Rankle, Master of Pranks

Rankle, Master of Pranks

Legendary Creature — Faerie Rogue

Flying, haste

Whenever Rankle, Master of Pranks deals combat damage to a player, choose any number of modes. You may only choose each mode once. —

  • Each player discards a card.
  • Each player loses 1 life and draws a card.
  • Each player sacrifices a creature.
Start Commander Deck Browse Alters View at Gatherer

Printings View all

Set Rarity
Throne of Eldraine (ELD) Mythic Rare

Combos Browse all

Legality

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

Rankle, Master of Pranks Discussion

RiotRunner789 on Deadshot

1 week ago

Looking at some party cards, the problem I'm coming across is lack of synergy but I'll recommend some anyway. You really want your commander out early with as many ETBs as you have and being how aggressive he is.

Grenzo, Dungeon Warden: Rogue. Gives you a decent body with repeatable card advantage.

Grenzo, Havoc Raiser: Rogue. Either card advantage or point the biggest (or weakest utility) creature at another player.

Rankle, Master of Pranks: Another rogue. Less synergistic but he has three modes and haste. Plus, you can choose as many modes as you like.

Neheb, Dreadhorde Champion: Warrior. Red ramp and card fixing.

Priest of Forgotten Gods: Cleric. Potential card advantage and removal plus ramp.

Kazuul, Tyrant of the Cliffs: Warrior. Provides plenty of deathtouch chump blockers with your commander.

Mikaeus, the Unhallowed: Cleric. Allows all of your creatures to die once and come back. Plus, kills any human that gets through.

Gonti, Lord of Luxury: Rouge. Neat. Not the greatest in a vacuum but replaces himself, normally with something good.

Anarchist: Wizard. If you get more spells then maybe.

Cinder Seer: Wizard. Not the best pinger but a pinger nonetheless.

Coffin Queen: Wizard. Playable effect.

Dismissive Pyromancer: Wizard. Decent rummage affect and can take one guy out.

Embermage Goblin: Wizard. Not the best pinger but possibly playable. Hits any target.

Fervent Paincaster: Wizard. Hits creatures.

Fireslinger: Wizard. Best pinger so far at 2 cmc. Hits any target.

Nezumi Graverobber: Rogue/Wizard. Starts off as a graveyard hating rogue and turns into a grave stealing wizard.

Going through cards and the party subtheme seems a bit sad. Some of the above are decent but there isn't a ton to go on in my opinion.

On the first strke though, there are a million cheap red spells that grant first strike temporarily as an instant or as an enchantment. I would recommend running 1 or 2 of the instants to keep opponents on their toes when they think about blocking you.

As for creatures,

Soul of Shandalar: Mana wise, not the best. But can ping and has built in first strike.

Sparring Collar: Cheap first strike and can be attached instant speed to either dissuade blocks/attacks or murder something.

Sword of Vengeance: I don't think its as good as above due to not being able to move at instant speed, but it grants vigilance as well. It is nice to keep a first strike flying blocker up after it attacks.

Akki Coalflinger: Way to help out the team.

Legion Loyalist: Way to help out the team. (My favorite of the team helping bunch).

Bloodmark Mentor: Way to help out half of the team.

Akroma's Memorial. Expensive but a classic.

I think a couple or few first strike options would work out. As for cards that I think you could do better than,

Bloodgift Demon: Good card but his effect is a bit expensive for card advantage. Maybe try Theater of Horrors. Its essentially the same as phyrexian arena but for rakdos.

Endbringer: Potentially a great card but I wouldn't count on using his other effects with as little colorless mana sources that you have.

Master of Cruelties: Can be good but typically best if saved for kalia combos. He shuts down attacking with everyone else which limits you to dealing with one opponent at a time.

Rakdos Firewheeler: Not bad but repeatable effects may be better.

abby315 on Orzhov Oops! All creatures!

4 weeks ago

I think these cards are too overcosted/inefficient for standard: Eidolon of Inspiration
Victory's Envoy
Grasping Giant
Resolute Rider

But here are a couple more efficient threats that also help to disrupt your opponent: Eidolon of Obstruction
General's Enforcer
Tithe Taker
Lavabrink Venturer (this is not turned off by Hushbringer)
Murderous Rider - you definitely need to include this! It doesn't count as a non-creature, and you will be running into Uro. Keep in mind you turn off Uro's ETB draw with Hushbringer, but also his self-sacrifice trigger, so you're giving your opponents t3 Uro.
Rankle, Master of Pranks

I hope this helps!

