice, Balduvian Rage, Brute Force, Enrage, Reckless Spite.
The X mana pump spells are really bad because of the mana choices that playing them forces on you each turn. Leave mana open for the X pump spell or play another card? Not worth it.
May be worth cutting unless you don't have a better option:
Inquisitor's Flail is a maybe. This one is kinda a tough choice. I would cut it for a better card but leave it in if your budget or collection doesn't have another option.
Bonesplitter is another mediocre card that's only good if there isn't a better option.
Swiftfoot Boots and Lightning Greaves The haste is nice but they are really only good against spot removal. I would leave these in until you need to cut them to make room for better cards.
Obviously, temper these suggestions with your collection and budget. Feel free to check out my decks and let me know what you think of the ideas.
1 week ago
oh cool multiplayer competition. I do want to mention https://edhrec.com/ in case you don't know about it, pretty good resource for finding neat things.
Well then Sydri, Galvanic Genius + Aetherflux Reservoir is pretty solid. You need to gain a bit of life as you need a minimum of 51 to pull it off but animate the reservoir then give it deathtouch lifelink, pay 50 life, do 50 damage, rinse repeat. 4 man pod means you are not hitting the 5 times per turn loop limit either. 2 card combo and half the combo is in the command zone, your LGS may frown on this as it is infinite and they wanted to discourage infinite.
Zada, Hedron Grinder likes cards like Expedite, Titan's Strength, Heat Shimmer, Balduvian Rage, Young Pyromancer basically takes these silly small useless effects in commander and makes them totally nuts. you need other creatures but red gives goblins which quickly and easily pile up. down side is if zada isnt out a good portion of your effects become useless but you have redundancy from Mirrorwing Dragon and can run a token subtheme with Purphoros, God of the Forge. I dunno if it would be competitive in multiplayer you could certainly smash one person.
Grenzo, Havoc Raiser is better for you then i was thinking since goad means they have to attack but cant attack you unless given no other options. grenzo, Bedlam, and goblin tribal will keep everybody swinging every turn and if you have enough goblins (or whatever you use) no one will be aloud to swing at you. Bonus is you can mill cards from opponents for each of your creatures that hit them and cast some stuff you mill off them.
Norin the Wary is chaotic, hilarious, and sometimes just plain cruel. etb triggers are key to this deck and norin is extremely hard to get rid of and cheap if he does die. Confusion in the Ranks, Warstorm Surge, Panharmonicon, Purphoros, God of the Forge, Grip of Chaos, Possibility Storm, Conjurer's Closet, Impact Tremors. these cards create a confusing board state so you may regret playing the deck if you are not well versed in the rules of the game, even if you are you may question your sanity. However norin would likely be the best of the red legends, the deck does like Kiki-Jiki, Mirror Breaker but does not need it so you dont need to run infinite combos. with all the chaos and all the etbs going off the deck is very disruptive and people wont always know how to deal with it.
keep in mind going mono-red has its downsides, originally I assumed 1v1 which red does fine in as it is highly aggressive. In multiplayer being mono means you lack the ability to answer some things unless you want to include less efficient things like Spine of Ish Sah
2 weeks ago
chosenone124: Arcbond/Chandra's Ignition: I can see the point to these, but both space and difficulty to pull off. Furthermore, they aren't very useful on their ownBalduvian Rage: Once again space, and the slight downside of only drawing in the next turn made me choose Spark of Creativity over it, to help set up the win now turnDistemper of the Blood: Fairly minor effect for a fairly large cost ad no real discard outlets to make this super effectiveOverblaze: Very much a win more card, not as efficient as TBR either.Spawning Breath: Kinda wraths my board most of the time, even though it has a good upside it is fairly negligible. Also again I wish I had more space, but here we are, so it doesn't make the cut, unfortunately. :(Lose Calm/Seize the Day: Also seems win moreish. The untap doesnt help with much beyond Krenko and a few dorks. Also they aren't the best for extra combats, along with the size limits I dont see space for adding these unfortunately since they are so fun to slam.
Thanks for commenting, it is always appreciated!
2 weeks ago
Here are some ideas:
Arcbond: Blast everyone on the table with an obscene amount of damage.
Chandra's Ignition: Ditto (you can control the damage with creative stacking)
Lose Calm: Haste Menace all your stuff
Seize the Day: An extra combat for each of your creatures (IMPORTANT: Works best with instants that untap, as this won't untap between each combat.
Spawning Breath: Tons of mana and creatures
2 weeks ago
sarkhanisverybroken: Thanks for the long comment, I really appreciate it! In order:
I used to run Molten Birth, but it just turned out to be too slow :( the fact that it conditionally returns to my hand was too unreliable. I eventually replaced it with Mogg Alarm (because it can be cast without mana on my combo turn if I need more tokens) but that got cut eventually too.
Goblin Chirurgeon is a good idea - what would you cut for it?
I also used to run Isochron Scepter (it's an amazing card in general) but, astonishingly, it didn't end up pulling its weight. There were too many times when it was a dead card in hand...and the repeatability was not worth as much as I originally thought. I only get one combo turn usually - my opponents keep Zada off the board whenever they have the chance.
I've considered Plague Myr before...but I generally don't like infect much, and it seems like the colorless mana is a heavy downside. Does it work well in your list? I don't have much to give it trample...
Chaos Warp is an amazing card...but slots are really, really tight in this deck. What would you cut for it?
I used to run Balduvian Rage, Aleatory, Chaotic Strike, etc for additional sources of card draw. However, their timing restrictions simply kill the deck - because all of my mana from rituals fizzles when I change phase - and the delayed draw is also really, really dangerous. I swapped in Blazing Shoal to replace the pump effect, and have never regretted it.
Do you have a list online? I'd love to look it over if you want :)
Also, you're welcome to give an upvote if you like the deck! We Zada players have got to stick together #ZadaLife ;)
2 weeks ago
Also I'm working on a zada list of my own, and I found a cool card that can save some of your team from wraths, Goblin Chirurgeon. The sac is usually negligible after you accrue some tokens to protect your value creatures. Also one copy effect that does work with zada is Isochron Scepter which allows you to hold onto your value spells like Battle Hymn and Expedite, and use them every turn. Another sneaky addition i have is Plague Myr as both ramp to get zada out earlier, and as an alt wincon against crazy Oloro, Ageless Ascetic decks or similar infinite lifegain startegies. And just as an all around answer to ghostly prison effects or similar things ie any enchantment, Chaos Warp is a must have as the single best red removal spell in edh. Lastly you may consider maindecking Balduvian Rage as another pump spell to finish off the game. It is flexible enough to let you combo off, albeit a turn later, and also be a finisher.
2 months ago
Hi there! I've recently took your liquid dragonfire deck out for a spin with a few tweaks, running 3 BloodMoon main board as it does great against the meta in my area. I just had a few questions/suggestions for you. Slumbering Dragon just seems to be absorbed rather quickly, and hardly ever "wake up" before dying, though that may be their only main role here. What would you think about running 2x Thing in the Ice Flip here in their place? Seems to be a great way to slow down their advance while we build a solid mana pool (if it goes off that is).
I think I may also run a couple Spell Snare in here as well in place of Stubborn Denial, since the meta is full of essential 2 drops, and not being able to counter creatures with Stubborn Denial has cost me a couple games.
Overall, I love this deck, and it feels like I'm an underdog with people running around with $1k Lilly decks. I just got back into magic after taking a 3 year break, so by no means do I have a ton of experience. Just looking for your thoughts on some tweaks! :)