|Commander / EDH||Legal|
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|Fate Reforged (FRF)||Common|
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Counter target spell unless its controller pays for each card in your graveyard.
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Rakshasa's Disdain Discussion
3 weeks ago
Add:Rabid Bite, Radha, Heir to Keld, Radiant Flames, Rageblood Shaman, Raging Kavu, Raging Regisaur, Rakka Mar, Ral Zarek, Rampaging Ferocidon, Ranging Raptors, Raptor Hatchling, Rapid Hybridization, Rattlechains, Ravenous Daggertooth, Ray of Command, Razorfin Hunter, Reach of Branches, Realms Uncharted, Ramunap Excavator, Reckless Bushwhacker, Reforge the Soul, Regisaur Alpha, Rekindled Flame, Repeating Barrage, Resilient Khenra, Rhonas's Monument, Riddleform, Ridgescale Tusker, Riding the Dilu Horse, Rings of Brighthearth, Ripjaw Raptor, Rishkar, Peema Renegade, Roaring Primadox, Rush of Blood, Ryusei, the Falling Star.
Cuts:Rite of Passage, Rhystic Deluge, Root Elemental, River Serpent, Renegade Doppelganger, Reality Smasher, Ruination, Ring of Immortals, Rush of Ice, Rushing River, Rites of Refusal, Resuscitate, Reset, Read the Runes, Regenerate, Rampaging Hippo, Reach Through Mists, Relentless Assault, Remote Isle, Rhox, Riverwheel Aerialists, Reduce in Stature, Rakshasa's Disdain, Reality Spasm, Refocus, Repeal, Repopulate, Rescind, Rescue, Revolutionary Rebuff, Rewind, Rise of Eagles, Retribution, .
1 year ago
Just a bit of input for you: Why run Rakshasa's Disdain over Counterspell? It costs more and is conditional.Sidisi, Undead Vizier is amazing for a deck like this. A creature that grabs any card in your deck that can be easily brought back is pure value. Consider Reclamation Sage for recurrable artifact/enchantment removal (with as much self milling as you plan to be doing you want as many effects as you can stapled onto creatures). Living Death can act as a major wincon for this strategy and seems like a must include however it is around $6. Monastery Siege can let you pitch things from your hand into the grave and provides you with some draw. Ashnod's Altar could turn your less relevant late game zombie tokens into mana for a big spell like Villainous Wealth. I'm still working on my own list if you want to check it out: http://tappedout.net/mtg-decks/10-04-17-sidisi-reanimator/
1 year ago
The counterspells are not too heavy no matter what situation I am put in. This is mostly what my deck was back when Magic Origins was out, and I had Rakshasa's Disdain as a playset (I'll give you my previous decklist at a later time). Other than that, I can't afford Collective brutality right now, but I'll be sure to add that on my list of cards when I upgrade.
1 year ago
Alright, i'm here. I'm going to assume that this is a budget build so ill try keep it low. This deck is decent but it could be better and that's what i'm here to do. My word is not law and its your decision whether or not you want to add the cards I recommend. I have not made a Geist deck myself but I do have experience with Voltron from Rafiq and Uril.
Ok, from definition Voltron is a deck archetype with the goal of casting one creature, then using other cards such as Auras and Equipment to enhance that creature and making it a true threat to the opponent. (definition comes from mtgsalvation). The problem is, your deck isn't Voltron enough to justify it being a Voltron EDH. So we need to fix that.
Problems:-Instants: Too many instants. You don't need this many instants, yes a couple of counter spells are needed but in a Voltron you should be winning before they have any serious threats on the board._ Everything should help you win. No shenanigans, straight value. _
Instant Cut List
-Creatures: Creatures in a Voltron deck really need to help you win fast, otherwise why would you run them?. Avacyn, Angel of Hope and Angelic Arbiter are too slow because, by turn 7/8, you should have already won. Ethercaste Knight and Ojutai Exemplars just don't do enough in EDH. Odric, Lunarch Marshal doesn't help you.
Creature Cut List
-Enchantments: Enchantments and artifacts on Geist are how you win the game and your enchantment section is missing some key pieces. Citadel Siege and Monastery Siege do not do enough to justify their places in the deck. Ordeal of Heliod and Ordeal of Thassa were cards made for standard. They aren't powerful enough to be in EDH. There are cards that offer more than Aqueous Form and Stasis Snare.
Enchantments Cut List
-Artifacts: You could do so much more with your kit in terms of Voltron. You're missing key pieces and are running cards that are sub optimal. There are better swords than Hero's Blade. Spear of Heliod is bad. The +1/+1 isn't really relevant and you want to be playing stuff rather than paying 3 to get rid of their stuff. Sword of the Animist just escaped being cut. Really, Worn Powerstone?.
Artifact Cut List
Sorceries: There are so many good sorceries to help you, especially in White and Blue. Talent of the Telepath seems fun but is gimmicky and can end up revealing nothing game changing.
Sorcery Cut List
Planeswalkers: Voltron needs planeswalkers that help you win the game faster. They change the game by saying "deal with me or you lose". Jace, Unraveler of Secrets is not a good card in this deck. It does nothing to help you win the game faster. Elspeth, Sun's Champion is only slightly better than Jace, Unraveler of Secrets, but she's too slow.