Azeworai on Rankle's Discard Fest!

1 month ago

And I already love the deck, for you did the very best thing a brewer can do: Keyword "discard" and search therefrom.

I have a discard deck of my own, you see, and thence I may be able to tell some cards. It is also my oldest deck, and it is here if you so wish to see it.

Thereupon, I have quite the meiny of suggestions:

Ramp would be best for such a mana-hungry complot, withal I would like to recommend a seldomly known card. Ahem. SOL RING?! It's too powerful to ignore, and thence I would most see to its inclusion. Charcoal Diamond is splendid, Mind Stone does quite a bit, Worn Powerstone is slow but leastway worth a mention. K'rrik, Son of Yawgmoth does much for any black-based strategy, anent all of the resource life offers.

Now, Mindslicer is most meritorious, for it may be sacrificed to dear Rankle whiles doing the job in one turn.

More efficient discard! Delirium Skeins and Mind Rake are each quite effective, whereupon Hymn to Tourach is as good as it gets.

Terror is a little restrictive. I've much enjoyed Murderous Rider and Hero's Downfall. Snuff Out catches people off-guard.

It is important to be ahead on cards whiles playing a discard deck, so I would try Necropotence. It may exile those discarded, but the amount it draws is ayont worth an inclusion. Greed and Erebos are also fine. Castle Locthwain is essentially a free inclusion, where at Sign in Blood should be here, too.

There are a few cards I trow to be lacking:

Beacon of Unrest is quite costly for its effect, and the renowned Animate Dead is oft just better. Any graveyard, three less to cast, all the like.

Mind Slash is one with which I have tested. What exactly are you sacrificing? You haven't much in terms of fodder, not much to reanimation, and thus it is almost certes a dead card most of the time.

Liliana's Reaver and Guiltfeeder are so slow! Try actual threats that murder quickly, or prioritize wraths and board control.

Curse of Fool's Wisdom doesn't do anything, thereupon it is slow to slaughter and expensive to cast.

May fortune betide and may your opponents be hagridden.

RiotRunner789 on Jank Control?

1 month ago

There are a lot of different kinds of control. Since you mentioned Jank, I would recommend staying away from blue (or go deep end blue jank).

The Orzhov recommendation is pretty good. I would recommend Kambal, Consul of Allocation or Karlov of the Ghost Council, or Teysa, Orzhov Scion. Intermix elements of pillow fort and lifegain with control elements of board wipes and spot removal to get you ahead. Also, black has the best discard and acts as a great counter to blue/opponent card advantage.

Speaking of discard, you could go with a mono-black discard strategy which is an amazing resource denial (black at its best) for your opponents. There is Rankle, Master of Pranks and Tinybones, Trinket Thief who would probably work best but there are also others.

Hi_diddly_ho_neighbor on Sharp hugs

1 month ago

Hi there,

I used to run a Sygg deck myself a few years back. Ninja's are a fine route to go, but the most important things that I discovered was how hard it was getting Sygg to trigger on opponents turns and the necessity to be able to withstand some table hate. Some cards that I found to be quite powerful in my old deck were:

Illusionist's Gambit - Such an underrated card which can save you in a pinch and force a Sygg trigger

Dulcet Sirens - Can force someone into attacking with the benefit you getting to chose whom they attack

Pestilence - A lot of times people will incidentally lose 1-2 life during their turn due to fetch or shock lands. Pestilence lets you get that 1-2 extra damage needed to trigger Sygg

Undermine - Counter anything and then draw a card

Any of Dauthi Embrace/Whispersilk Cloak/Key to the City/Keeper of Keys - Giving unblockable to whoever needs it

Smuggler's Copter - Flying 3/3 that loots and can be crewed by just about any creature

Some new cards that came out after my build that could find a home in Sygg are:

Loyal Subordinate - 3 guaranteed damage on your turn with Sygg out.

Rankle, Master of Pranks - It has 3 power, it flies, and you can always come out ahead with his discard ability if Sygg is on the battlefield. Oh, and he is basically a legal Braids, Cabal Minion

RiotRunner789 on Mono-Black Discard Control

1 month ago

I have. I also finally got a Rankle, Master of Pranks and have tried him out to 'eh' results. I need to play with Rankle some more to see if he's actually worth it but its hard to overcome the +2 life per turn.

I plan on tinkering on this deck some more after I pick up tinybones and the new lily planeswalker. Tiny bones will definitely make the 99, and at least a trial run as the commander.

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