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Creature — Human Shaman
T: Add , , or to your mana pool.
Morph (You ma play this face down as a 2/2 creature for . Turn it face up at any time for its morph cost.)
When Rattleclaw Mystic is turned face up, add to your mana pool.
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Rattleclaw Mystic Discussion
2 weeks ago
Okay, Modern is not my strong suit, but this looks like two different decks mashed together. What I see is half of a bad-Scapeshift deck and half of a bad counter-burn deck. However, the deck is called Temur Manlands, so I'll make my suggestions based on that. The first thing I would do is ditch those crappy fatties. Roil Elemental sucks, and should be replaced with 2xPrimeval Titan. I would remove 2xSylvan Scrying for 2XSakura-Tribe Elder. Stormbreath Dragon actually seems fine, and it dodges most removal, but four copies are a bit much, especially since it is a five-drop that has no synergy with the rest of the deck, so I think the right choice would be to take two out for 2xExplore. Also, you have no removal in a format that is all removal. Move those Spell Pierces to the sideboard and replace them with 4xLightning Bolt (or just take them out of the list altogether, since none of your non-land creatures really need to stay and your Manlands will be turned off most of the time). Also, Banefire is kinda ass. Take them out and replace them with 2xBonfire of the Damned and 2xMagma Jet. In order to help with consistency, take out the Temur Ascendencys and the Mindswipes for 4xSerum Visions, and Boundless Realms is WAY to expensive for what is does. Just take it out and add another Urban Evolution. Finally, I think taking out the Rattleclaw Mystics for 3xSearch for Tomorrow and one more Explore. It's probably a good idea to take out an Island for one more copy of Explore, because it helps you get your Manlands out.
These suggestions will help you lower your curve, which is extremely important in Modern. But it seems like a really neat concept, so I hope these suggestions helped!
You're welcome in advance, MOOBS
2 weeks ago
Hey, I have several suggestions.
You don't need 41x lands since you're only three colors. 36x lands is enough especially since there's already land ramp, Signets (very good adding Signets). I suggest replacing some two drop dorks, Zhur-Taa Druid and Whisperer of the Wilds with one drop dorks.
For the manabase I recommend these budget lands:
- Pain Lands
- Yavimaya Coast
- Shivan Reef
- Karplusan Forest
- Grand Coliseum
- Command Tower
- Exotic Orchard
- Cinder Glade
These land suggestions are lands that ETB untapped you can use them for mana the turn they're played. Command Tower is one of the best lands in Commander budget or not because it can make any color that your Commander is as well as always ETB untapped.
I suggest adding the mana dorks:
If you ask me what's the best card for Temur? I would say Rattleclaw because it's a two drop dork who can make one mana or any of the colors you need. The runner up would be Temur Ascendancy which you're already playing, very nice.
As you play more Commander you'll understand how important the avg. CMC of the deck is. This deck is 4.15. What this means is consistently you will not have anything to play until turn four. This is a causal deck and not being able to consistently play any cards until turn four is okay, but even causal budget Commander decks I make the avg. CMC is 3 or below. I recommend trying to reduce it to 3. The only way to do this is to cut a quite a few high casting cost cards for lower casting cost cards such as two drops, three drops and four drops.
One thing that excited players just learning Commander and building decks for the first time tend to do is jam all the biggest best creatures/cards into a deck. But you don't need or really want to do this because it completely destroys the mana curve. The mana curve is important because it's how you determine the avg. CMC of the deck ultimately determining how fast you can consistently play the cards in the deck. The approach I use when teaching new players Commander is pick 10-12x big creatures/cards you want to play. When I say big I mean cards with five to six plus mana costs. Here you're playing 25x cards that have five or higher costs, this too many. You risk consistently getting many opening hands with nothing but these high cost cards which you won't be able to play until the late game.
Examining the high cost cards here these are in my opinion the best ones:
- Acidic Slime
- Sarkhan Unbroken
- Xenagos, God of Revels
- Hellkite Charger
- See the Unwritten
- Ruric Thar, the Unbowed
- Savage Ventmaw
- Intet, the Dreamer
- Dragonlord Atarka
- Atarka, World Render
- Stonehoof Chieftain
To help the mana curve start with keeping these good high cost cards and cutting all the rest I didn't list.
What can you add in the place of the cards I recommend you cut? Here are some budget Commander staples in Temur colors. Each is less than $1:
- Rattleclaw Mystic
- Elvish Mystic
- Llanowar Elves
- Reclamation Sage
- Coiling Oracle
- Soul of the Harvest
- Surrak, the Hunt Caller
- Altered Ego
- Mystic Snake
- Savage Knuckleblade
- Trygon Predator
- Genesis Hydra
- Farhaven Elf
- Kiora's Follower
- Loaming Shaman
- Reality Shift
- Hull Breach
- Lifecrafter's Bestiary
- Elemental Bond
These suggestions are mostly two drops, three drops with three four drops, one five drop and one six drop. Adding these cards will drastically reduce the mana curve. You're not playing very much draw other than Ascendancy I suggest adding Bond, Bestiary and Harvest to help with this.
Good luck with your deck.
3 weeks ago
Hey! I'm in the same boat as you -- been out of MtG for years and excited to get back into it with EDH, and I love this deck you've got here. Going all-colorless is a fascinating strat. With a total pricetag like that, I imagine this is mostly cards that you already have. Unfortunately I think this deck is a little above my skill level; I started in Ravnica block and stopped around the time the first Planeswalkers came out (for unrelated reasons, lol), but I was never very good to begin with. Because of that, I'm unable to come up with much feedback for improving this deck, but I do have one suggestion that might be useful to you: the commander for your next deck.
