|Commander / EDH||Legal|
Printings View all
|Commander 2018 (C18)||Common|
|Iconic Masters (IMA)||Uncommon|
|Commander 2017 (C17)||Common|
|Commander Anthology (CM1)||Common|
|Commander 2016 (C16)||Uncommon|
|Modern Masters 2015 Edition (MM2)||Uncommon|
|Commander 2013 (C13)||Common|
|Duel Decks: Sorin vs. Tibalt (DDK)||Common|
|MTG: Commander (CMD)||Common|
Combos Browse all
Rakdos Carnarium enters the battlefield tapped.
When Rakdos Carnarium enters the battlefield, return a land you control to its owner's hand.
: Gain .
Price & Acquistion Set Price Alerts
Rakdos Carnarium Discussion
1 week ago
I would avoid using Rakdos Carnarium with so many other tapped lands. Also, you should increase your mana rock count, stufff like Fellwar Stone, Talisman of Dominance, Talisman of Indulgence, Charcoal Diamond, etc. as well as running cards like Dark Ritual will help you run out your army faster.
1 month ago
This deck is kind of expensive. I don't know why all your basic lands and so many other cards are full-art foils, but try replacing Badlands and Mishra's Workshop with Rakdos Carnarium and Dowsing Dagger Flip.
2 months ago
I actually made a deck pretty similar to this one. Her it is if you want to check it out: Mogis the hate god
what I found out through play testing is that creatures more or less suck for group slug strategies. There are plenty of really good creatures that fit this deck such as Zo-Zu the Punisher however I've found that if you relly too much on your creatures for incremental damage they are too susceptible to removal and board wipes.
In your case I believe you can safely get rid of any creature that produces mana. In most edh deck you only need about 10ish mana rocks and right now you have 11 as regular artifacts so I think your ramp will be fine.
Besides ramping creatures I believe that cutting these cards would also be advantageous:
- Netherborn Phalanx
- Indulgent Tormentor I don't really like targeted effects like this with mogis
- Fleshbag Marauder
With all those cards cut I'd then start putting in more group slug type enchantments. The reason I like these enchantments more is because unlike creatures, most board wipes dont hit them and most people dont have a ton of enchantment removal. There are tons of these group slug type cards so I'm not going to say which ones would be best for your deck because most of them would work. But I like these ones:
I would also just reconsider these cards, I haven't personally played them so I can't be certain of how strong they are, but they dont seem to quite fit the deck.
- Cruel Reality It seems tempting but it only targets one opponent and is super expensive. I don't believe its worth its cost
- Browbeat I would personally rather have guaranteed card draw, try Ancient Craving instead
- Mana Geyser lots of mana, but what are you spending it on? if you had more X costing spells then it may be worth it but for now think of how bad of a top deck this would be with no cards in hand.
And of course I would strongly recommend running some dual lands to help smooth out your mana consistency. Here are some of the really budget ones:
- Akoum Refuge
- Bloodfell Caves
- Canyon Slough
- Cinder Barrens
- Cinder Marsh
- Foreboding Ruins
- Graven Cairns a little more pricey but really good for the cost
- Lantern-Lit Graveyard
- Lava Tubes
- Rakdos Carnarium
- Rakdos Guildgate
- Rix Maadi, Dungeon Palace especially good in this deck
- Rocky Tar Pit
- Tresserhorn Sinks
- Urborg Volcano
You have a strong core here once again but I just feel that some of your card slots could be better spent. Hope all this helps
2 months ago
The Sunscorched Desert can be replaced with a Savage Lands since the one colorless you produce with it does not give it much utility. You can also look in to replacing the Rupture Spire and Transguild Promenade with the bounce lands like Rakdos Carnarium, Golgari Rot Farm, or Gruul Turf. It may seem just as slow, but the bounce lands will allow you to float the mana from land before returning them to hand, so essentially you are not losing a resource on that turn, which is a plus since the bounce land will provide two mana instead of one. With the guild gates you are running, Circuitous Route would be a great addition to search them out. I a tiny bit of synergy for minotaurs in the deck so you may want to remove Forerunner of Slaughter as the only targets for its activated ability are itself and Ornithopter. You can replace the Forerunner with a Fanatic of Mogis and even the Ornithopter with Deathbellow Raider. Also, Samut, Voice of Dissent is considered a Naya colored creature (red/green/white) since here activated ability required a Plains, so she can legally be apart of the deck. However, some alternatives to her to enable Haste for your creatures would be Cyclops of Eternal Fury, or you can further a minotaur theme with Kragma Warcaller or Neheb, the Eternal.
2 months ago
I'd also like to point out that drawing 7 cards with him in a mill deck where you run things such as Sphinx's Tutelage is absolutely devastating.
