|Commander / EDH||Legal|
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Flame Rift deals 4 damage to each player.
Price & Acquistion Set Price Alerts
|Have (7)||richardmv , Benniator , Mousemke , dplerner , MoJoMiXuP , almeidafabio , Atroxreaper|
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Flame Rift Discussion
2 months ago
Two recommendations I'd make are Goblin Bombardment and Impact Tremors. They help speed up wins a good bit. The other thing is ways to tutor Skullclamp, namely Steelshaper's Gift, Enlightened Tutor, Demonic Tutor, Vampiric Tutor, and Stoneforge Mystic all get the job done, and reloading your hand is really important in this deck. I notice that basically all of your creatures are vampires, you could include a few non-vamp support creatures like Dark Confidant, Brutal Hordechief, Hellrider and Zulaport Cutthroat which all have synergy with your build. You could also consider a few mass burns like Price of Progress, Flame Rift, Foul-Tongue Shriek, Fiery Confluence, etc. to take people out of the game. Additionally if you wanted more removal, Terminate and Vindicate are in your colors.
2 months ago
It has been a long while since my last update. Four cards were target banned at Zurgo since the last update, Sulfuric Vortex, Price of Progress, Fireblast and Eidolon of the Great Revel were all banned. I won't say too much on the justifications of the bans, other than some of the Rules Committee's reasons were very poorly stated, something about the singleton nature of the format and the inability to play around a few of the cards that were legitimately powerful in the deck. In general I think that the Zurgo deck is, or should I say say was very beatable with some deck building changes, "losing to Price too much?", play a less greedy deck, "can't beat Vortex?", play a catch all answer, "Fireblast killing you too often?" play some more lifegain, "Eidolon too painful?", play more removal. However the Rules Committee felt otherwise, and added some of Zurgo's most powerful tools to the ban list.
As far as personal changes are concerned, I have cut Brazen Scourge and Flame Rift for the time being. In their places, I have added Rampaging Ferocidon as an anti-lifegain card, as well as some hate for the twin style combo's, of which have recently become popular locally. Nest Robber, which is yet another 2/1 haste for 2, which is the exact type of card I look for. I have also added Lava Dart, Arc Trail and Seal of Fire as there are an uptick in tiny creature decks as well as dork decks. Finally Smuggler's Copter is back in as it is a fantastic card, it play around wraths and is some flood insurance, also it flies which is useful in a blocker heavy metagame. Copter was cut originially because it feels best when you use a summoning sick creature to crew it and effectively give a creature "haste" for the turn, seeing as most of my creatures already had haste, I decided to cut it, however that was a mistake because the cards is just too powerful to have sitting on the sidelines.
I don't really play this deck nearly as much as I used to, however I will try to keep up with it and maybe I will take it out for a spin when my meta has all but forgotten about it.
2 months ago
Alkadron, its like you know the history of this deck, thats exactly what would happen to this deck. My meta has a lot of disruption in it, and I sat around watching them play, while Mr. Rakdos would cry little hate-tears, from the command zone.....hence the evolution of the mid and late game plans. The need for redundancy became prevalent, really early in the creation of this deck, for me.
Also, its the same reason for the Thorn of Amethyst. If I can play this card early, I can really slow down a lot of that disruption.
I love the anti-blue spells. At some point, I had all 3 of the ones you mentioned, in this deck. Theyve kind of cycled out. But, stopping a Cyclonic Rift, with a Pyroblast, is always priceless. (Just like the Spanish Inquisition, no one ever expects it)
Flame Rift wrecks shit! Its like tacking fuel to Bobby Boucher (from the Waterboy)! It is pure rocket fuel to Mr. Rakdos. I highly recommend giving it a go, in your build.
2 months ago
"Consistency and redundancy in a very powerful way" - that's definitely on display here, for sure. Some of the consistency cards I dislike? (e.g., Thorn of Amethyst is great in this deck, but it can be moderately unfun at times; and Mana Crypt has always felt very pay-to-win to me, so I generally avoid it).
Generally I was glad to see our creature-base mostly matches up. I feel like I'm doing something right there.
Most of the other cards you run that I do not are cards I probably should be running. The Wheels, Necropotence, and Reanimate look like great ways to get back in the game if the early riot doesn't go as planned. I wanted to build my deck with all my chips on the turn five riot; so I opted against those late-game recovery cards in favor of more 3-mana riot-starters. Now that the deck is moderately famous in my playgroup, the predictability of always rioting on turn 5 is turning into a big problem for me, so I may have to change things up. :/
I also really like the idea of using a spell (like Exsanguinate or Flame Rift) to start a massive pre-combat Riot, and having Urabrask or Mass Hysteria give my rioters haste, and surprise attacking with a hand full of eldrazi outta nowhere. Never worked out all that well for me, though; my deck doesn't have the tutor/draw potential to bring it all together, so I mostly gave up on that plan and took the spell damage out (for more creatures!). I feel like it probably works a lot better in your deck, and I imagine it's a lot of fun when it happens. Does it happen often?
Thanks for the reply! Viva la Mr. Rakdos!
(P.S. I was really excited to see Pyroblast. It's one of my favorite red cards, and Cyc Rift is objectively stupid, so. Good call there. I run it, and Red Elemental Blast, and Burnout in my other Rakdos deck: Rakdos hates you, and so do I.)
2 months ago
Can confirm Flame Rift is basically GG in a 4 player game you get 12 mana cost reduction.
3 months ago
Thanks for looking at the deck! I'm going to write up a league report on Reddit soon after going 5-0 yesterday with this deck (after multiple 4-1's!). Let me answer your questions about deck choices, though.
Flame Rift is one of the best cards in the deck for most Game 1's. All burn decks want to race, but this deck can chain together many one-drop instants before the kill turn as well. Conversely, it's one of the first cards to get sided out when I need more interaction and I'm on the draw for Game 2.
For creatures, I have had some combination of Thermo-Alchemist, Firebrand Archer, and Keldon Marauders in many iterations of the deck. IMO, if the opponent has any form of removal in their maindeck, your creature dies on the first turn it's out, so I wanted the card with the most upside if left unchecked. I won LOTS of games with a single attack from Firebrand Archer (along with 3-4 triggers) making the difference. Also, since I'm running Seal of Fire, I like the Archer over Thermo.
3 months ago
Hey! I love this deck. +1 from me.
I'm curious to your thoughts on Flame Rift. Do you like it because since you are a burn deck, you can race them to death? Or do you find that the card as a dead draw?
Moreover, Thermo-Alchemist seems like good fit. Thoughts?
I'd love your thoughts on my deck Burning Paper Pauper, One Card at a Time
3 months ago
i ended up taking gary of mogis out actually. he wasn't as good as I was hoping. ended up subbing him for more Flame Rift effects.
or rather he's great, but i can never get him to resolve. which is fair