Creature — Ogre Warrior
Unleash (You may have this creature enter the battlefield with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.)
2BR, Sacrifice Hellhole Flailer: Hellhole Flailer deals damage equal to its power to target player.
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Hellhole Flailer Discussion
1 week ago
I don't know if you're looking for cards that your local game store doesn't have, but if you just want general recommendations, I have a few.
This is if you want to make an extremely aggressive deck. All of these recommended cards are somewhere in a budget range, with nothing over 50 cents (on TCG player).
You also should cut 4 cards no matter what, because you currently have 64. You should probably get rid of Seismic Stomp, Madcap Skills, Mugging, and Act of Treason. The first 3 are sub-par, the last one is a more niche card.
If you're going to make that hyper-aggressive deck, I think 19-20 lands is preferable. And the 3 and 4 drops aren't going to cut it.
If you want to keep Exava and add planeswalkers, the deck is going to be a lot slower. If you do go that direction you should add some of the control elements like doom blade and duress. You should also probably take some of the 3-drops from the deck you linked to: Shambling Remains, Hellhole Flailer, Ashenmoor Gouger.
Just my 2 cents.
3 weeks ago
Crown-Hunter Hireling is a great cheap Ogre worth including. In B/R, and especially in a budget build, card draw is scarce, and the monarchy is great way to solve that problem. And give you an excuse to hit people.
Deathforge Shaman is a great finisher creature to play, and its also super strong with Rakdos since you can use the mana for its multikicker instead of casting it.
Heartless Hidetsugu is an absolutely nasty creature that really helps accelerate aggressive games, and is super powerful in multiplayer. Lets you play stuff nearly for free with Rakdos in play.
Hellhole Flailer is strong creature for its casting cost, and is just about strictly better than, say, Ogre Resister.
Henchfiend of Ukor is a cool-looking Ogre that fits into your colors and comes in swinging.
Ogre Geargrabber seems like interesting tech against voltron decks, or if you want to get rid of a Sword of X and Y from something.
Rustmouth Ogre is hard, repeatable artifact removal; an essential effect in EDH.
Singe-Mind Ogre has real potential to hit something super huge, especially in Commander where the average mana curve is much higher.
Treasonous Ogre is everything you want in EDH. Floods life into mana for casting big creatures, or just enough for that Deathforge Shaman multikicker. Dethrone is also a super relevant ability.
Viscera Dragger has a lot of value going for it; cycle it for another card, and then unearth it for two mana for extra attacking power.
2 months ago
Deck:Cult of Rakdos EDH
So far I an pretty happy with how the deck plays. It does it's thing well and more importantly it's fun as all hell.
There is however a list of cards I want to add but I'm unsure whether I should and if so, what cards to cut in their place.
7 months ago
well, i'm looking at the deck and i'm sorry to say that there is no way to make this deck viable in legacy without extreme overhaul to the point that it would be unrecognizable.
however, there are only 6 cards in here that are not modern legal (3 Dark Ritual and 3 Malicious Affliction). I will attempt to give you advise for a scenario where you move this over to modern, and for if you intend to stick to legacy. so this post will be long.
first off modern because it will involve "less" alterations. first cut the 6 cards i mentioned as they wouldnt be legal. starting from the top Nefarox, Overlord of Grixis should be cut as he is too slow, and provides little value when he enters. for a six drop in modern you need extreme value. Ob Nixilis, Unshackled should be cut for the same reason. Haunting Echoes does absolutely nothing to help your goals in this deck. your opponent may have a creature or two that they blocked yours with or maybe some fetches and a removal spell, but likely they will only have 3-5 cards in the grave. this card will exile fetches mostly which will only serve to help them remove dead draws since at the point in the game where you play Haunting Echoes your opponent will have enough mana to do whatever they please. cut them. Archfiend of Depravity is a big flier with an effect that can really control the board, but i think there are a few other 5 drops you'd rather play (or not play and fill up on 4 drop threats which black is loaded with), so for those reasons i'd cut these as well.
