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
3 days ago
There are a few things you might wanna consider adding to your package, as well, depending on your meta. Rakdos Charm is good for grave hate and utterly hilarious against token strategies or in response to someone's Triumph of the Hordes. >=3 Orzhov Charm is a good get out of jail free card for Kaalia, and can be used to rez your Mother of Runes, if needed. Hide/Seek is a decent combo breaker, Master Warcraft is a bit situational, but still fun, and Return to Dust is a long-lived staple in the format; one which may be especially useful against a Breya, Etherium Shaper deck, if they get their impending Darksteel Forge out.
All-in-all, though, this deck is not bad at all. In fact, it inspired my own's redesign, when I was looking to convert it into a Sunforger build. :)
1 week ago
I agree with Imp's Mischief over Pyroblast. It will probably be overall more usefull in the long run. Reason I have been running both, due to the high number of blue players around my play area. But they are dying down a bit, so Imp's Mischief will probably be better now. Rakdos Charm is a meta call. I have some token players around, a lot of graveyard and the artifact destroy is handy from time to time, so it will stay for now. Yawgmoth's Will is not actually in the list, I just put in sideboard instead of maybe. xD
I will wait a bit on finding space for Faithless Looting and other draw cards. I want feel out more of the cards first!
Ty for the advice DiabolicEsper! :D
1 week ago
This is actually a pretty good list for TSG, just some things tho:
-I would replace either Pyroblast or Red Elemental Blast with Imp's Mischief, which in my experience it's better being able to basically counter other colour spells (eg swords, or path etc), unless your meta demands it.
-The other is card draw, both Faithless Looting and Cathartic Reunion are decent inclusion I would choose (especially since you some of the combo's you included involve filling up the graveyard, and also you have a decent amount of reanimation for the discard to be beneficial).
-Rakdos Charm is another card that seems like more of a meta-answer ( it could be nice if you included what your meta is like), which can really be replaced with Smelt or Tormod's Crypt.
-Your land count is alright considering your average CMC is 3-ish and a decent number of ramp.
-and Yawgmoth's Will? seems like a card that doesn't look right in here, it shuts off too many things/gameplans (u want creatures to enter the graveyard, not exile) it's more for a storm style or very explosive single-turn deck in case your wondering.
Either way, have fun with TSG, I'll give this list a shot with my casual pods.
2 weeks ago
@MrSilk: Thanks for your compliment!
This is turning into a wall of text, so I'll split it up and hide it...
It is very important for color fixing without investing in fetch and dual lands.
The stuff that lets my opponent lose life and protects me is (Suture Priest, Blood Artist, Authority of the Consuls, Ghostly Prison, Zealous Persecution). These are the cards I have to be able to cast, as giving my opponent too many tokens without being protected from them or him losing life is pretty much suicide.
Now, as I said, the black and white cards are important, so I want to be able to play them early on. I could run fetch and dual lands to achieve that and still be able to pay the red and blue for the other cards, but, you know, money. So I only run Swamps and Plains, and do the other colors with Forbidden Orchard. And because 4 lands that can produce or aren't enough, I need a few more, this is where City of Brass comes in. The life usually doesn't matter, as I gain enough of that.
I can't give you a definite rundown. It really depends on your hand. Nevertheless, here are a few pointers:
Generally, as I said above, you don't want to give your opponent too many tokens without him losing life or being protected (at least gaining life from Authority of the Consuls). Then again, if you have the right cards and think you can be fast enough, go for it (see below).
If you have Varchild's War-Riders and Suture Priest in hand, play the Riders first, as that way around will result in more damage, even if you miss the trigger of the first token. Also, if you control the Riders and Blood Artist, attack with the Riders. Most (casual) opponents who haven't yet played against this deck will block with all tokens, which results in them getting 2 damage plus losing life for every token (and you gaining that much).
Hunted Phantasm provides the most value with Suture Priest. But you should play it even if you don't control the Priest. It adds 5 damage to Rakdos Charm and Blood Artist and is an unblockable attacker!
You can take damage! If your Ghostly Prison gets destroyed, depending on your hand and board, it might be better to take the damage than to kill the tokens with Ratchet Bomb. Saving up tokens is almost always better than killing them off in small bursts, and you should have gotten plenty of life with Authority of the Consuls.
While Rakdos Charm has three very relevant modes, I think you should only destroy an artifact or exile a graveyard if not doing so would lose you the game. Let them have a small advantage in order for you to win so much easier.
