Rakdos Signet

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2017 (C17) Uncommon
Commander Anthology (CM1) Uncommon
Modern Masters 2017 Edition (MM3) Uncommon
Commander 2016 (C16) Common
MTG: Commander (CMD) Common
Archenemy (ARC) Common
Dissension (DIS) Common

Combos Browse all

Related Questions

Rakdos Signet

Artifact

, : Add to your mana pool.

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C17

CM1

MM3

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Rakdos Signet Discussion

hkhssweiss on Jeleva vs. Kess for big slow spells

6 days ago

Here are some cards for the budget, since you are trying to cut down on some cards and add in more interaction.


Card Draw:

Mystic Remora

Dark Tutelage

Windfall

Notion Thief

Ramp:

Izzet Signet

Rakdos Signet

Talisman of Dominance

Talisman of Indulgence

Fellwar Stone

Chromatic Lantern

Instants:

Counterspell

Delay

Arcane Denial

Swan Song

Snap

Frantic Search


Hope that helps!

hkhssweiss on “Allow Me to Show You True Power”

1 week ago

I feel like you will need to add in all the Nicol Bolas planeswalkers in here. I am very particular to Nicol Bolas, God-Pharoah and should be included in here asap LOL!

Also Nicol Bolas, the Deceiver would be on point with theme as well, since we are in Grixis colors. We need all the mana acceleration ramp, cards like Dimir Signet, Rakdos Signet, Izzet Signet, Talisman of Dominance, and Talisman of Indulgence will help you in casting all the spells since Bolas loves doing things in style.

Some fun cards that go with the flavor are Sadistic Sacrament, Countersquall, Crux of Fate, Imp's Mischief, Slave of Bolas, Cower in Fear, Blood Reckoning, and Sweltering Suns.

Hopefully that helps!

MarcosTithes on Kess storm (help make it competitive)

1 week ago

Hey, I saw that you were looking for advice and there are a couple things that I could recommend. I'll go over a couple things, but I'll start off with the manabase since you said it was the thing you were looking to change most. Also, it's a bit long, but it should help you for what kind of a manabase makes a competitive one.

First off, there are several good replacements for duals, first and foremost being shocks, but since it looks like you already have those looks like you're already half way there.
Basically I would focus on removing any and all lands that come in tapped, because if you want your deck to be competitive, you need to be sure that every turn you take is as optimized as possible. A turn where you could be doing two manas worth of stuff you are only doing 1 manas worth of stuff which essentially means you are playing a turn behind. It's a bit of a simplistic way of explaining it, but that is the best explanation why without going into too much detail. Other lands I would highly recommend, firstly, are the pain lands. These are very effective replacements as well. ( Sulfurous Springs, Underground River and Shivan Reef ) find homes in many competitive decklists you will find. The filter lands are pretty good replacements as well, as they get you the colors you need with added fixing. They only issue is that the t1 plays they provide can be kind of awkward, but should only be really taken into consideration the faster and faster your deck is; In your case they should be a good fit though! They are Sunken Ruins, Graven Cairns and Cascade Bluffs. Also, it may seem weird, but adding every kind of fetch that can even get you one of your colors effectively gives you access to all the colors you could need! You could run all 9 fetches besides Windswept Heath, which seems like a pretty good deal to me, though if you have to pick and chose I would focus on the ones that give you your most important color (blue) first. This goes the extra mile in truly "optimizing" your mana base, and over the long run it thins your deck and makes it more consistent.
All in all, the changes I would make would look something like this -Canyon Slough, -Crumbling Necropolis, -Grixis Panorama, -Path of Ancestry, -Smoldering Marsh -Sunken Hollow, -Temple of Deceit, -Temple of Epiphany, -Temple of the False God
and do this
+Sulfurous Springs, +Underground River, +Shivan Reef, +Sunken Ruins, +Graven Cairns, +Cascade Bluffs, +Cephalid Coliseum, also these are pretty good, but the worst of the bunch I've recommended, +River of Tears, +Tainted Isle, +Tainted Peak. Additionally Ancient Tomb is amazing as well, so I would recommend that as a long term investment too. (plus it goes in every edh deck ever so it's non-exclusive!).