Most Modern decks run 2 - 3 colors. Rare exceptions are things such as Elves and Burn which are mono-colors and 5C Humans. There are nearly no 4C Modern decks because the balancing is not worth the deck potential, though they can be made with enough effort. The real problem here isn't that 4C isn't powerful, it's that the manafixing is absurd. 5C Humans, I've seen go for literally $1,300 - well out of the budget for I'd say 90% of MTG players. My most expensive Modern deck is $340 and I bought damaged cards and foreign cards to help reduce the cost - and that thing took me two weeks of overtime to save up for with enough cushion set aside to ensure bills can still be paid on time.
Alright, let's give you the benefit of the doubt and say I am running my Rakdos Minotaur deck. This thing packs a serious punch and is all about dropping Instant-speed kill spells while building up a Minotaur Tribal wall of death before I swing in for 160+ damage with just 4 - 5 creatures.
I'm going to draw my hand, and skip on over to T4. This gives you time to get a Sphinx's Tutelage out without ramp, somehow have landed Griselbrand in your graveyard, and cast yourself a Goryo's Vengeance to bring him out on your 4th turn.
So I draw 7 cards, I'll go first, and draw three more as my turns come and go. This leaves 50 cards left in my library.
Let's see what happens when you draw 7 with Sphinx's Tutelage on the field.
- Card 1: Unlicensed Disintegration + Akoum Refuge
- Card 2: Rageblood Shaman + Felhide Petrifier
- Card 3: Rageblood Shaman + Mountain
- Card 4: Mountain + Dreadbore
- Card 5: Kragma Warcaller + Rakdos Carnarium
- Card 6: Whip of Erebos + Temple of Malice
- Card 7: Savage Beating + Rakdos Carnarium
Okay, so that wasn't so bad on my end. So suppose you pay 7 more life, draw 7 more cards, and put me through this 7 more times.
- Card 1: Dreadbore + Temple of Malice
- Card 2: Terminate + Cursed Minotaur REPEAT + Swamp + Akoum Refuge
- Card 3: Mountain + Neheb, the Worthy
- Card 4: Savage Beating + Whip of Erebos
- Card 5: Neheb, the Worthy + Rakdos Signet
- Card 6: Unlicensed Disintegration + Felhide Petrifier REPEAT + Anaba Shaman + Darksteel Citadel
- Card 7: Anaba Shaman + Felhide Petrifier
So you milled me for a total of 32 cards. You would have paid 14 life, but remember you could swing for 7 damage since he has Haste via Goryo's Vengeance and pay it AGAIN, so let's make me go through this one last time and see where I'm left off at. Remember, I had 10 cards accounted for between my opening hand and my three draw steps. So I only have 18 cards left in my library. So you pay 7 more life and we go through this whole sha-bang one more time.
- Card 1: Smelt-Ward Minotaur + Terminate REPEAT + Mountain + Smelt-Ward Minotaur
- Card 2: Swamp + Temple of Malice
- Card 3: Rageblood Shaman + Mountain
- Card 4: Rageblood Shaman + Cursed Minotaur
- Card 5: Akoum Refuge + Darksteel Citadel
- Card 6: Felhide Petrifier + Neheb, the Worthy REPEAT + Terminate + Terminate REPEAT + Anaba Shaman + Swamp
- Card 7: I have no more cards in my library :(
You pass the turn and I lose.
T4 Mill. Set up right, you can do it T3.
2 months ago
Yeap, Price of Progress is definitely worth it in EDH if you can build around it! Honestly your deck is dual-colour and there are no really colour-intensive mana costs in your deck, so I think you can actually cut most of your dual colour-producing lands. I would do the following: Cut Cinder Marsh, Foreboding Ruins, Lantern-Lit Graveyard, Rainbow Vale, Rakdos Carnarium. Replace them with basics Mountains and Swamps. This allows you to most effectively abuse Price of Progress. Oh yeah and before I forget you should run Anathemancer.
Havoc Festival is a hilarious card! In my experience people rarely try to target it as it hits everyone.
Lastly, I recommend that you find some way to squeeze in a few instant speed removal. I think Terminate, Hero's Downfall, Doom Blade, Murder, Chaos Warp are sufficient. You'll want some way to focus your resources against specific players, so that you won't be a "free" target. Instant speed removal will never die in your hand, you'll always have something you want to kill/threaten to be able to kill. I would consider cutting Nettling Curse, Custody Battle, Measure of Wickedness, Avarice Amulet, Harmless Offering.
3 months ago
Thanks for the comments on Spirits Wall.
