|Commander / EDH||Legal|
Printings View all
|Masters 25 (A25)||None|
|Masters Edition IV (ME4)||Uncommon|
|Fourth Edition (4ED)||Common|
|4th Edition Foreign Black Border (4EDFBB)||Common|
|Revised Edition (3ED)||Common|
|Revised Foreign Black Border (3EDFBB)||Common|
|Unlimited Edition (2ED)||Common|
|Collector's Edition (CED)||Common|
|International Collector's Edition (CEI)||Common|
|Limited Edition Beta (LEB)||Common|
|Limited Edition Alpha (LEA)||Common|
Combos Browse all
Red Elemental Blast
Choose one - Counter target blue spell; or destroy target blue permanent.
Red Elemental Blast Discussion
21 hours ago
So the first card that comes to mind is Mindslicer . In Rakdos decks, you can typically tune your 99 to make you the king of top-decks; this is part of the reason reanimating Sire Of Insanity is such a brutal play in decks like Xantcha, Sleeper Agent .
You're likely to be sacrificing a whole butt-ton of creatures. I advise ways to exploit your guys dying: Dictate of Erebos or Grave Pact come readily to mind. Skullclamp is pretty busted if you're going to be sacrificing creatures anyways, and its especially good seeing as you're running Gravecrawler already.
Zombies is one of the oldest archetypes, and thus it has access to a LOT of tribal effects. Cemetery Reaper , Death Baron , Zombie Master , Undead Warchief , Lord of the Accursed and Lord of the Undead are all good ways to pump your team and/or give them extra abilities. (Depending on the meta, you may want to run Bad Moon as well.) Call to the Grave is really good if you can tune the deck to have 2 or fewer non-zombie creatures. Dark Salvation and Liliana's Mastery are both viable cards in this deck. Graveborn Muse is another good card draw engine next to Phyrexian Arena , which I see you're already running. Unholy Grotto gives you a measure of recursion over your zombies. Noxious Ghoul also comes to mind, as does Withered Wretch as a form of one-sided graveyard hate.
One common issue I've seen in a lot of EDH decks is the prevalence of 1-for-1 instant and sorceries. In a majority of EDH games, you're going to have 2-3 opponents, rather than just one; this means you are facing roughly 2-3 times as many cards as you yourself have access to. Cards like Dreadbore and Terminate are good in 1-on-1 formats like Modern, but in EDH I have frequently found them to just not be good enough. I advise you run cards like Fire Covenant , Ashes to Ashes , Volcanic Fallout or Toxic Deluge instead. These have the potential to take out several creatures at the cost of one card, leaving you up that many cards over your opponents.
On a related note, since most games of EDH are decided by card advantage, anything you can do to draw cards will always be welcome. Ambition's Cost , Night's Whisper and the like are good ways to refill your hand. Wheel of Fortune is another good card, but it's about $100 now, so... consider carefully. Light Up the Stage is another one to consider. While Rakdos is good at topdecking, managing to draw extra cards means it is more likely to hit.
Looting effects tend to be very good in zombie decks, which have access to graveyard recursion. Faithless Looting is essentially card advantage in your deck, because you can discard things like Gravecrawler at no cost. Similarly, I advise running a bigger reanimation package (supplementing your Animate Dead ) to get back fatties your opponents may have killed or you may have discarded. Reanimate , and Necromancy are good cards -- if you want to get spicy, Dance of the Dead is a card most people have never played against before, mostly because it isn't nearly as good as the other three. But I figured I'd mention it. Also, a bigger reanimation package means things like Entomb or Buried Alive become exponentially better.
With regard to planeswalkers, Liliana, Death's Majesty is a good card for any zombie deck.
With regard to your lands: I don't think Blighted Fen is very good, and Temple of the False God should be replaced with Ancient Tomb if at all possible. If you want good utility lands that can kill pesky creatures, I advise Blast Zone . If you are able, I advise running Bloodstained Mire and/or the off-color fetches in order to grab your Blood Crypt or Smoldering Marsh . These fetches are in effect extra dual lands.
If you have a lot of recursion, which I see you do in things like Phyrexian Reclamation , you may have luck with pox-style cards. Pox is one of the most brutal cards to resolve in EDH, and Smallpox and Innocent Blood also can be played to great effect. Note that these get around hexproof, shroud and indestructible.
