Rayami. First of the Fallen


Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Leviathan Legal
Duel Commander Legal
Oathbreaker Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2019 (C19) Mythic Rare

Combos Browse all

Rayami. First of the Fallen

Legendary Creature — Vampire

If a nontoken creature would be put into the graveyard from the battlefield, exile that card with a blood counter on it instead.

As long as an exiled creature card with a blood counter on it has flying, Rayami, First of the Fallen has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, protection, reach, trample, and vigilance.

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Rayami. First of the Fallen Discussion

ZendikariWol on The Fallen and Zendikar Rising

5 days ago

Anyone else get the feeling that spoiling Rayami. First of the Fallen so close to announcing Zendikar Rising wasn't an accident or a coincidence? Oh, you forgot about him? I don't blame you, his card is super forgettable. But what's not so forgettable is what Rayami and Yarok, the Desecrated might mean for Zendikar.

What if Rayami is a vampire who is still blindly, psychotically loyal to the Eldrazi? And what if it's not just him? Remember, his epithet is "First of the Fallen", obviously implies there are other fallen. But Rayami and the others must know the Eldrazi are gone- why would they keep worshiping? What if they see Yarok, the Desecrated as a forecast of the Titans' return? After all, Yarok is a physical manifestation of the Eldrazi's corruption, it would make sense for those who didn't understand what the Eldrazi were to think that Yarok was some sort of prophet!

Beyond that, let's take a look at chronology. The 3 legendary creatures that are definitely from Zendikar printed this year were Omnath, Locus of the Roil , Yarok, the Desecrated , and Rayami. First of the Fallen . They announced Yarok and Omnath, Rayami, and the set's name back to back to back, and in addition, the name Zendikar Rising could allude to the Fallen being the antagonist. Heck, with all of the teasers and peeks into the future that Wizards of the Coast is giving us, I wonder if WotC was waiting for someone to piece this together!

Even if I'm right about the Fallen, though, this would probably not be a major plot point in Zendikar Rising. It's going to be a reintroduction set and, as such, we're unlikely to see any massive villains or grand schemes. Rayami, Yarok, and the Fallen will be alluded to as a part of the Zendikar that is now, a plane reeling from a cataclysmic event that is now beginning to get back up on its feet. They'll be mentioned in this set, if I'm right, but the real plans with them are coming later, though I'll have to watch carefully through Zendikar Rising to see what those plans may be.

TL;DR, I think that the "Fallen" that Rayami's title alludes to a group of vampires (and probably what remains of the Eternal Pilgrims) that still worship the Eldrazi, and Yarok is their idol, a reminder to them that their saviors will return, and to the rest of Zendikar, that some scars may never heal.

ShaperSavant on Commanders by Power Level [EDH Tier List]

1 week ago

Hello all! Here's our update for C19.





Anje Falkenrath

Anje is a value-generating commander that is an outlet for Worldgorger Dragon. She stands as a sidegrade to Xantcha, Sleeper Agent.

Atla Palani, Nest Tender

Atla has some decent potential to cheat in creatures, some interesting Mirror Entity combos, and built in boardwipe protection in colors that need it. She's limited by her color identity, but is powerful enough to compel competitive exploration and play.

Elsha of the Infinite

A strong value engine and a third of the Elsha/Helm/Top style combo.

K'rrik, Son of Yawgmoth

A very powerful cost reducer, albeit in colors that struggle for interaction. Tentatively placing him in Competitive.

Chainer, Nightmare Adept

His "reanimation" ability is a little too fairly costed between the discard and having to cast the creature. Rakdos limits interactivity and reanimator bombs. No obvious combos discovered yet.

Greven, Predator Captain

A relatively powerful draw engine could fuel some hybrid fair/unfair strategies.

Grismold, the Dread Sower

Fairly substantial token producer at a cheap cost.

Slimefoot, the Stowaway

In similarity to Grismold, we've re-evaluated Slimefoot as High Power.

Volrath, the Shapestealer

No obvious combos, but is in a powerful color combination and lends to a lot of synergies.

Kadena, Slinking Sorcerer

Very narrow ability on top of a small pool of morphs.

Gerrard, Weatherlight Hero

Difficult to abuse ability, an unfortunate 'dies' trigger, and in lackluster colors.

Ghired, Conclave Exile

Reasonably strong combat threat with Populate shenanigans, but solidly fair and slow to build up.

Marisi, Breaker of the Coil

Combat slience is hard to abuse in these colors. Goading creatures can be quite disruptive.

Pramikon, Sky Rampart

Can support turtling strategies in combat-oriented metas.

Rayami, First of the Fallen

Very specific hate and a difficult to amass set of keywords.

Sevinne, the Chronoclasm

One copy per turn on a narrow flashback interaction is difficult to abuse effectively.

Tahngarth, First Mate


Tzefick on Sengir, Lord of the Night

2 weeks ago

The token generator is definitely too powerful/too cheap considering he can board buff when killing creatures and tutor + free-cast for vampires.

