Chose one —
- Exile all cards from target player's graveyard.
- Destroy target artifact.
- Each creature deals 1 damage to its controller.
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Rakdos Charm Discussion
1 day ago
My only thoughts are that since you are running a fair amount of 4 CMC creatures, I would drop the Mind Stone in favor of another land. I would also drop the 2 Phyrexian Arena because though card draw is powerful, you don't get to utilize it until turn 4, which is a bit slow. I would replace them with another land and a 3rd removal spell like another Lightning Bolt. Finally, I would put Rakdos Charm in the sideboard and replace them with the 4th copy of Bolt and another removal spell like Fatal Push, which is super powerful.
In conclusion, these are just suggestions, you know the deck much better than I do. I do highly recommend increasing the land count to 24 in order to make your land drops more consistent to support your average CMC of your cards, plus it increases the recursion probability of Bloodghast. All in all, I stand by what I said at the start of this: this is probably the best, most consistent and tight Vampire Tribal list I've seen!
1 day ago
In this meta, Extirpate is worse than Surgical Extraction, and Surgical Extraction is likely the correct choice to play. However, in my deck I've opted for a 1-1-1 split between Crypt Incursion, Rakdos Charm, and Nihil Spellbomb since they hit dredge just as hard and also have use against other decks (burn, artifact decks, and snap/BGx decks respectively). It's a personal preference thing that I've chosen those cards, but Surgical Extraction is convention.
2 days ago
Here's what I'm trying now. I'm going in on the 4 Thought Scour plan, but with a few modifications after testing. My changes are as follows:
Different land base: The lower fetch count might be a mistake. However, having more basics and Blood Moon I think is right. Creeping Tar Pit might leave for 1 more fetch but cutting tar pit is difficult.
-1 Push, +1 Kommand: Push is great vs infect and affinity and other decks we're already favored against; Kommand is more relevant vs the various Chalice of the Void decks that are appearing. Flooding on Kommand happens, but it also happens for Push so I think this swap is fine.
-3 Fulminator Mage +3 Blood Moon: I've never found Fulminator Mage to do enough vs Tron or other land-based decks. Moon wouldn't come in vs Jund / Junk probably, but we don't have much to cut for those matchups anyway.
3 days ago
grayson290 Usually beatdown does it, but that varies depending on your opponents. Sometimes, that wanker Prossh has too many tokens and you can't smash through... And than you either combo out, or kill Prossh and than you Rakdos Charm .
1 week ago
Ok first of all, you absolutely need more ramp. I know this is sort of a casual deck, but edh has some fierce competitions to get to the most mana first. Budget speaking, Sol Ring, Darksteel Ingot, Rakdos Keyrune, Dimir Keyrune, Izzet Keyrune, Izzet Cluestone, Rakdos Cluestone and Dimir Cluestone allow you to ramp up without having to take too much out of your wallet.You are also a bit light on removal, for which I would advise Doom Blade, Victim of Night, Rapid Hybridization, Pongify and Malicious Affliction. The most effective removal spells in your colors are Terminate and Slaughter Pact, but again, budget. Artifacts could be a mild problem, for which Smelt, Vandalblast and Rakdos Charm should keep you ok. Lastly, you need cantrips in this deck. The best ones you have in the colors are relatively cheap (ancestral visions aside). Gitaxian Probe, Brainstorm, Ponder, Serum Visions, Preordain, Thought Scour, Peek and Fleeting Distraction are all great cards for blue decks in general.Cheers!
1 week ago
First off: YOU NEED MORE LANDS. 23 IS NOT ANYWHERE CLOSE TO ENOUGH, EVEN WITH MANA ROCKS.
Second: You need 5 more cards. A few suggestions I can think of off the top of my head:
2 weeks ago
Hello everyone. Thanks for the comments and advice on the deck. I have been considering a some changes. You guys are right about the sideboard. It does need some trimming. I was running Pulse of Murasa, Feed the Clan, and Collective Brutality as ways to combat Aggro & Burn. It's like a two birds, one stone type of ordeal. I should and will adjust it.
I am all for 1 of's in decks--especially when playing Snapcaster Mage & Thought Scour. I see your point on the likelihood of seeing "said sideboard card", but to be fair--I have been in matches where I get Rakdos Charm and then beat Dredge. The probability of getting the "hate" cards you need is always increased when they are boarded into the deck--as opposed to Fatal Push against Tron, for Surgical Extraction (which you stated are exceptions). I should tidy up.
Melira, Sylvok Outcast is amazing when you're at 6 infect & then drop her to resolve to normal damage win. You are right, there are other things that help be more offensive against these decks, but against Infect--They have the God hand or they don't. This deck actually favors really well against Infect, however. It's just my hose when I get it.
2 weeks ago
Dig for answers that can end the game or an answer to losing a game. And you don't need to go for 20 every time. It is just a possibility. I never liked Necropotence until this deck. I can be within striking distance, need an attack, and search out Backlash, Delirium, Rakdos Charm, etc... and turn his wincon into a loss. I especially like it with Angel's Grace in hand. Dig for a huge amount, put yourself within striking distance of his big beater, Angel's Grace, then counterattack while he is tapped out. It is also nice when sitting behind a Solitary Confinement. Without it, you both are waiting for the card to break up the stalemate. With Necropotence, you dig for a huge amount, trying to win the race to the wincon. I guess that is how I see it. When it is a race to find the right card to win, Necropotence is like nitrous.
As for the Land Tax effect and plains question, I already leaned plains, so the addition was not a problem. Those effects are in there for two purposes. First, to ensure I hit all my early land drops, and it gives me a little card advantage early, along with some fixing. It is not really ramp, but missing land drops is anti-ramp, so it is almost the same thing. It is the closest thing to I can get in this deck, it is a lower threat level than actual ramp, and for a reactive deck, it works pretty well. The second purpose is to combine with Scroll Rack later for a card advantage engine. Not a world shaking combo, but at least I can get some late game advantage out of them, and Land Tax each turn with a Scroll Rack out is a pretty huge advantage.
The Ravnica bounce lands and Lotus Vale are interesting. I have never wanted to run them in any other deck, but this one loves them. They allow me to keep a low land count on the battlefield, while evolving my manabase during the game to a high quality manabase, and can also feed my Scroll Rack. I usually get one of them early, and I put it into play as soon as possible, since I am not usually doing a ton on my first couple turns. I then put out a few more lands and I can usually still hit Queen Marchesa on time. As the game unfolds, I drop the others when it doesn't negatively affect me, and by late game when I want to hit them with Acidic Soil or Citadel of Pain, they get hurt much worse than me. I have been thinking about Price of Progress, even with my large nonbasic count because of the synergy and efficiency of my manabase. I trade tempo for efficiency and some card advantage, and set myself up for a big symmetrical bomb that I have made asymmetrical. Since my deck wants to lay low early and have power to react later, the early tempo loss is not a huge deal breaker.
For budget options, you could think about cheaper fetches. There are a ton, even though we get hung up on the Zendicar and Khans fetches, the loss of tempo in a casual meta is not a huge thing, especially for this deck. If you keep the Land Tax cards, keeping enough plains to make them all work is important. I like about 2 targets per fetch and another 1 target per Land Tax effect. The any colored lands and bounce lands are helpful, but are for a parallel purpose.