Master of Cruelties: interesting card for sure. a very serious threat on offense or defense. sadly it's pretty high on the curve for a card that's usefulness is stopped by 1/1s. your deck will probably want to be more aggressive than this card lets you be. so for that reason i'd cut him.
time for 4 drops and lower. Exava, Rakdos Blood Witch is good when you have lots of creatures with +1/+1 counters the turn they enter (her ability is useless for Desecration Demon. currently you have 7 (10 if you count the megamorph option on Silumgar Assassin which would only count if you play it face down and flip it the same turn). all of these creatures are expected to come down much earlier than her, and wouldn't provide much value if played after her because of their small size, regardless of haste. so i'd cut her for a more efficient 4 drop.
Desecration Demon: decent card depending on the scenario, but you're leaving yourself open to tempo loss. if you opponent has a few disposable creatures then you probably spent 4 mana and a card to do nothing. however if you can control the board with well placed removal, your opponent will be forced to make some tough choices. basically i'd say this guy is bad in the current deck but will be much better with more removal (which will be discussed later).
Rakdos, Lord of Riots: great body with evasion and trample for when he can't evade blockers. great body. the mana cost is restrictive, but with a better mana base you will be able to cast him easier. the damage condition hopefully wont be terribly difficult for a deck that plays red. the second effect is something you shouldn't ever expect or rely on, but will be nice to have when it happens.
Hellhole Flailer isn't very good for it's mana cost. you could be playing cards with better stats for the same cost Ashenmoor Gouger. yes it can't be sacrificed, but it can't be Lightning Bolted either. or Shambling Remains which is basically Hellhole Flailer that can be brought back for another swing if needed. there are also other cards like Anathemancer which will enter and probably deal 3-4 damage to the opponent and still leave a 2/2 body. Olivia, Mobilized for War basically as a 3/3 flyer for 3 with an optional effect that can be relevant in some cases.
Spike Jester is an aggressive card for this aggressive deck. might be slightly outclassed by other 2 drops. keep at your own discretion.
Silumgar Assassin is a bad card for a bad scenario. it's ability is only relevant when your opponent has bigger creatures than you, in which case you swinging for 2 unblockable won't matter much when their Tarmogoyf hits back for 6. cut this.
Devour in Shadow: red and black are the two colors with the most removal in pretty much every format. this card is outclassed by its competitors like Terminate and Lightning Bolt and Grasp of Darkness and Dismember and Victim of Night (this one is more for mono-black but still possible), Ultimate Price...etc etc etc. cut this. it will be replaced with better removal.
Rakdos Cackler: aggressive 1 drop on a budget does exactly what it needs to do.
ok so thats 25 cards removed.
now what to add back in. you need more low drop threats to pressure your opponent. Monastery Swiftspear is good if we add more instants and sorceries, but i think this will end up as a creature heavy deck. you can play Zurgo Bellstriker as a 2 of. he is basically a better cackler. but only 2 since he is legendary. Bloodsoaked Champion is good if you plan on winning with many smaller attackers, but it looks like you'd prefer a more midrangy plan with bigger beaters. so i think for now you can just add 2 zurgos for 1 drops. but i don't think you need a lot of these.
for 2 drops you have lots of options. Battle Brawler is a 2 mana 3/2 first strike most of the time. Burning-Tree Emissary can help you with a going wide strategy, as it refunds itself. its a little hard to get the double red on turn 2. but it will refund a red and an extra to play any other red two drops you have. or it can be held for latter to basically play for free before you cast another creature. but it's much harder to optimally use without green. Eidolon of the Great Revel is a bit pricey, but is a great addition to your deck. especially since you will be able to grind out your opponent who will probably have more cards with cmc 3 or less compared to you. if you end up in heavy black Gatekeeper of Malakir is great (but usually held back until turn 3 for the kicker). Goblin Deathraiders is a good card that can replace Spike Jester if you want to try going over your opponents creatures. might be better with the midrange style of your deck (slightly slower and more big creatures). Scrapheap Scrounger is a new card that could have some potential here. Grixis Grimblade is good if other multicolored enchantments are added.