Depending on how hateful your meta is, you may want to consider some pretty mean red cards. Changing your land base slightly will give you access to Blood Moon , Magus of the Moon and Ruination , while Price of Glory will make people think twice about casting counter-magic. If your meta is as blue-heavy as mine, Pyroblast and Red Elemental Blast are also fine considerations. If you end up running a lot of lord effects, you may want to consider Pyroclasm or Anger of the Gods , as your guys won't die if they're big enough. Possibility Storm is a good way to disrupt combo players -- I should know, as I play Storm in cEDH.
Because black has literally only one card designed to destroy artifacts ( Gate to Phyrexia ), red is a welcome addition to the team. By Force is a favorite of mine, but Shattering Spree , Vandalblast and Shatterstorm are also good ideas.
Rocks are great in EDH, especially if they're only 1 or 2 mana. I advise Talisman of Indulgence to replace Rakdos Locket and Mind Stone to replace Commander's Sphere . Coldsteel Heart is good as well, though it enters tapped, just like Charcoal Diamond and Fire Diamond . Thought Vessel is also worth considering.
Good luck with deck building!
1 day ago
Here are my thoughts, in no particular order
Your land base is just 1 card away from running Tainted Pact for use with Labman lines. You should ditch that 2x island and run it. Also run the new Jace as a back up.
Omniscience + Show and Tell should be cut. Replace with Dramatic Reversal + Isochron Scepter . Its a more compact win, doesn't have the opportunity to blow up in your face, combos with Top and Copy Artifact, and both pieces have higher quality than the pieces they are replacing.
You run a lot of large CMC junk cards that will either end as dead draws or don't win upon resolving. Consecrated Sphinx should be put into play with reanimation, but since you don't run you should cut. Bolas's Citadel is just a bad Ad Nauseum. The handful of wheel cards over 3 CMC should be cut. Why spend that time giving your opponents cards on a soft combo when you could be tutoring and winning with the very easy A + B of Labman + pact? Specifically, Time Spiral Wheel and Deal Reforge the Soul Whispering Madness . Replace those cards with more format staple counterspells and removal. Swan Song Dispel Flusterstorm Red Elemental Blast Abrade Shattering Spree .
Really not wild about Molten Psyche or Winds of Change either. You are losing card advantage on both (-1 to be precise). Notion Thief and Waste Not are both strong when used with a wheel, but it isn't worth devoting that many deck slots to combos that don't explicitly win. You would be better off running tutors instead, which will help you get whichever A or B part of the Notion Wheel combo you don't have in your hand.
You really don't need to run Mission Briefing if you are running Snapcaster AND yawgill AND past in flames.
You should highly consider Chain of Vapor as well as Hurkyl's Recall . Both allow you to gain mana and storm when combined with the mana positive rocks, which feeds into your Aetherflux Reservoir line. They also double as removal and can combo break opponents who are trying to win.
You should include Mana Vault , its much better than Basalt Monolith . Thought Vessel should also be cut, even Prismatic Lens is better. The no maximum hand size will literally never be relevant, because if you are drawing that many cards you should be able to win instead of passing the turn. If you do have to discard down to 7, just keep the 7 that allow you to win and protect the win. You should also run Chrome Mox because of the high card advantage you generate.
28 lands means you're in danger of getting staxed out, very easily. Any artifact hate with early taxes means you're caught and discarding cards for multiple turns. The land base you're running could also use a tune up. You should include the painlands Underground River etc. as they enter untapped and provide color diversity without extra requirements. The two-or-more-opponents lands I'm not a fan of, but playing in a pod means they'll be live. The two-or-fewer-lands lands I'm not a fan of, and firmly believe you should cut. Checklands are fine, but replaceable long term. You should also run more rainbowlands, specifically Forbidden Orchard Gemstone Caverns Tarnished Citadel . If you are running Tolaria West as a 0 drop tutor, don't count it as a land towards your total, if you're running it as an island, it comes out tapped so cut it.
Your cantrips are a bit goofy too. Thought Scour should be replaced with Sleight of Hand , which gives you more flexibility about the card you get as well as gets around draw restrictions such as Alms Collector or Spirit of the Labyrinth . Fact or Fiction is simply too much CMC. I'm personally not a fan of Scroll Rack but that's entirely your call.
Terminate should be Pongify or Rapid Hybridization . Its 1 cmc cheaper and less color intensive, and if you lose to a 3/3 token you were going to lose anyways. Notably, Kess can kill the token by blocking.
