Rage Nimbus

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Rise of the Eldrazi (ROE) Rare

Combos Browse all

Rage Nimbus

Creature — Elemental

Defender, flying

{{1,R}}: Target creature attacks this turn if able.

Rage Nimbus Discussion

Funkydiscogod on Muraganda Set

5 months ago

About the specific cards in the set:

Arc-trail Hardshell: Way too cheap compared to Bramblecrush and way too big compared to Mold Shambler. Needs to have a higher manacost and a smaller body.

Sharptooth Croc: He looks fairly balanced when compared to Two-Headed Zombie and Dross Crocodile, but for a Primal creature, I think the high power makes it too desirable to have Menace. To make it more of a choice, compared to the Zombie, I'd vote, make it a 3/2, Primal 1. Also, why does a Croc have the creature type "Alligator"?

Hunting Settlement: The ability that gives your creature Lifelink will prevent them from getting benefit from Muraganda Petroglyphs style-effects. I think that would be an unfortunate interaction. The ability should change.

Tibalt, Havoc-Bringer: should a mono-red planeswalker summon red and black critters?

Wooly Grazer: this ability would go perfect with Primal.

Ubo-luk's Idol: the wording is awkward, and the effect is insane powerful for the cost. It's like your own personal Wheel of Fate, but you're not forced to use it during a later upkeep, you can use it at any time. That card would be banned for the same reasons as Smuggler's Copter. Needs serious power reduction.

Ancient Gharial: They use the creature type Crocodile, now. Even Rootwater Alligator is officially a Crocodile in Oracle text.

Basking Plaeosaur: I'm not sure how much I like the "enter the battlefield" ability with Primal. IF you don't want to make it "Primal 2", then a sacrifice-type ability like Viridian Zealot would definitely be worth only +1/+1.

Bloodfall Axe: The equip cost is prohibitive. The Murderer's Axe cost worked because the set had a Madness theme. The effect is just Barbed Battlegear. It might work if it had a Skullclamp on death ability, to recover the cost.

Chieftain Ubo-Luk: I'd compare him to Sek'Kuar, Deathkeeper. He should make simple 1/1 red goblins (to stay on theme with "no abilities") whenever any nontoken creature you control dies, not just Goblins. I would say instead of giving an ability like Menace, (because it goes against the theme), it should be the simple "can't block" ability.

Clever Improvisor: It's insane that he makes better equipment than the Conch-tipped Spear. They should be +1/+1. Also, instead of making it every creature that enters the battlefield after him, just create 4 of them, kinda like a slower red Verdurous Gearhulk. Otherwise, there will be an ever-increasing supply of power that will never leave the battlefield.

Cloak of Leeches: I would say you should vote to avoid giving the creature an ability. Something like Blessing of Leeches would be interesting, since they no longer use regeneration.

Conch-tipped Spear: It's a No-Dachi. Can you do anything more on-theme, that doesn't give the equipped creature an ability?

Daelin's Spellbinder: This card seems almost too powerful. The "nontoken creature" thing is awkward. Can it be "discard a card" or something more elegant?

Diving Fluoraptor: His activated ability is too expensive. It could be the same as Bloodpyre Elemental without too much loss, or cost only 2 and stay instant.

Downpour: I think this effect has incredible potential. Instead of a sorcery with bulky rules text, an instant "Tap all Permanents" would basically be the same thing, with far more simplicity.

Egg Nabber: Just exile the card, and skip the craziness.

Encase in Magma: Cannot be allowed to enchant enchantments; it's not red's deal. It should just be a colorshifted Imprisoned in the Moon.

Enraging Provocation: I dislike having a temporary ability and a permanent effect on the same card. I don't have any examples of any cards that do this.

Enriching Pitcher Plant: Love it.

Enticing Pollen Spewer: I think it's too expensive, when we compare it to its symmetric counterpart: Rage Nimbus.

Fangs of the Terrosaur: Perfect equipment for this set.

Fight Once More: It seems out of place on a world where humans are basically cavemen. It would be more on theme with a set like Innistrad, but here it's not really on flavor with primitive tribal humans.

Flame-Spewing Ruckus: I don't understand how this card is meant to be used: the turn you play it, you could pump your two creatures with prowess triggers, but the goblin can't attack without Haste. It would be interesting to have an enchantment "whenever you play a noncreature spell, enchanted creature gets +1/+1 until end of turn" (because I don't think you want to avoid effects that give creatures abilities in this set).