4 drops that warrant attention: Ashenmoor Liege is a great way to buff your entire team and it will cost your opponent 4 life to remove it which is decent value, Carnage Gladiator makes blocking decisions much harder, Mogis, God of Slaughter will be turned on fairly easily with lots of the creatures already mentioned that are highly saturated colorwise. theres also the cards that we didnt cut from the deck.
removal that you should consider: Lightning Bolt this card should go in. this one isnt really a suggestion. this is more of a necessity. Terminate is great and will really help you out. basically anything i mentioned earlier.
other supporting cards that could help you out would be a discard suite.
so to sum things up:
-3x Hellhole Flailer
-3x Dark Ritual
-3x Devour in Shadow
-2x Haunting Echoes
for the advice on legacy, i'll be blunt. there is no way to conceivably make this deck legacy viable and still have it look even remotely like the current deck. the only cards that i would keep in a legacy version of this deck would probably be 4 basic mountains and 3 basic swamps. at most.
8 months ago
First of all thank you very much for your extensive help mate!
I don't have an actual budget for this deck, I intend to make it my most powerful deck, in time, so I am willing to invest in something that is going to be absolutely broken, but I am not going so far as to get all the fetches and original duals :) I always look for a balance between value and strength and being commander a fun format I'm not too keen in running many cards over 20$ unless there is really no other option for that effect. This being said, of course that my main list is made of cards I currently own, being most of my percieved improvements so far in the maybeboard for budget reasons only.
I'll start from the bottom:
Vampire Nighthawk is my Wurmcoil Engine right now. In the few multiplayer tests I've made, I've succeded to lower my life total enough to make dethrone work, but if there is someone succeding in an attrition game or if I'm facing a Lifegain deck (and there are both Oloro, Ageless Ascetic and Karlov of the Ghost Council on my playgroup) I tend to need a little bit of residual lifegain to keep myself alive long enough to secure the win. Taurean Mauler is a huge beacon, since it gets big real fast and everyone turns to it while I build my board further, for the same reason Hellhole Flailer gets some sneaky damage in - it's not broken, but I like clunky cards sometimes :) Of all those the one I like the most is Mausoleum Wanderer, don't mind the spirit part of the text - With so many ways to put counters on it, it works much like Glen Elendra Archmage most of the time, reason why I'm a bit low on countermagic, since I can recurr both of these.
Shriekmaw or Nekrataal have the advantage of targeting, when compared with + , I can't really get rid of something like a Blightsteel Colossus (not that I find myself on the wrongside of one of those often, but there are other annoying targets that I just need to get rid of sometimes) for instance. Mulldrifter is part of my draw plan, but with cards like Greed (or Necropotence) for that matter might prove redundant.
As for tutors, as I said, budget is not the issue once I find that the card is going to be brilliant. In the meantime, while I don't trim what's in excess and crunch the numbers a bit better, there's not much of a point on investing in something like a Mystical Tutor for instance, since I might end up with not many significant targets for it. For now I'm running the budget-est version of it in Diabolic Tutor to see how it goes, and will probably upgrade it in time.
For counterspells, as I previously wrote, I heavily rely on Glen Elendra Archmage and Mausoleum Wanderer since I can recurr them and lock the game most of the times (at least in my playgroup). I am not investing in a Force of Will and maybe not even in Pact of Negation for the reasons I went on before, I just don't enjoy playing cards of that power level and price in commander and therefore there is no point on spending money on those. I like to brew and I could probably make 2 decks with the money I'd spend in a FoW, I get much more fun doing that than winning all the games with no question. Swan Song and Arcane Denial were on my original list though since I thought I owned copies of those when I bought the remaining cards, and turned out I didn't! :D
I don't know why Willbreaker isn't there. It was in the original list even before Beguiler of Wills and Thalakos Deceiver and it is pretty good too, I just got out of it at first because of its higher CMC.
Slave of Bolas comes with the sac outlet itself. I've been on the wrong end of one of those and it is worth every mana spent. It allows you to attack with the creature, use it with dethrone, and you get the creature you stole permanently since it will have a counter and will come back in EoT. Act of Treason doesn't seem very relevant and Grab the Reins doesn't allow me to attack for dethrone before I sac their creature. Reins of Power will lose me Marchesa for the turn and therefore is not very useful in this matter as well. The tokens are just meant to gain board presence and chump whenever I need it. Grave Titan takes over games, Chasm Skulker and Reef Worm provide incremental advantage on board while they are huge targets for exile effects, keeping other more important pieces on board or at least in the graveyard where I can get them back still.
As for the mana rocks, that's a good point! :) I'm not much into Magic Christmas Wonderland scenarios (neither they seem to like me! lol) but I'll probably adjust that to maximize the chance!
