Rakdos Charm

Rakdos Charm

Instant

Chose one —

  • Exile all cards from target player's graveyard.
  • Destroy target artifact.
  • Each creature deals 1 damage to its controller.
Browse Alters View at Gatherer

Trade

Have (0)
Want (6) bloodmoonhowler , androkguz , Eudaemoniac , sacredcatlover , DiscoFairy , LordSelfish

Printings View all

Set Rarity
Ravnica Allegiance: Guild Kits (GK2) Uncommon
Commander 2017 (C17) Uncommon
Commander 2016 (C16) Uncommon
Return to Ravnica (RTR) Uncommon

Combos Browse all

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Block Constructed Legal
Standard Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Historic Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Rakdos Charm occurrence in decks from the last year

Modern:

All decks: 0.01%

Commander / EDH:

All decks: 0.05%

Rakdos: 1.19%

RBW (Mardu): 0.67%

UBR (Grixis): 0.47%

Rakdos Charm Discussion

Optimator on Thantis' Creature Donation Station

2 weeks ago

Rakdos Charm is generally a great card and somewhat underrated.

Blackheart426 on Thantis' Creature Donation Station

2 weeks ago

Do you think Rakdos Charm would work well in this deck?

jconeil1988 on Knights Unite

2 weeks ago

Woah, holy knights.

Okay. So. first thing is first. Obviously, we are going knights tribal. The second thing to think about is what is it's theme. You said you want to go King Arthur. Honestly, King Kenrith makes for a better King Arthur deck. But, we're working with Syr Gwynn, so, we are more focusing on the Knights of King Arthur.

Are you wanting more of a knight heavy creature based deck, or equipment based deck. in my deck Valiant Knights of Eldraine, I focused more on a split of equipment and knights giving me 13 equipment and a total of 11 knights including Syr Gywn and 6 non knight creatures. Now, I've built my deck to try to be as powerful as I possibly can make it. What I'm going to suggest below is more flavor and theme based.

I think a cool direction to take this would be focusing on the Legendary theme, after all King Arthur is the most legendary legend of all time. And there is a perfect card that is knightly and legendary centered and it is, The Circle of Loyalty. For each knight already on the field, it costs one less. And when it is on the the field, for each legendary spell you cast, it creates a knight, and lets you sink some unused mana into making another knight.

Okay, we have our legendary theme. Let's round this out with some legendary weapons (think Excalibur) and legendary knights. Most renderings of King Arthur has anywhere from 12-15 knights at his table. I say we go somewhere in between and pick 13 legendary knights. Looking at the gatherer, I see a total of 31 legendary knights, but only 24 possible in our colors. I'd wittle it down to these 13 knights and 1 dragon. Adriana, Captain of the Guard, Arvad the Cursed, Aryel, Knight of Windgrace, Balan, Wandering Knight, Danitha Capashen, Paragon, Josu Vess, Lich Knight, Kwende, Pride of Femeref, Lena, Selfless Champion, Sylvia Brightspear and her dragon buddy Khorvath Brightflame, Syr Gywn, Hero of Ashvale, Syr Konrad, the Grim, Varchild, Betrayer of Kjeldor, and Vona, Butcher of Magan.

Next, I would put in an equipment for each of the knights. So, 13 equipments. Keeping with the legendary theme, there are 18 legendary equipments. My choices for the 13 to use are Blackblade Reforged, Elbrus, the Binding Blade  Flip, Embercleave, Godsend, Helm of Kaldra, Sword of Kaldra, Shield of Kaldra, Helm of the Host, Konda's Banner, Shadowspear, Sword of the Animist, Tenza, Godo's Maul, and Tatsumasa, the Dragon's Fang.

So far that is a total of 28 legendary cards. You're going to want between 35 and 38 lands in this deck, I'd personally go with 36 bringing the total up to 64 leaving 46 spaces. Out of those 46 spaces, I'd want atleast another 10 ramp spells so, I'd look into Tithe, Weathered Wayfarer, Knight of the White Orchid, Arcane Signet, Boros Signet, Orzhov Signet, Rakdos Signet, Talisman of Conviction, Talisman of Hierarchy, and Talisman of Indulgence.

With the 36 spaces left, we probably want some card draw and tutors to get our knights equipment. Knights of the Black Rose, Puresteel Paladin, Stoneforge Mystic, Stonehewer Giant, Enlightened Tutor, Open the Armory, Steelshaper's Gift, Scheming Symmetry, Herald's Horn, Icon of Ancestry, and Vanquisher's Banner are all really good here giving us 11 options to dig, leaving us with 25 spots left.

