|Commander / EDH||Legal|
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|Iconic Masters (IMA)||Rare|
|Conspiracy: Take the Crown (CN2)||Rare|
|Commander 2015 (C15)||Rare|
|Commander 2013 (C13)||Rare|
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Creature — Devil
At the beginning of your upkeep, return an instant or sorcery card at random from your graveyard to your hand.
Whenever you cast an instant or sorcery spell, Charmbreaker Devils gets +4/+0 until end of turn.
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Charmbreaker Devils Discussion
2 days ago
- Vandalize, + Abrade
- SoFi, + Swiftfoot Boots
- Sword of the Animist, + Hammer of Nazahn
- Duergar Hedge-Mage, + Primal Amulet Flip
- Phyrexian Processor, + Furnace of Rath
- Taj-Nar Swordsmith, + Heartless Hidegetsu
- Stoneforge Mystic, + Fire Servant
- Ritual of Rejuvination, + Revitalize
- Nahiri, the Harbinger, + Young Pyromancer
- Ray of Distortion, + Charmbreaker Devils
- Reaping the Rewards, + Reverberate
Also find room for Righteous Confluence Fiery Confluence Rune-Tail, Kitsune Ascendant Blaze Commando Radiate Jaya Ballard Braid of Fire Dictate of the Twin Gods Runechanter's Pike Dualcaster Mage Dual Casting Reiterate
1 week ago
Also i would add cards that gives you tokens when you cast instants and sorceries such as Young Pyromancer, Docent of Perfection Flip, Talrand, Sky Summoner, Metallurgic Summonings, and Murmuring Mystic this way you can focus more on casting them and still have creatures Also Primal Amulet Flip, Mizzix of the Izmagnus, Charmbreaker Devils, Electrostatic Field, Sphinx-Bone Wand are a must have. Curious Homunculus Flip, Guttersnipe, Dynavolt Tower, and Pyre Hound would be a good add as well.
2 weeks ago
1 month ago
The problem with LD (Land Destruction) decks is that a they are slow. painfully slow.
I run one in Modern. Rakdos () LD.
You limit yourself to , which is a powerful color combination, but the issue here is you can win so much faster using those colors.
The majority of LD spells in red cost 4. This means you aren't doing anything until T4.
Rakdos has a serious lack of ramp. Sure, there ARE cards that are "technically ramp", but traditionally you are wanting to increase your available mana consistently every turn, not bring out Rakdos Keyrune on T3 and have MAYBE 5 mana on T4, assuming you hit all land drops each turn.
Keep in mind that even if you ARE hitting lands 4 turns in a row, in Rakdos that's not optimal. You want swift, cheap spells. Lightning Bolt and Fatal Push and Terminate. Not land after land after land.
Having said that, there are great ramp cards available. Infernal Plunge, Generator Servant, Koth of the Hammer, Crypt Ghast, Liliana of the Dark Realms, Iron Myr, Leaden Myr, Plague Myr, Palladium Myr... But again, you detract from your LD spells. The further you push back your goal, the further ahead your opponent gets.
Uuuugh... On a phone. Fml
NOW we get to the problems. In Modern, games are fast. Really fast. Pushing out a game 5 - 7 turns is not ideal when you can design to win on T1. Casually you're golden. FNM is a toss up. Competitively? Good luck.
This is why Blood Moon, and in some decks Alpine Moon are so important. They CONTROL the lands, not remove them. If you want to optimize LD, look for cards that destroy lands as a secondary effect, such as Ghost Quarters, Field of Ruin, and Encroaching Wastes. -- The problem here now is you fill your deck with colorless lands, and you destroy your land base while giving your opponent basic lands of their choice (mostly).
Ugh, this was a poor decision to type it all out on my phone...
Okay. So let's ask a question: Why Rakdos?
There's a surprisingly good amount of land destruction spells in Modern and in Red (34 in Sorcery) and the cheapest are Cryoclasm, Molten Rain, Stone Rain, and Peak Eruption. Note that with Cryo and Peak, you don't need to target basics. You can target lands such as Hallowed Fountain and Irrigated Farmland, or combine Peak Eruption with Blood Moon.
In black, there's really just Rain of Tears, if you're trying to keep it all under CMC < 4.
You'll also want to recycle spells. Good way to do this is Charmbreaker Devils, but at 5 CMC there are better spells. I like to run him because he let's me get back LD spells every turn. If they don't have 1-Drop removals like Path to Exile, they are F-'ed. I run minimal removal and lots of LD, so even if I don't topdeck into one I can always get one back for free.
The more colors you add, the more fixing you need, and the less specialized your deck is.
That's why we don't run green. Stick to res as your main color with black support.
Overwhelm with cheap 1/1s like Goblins, and pick cards with huge bang for your buck. Kiln Fiend and Monastery Mentor are perfect. Goblin Guide hurts you here as he is doing what you don't want - Getting them more lands.
Overwhelm and go wide. It's cheaper and saves you Mana for LD.
I'm not going to build a deck for you, but I hope I helped a lot.
It's a legit strategy, but needs to be precisely honed and even than may be too slow.
Control / removal is better than LD, but LD does work. Modern prides itself on non-basic lands.
That's where you attack.
As for EDH? Against 3 other opponents, you'll be so vastly overwhelmed it's not even worth it.
2 months ago
Thanks for the clarification on Channel, the buddy I was putting this up to show also mentioned that. I'll be updating this shortly (MAYBE this evening if I have the energy) for current iteration!
The two Explores was accidental, and I should update this a bit as I've been working on it, actually picked up some Charmbreaker Devils for it! And have to find my old Capsize in the massive disorganized collection... it looks like a lot of fun in the deck! Will also look at the other two!
The theme/gameplay style is reusing graveyard to fuel the burn deck - it's a sole-focus at the moment, I definitely think I need more general toolkit, and would love for it to become more competitive! :) So any recommendations would be wonderful t3hdarkness
2 months ago
I personally don't like too many one an done effects. Rakdos colors have a lot of trouble with recursion of enchantments and non permanents without warping the deck to support them so I have a few cuts to suggest.
Piranha Marsh hurts you with that tapped land than it will your opponent's one life.
Sands of Time is cute, but since mana burn isn't part of the game any more it might no do very much. Its still probably fine if you only want to hit creatures.
Sudden Impact Is probably not good enough unless your meta is full of guys that draw their whole deck and combo off. Most of those decks win at instant speed anyway so it still doesn't really help. Supernatural Stamina and Undying Evil are equally small without some recursion effect. In a pinch you can add Charmbreaker Devils, Isochron Scepter, or Toshiro Umezawa. If you want to choose who lives and who dies while politiking on a bigger level try Cauldron of Souls.
Some of your enchantments don't do much either Bestial Fury doesn't stop the creature from hitting you while Errantry and Unnatural Hunger pretty much guarantees whatever creature you enchant will only hit you.
There is one more problem I noticed, but it might just be a matter of deckbuilding philosophy. What's your win-con? How do you foresee this deck finishing the game?
2 months ago
2 months ago
Kess, Dissident Mage? It seems like a good way to "keep the wheels running". Could potentially replace Charmbreaker Devils. Paradox Engine and Sensei's Divining Top might also be worth considering. Words of Wind might also be to your liking. It can be used to control multiple players at a time once you have a good amount of mana a draw engines in play.