Considering that Castle Sengir is actually Grixis colors , perhaps it would be a benefit to include more colors on the Baron? It would also increase his value as a Commander.

I would axe the tutor ability completely. It is too good along the rest. I would also tax the token ability a bit more but improve the remaining abilities.

Something more like:

Revised version Show


The deathtouch is a bit redundant but it does have its value.

Creating tokens at 1 mana without any other cost than a marginal life cost (especially when those tokens have lifelink too) is too strong. 2 mana for a 1/1 Lifelink seems a bit bad, so I gave them flying. Alternatively they could be 2/2s.

Being 2 mana makes sure you cannot generate a massive army in no time that can take over the board or chump block for days.

Changing his board buff ability to also trigger on combat damage on players makes sure your opponent cannot just let the Baron hit their face without further consequences than 4 damage.

Shifting the Baron from mono- to has no innate changes to his design and it still feels like he has elements from each color with emphasis on the double . You could choose to swap the Deathtouch for First Strike or Haste, but the buff ability triggering on damage to players makes it red in nature as well.

He doesn't encompass blue that well, except for the flying part, but I don't feel like he doesn't belong in blue.

To compensate for the harder casting cost you could bump him up to a 5/5 and possibly keep the Deathtouch along with either First Strike or Haste.

I like your suggestion but would advice to tone down some of the power.

Reading the lore about the Baron it seems like he is the scheming kind that takes a back seat and first execute his plans when he has sufficiently prepared or disrupted his opponent.

Not to replace your idea but to make another similar idea that would fit his being and would land him straight into a Commander product:

A Sengir Show


A very different take on the vampire lord, that embraces a more strategic and laid back playstyle rather than mass tribal. However it does fit rather well with aggro or control in multiplayer - Grixis is perfectly capable of both.

It does lack a vampire tribal theme but it seems like the Baron was not exclusively using vampires as his servants and soldiers. The color combination allows for many vampires to be used in the 99. If you want vampire tribal, I still think Edgar Markov is the better choice but the Baron offers an alternative.

In hindsight it may actually befit one of the Baron's agents rather than the lord himself.

Goading creatures makes your opponents destroy each other and also leaves the path open for your creatures to hammer some damage home.

Having the goading ability on the Baron (or maybe rather Agent) makes sure that the opponent can fight back by eliminating the Baron before combat. It also means that the Baron player has to invest in keeping the Baron out and alive to reap the benefits of his influence. And should he return, he regains his influence on those creatures.

Finally the active ability was a way to increase the number of Blood counters you can dish out in addition to further make the lives of your opponents miserable because they either kill off their Bloodletting creatures or they risk taking damage from them, which could become rather considerable given the active ability doesn't tap.

Considering the average amount of counters you get to put out, the life loss may need to be higher like 2 per creature to actually have a worthwhile impact. Multiple counters on the same creature are redundant.

It could be fun to include in the goading ability that creatures with Blood counters have +2/+0 to make it hurt a little more AND it may actually prove beneficial to Blood your own creatures at the expense of taking damage to the active ability and losing potential blockers. Thus it doesn't turn the Baron "off" just because your opponents choose or don't play creatures.

Finally, there are currently 4 cards that mentions Blood counters directly and none are in direct conflict with the Baron's abilities Bloodletter Quill Font of Agonies Rakdos Riteknife and Rayami. First of the Fallen .

There is no conflict with Rayami, although you may be in doubt for a split second. However cards don't keep counters on them between zones, with the extreme exception of exiling Skullbriar, the Walking Grave with a Blood counter on it.

Is it enough to warrant using another type of counter? Perhaps. Damn you Wizards... Ah well, if it is then substitute Blood counter for Corruption or Influence. Otherwise it's an extremely unique interaction.

rdean14 on Card creation challenge

2 weeks ago

Mana Drinker

Creature - Vampire Shaman


, : Target opponent sacrifices a land, and you search you library for a basic land and put it onto the battlefield tapped.


Intersting Challenge given Rayami. First of the Fallen is the sole green vampire.

Mono Blue Vampire!

Tzefick on Evergreen keywords becomes Skills

3 weeks ago

Getting back to responding to comments here;


  • "This is design space that evergreen keywords are actually trying to avoid. There are only a few rares and mythics that have the "list of keywords" ability. Not only is to complicating the intentionally simplistic evergreen keywords, it is also design space that had to be there at the start and cannot be reimplemented into game at any point. The list of words is not really available on the card, and that list can change."

Yeah, there is an issue with trying to pull together a group of mechanics that wasn't designed from the get-go to be a group of mechanics.

  • "Your reminder text:

  • (A Skill is a static keyword ability that applies to creatures, such as Flying, First Strike, Double Strike, Deathtouch, Lifelink, Haste, Hexproof, Indestructible, Trample, Menace, Defender, Vigilance, Reach, Flash, Protection, Landwalk, Fear, Intimidate, Shroud, and any Skill introduced at a later time)

  • Is increblity hard to parse and essentially just puts the text on something like Cairn Wanderer in parenthesis, while also making it somehow even longer. And you cannot put "and any skill introduced at a later time" as part of the rules or even the reminder text, because it says nothing."