What do you guys use to value your decks? We use Deckstats.net Un-FLICKING-believable!!!!!!!!!! Deck. $60.82 - Basic Lands $1.10 = $59.72. We always found TCGPlayer.com (Sidebar) was always missing cards (Caution triangle), and was so variable made it unpleasant. Interested to know what you guys settled on.
Rakdos Charm in all honesty is not the best, but it is modular (graveyard protection), and it kills a go-wide token strategy that you indicated to have issues with. Also, or alternatively, you can run board clearing, like Chandra's Ignition or Whipflare.
Ontop of Dualcaster Mage + Ghostly Flicker + Piranha Marsh, Archaeomancer + Peregrine Drake also work.Animate Dead + Worldgorger Dragon can also, but he is high risk. Maybe some additional Tutors to consistently get the Ghostly Flicker.
Rite of Replication + Dualcaster Mage / Naru Meha, Master Wizard is infinite Wizards (Don't even need to kick it). Rite of Replication is good on it's own too, especially with all the ETB's you run. Add a Gray Merchant of Asphodel and that's a win-con (unless the opponent is playing heavy life gain), does 60 damage to each opponent ( x 6 Gray Merchant of Asphodel + 5 triggers) by itself, and you gain 180 life.
I see the mana fixing in the base, but so many tapped lands can slow you down too much. May overcome this with the ramp?
Dinrova Horror I understand he can be a powerhouse, and recurring him makes him good, but High CMC, and can't target yourself (efficiently anyway).
Dreamscape Artist that is a hell of a price to pay, I wouldn't. If it could pull any land maybe, but not basic.
I'm not sure Duplicant is effective enough, and high CMC, for his $ cost in a budget format. There's lots of ETB's to abuse, for sure, he is one of them, but not sure worth it. Would rather have money for a Rite of Replication.
Withered Wretch and Ingot Chewer are ok, but I would rather have a Rakdos Charm, I realize can't flicker them, but those creatures aren't the greatest anyway, and Withered Wretch doesn't benefit from flicker.
I would play but evaluate Discovery / Dispersal, doesn't provide any card advantage, have to see how often it is Surveil a card into the graveyard that you return as a %. If it inconsistently works, I wouldn't run it. If you find your usually recurring the card it throws, or your aggressive enough to dig for a combo piece, might be ok. Hard to evaluate.
Nightscape Familiar is not a terrible ramp, and he has Regenerate, so can block Non-Flample pretty good.
Devastation Tide scares me to, because you probably rebuild your board the slowest (or close to the slowest). I wouldn't want to reset myself, after doing all the ramping work. Might be situational good on occasion, but rarely on a miracle. There is a blue card (not Cyclonic Rift that does opponents stuff, name escapes me now, but it has a very high CMC)
Commit / Memory at CMC4 seems pretty high too. Seems to much, lose the game with it in hand and unable to cast, or saving CMC4 and don't end up using it. Not Flash or anything (other than the copy spell guys) to really utilize the saved mana, or draw, etc. Some with the artifact returns/recur though.
Burnished Hart is really good, I know he doesn't ETB, but if you can recur him, lots of ramping. A little $ expensive too.
Most of your drawing is CMC 3+ which, I understand early turns your playing tapped lands for the most part, so you're slowly moving, then turn 3-5 your trying to draw. You have a couple tutors, but you might get overwhelmed before you can get to it. Luckily in a multi-pod, you'll probably be left alone for a while, but hard to evaluate if your fast enough. Since you restrict to only Tier 4+ commanders, you may have enough time, our league doesn't restrict, just restricts the budget, Animar or Brago, you'd never get ahead of, so you have that going for you!
Razaketh's Rite is high CMC, but the Cycling makes it playable if drawn in opening rounds.
Sever the Bloodline is great for Horde removal too (or indestructible), or Bile Blight. Not sure how often you see it though, we have 1/1 Snake and 2/2 Wolf and */* Vampire in our league. Tragic Slip too (instant speed).
I like the draw on Illusionist's Stratagem but the CMC4 sucks, it's still good though because it triggers the 2 creatures, which you need.
Custodi Lich is awesome (for the extra draw and the sacrifice), but his $ and his CMC5 make him not budget friendly. Plus he many not even get the target your really want to kill, and sorcery speed. Once the Monarch is on the table, if you don't have a way to take it back, you may actually hurt yourself by giving away card advantage.
Good deck idea, like the flicker. +1.
3 months ago
Have you considered Sign in Blood for Night's Whisper? The double black seems reasonable in that it can allow you to cast Rakdos in a pinch and can reduce casting cost by 2 if he is already out. It is also the most satisfying kill in all of magic.
Angrath, the Flame-Chained is much stronger than Chandra, Pyromaster. His plus generates card advantage for you and causes a loss of 6 life, his minus can knock an opponent out, and his ultimate actually synergizes with Rakdos.