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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Goblin Fireslinger
Creature — Goblin Warrior
: Goblin Fireslinger deals 1 damage to target player.
SufferFromEDHD on Ghryson
1 year ago
Immolation Shaman for Goblin Fireslinger.
Lava Dart for Warren Instigator.
Long-Term Plans wins games.
darkmage2003 on Confusing Question About Tapping/Untapping
1 year ago
Let's say I have Rings of Brighthearth and Basalt Monolith. I tap Basalt Monolith, giving me 3 colorless, then use that three colorless to untap itself. Upon activation of the untap ability, Rings triggers, allowing me to untap Monolith twice. Is it legal to untap monolith and before the 2nd untap resolves tap monolith for mana and then untap monolith again?
Similarly, if I double Tidewater Minion's untap ability, can I tap Goblin Fireslinger for damage, activate Tidewater's untap ability, pay 2 for Rings to double Tidewater's untap ability, untap Fireslinger, tap fireslinger for damage, and then untap Fireslinger again?
ClockworkSwordfish on Ping and Fling
1 year ago
Deck looks pretty solid - I like the concept! Using small amounts of damage to fuel large amounts of damage should run a foe out of life in short order.
That said, I can think of a few suggestions that could potentially help the deck out while still staying within budget! Goblin Fireslinger is probably a bitter fit than the Magmutt - I assume you won't really care about his 2/2 body since you'll mostly be using him to ping your opponent. This gives you something to do as early as turn one, something I noticed you're lacking!
I think a good substitute for Kyren Sniper would likewise be Cinder Pyromancer. He's also three mana and pokes your opponent for at least 1 damage each turn, but can also get multiple pokes on any turn you play something. The added boost to your Spitfires and Pyrelings could be huge!
Arcane Teachings feels like an odd inclusion. A good chunk of your creatures already have the pinging ability, and if anyone makes use of it, that +2/+2 bonus is probably wasted for the turn. In its place you might like something like Flame Jab - once you have enough mana, it turns all extra lands you draw into another way to poke your foe for damage or take out annoying critters. Another creative option is Quest for Pure Flame - all the little pinging effects you have should build counters on it quickly, then you can cash it in to double the damage from a Chandra's Spitfire and/or Fling. Deadly!
Lastly, I assume you're more often than not playing Fling after combat - if that's the case, it might take the pressure off your lands to swap it out for Thud. You lose some possibly trickery when it's downgraded to a Sorcery, but it's good to get some one-drops in there!
King_of_Bees on Rakdos, Lord's Downward Spiral
3 years ago
A very fun deck, thank you for posting! I used to run Rakdos, Lord of Riots, though my deck had a "haste" theme to it, so I ran things like Fervor. I also occasionally used instants like Lightning Bolt as that first domino to get Rakdos going, and I liked its flexibility as removal in case my Rakdos engine was already running. What are your thoughts on that direction? Or have things like Goblin Fireslinger worked better in your experience?
Vulnoth on Turbo Aggro Grind Time
3 years ago
Continuing where I left off.
continuing from creatures
Something to consider when addressing what to drop for my suggestions is how it affects your overall strategy and politics. Ashenmoor Gouger looks good because on paper it can deal damage, but consider what happens if you draw it 10 turns in and the table has all dug in for the long game. Hyper aggressive cards of the sort that do little else aren't going to help you after the first few turns. Hackrobat, Rakdos Firewheeler, Thrill-Kill Assassin, and the like are what you should look for when hacking cards out of the deck in the creature department. You might be gearing up to go fast and hit hard, but you still are playing the "long game", if you can even call it that.
Support
Onwards we march, starting with the strict spell category. Here, you should be looking for either utility or pure power. Spot removal cards like Go for the Throat work in regular 60 card formats, but lose a ton of value as the game is slowed enough for that one spell to have a diminished effect because it can only hit a single creature, often to little effect. Now Bedevil, on the other hand, is outstanding because you can hold it for either an artifact or 'walker, thus expanding your range and making it always live and effective.
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Allure of the Unknown - A huge resource generation spell. Additionally, it plays into politics well by letting an opponent (or friend) have a card. Gotta keep the train moving.
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Bituminous Blast - Perhaps not the most clutch of cards, but at least worth considering since EDH is slow enough for these types of spells to put in work, mostly because Cascade is nuts. I'd understand if it didn't make the cut, though.
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Captive Audience - Hilarious and effective. Instant enemy-maker, but if you haven't farted in the general direction of everyone at the table, others might turn a blind eye. In my experience, when Joe Shmoe poops out an army of dargons and you slap him with this, the table would generally point and laugh.
