|Commander / EDH||Legal|
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|Ravnica Allegiance: Guild Kits (GK2)||Uncommon|
|Return to Ravnica (RTR)||Uncommon|
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: Gain or .
: Rakdos Keyrune becomes a 3/1 black and red Devil artifact creature with first strike until end of turn.
Rakdos Keyrune Discussion
9 months ago
I LOVE IT! Absolutely love it! The only changes I would suggest are the following:
Take out Rakdos's Return , sure it is a good mana sink but I feel either one of the mana rocks from above would be better placed, or maybe even Showstopper to finish the game out when a board wipe happens.
Have no clue to what you could take out for one of these bad boys, but I would suggest adding in something that could end the game like Artisan of Kozilek , Colossus of Akros , Void Winnower , Desolation Twin , or Ancient Stone Idol . All of these may not be Rakdos theme, but they are great ways to end a game through damage. They could be the "Center Pieces" of the show.
1 year ago
Mono red has a lot of functional budget cards kicking around, thanks to tier2 cards being printed basically every set. I had a quick glance through the list of devil cards- Impetuous Devils looks fun, Wolf of Devil's Breach and Flayer of the Hatebound/Scourge Devil are interesting cards pointing to a possible self-mill strat.
If you're playing a casual format, its important to measure your decks' power and how 'unfair' it feels to play against- noone wants to feel like their games are a coinflip. So while the 'red deck wins' go wide strategy with Bedlam Reveler, Shared Animosity and Rakdos Cackler is available, I'm gonna talk about something more fun in less competitive metas- Big red.
Big red likes setting down mana rocks to get to 4-5 mana early, using spells like Roast to clear the board. A creature base in the 3/4/5/6 slots isnt' unreasonable, so long as you can cast early spells to clear out creatures.
I'd look at a set of Roast, Slagstorm/Pyroclasm, and Pulse of the Forge. If you can just blam creatures off the board and threaten their life total on your end step, getting to the big devils isn't too tricky.
Flames of the Blood Hand is an amazing RDW sideboard card because it helps stop decks that go 'I gain 10 life, you literally can't win against me now'. Your value plan should only be worried about life in the 'Is this making them completely immune to damage' sense. If charmbreakers stick, you don't have to worry about a foe being at 30 life.
If your meta is lifegain-combo heavy, then consider sticking an Everlasting Torment- its on theme and should stick around longer.
Last, mana. Specifically, mana rocks. The beating heart of casting big spells in red. Mind Stone, Star Compass, Talisman of Impulse, Boros Signet/Rakdos Signet, etc. They are really good- either people are wasting cards on artifact removal, which doesn't massively affect your gameplan (at least, not unless its a competitive meta with Ensnaring Bridge everywhere), or you get to cast 3/4 drops early. The best even draw you a card when you no longer need them. It also can easily take the place of some of the lands you play- The rule of thumb is generally that 2 rocks is worth 1 land. This should let you more reliably cast bigger creatures. I wouldn't normally mention it because I don't like the card, but Rakdos Keyrune is on theme.
1 year ago
The problem with LD (Land Destruction) decks is that a they are slow. painfully slow.
I run one in Modern. Rakdos () LD.
You limit yourself to , which is a powerful color combination, but the issue here is you can win so much faster using those colors.
The majority of LD spells in red cost 4. This means you aren't doing anything until T4.
Rakdos has a serious lack of ramp. Sure, there ARE cards that are "technically ramp", but traditionally you are wanting to increase your available mana consistently every turn, not bring out Rakdos Keyrune on T3 and have MAYBE 5 mana on T4, assuming you hit all land drops each turn.
Keep in mind that even if you ARE hitting lands 4 turns in a row, in Rakdos that's not optimal. You want swift, cheap spells. Lightning Bolt and Fatal Push and Terminate. Not land after land after land.
Having said that, there are great ramp cards available. Infernal Plunge, Generator Servant, Koth of the Hammer, Crypt Ghast, Liliana of the Dark Realms, Iron Myr, Leaden Myr, Plague Myr, Palladium Myr... But again, you detract from your LD spells. The further you push back your goal, the further ahead your opponent gets.
