|Have (7)||NineNotesKnives , abby315 , winterwind10 , Benniator , rockleemyhero , orzhov_is_relatively_okay819 ,|
|Want (2)||rpie4444 , Quickflash|
Printings View all
Combos Browse all
|Commander / EDH||Legal|
Dark Ritual occurrence in decks from the last year
All decks: 1.2%
Commander / EDH:
All decks: 0.08%
UBR (Grixis): 0.69%
Dark Ritual Discussion
4 days ago
I really think this deck needs more combos. I totally understand that Mogis is Commander, and is ASKING you not to combo so that you can slowly kill basically for free, but, if you look at competitive decks which do similar things, such as Vial Smasher/ Thrasios decks, they use the burn effect of Vial Smasher with cards such as Curiosity to gain card advantage - the burn has a dual purpose - drawing and card advantage. You can easily make the deck much better, doubling its efficiency, by giving your cards a dual purpose too. In this deck, that would mean preventing opponents from winning right away and from winning in the late game. That is the dual purpose. Mogis prevents losing in the late game already, everything else should be focused towards winning early, since you already have an advantage in the late game.
So, the 2 combos you already have are great. Mindcrank and Bloodchief Ascension, and then Karn, the Great Creator and Mycosynth Lattice. I think if you focus most of the deck on combos, and then a small portion on late game, you will be optimal.
Other good combos in Rakdos are, of course, Worldgorger Dragon, Sanguine Bond and Exquisite Blood, Waste Not and a higher number Wheel cards, more wheels combined with Mind's Eye and cards like Dark Ritual, Bloodghast and Contamination, and more that I can try and come up with.
I don't think that the deck is bad. I think that with a shift in direction, it can be even better.
5 days ago
Ah, I have piloted a mono-black discard deck for quite the number of years. I have Chainer, Dementia Master at the helm myself, as he is a rather powerful card when everyone's hands are empty, thus he reigns unanswered. Therefrom, a great amount of methods may be used to win.
Tinybones is less of a finisher itself, more so a value engine. As such, I would recommend possessing a lower curve to take advantage of the card draw and more potent finishers within the deck to hent for victory. Also, having card draw outside of the commander would grant a better backup plan. A discard deck's goal is to empty each opponent's hand and win by going unthreatened. If no players have cards to discard, Tinybones cannot provide draw.
The changes I would make are more instants so you kill things once they resolve as opposed to waiting a full turn, swifter discard in the early game to make your commander more effective, stronger finishers for the sake of ending the game betime, and just cutting some cards.
So, first, there are some things I would remove.
- Murderous Compulsion may go with the discard theme, but it's conditional removal at sorcery-speed.
- Bad Deal is ironically a bad deal, as it is six mana for two cards gone.
- Assassin's Strike is just egregious. A six-mana sorcery to kill one thing and they discard but one card. Begone.
- Unnerve is fine but not great. Being a one time effect at four mana, I dislike it, though Xantcha is a great character in the art.
- Haunting Hymn is six mana, which is far too late for discard effects to be effective. You want discard early, as it makes it far more difficult for decks to catch their footing.
- I have the same reason for Tasigur's Cruelty.
- Cabal Conditioning has an identical reason.
- I have a shortlist for this category, being creatures without long-game value; Burglar Rat, Liliana's Reaver, and Banshee of the Dread Choir have discard stapled to them, but don't do much else whilst lacking much in terms of evasion for Larceny.
- Scythe Specter is slow and other cards just do its job better, and Herald of Anguish is slow and lacks fodder for its second ability.
- Necrogen Spellbomb is just crap. Two mana for one card from a single player's hand is awful. Don't play this.
- Awaken the Erstwhile neglects the game plan of having more cards than your opponents whilst lacking the option of going back. I'd just add a stronger finisher.
Alright. With that out of the way, I may suggest other cards.
Upon card draw, you have none outside of the Trinket Thief, Rankle, and Geth's Grimoire. I'd add any of Phyrexian Arena, Sign in Blood, Underworld Connections, and Dread Presence. Necropotence may seem as if it negates the strategy, but it is always worth it.
Lightning Greaves just seem great.
Now, for the finishers I have many. Do note that these are meant to be played when people haven't any cards in hand, hence lacking answers for these once on the field. Sheoldred, the Whispering One grants value from each player's bin whiles eating at their board. Abhorrent Overlord offers a swarm of flyers to end the game. Grave Titan is much the same. Archfiend of Despair goes well with Tinybones's second ability. Though I am not too fond of it, Archfiend of Spite offers much. Geth, Lord of the Vault hents the opponent's graveyards to swarm the board. Kokusho, the Evening Star is a massive threat that harms upon death. Kothophed allows for a quite a bit of card draw. Lord of the Void is always fun. Lastly, Gray Merchant of Asphodel does so much every time it hits the field.