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Cauldron Dance - A nice little shuffling of creatures, which is nice if you're rich in chunguses.
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Kolaghan's Command - The best charm from its cycle, for good reasons. It's always live in EDH.
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Spiteful Visions - Perhaps risky for politics, but it does put damage on board, thus making Rakdos live, and generates card advantage.
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Fork/Reverberate/Wild Ricochet - copy spells, in my experience, tend to do a lot since they're just whatever everyone else is playing.
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Beacon of Unrest - There will always be something in the grave, and self-recursion is a godsend in my books.
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Scheming Symmetry - Helps your consistency and makes a friend.
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Subversion - Nibbles at your opponents while sustaining yourself, and makes Rakdos live.
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Generally any spell with X in its cost. As the game drags on, they only get better.
I did a brief skim of cards in Gatherer and from among my own decks, but don't be afraid to look at other decks or EDHRec for things that will help you. Just remember that your goal boils largely down to pinging to make Rakdos live, cards that Rakdos is payoff for, and utility general support that rounds out the deck.
Artifacts
Necessary gears to get the machine moving. Mostly it will boil down to mana rocks to accelerate your state, but there will be others that you want purely because they work well for you.
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Cryptolith Fragment Flip - Mana plus ping.
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Commander's Sphere - Obvious utility.
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Sol Ring/Gilded Lotus - Big mana staple.
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Mind Stone/Hedron Archive - Both have their uses, and I adore them both, but in a multicolor they can run the risk of being unhelpful due to generating colorless mana.
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Firemind Vessel - Perhaps slow, but produces plenty of mana.
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Thought Vessel - A personal choice, but if you don't have enough draw power to fill your hand, then it's not worth the cash.
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Tome of Legends - Easy draws.
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Conqueror's Galleon Flip - Another personal choice, but I find that once it transforms, the advantage it generates does wonders, and as a deck stuffed with creatures that could crew it, the fit seems nice to me.
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Lightning Greaves/Swiftfoot Boots - Staples for protecting your Commander. Also Haste.
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Sword of the Animist - Free Rampant Growth on attack. Obvious value is obvious.
Lands
Here you can start to have some fun. Being 2-color, you do have to be somewhat mindful of what you're running, but you can definitely make use of a lot of offbeat lands since you're not trying to be a fool and mana fix 5 colors. Keep in mind that you may not necessarily need everything listed here, but it's just a matter of helping keep your ability to produce both colors consistent.
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Temple of Malice - Slow lands may be unappealing, but Scrying usually helps.
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Arch of Orazca - Yet another personal choice. All you need is to have 10 permanents at any point while controlling/playing a card with City's Blessing and you have it for the game. At which point, Arch becomes something to do with spare mana.
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Reliquary Tower - Like Thought Vessel, it's worth considering, but is acceptable to pass on if you keep burning your hand up.
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Command Tower - Staple.
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Graven Cairns - Filter lands are always nice.
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Rakdos Carnarium - Slow, yes, but in the long run gives more mana.
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Shadowblood Ridge - Another pseudo Filter Land
Chopping Block
I encourage you to think these things out on your own or ask friends about this part, because understanding the process of what and why things stay or go is important to understanding your deck. Below are my suggestions for what needs to get yeeted.
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Ashenmoor Gouger/Hackrobat/Hellhole Flailer/Rakdos Firewheeler/Thrill-Kill Assassin/Rakdos Guildmage - All just don't do that much. Awesome to drop in the first turns, but soon are just fodder. They're nice fodder for Lysolda and Judith, but overall too narrow in use and too low impact.
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Void Winnower/Blood Moon - As someone who wins almost all his games through player politics, I advise against these types of cards that choke the entire table. Like infinite combos kept as panic buttons in decks, you really only get to pull it once before the group starts remembering what you have up your sleeve. After that, you risk being targeted because they'll know what you have.
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Phyrexian Obliterator - BBBB in 2-color is a bold move for what's essentially a 5/5 unblockable.
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Dark Ritual/Doom Blade/Go for the Throat - I personally would cut them, but feel free to play around with at least the removal spells for consistency in board control. Ritual, however, is just not suited for this format.
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Everlasting Torment - It's the only card of its type in your deck, and actually makes you vulnerable to getting chump blocked.
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Urborg, Tomb of Yawgmoth - Urborg serves almost no purpose in this deck.
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Rakdos Guildgate - Guildgates are just packfiller.
