Planeswalker — Ral
+1: Tap target permanent, then untap another target permanent.
-2: Ral Zarek deals 3 damage to target creature or player.
-7: Flip five coins. Take an extra turn after this one for each coin that comes up heads.
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Ral Zarek Discussion
1 week ago
Looking at Ixalan stuff, are you gonna replace Sorin Markov with Vraska, Relic Seeker? While Sorin does let you control your opponent with his ult, Vraska helps the token subtheme, she provides spot removal, and she sets the opponent's life to 1 instead of 10, which lets you overrun with your token theme even easier. This also provides a player kill with Ajani Vengeant, Ral Zarek, Samut, the Tested, or Ugin, the Spirit Dragon.
Also from Commander 2017, consider Ramos, Dragon Engine as a commander?
1 week ago
I am partial to Ramos, Dragon Engine. I feel the red is a necessary, if splashy inclusion for planeswalkers such as Ral Zarek, Nicol Bolas, Planeswalker, and Nicol Bolas, God-Pharaoh. Conflux is also a great card to have to seek out nearly all your combo pieces at the very end.
2 weeks ago
1 month ago
Disrupt Decorum Fall of the Titans
Play these and copy either one to knock out entire games at once.You should also look into these for acceleration:
Inexorable tide is ridiculous in a Mizzix deck, you get experience counters off of everything. Proliferate also works with Planeswalkers like Ral Zarek, who could give you near-unlimited turns.To make the deck a bit more protected, since you don't seem to want to run Propoganda, try Disrupt Decorum as a fallback. It's incredibly fun in a 4-5 player game when everyone starts trying to stop you. primal amulet is the new must-have from Ixalan. For 4 mana you get an electromancer effect, then the land is a copier. It's unbelievably powerful mid-game.
Good luck, my guildmate, and happy experimentation!
1 month ago
Again, thanks for the input!
Though this deck does contain counter spells, I wasn't planning on using more than 3-4. These are mostly meant to make the deck slightly more versatile, especially during the early stages of a game. That's why the counter spells in it don't have a CMC above 3. I like all the cards you mention on this front though (Mystic Confluence, Commit / Memory and Wild Ricochet). Rest assured I'm using some of them in other decks (some of which still need to be posted).
I'm using one wheel effect in this deck; Windfall. I included it because I wanted something to complement the sparse battery of counterspells this deck containts. Also, it's a nice, cheap form of disruption I can use early game. Adding more of these effects, ... I dunno. I feel that to get more out of them, I would need to add more cards that would damage players for drawing cards and preferably also for discarding cards. I have a Grixis deck with Nekusar, the Mindrazer as a commander (this deck still needs to be posted), which already does precisely that.
Though Ral Zarek is pretty darn awesome and I happen to own one, I'm not sure I should add him. His primary power does come in handy combined with the creatures that have an activated ability, but other than that he doesn't fit the theme all too well. I'll think him over some more.
When comparing Sanctum and Electromancer, I'd say Sanctum has more abilities (scrying as well) and is harder to remove, whereas Electromancer has a cheaper CMC. As the deck already has plenty of draw and scrying stuff AND it's hard to get started as a blue-red deck (without Mizzix) to begin with, I'd rather have the cheaper Mancer.
Djinn of Infinite Deceits, now there's a card I completely overlooked! I'm definitely going to add him. He'll probably be replacing Erratic Portal; I've not needed it all that often anyway, I got more use out of Cloudstone Curio.
Cultural Exchange could fulfill a similar role as the Djinn, but as a one-off effect and on a larger scale. It would be brilliant if one could cast Reins of Power or Blatant Thievery first and follow it up with this card to take control of a second opponent's creatures. You'd even get your own creatures back by the end of your turn. However, these are the only two situations I'd deem this card to be worth its CMC. If I'd be generating more tokens somehow I would add this card, but since I'm not doing that ...
Guttersnipe has been great. Usually I play three opponents. That means that whenever Snipe is on the field, each instance/sorcery I cast will cause 6 damage (2 per opponent). That doesn't seem like much but it does begin to stack up after a while. As this deck contains 26 such spells AND I can cast Snipe during the early game, I consider it to be too valuable to replace.
1 month ago
Alright, here comes part 2! As I said before, it is really hard to give advice without playing the deck so these are just cards to consider not something you have to include in the deck.
Mystic Confluence is a counterspell, removal and card draw in one - very versitale card.
Commit / Memory is a counterspell, removal, grave-hate and wheel effect in one - again very versitale card.
Wild Ricochet can be a lot of fun and it is a counterspell and fork in one.
You may consider adding one or two more wheel effects (for example Fateful Showdown) to support Niv-Mizzet's and Psychosis Crawler's draw-pain theme. I know that it is not the main theme of the deck but I feel like they could get some more love and it could also make the deck more versitale.
Djinn of Infinite Deceits could fulfill the role of sac-outlets in your deck because you can exchange a temporarily stolen creature for a different one and keep it permanently. (At least I think it would work that way.)
Cultural Exchange - Again, I am really not sure about this fun but it could be a lot of fun.
As for what to take out, I really don't know. There are no bad cards in the deck, only card I question a little bit is Guttersnipe but I may be totally wrong about it. How often does it really help you to win?
1 month ago
1 month ago
A coin flip deck without Ral Zarek? Disgraceful.