Apart from lands, there are a couple of things that I think you could use to increase the consistency of your deck and some of the combos that you seem to be going for. Going over enchantment's first, as there is a short list, I would consider taking them all out personally. Search for Azcanta  Flip is a more value oriented card popular in decks that try to attain long term value and want games to go long. Storm isn't quite looking for this, and for that, I think it doesn't do enough for what 2 mana will grant you especially if you are looking to "speed up" the deck. Very often competitive decks can't afford to play things that don't do anything right away, so even though the card is great, it needs to fit a certain role in a deck. I also think that Jace's Sanctum also comes to the "too slow" argument as well, but I think that if you are looking at least for a semi-competitive option, this is fine to keep in. Also for Thousand-Year Storm I have seen some discussion floating around in the competitive community that it could work really well as a win con in a similar oriented style deck, but the huge argument is paying 6 mana for a spell that doesn't do anything, or win you the game right away. Regardless, I think for what your deck has going thousand-year storm seems like it could prove well if it is working well for you.

Otherwise, there are just a couple of cards such as Jaya Ballard, and Docent of Perfection  Flip that really stuck out to me. Personally, I don't think that the amount of mana they are is really worth the investment, and I would rather play cards that help setup the win. To go off this, I noticed that you were playing Isochron Scepter, so why not replace those other cards and play Dramatic Reversal which is a near 2 card combo with the scepter? To utilize this combo you would need to play more things that tap to give you mana, but adding mana rocks will make your deck faster and I would recommend adding more anyways. In general this combo is low investment, high reward because none of the cards that you play to make the combo work arn't progressing you towards your endgame anyways. For the mana rocks you could add, I would highly consider cards such as Mox Opal, Mox Diamond, Mana Vault, Mana Crypt, Chrome Mox which are the high profile options, but for leaning more on a budget any of the signets are also highly viable (Izzet Signet, Dimir Signet, Rakdos Signet). In general this will increase the speed of your deck and make it more turbo charged. You won't find many competitive decks without these!

Lastly, I'd just like to briefly mention the best counterspells for competitive EDH. In general it is widely agreed upon that for combo decks in general, you want your counterspells to be as cheap and efficient as possible. Some of the most favored are Force of Will (i saw that you have that one), Pact of Negation, Flusterstorm, Delay, Mana Drain and Swan Song (also on the list). Secondarily, people do play Counterspell but it is often outclassed by the ones I mentioned prior. Also, there are other counterspells that people will play for more narrow purposes and should be played specifically for the meta you are expecting to play in. These are Negate, Mental Misstep, Spell Pierce(only for decks looking to win t2-t3 really),Arcane Denial, Remand etc... (here's a useful link if you want to know more: https://www.reddit.com/r/CompetitiveEDH/comments/5k0tef/a_lexicon_of_cedh_counterspells_and_some/ )
In general I would cut the counters that are 3+ mana, because there are just better options out there if you go looking, and hopefully that page can give you some good insight for what counterspells are the right choice for you. And that will about wrap things up for me without going in too deep.

Yeah, so I could go over every card piece by piece, but that would probably be an entire article on it's own. It really because what makes a deck "competitive" is kind of an ambiguous term in the grand scheme of things. I'm not 100% sure every recommendation I make fits what you are looking for, so it's hard to analyze what cards are truly good/bad without sitting down and discussing it directly. Also, since there are legitimately several different version of a deck that 1 commander could hold, I think I'll just leave you with some resources that can further your cEDHing. Here are some of the competitive edh resources that I like to visit, and hopefully they can serve you well too!
https://www.reddit.com/r/CompetitiveEDH/
https://www.youtube.com/channel/UCzt3cj_wzuNp4yRP9ZEBAmg
https://www.youtube.com/channel/UCGh7-4mDFssqhu_UpOwRzIA
also here is my Kess storm decklist if you want to take a look!: https://tappedout.net/mtg-decks/nekusar-we-legacy-storm-now-cedh/

It's always good to have another person in the community, so I'm glad that your interest has been peaked! Hope to see you around and feel free to message me if you have any other questions!

TypicalTimmy on Why do people think Griselbrand ...

2 weeks ago

I'd also like to point out that drawing 7 cards with him in a mill deck where you run things such as Sphinx's Tutelage is absolutely devastating.