Well a reminder text is always going to be a bit extensively worded. And this is meant to gather the lot.

If we look at the reminder text for flying for instance; "This creature can't be blocked except by creatures with flying and/or reach."

You omit the wording that creatures with flying can block creatures with flying, by implying the text on the opponent's flier.

Double Strike however is a little less elegant if you're going to be really explicit; "This creature deals both first-strike and regular combat damage."

In the context of a new player, what is first-strike combat damage? You have a reminder text that refers to another set of rule text. If you had to put it all out you would need to write;

"This creature deals damage before creatures without first strike or double strike, in addition to regular combat damage."

Caerwen's comment on rules needing to be consistent makes it more likely that this type of mechanic will only ever get greenlit if you parse it as Skill = static keyword ability. There are very few static keyword abilities that are not evergreeen that actually does something on the board, it's mostly evasive abilities such as Shadow, Horsemanship and stuff that happens while entering the battlefield like Amplify.

  • "Lets take a close look at Rayami. First of the Fallen . He lists specific abilities, because those are the keyword abilities the Sultai colors have access to:"

Well except first strike is only a tertiary ability for black and double strike being non existent in the strict Sultai color composition. Haste is also only a tertiary ability for black. So Rayami doesn't really adhere to what the color combination is strongest in and borrows abilities the color combination is not particularly good at.

  • "Odric, Lunarch Marshal intentionally list skulk, a blue-black abilility to both reference the set he is from and for flavor. So, while those abilities are listed in huge block of text, this is rarely used on a handful of cards."

From what I've read, Skulk initially started out differently as an experiment in Shadowmoor that WotC wasn't happy about, mainly due to the issues around Protection. There have been many variations of this type of mechanic even as old as Amrou Kithkin , Fleet-Footed Monk but back then it wasn't meant as a staple mechanic but as a simple ability. We have seen similar with Daxos of Meletis . Mistmeadow Skulk was the first experiment on creating that mechanic but was scrapped. Daxos may have been the second. Then it was revised to a dynamic evasive mechanic that was reintroduced and keyworded as Skulk in Shadows over Innistrad and aligned under Blue-Black.

While I agree that Ordric in principle shouldn't have Skulk, it may be a nod to both the mechanic from his plane and the initial experiment for the new evasive mechanic.

There are many abilities on Ordric that a strictly white creature shouldn't normally have; Deathtouch, Haste, Menace, Reach, Trample. Neither of them are white's abilities. Trample are featured on a few old cards and very few Keyword hoarders like Akroma and Ol' Winged-Dino as are Reach but they are not White's abilities.

  • "Finally, the large block of text is actually extremely appealing to any Timmy, so getting rid of it can disappoint pdemographics of players."

Fair point. I guess I would agree.


  • It seems a bit silly to use "this has never been done before" on a thread where you're proposing "let's do something that has never been done before."

What I meant by your point falling flat was because you proposed to replace one choice of term (skill) with another term (keyword ability). Neither have been used before in oracle text and both would be equally new as a term in oracle text. Therefore it seemed silly to me to propose one would be better than the other. So while you indeed could replace Skill with Keyword Ability, I don't see the point you're trying to make, as Keyword Ability is not a term used outside the comprehensive rules.

As a final underline, I think your point on arbitrary distinction hits home. If Skills would ever have a chance to become a term it would be under a broader distinction:

Skill (Static Keyword Ability)

However then presents the next issue; while keyword abilities are neatly classified and Static Abilities being defined under the rules, I think it would still be a mouthful to cement that distinction in the players' minds. The players know what a keyword ability is when presented with one. However classifying them as Static or not is likely a bit too much.

So while it could basically be done, I doubt it will sound appealing enough to implement.

It was fun toying with the idea of grouping Evergreens under one banner and utilize it as design space, but points have been made that this ground work needed to have been done way in advance to make it function.

jasonkrivera on Rayami's Soul Food

3 weeks ago

Hey thanks, Bloodsucker1211! I didn't even know people were trying to play aristocrats with Rayami. First of the Fallen ...because Rayami stops creatures from having death triggers. I thought aristocrats tried to capitalize on those triggers with Blood Artist and the like?

I wish I still had my Tabernacle, and I think the enchantment you're thinking of is Pendrell Mists . Great suggestion, and I have that noted!

I was thinking we could take advantage of some of the morph creatures with keywords. You pay to play the creature face down, and if that creature dies while Rayami is out it'll be exiled face up with a blood counter.

PS Nice username to go with Rayami!

Bloodsucker1211 on Rayami's Soul Food

4 weeks ago

Finally a good Rayami deck. There are a few but some people don't seem to understand aristocrats sucks with Rayami. First of the Fallen . The only thing I could think that would make this deck really good, would be The Tabernacle at Pendrell Vale . There is that enchantment which does the same thing but you can never have too many outlets lol

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