Maths! Be sure about your numbers! I lost a few games because I thought I couldn't deal enough damage this turn and decided to wait, only to realize later that I hadn't considered the tokens from tapping the Orchard for casting Rakdos Charm or similar things.
I think this is the fastest this deck can win (life without considering combat):
- Turn 1: Forbidden Orchard, Authority of the Consuls. Tokens: 1, my life: 20, opponent's life: 20.
- Turn 2: Forbidden Orchard, Suture Priest. T: 3, ml: 22, ol: 20.
- Turn 3: Forbidden Orchard, Hunted Phantasm. T: 11, ml: 31, ol: 12.
- Turn 4: Forbidden Orchard, Rakdos Charm.
You could manage that with only one Forbidden Orchard in turn 1 (turn 3: 8 tokens and 14 life, turn 4: attack with Phantasm, Rakdos Charm), but if we go to Magical Christmas Land, we might as well go all the way.
2 weeks ago
Maybe drop Sin Prodder for another way to draw. Almost all of your cards cost 2 or less, and your opponent can decide to let you keep the things they can deal with and mill the rest. Treasure find is good for graveyard recursion. Since you aren't running pain lands and such Painful Truths is pretty decent. Jund Charm Rakdos Charm Golgari Charm and Gruul Charm are all good for sideboard tech. I also think some sort of sweeper effect that exiles like Flaying Tendrils or Anger of the Gods to deal with horde creatures like merfolk, zoo, etc.
2 weeks ago
Yeah Entrei, there really isn't any hard counter to GY hate. Things like Rest in Peace, Leyline of the Void, Relic of Progenitus, Tormod's Crypt and Rakdos Charm kinda dash everything the mainboard is trying to do when they pop off and there's nothing that can be done about it short of counterspell effects (Grafdigger's Cage is fine though).
What you're missing is that GY hate is largely a meta-call for sideboard tech. Very rarely is any of it included in opponents' mainboards unless they're running something that just can't deal with something like dredge. As such, if you know the opponent is running GY hate in the sideboard either from a list, or from practice then you literally just take out all of the graveyard payoff cards like Splinterfright, and Strength from the Fallen, and board in the opponent mill strategy from the sideboard. It's cheeky, but the current modern meta is predictable enough to catch people with their pants down.
So the opponent mill strat is largely based around Hedron Crab + fetch-lands and Archive Trap + Ghost Quarter , and I'll be throwing Fraying Sanity in the mix when HoD comes out. Making the opponent mill 6 on each fetch can ruin plans, especially for combo decks, but if the game goes longer (which usually happens post-sideboarding) then Fauna Shaman helps to get more and more crabs or lands or whatever we need. Having a couple of crabs out and drop-cracking a fetch can be downright backbreaking for an opponent but you can also do some neat tricks like hitting yourself with a GQ to get a 3rd landfall trigger. Archive Trap is just nuts and always will be for mill, and can be made consistent with GQ. Fraying Sanity just puts the mill over the top.
T1 - land, birds go
T2 - crabs, ghost quarter, filler (more crabs) - mill 3(+)
T3 - fetchland, crack ghost quarter on opponent, archive trap, drop fraying sanity pass turn - mill 40
A lot of people don't get the sideboard call or they are just skeptical of it, and that's fine. A lot of people have no faith in mill. My justification for going this route, switching up what the deck does entirely from self-mill-GY-agro to opponent-mill, is that with an all-in self-mill creature-based deck like this, there's no good way to side in conventional methods of countering graveyard hate. Every playset of a non-creature spell like the most efficient counterspells or removal or anything to make the deck more mid-rangey detracts from the efficiency of the deck's main function. Even worse, the deck's enabling function of self-mill greatly diminishes the effectiveness of any meta-calls/answers that can be sideboarded in. It is more consistent to "flip a switch" and do something else that works well with pieces in the mainboard. Hedron Crab + Satyr wayfinder + fetchlands all work well with both strategies, and allows the opponent mill strategy to work on par with a lot of the "best", "competative" mill decks. The big plus side is, GY hate is one of the few reasons to ever touch the sideboard, and Mill works so great against it.
2 weeks ago
You don't seem to have any ways of preventing gy wipes (RIP, Rakdos Charm, etc). You have decay and caterpillar... but that's kinda limited given the effects they have on the game. Am I missing something?