Controlling the life total hasn't been an issue except when playing against something like Ezuri, Claw of Progress that can one shot me most of the time. Whenever I don't have a way to lose life myself I just don't block most attacks. And if no one attacks I'm gaining board presence anyway. This being said Lim-Dul's Vault doesn't seem to impactful and Toxic Deluge is too expensive (moneywise) for the advantage it grants when compared to other board wipes. Treasonous Ogre is one inclusion to consider since it is also a way to get around one or two mana lacking for some big plays and allows for that additional control.
Necropotence... Well :D There's no question to its power, but I've never played with it, and it needs a bit of getting used to it. I'll probably proxy it up and try it out to see if it's worth the investment or if I manage to suck with a card this powerful. (I used to run Deathreap Ritual in my Meren deck and took it out simply because I never remembered its triggers... Played tenths to hundreds of games with that card and I only remembered it on my own turns. It was not a question of power, it was just not a card I "knew" how to play with and that didn't even took much skill lol)
Gray Merchant of Asphodel is a beating even in this deck, most of the times it drains for more than 5, but even so, Kokusho, the Evening Star is more reliable most of the time and besides, it's a flyer that can end a game right away as well. At this point I don't own any, so I started with the budget version that gets a similar job done as well.
Grim Haruspex, absolutely no question, you're right! I don't even know how I didn't think of that earlier, but that's a change I'm doing as I write down this comment! :)
As for next investments (being cards I will include and still don't own), Chaos Warp, Treasonous Ogre and Fellwar Stone or Coldsteel Heart are definitely on the way in, from my maybeboard I'm seriously considering Mikaeus, the Unhallowed and Wurmcoil Engine as the next big money cards and with the latter, probably I'll try and make way for a Saheeli Rai.
I'll update the list as I make the changes in the deck ;)
Once again, thank you very much for your help!! I'll check your deck right away too! ;)
8 months ago
Hey there! I recently put together a Marchesa deck of my own (link). There's a small primer in the description if you want to compare tech. Do note that I've only recently got to playtest it a bit, but I'd say it wants to lower its curve just a little bit. It relies a bit too much on high CMC combos and often falls behind and get shut down by my more competitive decks.
Hey, what's your budget? Are the cards on your mainboard what you own or what you hope to own? Just curious.
Anyways, I'd look at each card you're running and asses it's impact on your board, how synergistic it is with Marchesa, or if there's a "strictly better" version of it. For instance...
I'd sincerely recommend Necropotence over or alongside Greed. It does a better job drawing cards and better enables you to control your life total for Dethone. It's an obscenely powerful card outside of Marchesa, but even more busted with her.
Dimir Signet over Obelisk of Grixis. I would never run 3 CMC mana rocks in a three color deck, especially with a four color commander. A Sol ring into a 2 CMC rock can mean a T2 Marchesa. Consider Fellwar Stone or Coldsteel Heart if you want more oomph.
What your plan with the tokens? You have generators in there but I'm not soo much of a way to abuse them outside of atrition. Consider adding some sac outlets/ETB effects to abuse them, like Ashnod's Altar, Phyrexian Altar, Goblin Bombardment, Impact Tremors, or Purphoros, God of the Forge. The sac effects will also allow you to better abuse cheaper treason effects; You swap out Slave of Bolas for Act of Treason, Reins of Power, Grab the Reins, ect.
There's some cheaper CMC Tutors out there. I understand that budget may be an issue, but look into Vampiric Tutor, Mystical Tutor, Demonic Tutor, Diabolic Intent, ect. The same thign goes for counterspells. Swan Song, Arcane Denial, ect. Force of Will and Pact of Negation are nice but more for combo oriented builds.
Evoke is hard to abuse without Unspeakable Symbol. Shriekmaw and Mulldrifter might be a bit redundant without some more tech around them. Shriekmaw might be worth dropping entirely with Fleshbag Marauder and Merciless Executioner filling similar roles.
That's it off the top of my head. I know there's a fine line between recommending cards and killing the spirit of a deck. That said, I don't think Vampire Nighthawk, Taurean Mauler, Mausoleum Wanderer, Hellhole Flailer, Flame-Wreathed Phoenix, or Expropriate add too much to the deck.