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Rakdos Signet/Rakdos Keyrune - In the modern day, your mana rocks mostly should be more useful than an overcosted creature, and if it only produces mana, it needs to be efficient like Sol Ring.
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Lava Axe - Shouting "Catch" while literally throwing this is hilarious, but the card's just horribly overcosted.
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Anthem of Rakdos - You will lose a lot of games you shouldn't lose because of this.
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Ogre Battledriver - Giving a dude Haste to swing is nice, but it's a lot easier to just run a pinger like Goblin Fireslinger or Lobber Crew
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Ob Nixilis, the Fallen - His Landfall is nice, but by nature isn't consistent, which is what you're looking for in ways to ping your opponent. Becoming a chungus is nice, but you're better off just skipping the hoops and playing an actual chungus.
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Vial Smasher the Fierce - This one I'm not totally sold on cutting, but she seems more complicated than just running a pinger. Play around with her and see how Vial Smasher synergizes.
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Master of Cruelties - Another I'm not totally sold on chopping, but he can only attack alone, which bottlenecks your options.
I know this all is sort of messy, but when making edits, start with comparable replacements (i.e. swapping a creature for a creature), run a few test turns, and see how things work.
Vulnoth on Turbo Aggro Grind Time
4 years ago
It's not a bad start, but there are some clear ways to take the deck in a better direction. Firstly, keep in mind your playgroup and the ever-present specter that ruins people, "play group politics". When approaching a deck, always consider how certain cards and interactions will affect the playgroup. Some people will not particularly care until you just dome someone out of nowhere, while other people may just act when they see things they dislike. Playing to politics isn't something Rakdos does well, but the ideal way to approach is through "minimal" bad stuff that helps you keep the target off your back. It's always fun to talk about how oppressive a deck or strategy can be, but once people grow aware and start countering you, the tables will indeed table against you.
But that said, onto the said ways to better this little carnival cruiseliner of doom.
Chonk
Let's start with the fun stuff. The whole point here is to play every Big Chungus for minimal cost. You should be looking for either beefy dudes to beat your opponents with or high end utility cards that aren't literal neanderthals.
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Akroma, Angel of Fury: Not the most exciting of cards, but in a W/U heavy meta, she'll put in work.
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Vilis, Broker of Blood: A beefy fella that keeps the machine movin', or dare I say, schmoovin'.
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Maga, Traitor to Mortals: Ever slap someone with this guy for 87? It never gets old.
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Artisan of Kozilek: Recursion plus Annihilator. It's self-explanatory.
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Ulamog's Crusher: A useful ape.
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Demon of Death's Gate: Not the most elegant of chonkers, but never underestimate a good old fashioned ass whoopin'.
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Drakuseth, Maw of Flames: Burninate the countryside. Burninate the peasants.
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Grave Titan: Generates free board presence while applying pressure.
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Pathrazer of Ulamog - Annihilator 3 that demands lots of stuff to be thrown under the bus.
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Hateflayer: Wither makes for an all around strong option when slapping something for 5 damage.
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Magmatic Force: Lightning Bolt every upkeep. Need I say more?
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It That Betrays: "This is mine now" the card.
Utility Dudes
Here I'll go over more miscellaneous creatures. You mostly are going to want creatures that either fulfill Rakdos's requirement or are general good stuff.
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Nirkana Revenant: Old fashioned mana ramp that can go super Chonk.
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Crypt Ghast: Ironically, the church will help the demon. Extort puts life loss on board while opening up mana.
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Pontiff of Blight/Basilica Screecher: Extort all the things.
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Goblin Fireslinger/Spear Spewer/Chandra, Fire of Kaladesh Flip/Vulshok Sorcerer: All random pingers that can get Rakdos available for little effort.
I'll address the deck further another day as I'm getting tired.
Kogarashi on Torbran and Damage Doubling
4 years ago
Both Torbran, Thane of Red Fell and Furnace of Rath feature replacement effects. When two or more replacement effects are altering the same event, the affected player or controller of the affected permanent is the one who chooses in what order the replacement effects apply.
So in this case, it would be the player your ping with Goblin Fireslinger who determines the order in which the effects apply, and thus how much damage they actually take.
- 616.1. If two or more replacement and/or prevention effects are attempting to modify the way an event affects an object or player, the affected object’s controller (or its owner if it has no controller) or the affected player chooses one to apply, following the steps listed below. If two or more players have to make these choices at the same time, choices are made in APNAP order (see rule 101.4)