3 days ago
6 days ago
I'm playing a similar list, since 2 weeks, i'm not convinced in having that much ETB creatures. Many times, only having 1 or 2 with stornger effect is enought to close out the game in few turns. My battlesphere for example, was on my first list, but it's felt like it's too weak compare to some of the dragons. On attack trigers are also not that good, because they don't proc on Ilargh, so Etali is basically a : pay 6, pass turn, attack with an etali. Instead, i prefer add a lot of "haster" which provides illargh haste the turn he came on the battlefield, and it's pretty efficient. (on my meta at least) Anger it's pretty good at this, Urabrask the Hidden , which cost 5 , as ilargh does, but provides a pretty good stall effect, Hall of the Bandit Lord , which give haste to any creature for 3 life on a land is relevant too. Mirror March is more a fun card on this deck, and i totally understand why you play it, but if you're looking for upgrades, i think it's an easy cut too.
that's all for me, keep praising the BOAR.
1 week ago
Daedalus19876: Thank you for putting this together.
I see you are also in favor of cutting Izzet Charm and Stifle . I pretty much agree on that, and will probably doing that myself shortly. I haven't used Stifle in the past 15 games I draw it and it sits pretty dead.
I'm surprised you cut Counterspell for something like Delay , do you find it to be too color intensive? I rank Counterspell above it in terms of things I'd personally include, especially since we have a lot of access to blue mana in this deck, and it's only a two color deck.
Another card I would put over Red Elemental Blast maybe is Gamble , though it's meta dependent if you're running into a lot of blue players. I think we have just enough interaction to deal with them though, so we don't need both Pyroblast and Red Elemental Blast . Gamble is a decent tutor that usually gets us what we want.
I'm probably going to be adding Blood Moon to the deck. A few times when someone else has played it, it hasn't really disrupted me, and it absolutely destroys more complex mana bases. I've cut the number of mountains I run to 3 (as we have 3 fetches that can only get mountains), and I run 8 islands to ensure I don't get hosed by it myself. I am just figuring out what to cut for it.
And yeah, I'm working on getting a Volcanic Island ...eventually. I've paused my spending on MtG at the moment haha.
1 week ago
LiquidGaming if you are playing Faerie Trickery as a counterspell for the exile ability on it you might want to consider Dissipate and Void Shatter . Another counterspell I would HIGHLY recommend is Rewind . At first it seems good just slightly too expensive, but I'll just say from my experiences with this card it's a 10/10 as a counterspell. BTW, even if you don't add both Dissipate and Void Shatter to this list I would recommend you cut Faerie Trickery for Void Shatter only for a few very minimal benefits ( Tarmogoyf , Red Elemental Blast , Pyroblast , Iona, Shield of Emeria , etc). The only possible downside to Void Shatter that I will bring up is that you can't pitch it too Force of Will , but your mono blue so this will probably never cause an issue. If you do find this to be an issue I would still recommend you change Faerie Trickery to Dissipate for the very minimal benefit of slowing Tarmogoyf .
BTW, nice list and if you would like me to take the time to list any/all possible upgrades/suggestions for your list I would be more than happy to do so. Just let me know if you would like me to make these suggestions or not.
1 week ago
some good staples in BR are Rakdos Charm , and Kolaghan's Command . I would add more ramp like Rakdos Cluestone , Fellwar Stone , etc. if not adding one or two more land. Also since you are in red, how about some counterspells like Red Elemental Blast and Pyroblast .
2 weeks ago
Since you're using Dash costs, which to be honest I had never heard of before now but good for you for using it, Brave the Sands does not seem like a good fit. You creatures will be returned to your hand at the end of the turn, they do not need vigilance or better blocking. The ones that aren't dashed in will likely be better off alive than blocking, and I doubt your opponent will tap out against you with such a threat of burst damage. Speaking of burst damage, Lightning Bolt , Lightning Strike , and other burn cards may give you the reach you need once an opponent begins to develope a board to contest yours. Instead of Brave the Sands , I would recommend cards such as Mardu Ascendancy , Flowstone Surge , Glorious Anthem , or Goblin War Drums .
Dash Hopes , while flavorful (which may be good enough to keep it in, your call), is not particularly good. Mardu counterspells include Lapse of Certainty , Pyroblast , Red Elemental Blast , Imp's Mischief , and Withering Boon depending on what you need for your play group. Though to be honest, I'm not sure whether you need them. The counterspells are what I would replace for extra burn or card draw.
Hope this helped and good luck with your deck!
Red Elemental Blast occurrence in decks from the last year
All decks: 0.03%
Commander / EDH:
All decks: 0.03%