Fossil Sage: This might not be the right card for this set, because reanimating a creature with an extra ability plays poorly with Primal. You will always want to not make the token Primal, so you can keep the indestructibility.

I'll write some more thoughts later, since I'm only up to F.

SurpriZe on Queen Marchesa: Politics, Aikido, and Control

7 months ago

I've recently stumbled upon Rage Nimbus and instantly thought of how well it could fit in this deck. It seems like a great way to deal with all the utility creatures/commanders that are so abundant in EDH and it has other uses as well, plus it quite suits the theme of the deck. Has it been suggested before? What's your opinion on it?

JuQ on Omnath, Locus of Rage

1 year ago

Hi there!

Omnath is completely commander dependant, after all the goal of the deck is to combo off with him, so there is not much you can do, so you have to work around it. You need to protect him better and get a bit more recursion because Omnath at 7 CMC is expensive enough.
Against removals you can use Sylvan Safekeeper and Heroic Intervention and there is always Asceticism which is a bit more expensive both money and mana wise.
For recursion Seasons Past is one of my favorite cards lately, easilly you get five to seven cards out of it. Greenwarden of Murasa is another no brainer because of the tribal theme. Deadwood Treefolk works similarly, it sacrifices itself and you don't have to exile it, but only brings back creatures. Paleoloth is another creature I though about, the creature by itself is kinda bad, but with Omnath you can trigger it the same turn you cast it.

Against the flyer problem im using (together with the Tornado Elemental) Cloudthresher, Ulvenwald Hydra, Rage Nimbus, Chaosphere (Spidersilk Armor is another good option I run in other decks).

Some creatures are too big to be killed with damage or plainly indestructible, so I run stuff like Scour from Existence and Brittle Effigy. Spitebellows is a damage based removal but you can get a lotta triggers for just three mana.

If your meta has so many counterspells you have stuff like Red Elemental Blast, Burnout, Vexing Shusher and Prowling Serpopard among others.

You should cut Door of Destinies and Vanquisher's Banner, you only have 14 elemental spells (counting Omnath) so you won't be getting enough triggers out of them to make them worth their spot in the deck.

Animist's Awakening is just bad, keep in mind you will be getting about one land for every three mana you spend on the X (there are many other effects taking lands out of the deck). It would be good if were producing limitless mana, but if you already have infinite mana you don't really need so many lands, anyway it's a worse Genesis Wave. Better options are Traverse the Outlands and Boundless Realms or the Genesis Wave.

Stuff like Exploration and Wayward Swordtooth work amazingly in these decks, specially when you combine it with the Oracle of Mul Daya and Courser of Kruphix you already run and Ramunap Excavator if you were to include it (feels like a cheat with cards like Evolving Wilds).

The deck would improve a lot with more card draw Mouth / Feed, Skullclamp, Seer's Sundial and Skullmulcher are good options, even a five card Soul's Majesty or Rishkar's Expertise is a good value.

Coward_Token on Gahiji: Forever War

1 year ago

Marvell: Oh and just to be exhaustive: Cards like Authority of the Consuls(bonus: token gifting synergy! 1 life per turn with Forbidden Orchard wooo) and Imposing Sovereign could also tip the scales in favor of Alliance of Arms'd opponents closer to the left of you, at the expense of all hostile hasty beatdown creatures. Obviously, those don't solve the basic problem of pacifist opponents either and the deck has exhausted pretty much all of the good forced attack options already (although I guess Rage Nimbus with Maybeboarded War's Toll and Grenzo could also be a thing).

awalloftext: Heh, sorry for my longer-than-usual rambling. An akido-ish approach seems like an OK compromise

Funkydiscogod on Righteous Fling (WR Righteousness)

1 year ago

Hunted Lammasu would be a good way to give the opponent a creature.

What about Vent Sentinel, Rage Nimbus, Cinder Wall, Order of the Stars, and other walls that would be impossible to attack into?

Hold the Line might be useful here with 1 or 2 copies.

Trained_Orggasm on Walls

1 year ago

Cool deck, I love walls too! Glyph of Destruction can only be played on a blocking wall. While having cards like Propaganda and Meekstone are good for holding your opponents up from attacking, they don't work well with the glyph. Perhaps use some of these cards to force your opponents to attack: Alluring Siren, Bullwhip, Incite, Rage Nimbus, or even Skin Invasion  Flip. +1 Good luck with the deck!

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