Can't forget removal. I'd personally go with 7 single target and 4 board wipes. Those being Path to Exile, Swords to Plowshares, Crackling Doom, Utter End, Righteous Confluence, Return to Dust, Rakdos Charm, Wrath of God, Single Combat, and Tragic Arrogance.

With the remainder of the 15 spots, I would fill it with some utility and cards to push through for the win. Here I would look into Knights' Charge, Master Warcraft, War Flare, Boros Charm, Unbreakable Formation, Heavenly Blademaster, Knight Exemplar, Leonin Shikari, Silverwing Squadron, Nahiri, Storm of Stone, Gideon, Ally of Zendikar, Sorin, Vengeful Bloodlord, Bloodforged Battle-Axe, Sunforger, and Sigiled Sword of Valeron.

This should be a pretty well rounded and focused deck, or at least a path for you to take if you so choose.

ShadowAblaze on Syr Gwyn - charging back into commander

1 month ago

Love the deck a ton!

Creature suggestions: Ashenmoor Liege - Sort of tribal card, really powerful

Bloodcrazed Paladin - Not sure how good it is but in theory, after a large boardwipe...

Haakon, Stromgald Scourge + Dauntless Bodyguard - Nasty combo once it starts. Depends on your playstyle.

If I had anything to suggest, it is that there is maybe not enough removal. So here as a few suggestions that I think you would find useful.

Kindred Dominance - great boardwipe option in tribal. Boros Charm/Rakdos Charm these have plenty of utility since they have multiple options. Boros Charm is prtection from boardwipe and a finisher with the double strike mode. Rakdos Charm works against graveyard decks, destroys a problematic artifact, or punishes go wide decks. Sword of Sinew and Steel - All around great card but also serves as recurring removal!

Other: Buried Ruin - Utility land, gets your artifacts that have been destroyed. Open the Armory - functions as any of your equipment but is flexible ~ you can tutor for lands if you get Sword of the Animist or tutor for protection Swiftfoot Boots or even your removal equipment Argentum Armor.

I hope you found these suggestions insightful and helpful! +1

jakaeser on Mardu EDH Test (Cheap)

1 month ago

Here's a some more staple cards you should consider:

Removal

  • Vandalblast is arguably the best artifact board wipe in the game.
  • Blasphemous Act is a must-run in any red deck. It's red's best board wipe, hands down.
  • Bedevil has a very specific casting cost, but the payoff is its flexibility.
  • Rakdos Charm – never leave home without it. Modal graveyard hate, the ability to really mess up a token swarm deck, and at worst targeted artifact removal is too good not to run.
  • Darksteel Mutation to make their commander a bug.

Lands

Ramp

Other

  • Goblin Bombardment is one of my favoritest free sacrifice outlets. Sac outlets are way more flexible than you'd think – someone going to blow up your board? Make them eat however much damage. They want to steal a creature? How about no. Someone plays something like Imprisoned in the Moon on Alesha? Sac her first before she's a land forever more.
  • You could also consider blink effects like Ephemerate and Eerie Interlude as multi-function board protection and ETB abuse.

I'm sure I'll be back with more recommendations later ;)

dingusdingo on Petition To Ban Flash Here

1 month ago

dbpunk

"Tbh I dont play cedh much"

Yeah dog we know. If you did, you'd be onboard with one of these cards getting banned

"However, I also think that banning a card just because it combos well with another card or two isnt really good enough reason for a banning"

There are plenty of 2 card combos that directly lead to winning that nobody is requesting a ban on. The specific problem with Flash Hulk is that it is easy to assemble, extremely cheap to use, and hard to interact with outside of counterspells or very specific stax pieces like Cursed Totem or Linvala, Keeper of Silence. The flash hulk player can sandbag their combo until getting either a counterspell or a Chain of Vapor effect to handle counterspells/stax pieces. The combo sits neatly in hand until it fires, meaning you don't get the chance to remove a piece to stop it from executing correctly. After the Hulk trigger resolves, the Flash Hulk player selects a handful of creatures that specifically allow them to hold priority until all their needed triggers to win are stacked, meaning you must attack abilities on the stack in order to stop the combo at this point. This combo can fire entirely at instant speed, meaning you can wait until a counter-war breaks out on the stack to slip your own combo on top, or simply try to win in response to someone else winning. Its a very powerful combo and currently nothing is close to it in consistency or difficulty to handle for the competitive scene.