Planeswalker Cut List
1 year ago
Razaketh looks more reptilian-ish in my opinion. His skin texture doesn't look like that of Rakshasa Deathdealer or the art on Rakshasa's Disdain but more smooth and scaly like the texture of Amphin Pathmage's skin.
Belzenlok seems more likely to make a debut in Kaladesh due to his appearance imo
1 year ago
First things first, your mana base needs help. This deck needs about 13 more lands. Generally you want any type of deck to be about 40% land. It can vary depending on Somewhere between 34-40 lands should be fine. I have 38 lands in my EDH deck with a 5 mana costing Commander. Based on the cards currently in your deck, you will need more blue sources than white. Here is a site that lists all the lands available for your Commanders colors
You will also benefit from more mana producing artifact aka mana rocks. They will help you ramp into more mana faster as well as provide both colors of mana from one source, for the most part. There is a mana rock section in the link above, but here are a few of the better options:
Azorius Signet, Commander's Sphere, Talisman of Progress, Thought Vessel, Thran Dynamo, Gilded Lotus, Sword of the Animist (doesnt produce mana, but it lets you fetch land), Weathered Wayfarer (allows you to fetch land), Knight of the White Orchid (allows you to fetch land), Solemn Simulacrum (allows you to fetch land)
Now, lets go over the decks synergy with its Commanders abilities. Protecting your Commander once its on the battlefield is important but luckily Dragonlord Ojutai has Hexproof, but only when he is untapped though, so giving him Vigilance becomes an important element of the deck. Also, to insure you will benefit from his last ability, making Dragonlord Ojutai Unblackable is also helpful. These are all options that could help:
VIGILANCE - Always Watching , Sword of Vengeance, Angelic Field Marshal, Avarice Amulet, Mammoth Umbra, Vow of Duty, Ajani Steadfast, Akroma's Memorial, Concerted Effort, Daybreak Coronet, Accorder's Shield, Auramancer's Guise, Avacyn's Collar, Haunted Cloak,Iona's Blessing, Serra's Blessing, Serra's Embrace, Shield of the Righteous, Asha's Favor, Marked by Honor, Triclopean Sight, True-Faith Censer, Vigilance
UNBLOCKABLE - Cloak of Mists, Holy Mantle, Invisibility, Spirit Mantle, Steel of the Godhead, Traveler's Cloak, Unquestioned Authority, Spectra Ward, Infiltrator's Magemark, Godsend, Chitinous Cloak, Flickering Ward, Prowler's Helm, Rogue's Passage, Trailblazer's Boots, Tricks of the Trade
Once you add some artifact equipments and/or enchantments, you will need a way to make sure you can get them onto the battlefield each game. You can do that by using the following cards to fetch them from your deck:
Enlightened Tutor, Open the Armory, Steelshaper's Gift, Fabricate, Heliod's Pilgrim, Drift of Phantasms, Muddle the Mixture, Dizzy Spell, Ring of Three Wishes, Tamiyo's Journal, Auramancer, Hana, Ship's navigator, Academy Ruins, Buried Ruin, Stonehewer Giant, Mystical Tutor
Regarding your removal spells, I would suggest adding some cards with Exile effects and spells that can target/effect more than one creature/permanent. These are just a few examples:
AEtherize, Boomerang, Condemn, Cyclonic Rift, Disenchant, Oblivion Ring, Path to Exile, Return to Dust, Supreme Verdict, Swords to Plowshares, Unsummon, Vapor Snag, Wrath of God, Banishing Light, Damping Matrix, End Hostilities, Oblivion Ring, Grasp of Fate, Quarantine Field, Unstable Obelisk, Valorous Stance, Descend upon the Sinful, Evacuation, Fate Forgotten, Reality Shift, Detention Sphere, Phyrexian Rebirth, Rout
To make room for more lands and some of the cards I suggested, youre going to have to remove some spells. These are the ones I dont think have much synergy with your Commander:
Archaeomancer, Aven Surveyor, Benthic Infiltrator, Clockwork Vorrac, Deep-Sea Terror, Doomed Traveler, Expedition Raptor, Hisoka's Guard, Kor Cartographer, Niblis of the Breath, Noble Templar, Phantom General, Pristine Skywise, Prodigal Sorcerer, Sandsteppe Outcast, Skaab Goliath, Thraben Inspector, Bewilder,Fleeting Distraction, Ojutai's Breath, Ojutai's Command, Pressure Point,Rakshasa's Disdain, Refocus, Sift Through Sands, Twiddle, Twitch, Tidal Surge, Jeskai Runemark, Fleetfeather Sandals, Lightning Greaves, Vessel of Endless Rest
1 year ago
How about Grave Strength?
Revenant could be something to consider as well
Sultai Ascendancy is awesome!
For milling (maybe as a replacement): Gather the Pack
I'd advice to run some form of removal. Murderous Cut would be perfect; you're probably going to mill a ton of lands as well, which you don't really care about, so you can delve them.