Of course, I'd add more ramp and reanimation. Mind Stone, Arcane Signet, Charcoal Diamond, and Lake of the Dead are great for ramp. Animate Dead, Reanimate, and Dread Return are fine ways to get stuff from anyone's yard, save for the Return.
That shall be all from me. Do enjoy your day!
1 week ago
1 week ago
I guess I just disagree on your resource assessment. I agree that playing a Llanawar Elf and only netting 2 mana out of it is a bad deal. That's a Dark Ritual, slowly spread out over turns.
But a creature that nets you two cards over multiple turns... I still view that as a good deal. If my Dark Confidant nets me only 2 cards before getting blown up, I'm still okay with that.
Compare Dark Ritual to Ancestral Recall. Dark Ritual might be fine in some decks, but it's more for fast combo decks. Most EDH decks would have to at least think hard if they wanted it. But if Ancestra Recall was legal every blue deck would want to play it.
I don't know, maybe your meta is just full of board wipes every turn such that creatures don't last more than 1 turn.
1 week ago
Hey rangab7, +1
I'm not seeing much good-stuffs... and it really looks like you're trying to make aristocrats: I see more tokens and sac-outlets than control.
I made a Turn 1 Hogaak deck with a very similar playstyle (play creatures, sac creatures, rush my commander, etc).
Also check out my mono-black Belzenrok deck.
It looks like you have enough draw, but inconsistent value-engines... like why Endless Cockroaches? Seems like you need more fodder like Gravecrawler or Oathsworn Vampire. I know it combos with Endrek, but your focus should be on Torgaar.
And then most of your big plays come after your engines are online, so often you'll be stuck with lots of cards you can't cast all at once that don't really trade well with your opponents' cards.
I would cut as many 4+ drops as you can (anything that doesn't draw 4+ cards or swing the game is slowing you down) and play a lot more spot removal. Then you'll be in a great spot to disrupt your opponents while gaining value until you're ready to end with a full board of tokens, 1-3 drops, and Blood Artist, etc.
You might also consider...
Bolas's Citadel... buy it while it's cheap!
1 week ago
Hey, nice version of Ur-Dragon except the Gates.
I don't think the Gates strategy is worth it unless you're playing a main dedicated strategy of getting Gates and getting more out of them then just lands for Maze's End. What the Gates are doing here is making the manabase terribly slow for not enough benefit. Golos is a good card without Gates.
My advice for a budget manabase is replace the Gates with some Tri lands (Savage Lands), Battle lands (Cinder Glade) and the less expensive Check lands (Sulfur Falls). Add Exotic Orchard in place of Maze and add more basic lands. Of course this would be for a budget manabase. If you can spend more than there's many other better manabase configurations to use.
Temur Ascendancy and Elemental Bond are very good repeatable draw with Dragons because they also trigger when Dragon tokens are created such as from the Sarkhans, Utvara, Lathliss, Dragonmaster Outcast, Skyline Despot. Wasitora will trigger Bond each time a 3/3 Cat Dragon is created. When creature tokens are created they enter the battlefield (ETB). Ascendancy is another haste enabler. Whenever you put a Dragon onto the battlefield it ETB such as with Ur-Dragon, Teneb, the Harvester, Bladewing, Quicksilver Amulet triggers Ascendancy and Bond to draw.
Dark Ritual, Seething Song and Mana Geyser are three of the better rituals in Magic especially Geyser in multiplayer Commander since it looks at all your opponents tapped lands which can equal a lot of red mana on your turn.
Budget manabase example (38 lands with 26 red sources, 20 green, 16 white, 15 black, 15 blue):
- 8x Mountain
- 4x Forest
- 2x Plains
- 1x Swamp
- 1x Island
- Command Tower
- Mana Confluence
- Exotic Orchard
- Cascading Cataracts
- Path of Ancestry
- Unclaimed Territory
- Haven of the Spirit Dragon
- Savage Lands
- Frontier Bivouac
- Jungle Shrine
- Nomad Outpost
- Crumbling Necropolis
- Cinder Glade
- Canopy Vista
- Sunken Hollow
- Prairie Stream
- Smoldering Marsh
- Rootbound Crag
- Sulfur Falls
- Sunpetal Grove
- Evolving Wilds
- Terramorphic Expanse
Good luck with your deck.
2 weeks ago
Dark Ritual into sol ring arcane signet is that magical 4-card turn-1 dream hand if you're that kind of gambker :^)
2 weeks ago
Dark Ritual can be a replacement for Solemn Simulacrum. It makes the deck even faster and more competitive. As we in our playgroup don't want too fast and competitive decks, it was no replacement option for me.