Those colorless creatures with high CMCs are a perfect fit for a deck with Animar, Soul of Elements as the commander. I'm sure you can see from his abilities where I'm going with this: with an ideal setup, you can eventually start playing every single creature in the deck you've got here for free. Throw in a few creatures with only one or two colored mana in their mana costs, a solid three-color mana base and/or some simple mana-fixing cards (an ideal pick here is Rattleclaw Mystic) to get Animar out, a small handful of nonland noncreature cards, and you've got yourself a VERY competitive deck. You can double-dip a huge chunk of your deck here with a deck like that to easily switch between playing for fun and playing hardball.
4 weeks ago
You could use:
Kruphix, God of Horizons (just if you want to maintain the mana pool strategy)
If you want to go infinite with your commander, there's Ancestral Statue.
Domesticated Hydra (kinda bad), Honored Hydra (doesn't fit deck strategy), Hydra Omnivore (doesn't fit deck strategy, paints big target on your forehead), Palladium Myr (there are better mana dorks and it dies to both creature and artifact removal), Phyrexian Hydra (doesn't fit deck strategy, infect puts big target on your forehead), Ramunap Hydra (doesn't fit deck strategy)
Coat of Arms and Kondar's Banner (your hydras are big enough), Elixir of Immortality.
I'd get rid of some ramp, especially the artifact based ramp. Playing a Rattleclaw Mystic puts a +1/+1 counter on Animar, playing a Hedron Archive doesn't. And I don't know if you really need the mana pool doubling and not emptying stuff. I think I'd rely more on the commander and play more stuff to protect him.
What you're totally lacking of is removal. Good thing we got rid of so many things in the step before. ;)
As mass removal, I'd recommend Engulf the Shore (your hydras should stay - or at least Animar and you can rebuild very quickly), Earthquake and Magmaquake and the like (even better with Vigor out), Vandalblast.
Green spot removal is easy to find, you should have some answers against enchantments.
1 month ago
Okay. So here's what I personally would change around:
Ingot Chewer or Reclamation Sage for Manglehorn - This one is tricky because it depends. Either way you're getting a artifact, but manglehorn also has artifacts enter tapped, where ingot chewer has the potential to get 2 artifacts for the same cmc with Riku and Rec Sage gives you enchantment targets which your deck is lacking.
Spellskite for Rattleclaw Mystic - You have enough ramp in your deck. What you are missing is easy ways to protect your 5cmc commander from spot removal. You want to save counterspells in this deck for other peoples win cons. Riku is meant to be able to pick a new win con if one is foiled, and its much harder without him.
Vandalblast for Decimate - This one is hard, but I think it benefits your deck better. You know your meta, but there is always someone who plays a gross artifact and you wish you could deal with it. Well just deal with everyones while you're at it. The reason I say no to decimate is because you have to have all the targets. So if you cast, you HAVE to target an enchantment, artifact, land, and creature otherwise it fizzles. So if someone never plays a enchantment besides you, and you need to get rid of a artifact, bye bye to your enchantment.
Capsize for Blasphemous Act - You have the kit for inf mana so you're also adding a wincon with this one. Blasphemous act can hurt you just as much as them. Boardwipes have no home in Riku. Leave those to the white and black players.
Sunbird's Invocation for Fabricate - This one is the same as trinket mage. You don't have artifacts worth fetching. Maybe Panharmonicon but still. Cast big spells and be able to copy the things you roll into with this beast. I've resolved this spell twice and proceeded to win twice. Coincidence? I know for a fact not.
Twincast for Manamorphose - The color fixing and draw is nice but not worth it. However, copying a juicy rite an extra time or having a situational counter or maybe someone casts something juicy that you want. This cards an all-star.
Your deck looks super fun, but exactly like you said "I tend to just ramp and hope I draw into a combo. It's a bit frustrating to durdle." The simple fix is take out some ramp and useless cards and replace them with interaction. You wont always ramp hard, but now when you do, you'll be drawing into more answers AND combos, not just waiting around to win when u draw a Palinchron.
1 month ago
3 months ago
You need more ramp to get your big dragons out sooner! Might I suggest taking out Reclamation Sage, Skyship Stalker and Crucible of Fire and replace them with Birds of Paradise, Sylvan Caryatid and Shaman of Forgotten Ways if budget allows. If not Elvish Mystic, Whisperer of the Wilds and Rattleclaw Mystic. Always a fun addition Dragon Tempest. Also to get all three colors more reliably replace the Rugged Highlands and two Thornwood Falls with Evolving Wilds. You could also use the Kaladesh Fastlands Botanical Sanctum and Spirebluff Canal as they are relatively cheap money wise and have a chance at entering untapped. Same goes for the Battleland from Zendikar Cinder Glade.
Take a look at my list Rampaging Dragonlords if you like. It's not very competitive or anything but it can hold its own! Sorry for the wall of text. But I love my dragons and I have started out as you did. Wished someone had given me more pointers at the time being new to the game and all. So I hope that helps :) If you have any questions fire away!
3 months ago
(shaman, shaman, shaman)
I hope you like shaman too
As an avid edh Wort, the Raidmother featuring the combo Of Kiki-Jiki, Mirror Breaker, and Lightning Crafter and shaman stuff, I like jund/gruul as much as i love grixis, always looking for new ways to play the colors in modern and edh, this deck gets my vote
Its subtly powerful and original, and well built