Combos are fine. Combos that are extremely hard to interact with outside of playing blue and always holding a counterspell are not fine. Compare to a combo like Kiki-Jiki, Mirror Breaker + Village Bell-Ringer. You can remove one of the two pieces in response to the other being cast, that alone means every color can handle the combo. You can play any number of stop combat effects like Fog. You can even get blowouts with a card like Rakdos Charm. Any combat inhibitors like Solitary Confinement or Ghostly Prison also cause grief for this combo. Now compare to Flash Hulk. You need blue and you need counterspells or Stifle. Really narrows down deckbuilding choices about how to handle the combo.

Raging_Squiggle Iona, Shield of Emeria is banned because Painter's Servant was unbanned, not due to griefing casuals. It also did see play in competitive decks prior to its banning, especially in midrange decks that had both white and black, and it was a common reanimation target because it completely hoses out blue players or can lock a player if they're on a mono color combo like Godo or Sidisi. Swinging for 7 is non-trivial, even in combo heavy cEDH. If the board is locked or heavily slowed, especially if you have other hatebears, bleeding out the fastest combo deck or the Ad Nauseam/Necropotence player wins games.

Scytec While its arguable that Thassa's Oracle pushed Hulk past the tipping point, Hulk was already the deck to beat in cEDH. Just the fact there were 3 different hulk lists with the same commander for doing literally the exact same thing speaks to how stale the meta became due to Hulk's unbanning. Whoopdeedoo so the hulk mechanism is Sacred Guide instead of Nomads + Cephalid, really revolutionary design. All that this printing has done is show that any new creature printed with an alternate wincon or ability to mill the library is exacerbated by the existing problem of Flash Hulk. The deck was boring to play against or pilot before Oracle, and it is still boring afterwards. Once again, the problem is Hulk's ability to pull jank ass 4 card combos from your deck from a single card. Flash speeds it up and handles the dying aspect of the Hulk trigger, but the problem is 100% totally Protean Hulk's 6 CMC of tutoring power off a single card.

Flash Hulk definitely isn't 40% of the meta, but it is an ever-present threat and restricts deckbuilding because you have to account for that combo. I highly doubt the RC is waiting because they are collecting data, they have made it very well known how they ban cards and how they prioritize casual players over competitive players. Sheldon wasn't even aware of Dramatic Scepter combo until about 2 years ago, and the RC is almost entirely casual players with a chip on their shoulder about efficiency in their format. Them pushing rule 0 so heavily makes it even more absurd they don't ban from the top-down like literally every other single format. If a casual playgroup didn't like a ban, they could ignore it, meanwhile anyone who plays in tournaments or at their LGS is 100% bound to the RC's whimsical nonsensical bans.

multimedia on Demons are a girl's best friend

1 month ago

Hey, nice start for a budget deck.

With a 4.0 avg CMC, which is high, consider more low CMC ramp and enablers for reanimation? These can give you plays that can better setup the game for the mid and late game.

Cards to within the budget consider adding:

I didn't suggest Sol Ring because I figured if you had it you would play it because it's one of the best low CMC cards in Commander for ramp. At $4 it might be out of the range of the budget?

Cards to consider cutting:

  • Rakdos Guildgate
  • Cinder Barrens
  • Akoum Refuge
  • Bloodfell Caves
  • Icefall
  • Dread Wanderer
  • Demonlord of Ashmouth
  • Golden Guardian
  • Seizan, Perverter of Truth
  • Woebringer Demon
  • Cadaver Imp
  • Loxodon Warhammer
  • Nezumi Graverobber: this guy only flips if after exiling the last card of an opponents library.
  • Bonehoard

Good luck with your deck.

pcguy89 on Chainer: Keeper of Graves

2 months ago

Suggestions for removal / maybeboard:

Suggestions for additions:

Worldgorger Dragon + Animate Dead / Dance of the Dead forms an infinite loop that you can cancel at any time. The loop blinks all of your lands into exile temporarily, allowing you to tap them before they blink out. This can be used to create infinite mana. Worldgorger Dragon isn't a good card on it's own, but it combos well with Buried Alive and your Gravebreaker Lamia. Animate Dead and Dance of the Dead are great any time because they can target creatures in anyone's GY.

Load more