|Commander / EDH||Legal|
Printings View all
|Tenth Edition (10E)||Uncommon|
|Mercadian Masques (MMQ)||Uncommon|
Combos Browse all
Rain of Tears
Destroy target land.
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Rain of Tears Discussion
1 month ago
Hi! Looks like a sweet deck! Have you considered Death Cloud Ponza at all? Here's a link to a pre-Trophy article about the deck; it's basically a Black/Green superfriends deck that uses the Ponza base of Arbor Elf, Utopia Sprawl, and Rain of Tears to quickly ramp out planeswalkers and destroy your opponents' lands, giving you more time to gain a ton of value with your planeswalkers. Also, just so you know, your deck is 61 cards, so I'd recommend cutting something like a Siege Rhino or something.
1 month ago
since it is jund i would recommend either Rain of Tears if you wish to have more land destruction or Maelstrom Pulse for more removal. In my ponza that is RG i do run Nissa, Voice of Zendikar for the blocker plant tokens and i would play here over Arlinn because i can keep putting them out with out a transformation and her ult will almost end the game for your opponent. Also you should always run between 6-7 land destruction spells for the biggest effect on the game but I don't know your meta if you don't need that much. Hope this helps! i really have been seeing if ponza can go three colors hope to see how you do at modern!
2 months ago
Here are some budget black sideboard cards:
vs burn: Gifted Aetherborn
vs big mana: Rain of Tears
vs combo: Memoricide
vs midrange and control: Ob Nixilis Reignited
2 months ago
The problem with LD (Land Destruction) decks is that a they are slow. painfully slow.
I run one in Modern. Rakdos () LD.
You limit yourself to , which is a powerful color combination, but the issue here is you can win so much faster using those colors.
The majority of LD spells in red cost 4. This means you aren't doing anything until T4.
Rakdos has a serious lack of ramp. Sure, there ARE cards that are "technically ramp", but traditionally you are wanting to increase your available mana consistently every turn, not bring out Rakdos Keyrune on T3 and have MAYBE 5 mana on T4, assuming you hit all land drops each turn.
Keep in mind that even if you ARE hitting lands 4 turns in a row, in Rakdos that's not optimal. You want swift, cheap spells. Lightning Bolt and Fatal Push and Terminate. Not land after land after land.
Having said that, there are great ramp cards available. Infernal Plunge, Generator Servant, Koth of the Hammer, Crypt Ghast, Liliana of the Dark Realms, Iron Myr, Leaden Myr, Plague Myr, Palladium Myr... But again, you detract from your LD spells. The further you push back your goal, the further ahead your opponent gets.
Uuuugh... On a phone. Fml
NOW we get to the problems. In Modern, games are fast. Really fast. Pushing out a game 5 - 7 turns is not ideal when you can design to win on T1. Casually you're golden. FNM is a toss up. Competitively? Good luck.
This is why Blood Moon, and in some decks Alpine Moon are so important. They CONTROL the lands, not remove them. If you want to optimize LD, look for cards that destroy lands as a secondary effect, such as Ghost Quarters, Field of Ruin, and Encroaching Wastes. -- The problem here now is you fill your deck with colorless lands, and you destroy your land base while giving your opponent basic lands of their choice (mostly).
Ugh, this was a poor decision to type it all out on my phone...
Okay. So let's ask a question: Why Rakdos?
There's a surprisingly good amount of land destruction spells in Modern and in Red (34 in Sorcery) and the cheapest are Cryoclasm, Molten Rain, Stone Rain, and Peak Eruption. Note that with Cryo and Peak, you don't need to target basics. You can target lands such as Hallowed Fountain and Irrigated Farmland, or combine Peak Eruption with Blood Moon.
In black, there's really just Rain of Tears, if you're trying to keep it all under CMC < 4.
You'll also want to recycle spells. Good way to do this is Charmbreaker Devils, but at 5 CMC there are better spells. I like to run him because he let's me get back LD spells every turn. If they don't have 1-Drop removals like Path to Exile, they are F-'ed. I run minimal removal and lots of LD, so even if I don't topdeck into one I can always get one back for free.
The more colors you add, the more fixing you need, and the less specialized your deck is.
That's why we don't run green. Stick to res as your main color with black support.
Overwhelm with cheap 1/1s like Goblins, and pick cards with huge bang for your buck. Kiln Fiend and Monastery Mentor are perfect. Goblin Guide hurts you here as he is doing what you don't want - Getting them more lands.
Overwhelm and go wide. It's cheaper and saves you Mana for LD.
I'm not going to build a deck for you, but I hope I helped a lot.
It's a legit strategy, but needs to be precisely honed and even than may be too slow.
Control / removal is better than LD, but LD does work. Modern prides itself on non-basic lands.
That's where you attack.
As for EDH? Against 3 other opponents, you'll be so vastly overwhelmed it's not even worth it.
2 months ago
Vampire Hexmage could be considered over Hero's Downfall. It would add to your devotion and has the ability to remove planeswalkers and other cards that use counters, for one less mana too. Rain of Tears is a good sideboard if you want a substitute for Ghost Quarter. That way you can have the necessary mana early on to cast your discards.
2 months ago
i dont like 8 rack but imma help you out, you are going to want like 2x the ammount of removal and probably Bontu's Last Reckoning split some main some side, also man lands are very good in this deck Mutavault is best but for budget you could jank out a Dread Statuary or Spawning Pool
3 months ago
you could also add in a Howling Mine it might help ya or it might hurt ya... just depends on what the other guy is playing, may also want to have a Tormod's Crypt at least as part of a sideboard as well.
3 months ago
@DeviousPenguin666 well to be more accurate you can generate 4 mana and then 3 mana not 7 all at once. You acheve this by playing Arbor Elf on turn 1. On your next turn if you haven't missed a land drop you can enchant an untapped land with Utopia Sprawl, now if your elf has survived you can tap and untap that land to generate 4 mana in total. Using your 4 mana to cast Garruk Wildspeaker activating his first ability to untap your two land. Because one of your lands now taps for double you would now have three mana available. A turn 2 Garruk followed up by Tireless Tracker or Nissa, Voice of Zendikar is usually a pretty hard to deal with start. Alternatively dropping a planeswalker and a Rain of Tears turn 2 might actual make some tears rain. ;)