Most Modern decks run 2 - 3 colors. Rare exceptions are things such as Elves and Burn which are mono-colors and 5C Humans. There are nearly no 4C Modern decks because the balancing is not worth the deck potential, though they can be made with enough effort. The real problem here isn't that 4C isn't powerful, it's that the manafixing is absurd. 5C Humans, I've seen go for literally $1,300 - well out of the budget for I'd say 90% of MTG players. My most expensive Modern deck is $340 and I bought damaged cards and foreign cards to help reduce the cost - and that thing took me two weeks of overtime to save up for with enough cushion set aside to ensure bills can still be paid on time.

As a quick example, I'm going to grab a Modern deck I have and do a casual playthrough on what would happen with just a Sphinx's Tutelage and Griselbrand.

Alright, let's give you the benefit of the doubt and say I am running my Rakdos Minotaur deck. This thing packs a serious punch and is all about dropping Instant-speed kill spells while building up a Minotaur Tribal wall of death before I swing in for 160+ damage with just 4 - 5 creatures.

I'm going to draw my hand, and skip on over to T4. This gives you time to get a Sphinx's Tutelage out without ramp, somehow have landed Griselbrand in your graveyard, and cast yourself a Goryo's Vengeance to bring him out on your 4th turn.

So I draw 7 cards, I'll go first, and draw three more as my turns come and go. This leaves 50 cards left in my library.

Let's see what happens when you draw 7 with Sphinx's Tutelage on the field.

Okay, so that wasn't so bad on my end. So suppose you pay 7 more life, draw 7 more cards, and put me through this 7 more times.

So you milled me for a total of 32 cards. You would have paid 14 life, but remember you could swing for 7 damage since he has Haste via Goryo's Vengeance and pay it AGAIN, so let's make me go through this one last time and see where I'm left off at. Remember, I had 10 cards accounted for between my opening hand and my three draw steps. So I only have 18 cards left in my library. So you pay 7 more life and we go through this whole sha-bang one more time.

You pass the turn and I lose.

T4 Mill. Set up right, you can do it T3.

lagotripha on Devil's Waltz

1 month 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.

October_The_First on Alesha, who smiles at shiny things

1 month ago

You have some cool cards in your build Hazoret's Favor seems really good with Alesha, and seems to do a lot of what she wants to do

Cards I would add for:

Ramp: As I said before, Ramp in Mardu is not super easy, but can be achieved to a limited degree with artifacts. Rakdos Signet, Boros Signet, Orzhov Signet All three or any two would do. You already have Sol Ring. I might add a Thran Dynamo or Gilded Lotus. Expedition Map is a must Super cheapened grabs you ANY land. Land Tax is great if you get it in your opening hand or possibly in your first two draws...but after that it's kinda bland. You can decide for yourself, I run it in my Alesha, I think it's worth a spot for sure.

Ashnods alter is great because it gives you mana AND sends creatures to your grave yard for repeated use with Alesha. Sword of Feast and Famine is a HOUSE with Alesha...and in general its an amazing card.

Car draw: You can hit double spots (creatures in the graveyard AND card draw) in red with Wheel effects Wheel of Fortune if you have a budget there are other options, just google red cards with wheel effects. I run Faithless Looting for the flashback. Mentor of the Meek will net you a lot of cards, and of course Skullclamp. One time effects like Sign in Blood and Read the Bones can be strong enough to play in a pinch. You are in black, although as third color, so Necropotence is also an option if your a true black mage! And once again, Key to the City is a triforce of awesomeness with an added on card draw.

Removal: In general you want at least 5 single target removal spells in edh. Although I've found that in Alesha more is better as it sometimes takes a few turns to set up your engine. I would run around 7-9. White is your friend with such amazing staples as Path to Exile and Swords to Plowshares toss in some Chaos Warp and Mortify for good measure. Return to Dust is also a must have in W. Creatures with removal plastered to them is great with Alesha. I see you already have the all-star player Duplicant, thats great. I would toss in Necrotic Sliver. Stinkweed Imp is pretty damn amazing, too. it'll block anything and kill anything it blocks, then allow you to drop a bunch of cards into your graveyard.

Hopefully that gives you some ideas...I can tell you what I would cut from your deck, if you want, but I'll leave you with this for now :)

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