Uuuugh... On a phone. Fml
NOW we get to the problems. In Modern, games are fast. Really fast. Pushing out a game 5 - 7 turns is not ideal when you can design to win on T1. Casually you're golden. FNM is a toss up. Competitively? Good luck.
This is why Blood Moon, and in some decks Alpine Moon are so important. They CONTROL the lands, not remove them. If you want to optimize LD, look for cards that destroy lands as a secondary effect, such as Ghost Quarters, Field of Ruin, and Encroaching Wastes. -- The problem here now is you fill your deck with colorless lands, and you destroy your land base while giving your opponent basic lands of their choice (mostly).
Ugh, this was a poor decision to type it all out on my phone...
Okay. So let's ask a question: Why Rakdos?
There's a surprisingly good amount of land destruction spells in Modern and in Red (34 in Sorcery) and the cheapest are Cryoclasm, Molten Rain, Stone Rain, and Peak Eruption. Note that with Cryo and Peak, you don't need to target basics. You can target lands such as Hallowed Fountain and Irrigated Farmland, or combine Peak Eruption with Blood Moon.
In black, there's really just Rain of Tears, if you're trying to keep it all under CMC < 4.
You'll also want to recycle spells. Good way to do this is Charmbreaker Devils, but at 5 CMC there are better spells. I like to run him because he let's me get back LD spells every turn. If they don't have 1-Drop removals like Path to Exile, they are F-'ed. I run minimal removal and lots of LD, so even if I don't topdeck into one I can always get one back for free.
The more colors you add, the more fixing you need, and the less specialized your deck is.
That's why we don't run green. Stick to res as your main color with black support.
Overwhelm with cheap 1/1s like Goblins, and pick cards with huge bang for your buck. Kiln Fiend and Monastery Mentor are perfect. Goblin Guide hurts you here as he is doing what you don't want - Getting them more lands.
Overwhelm and go wide. It's cheaper and saves you Mana for LD.
I'm not going to build a deck for you, but I hope I helped a lot.
It's a legit strategy, but needs to be precisely honed and even than may be too slow.
Control / removal is better than LD, but LD does work. Modern prides itself on non-basic lands.
That's where you attack.
As for EDH? Against 3 other opponents, you'll be so vastly overwhelmed it's not even worth it.
1 year ago
I'd cut a 3-4 of the worse creatures and get more ramp/draw.
1 year ago
With a Seven Mana Commander, its never really going to be fast. But you can take measures to speed it up a little and slow everyone else down.
Putting out some early game meanness like Ankh of Mishra, Harsh Mentor, and Zo-Zu the Punisher let you get some damage going on while waiting for your big threats. This makes you a big target though.Crawlspace, Curse of Opulence, Ensnaring Bridge, Kazuul, Tyrant of the Cliffs, and Silent Arbiter can throw off some of the agro.
Burnished Hart, Commander's Sphere, Coalition Relic, Darksteel Ingot, Rakdos Cluestone, Rakdos Keyrune, Rakdos Signet, and Talisman of Indulgence will help speed out your commander and play those punishing triple mana symbol cards. Additionally they are immune to my next suggestion War's Toll.
One last thing. It won't let you win, but Heartless Hidetsugu with any of your damage doublers ends the game on the spot.
1 year ago
In order to make this deck EDH-legal you should still remove 3 cards to make your total 100; not sure if you had noticed :) The mana-balance of this deck is a little off. What I mean by that, is that you're using a lot of expensive-to-cast creatures but virtually no ramping/mana rocks. This means that when you draw your opening hand in a game, chances are relatively high you will not be able to perform any (useful) actions during the first few turns. An additional problem is that the deck contains very little opportunity for you to draw more cards or to search for cards you need.
I would recommend adding some mana rocks like Rakdos Signet, Talisman of Indulgence, Commander's Sphere, Darksteel Ingot, Gilded Lotus, Rakdos Cluestone, Rakdos Keyrune and/or Worn Powerstone. Also, Dark Ritual is a very good accelerator for black.
In order to make room for (some of) these cards, I would definitely recommend removing expensive stuff that isn't doing that much for you like Bloodhall Priest, Kazarov, Sengir Pureblood, Markov Dreadknight, Skeletal Vampire and Vein Drinker.
Hope any of this helps. Regards,
1 year ago
Rakdos Keyrune occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%