|Commander / EDH||Legal|
Printings View all
|Commander 2017 (C17)||Common|
|Commander Anthology (CMT)||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.
: Add to your mana pool.
Price & Acquistion Set Price Alerts
|Have (11)||ZombieFood , maR2307 , xXThormentXx , , Friedrice24 , Unjust_DiabIo , MattN7498 , CAPTAINxCOOKIES , TheRealPeaches , Mousemke , ChrisH|
|Want (2)||Turtlelover73 , Ariumlegion|
Rakdos Carnarium Discussion
5 days ago
stuff like that.
2 weeks ago
I don't think haste is your issue. Demons, like Angels (and Dragons) are all (For the most part) incredibly high in terms of CMC. Your land base can not support the "weight" of the high costing cards. I know you see these cards as essential, but they're not.
Let us start simple. (Pardon the Caps)
AVOID "ENTERS TAPPED" LANDS!!!!
Your deck lacks the necessary cards it needs to be allowed to have tapped lands. Lands that just produce a single mana (Don't care how many colors it can make) should be avoided here. Crumbling Necropolis, Rakdos Carnarium, and Izzet Boilerworks should all be removed and replaced with better lands. Crypt of Agadeem can stay, as it works well with what your deck is so far. I don't like Evolving Wilds & Terramorphic Expanse as the lands they bring have to be basic and enter tapped. (Good Early or Late game, but hurt if drawn Mid game) I especially don't like Myriad Landscape, enters tapped, fetches only for basic, and they enter tapped (In this deck, it doesn't matter if it's 2, it's still too "slow". Hell, it's not even a good mana fixer in certain situations)
I did the math for you. You require atleast 38 lands (That's personal experience)Out of those 38, atleast 32 should tap for colored mana. Out of those 32, 22 lands should be able to tap for black mana, 6 for red, and atleast 4 for blue. Some of these lands should be able to tap for atleast 2 of those colors.
Replacements for lands (These ain't cheap, but it fixing your mana base is essential to this deck running correctly, you don't have to take these suggestions, but your current choices are detrimental to your decks' current state: Cabal Coffers, Urborg, Tomb of Yawgmoth (Lots of Black Mana). Blood Crypt, Watery Grave, & Steam Vents are very very valuable in both senses, they will help fix your mana. Fetchlands are a maybe, but not a must if you can buy them, do so, otherwise, don't, same goes with the original duals (Underground Sea,Badlands, & Volcanic Island). You could use Battle Lands instead (There is no enemy colored cycle yet) those being Sunken Hollow and Smoldering Marsh.
If you don't want to get the shock's, you could try and removing the blue red cards that have more than 1 Red or Blue mana symbol. (As they seem like the two colors you are splashing, and having more than 1 mana symbol means more lands to generate that mana, or if you're cheap, more lands in general.
You're also gonna have to cut some of the more expensive cards that don't pull their weight or are not worth the expensiveness. I really think you run too many creatures and would recommend reducing the count to around 20/25.(Something like Bloodgift Demon for Phyrexian Arena)
Please consider these suggestions if you want this deck to function efficiently.
4 weeks ago
I would say play a few bounce lands in exchange for a few basics. Stuff like Rakdos Carnarium and the like.
1 month ago
Good news and bad news:
The good news: Almost every piece of the deck is relevant. I'm assuming that Kher Keep and Ghitu Encampment are for blocking purposes, and that your burn is for removal or maybe occasional lethal, since your wincon is Adamaro and the Kederekt Parasite engine.
The bad news: You don't have very good card choices. While Lightning Bolt and Terminate are solid cards, I've never seen Searing Blaze outside Pauper. You have a lot of ETB tapped lands, which could result in having no turn one plays. Rakdos Carnarium and similar lands are really only good if you can untap them with something like Candelabra of Tawnos and Rocky Tar Pit is much worse than Bloodstained Mire. In Legacy, you're going to need Badlands or at least Blood Crypt. As for the nonland cards, many of them are interesting but irrelevant. Urza's Armor is a great way to counter the damage from Spiteful Visions, but the fact of the matter is that without any ramp, you're almost never going to cast a 6cmc card before the game ends. Kederekt Parasite itself needs a red permanent on board, which can be removed in response to triggers. And the Words cycle, including Words of War, while a cool idea, are a never going to be good because, especially in Legacy, paying mana to not draw cards is a very bad idea.
Basically, the deck works, but is far too slow for a format in which decks can consistantly win earlier than turn 4. My guess is that this is meant for casual, in which case this is a really cool idea that would definately work. If this is the case, for future reference, Casual and Legacy are two very different formats.
1 month ago
1 month ago
2 months ago
Lands to stabilize your land base: Karplusan Forest, Llanowar Wastes, Sulfurous Springs, Savage Lands, Stomping grounds, Overgrown Tomb, Blood Crypt, Reflecting Pool, Exotic Orchard, City of Brass, Mana Confluence, Forbidden Orchard, Rakdos Carnarium, Gruul Turf, and Golgari Rot Farm.
2 months ago
I'm afraid there's some land cards that aren't legal for this deck:
Gruul Turf, Jungle Shrine, Rootbound Crag, Sandsteppe Citadel, and Savage Lands can't be used because they all have Green Mana symbols which is a color not found on either of your Commanders. You should replace them with: Boros Garrison, Rakdos Carnarium, Clifftop Retreat, Isolated Chapel, and Terramorphic Expanse.
If you're interested I know a couple of infinite life-gain combos. If you cast Volcano Hellion and have something that will give it lifelink at instant speed or have a card out such as Nearheath Pilgrim or Whip of Erebos, then you can choose the Hellion to do 2 billion damage to you and a creature and since it has lifelink you won't take any of the damage dealt to you and whatever the hellion damages you gain that 2 billion life or whatever number you want it to be.
Another infinite life gain combo would be to use Boros Reckoner, then if something were to deal damage to Boros Reckoner you could cast Rush of Vitality on it giving it Indestuctible and Lifelink. Then whatever damage is dealt to the reckoner you can have it deal that much to itself causing it deal damage again which you can choose itself again and again and again. Since it has Indestructible it won't die from taking repeated loops of damage and for every loop you gain that much life since it has lifelink.