|Commander / EDH||Legal|
Printings View all
|War of the Spark (WAR)||Common|
|Magic Origins (ORI)||Common|
|Magic 2014 (M14)||Common|
|Avacyn Restored (AVR)||Common|
|2011 Core Set (M11)||Common|
|Tenth Edition (10E)||Common|
|Ninth Edition (9ED)||Uncommon|
|Ninth Edition Foreign Black Border (9EDFBB)||Uncommon|
|Eighth Edition (8ED)||Uncommon|
Combos Browse all
Destroy target artifact or land.
1 month ago
TypicalTimmy, if I were an artist, I would illustrate for WotC only as a supplement to my main source of income, which would be original works conceived purely by myself, because, in my mind, the original artist of a work should receive royalties in perpetuity for any product that uses that work (as far as I am aware, musicians receive royalties at any time that movies use their songs in their soundtracks).
Also, I do not have any problem with the same artwork being used two, three, or even four times, but any more than that is ridiculous, with some of the worst offenders in this game being Naturalize , Pacifism , Serra Angel , and Vampire Nighthawk , each of which re-used the same artwork almost a double-digit number of times, which I found to be insanely annoying.
Conversely, Demolish has had so many different artworks that it would be very difficult for me to choose only four, if I had a full playset in a deck.
2 months ago
As with most Rakdos decks, I advise a reanimating package with Sire Of Insanity as the target. Animate Dead , Reanimate and Necromancy are all rather good when paired with Entomb or Buried Alive . In Rakdos, you’re generally the king of top decks. So embracing it with Sire is typically a good play.
One mistake I find in a lot of EDH decks is the prevalence of one-for-one removal. Cards like Demolish , Roast and Necrotic Wound are alright if you’ve only got one opponent, but in EDH you’re already facing 2x-3x as many cards as you have in your 2-3 opponents. This is why I suggest more efficient spells, like the Ritual of Soot I see you’re already running. Fire Covenant , Ashes to Ashes , By Force , Toxic Deluge / Damnation / Blasphemous Act and Syphon Mind are all good ways to regain card advantage when you’re facing down multiple opponents.
Another thing I suggest is that you run more mana rocks. In any non-green deck, artifact mana is the main form of ramp available. I’ve noticed there’s a tremendous difference between 2- and 3-mana ramp; cards like Mana Geode and Rakdos Locket are generally worse than Rakdos Signet and Talisman of Indulgence . Mind Stone , Coldsteel Heart , Fire Diamond , Charcoal Diamond and Thought Vessel are also options. Treasure Nabber is a good way to disrupt opposing mana.
Hand-in-hand with what I’ve been talking about is card draw: You need cards to cast with your mana, as well as powerful spells in the first place. Phyrexian Arena is an excellent source of card advantage in black, as are Night's Whisper and Harvester of Souls . Faithless Looting , Magmatic Insight and Cathartic Reunion are ways to filter your cards from red, as well as ways to get creatures you want to reanimate into your graveyard from your hand.
Fighting counter magic is something red does very well. I advise cards like McToters suggested: Price of Glory is one of my favorite cards to run in red. If you want to go deeper on disruption, his suggested Stranglehold is good, as well as Blood Moon , Ruination and Magus of the Moon (though you’d have to craft you land base to accommodate these last three). If your meta is blue-heavy, Boil is good; white-heavy means Flashfires and Dread of Night may be helpful. I don’t know your meta though, and that’s what will dictate if the color-hate cards will be good. If your meta is filled with pesky dorks, Blast Zone is a good consideration.
Harsh Mentor is a card I like landing early, as is Scab-Clan Berserker . Because your curve is relatively high, Pyrostatic Pillar and Eidolon of the Great Revel might be helpful as additional repeating burn effects. If their life-loss becomes too great, a Whip of Erebos can help you survive.
At least consider Necropotence if you decide to run life-gain. It’s typically only found in combo-decks, but in my experience it’s a powerhouse across the board. Getting a card for one life is typically a good deal.
Alright. That’s all for now. Good luck building your deck!
3 months ago
6 months ago
Thanks for the advice. I do plan on adding some more dual colored lands, as well as more land searches such as Ash Barrens , Terramorphic Expanse , Evolving Wilds , and Myriad Landscape , but hadn't been able to get any of them yet. I do like the Aggravated Assault combo with Savage Ventmaw and Grand Warlord Radha . I also like the idea of swapping out Demolish for Beast Within and/or Hull Breach . Decimate seems a little less useful due to requiring the opponent to have all 4 types of cards on the battlefield.
6 months ago
First and foremost, here are some suggestions for improving your manabase: Rootbound Crag , Blighted Woodland , Kazandu Refuge , Haven of the Spirit Dragon , Gruul Guildgate , Rugged Highlands , Command Tower , Temple of Abandon , Sheltered Thicket , Cinder Glade , Game Trail , and Kessig Wolf Run . I know that's a lot of cards just dedicated to mana, but I think the Haven and Kessig will pull both surely pull their weight.
Rishkar's Expertise generates great card advantage while you control a big dragon. Harmonize is another strong draw spell in green. Cultivate and Kodama's Reach are cards just like Nissa's Pilgrimage , and they help you accelerate your game.
Finally, Dragonstorm is a fun card that allows you to find whatever dragon you might want/need. It's nowhere near as good as Tooth and Nail , but it is a fun and more budget-friendly option for the time being.
9 months ago
I have the same concept of having a budget standard/arena version of skred red using Damping Sphere and Demolish for my Blood Moon/Molten Rain and Silent Gravestone and Squee, the Immortal as Relic of Progenitus/Eternal Scourge and using Sarkhan, Fireblood as my Walker and using all of the relevant dragons and burn available like Demanding Dragon and Fiery Cannonade.
Its just neat seeing someone else try to make a functional deck that does the same stuff but in a different way.
9 months ago
I have enough draw in Radical Idea and Risk Factor, so rather than Opt I'm thinking Disperse or your Sonic Assault idea. This is mainly because I'm thinking this deck will have issues with stompy. Disperse allows a bounce in their turn, and hold a counter for the recast, while sonic happens twice and allows me to inflict more damage. So ultimately i'm thinking 3xShock, 3xDisperse, 2xEssence Scatter//Negate. Sonic Assault can stay in the SB for now.
Demolish is only there as I forgot Smelt and Shatter existed - its was mainly my brain going "Erm, how do I deal with artifacts?" and not coming up with an optimal solution; but now Disperse can do that, for the amount of artifacts I'll probably see. As much as i'd like to destroy land in a multicoloured driven format, it's ultimately not going to do much, and Alpine Moon will only assist their fixing.
Honestly, i see what you mean about Adeliz, the Cinder Wind - he was mainly in there due to his keywords, the all-wizard-prowess was a bonus. However, I'd probably add another Electrostatic Field instead of another Niv-Mizzet, Parun; the idea of a second had already crossed my mind, but I'm not 100% sold on the idea of having a second one with his mana cost.
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