Retreat to Hagra
Landfall — Whenever a land enters the battlefield under your control, choose one —
- Target creature gets +1/+0 and gains deathtouch until the end of turn.
- Each opponent loses 1 life and you gain 1 life.
Printings View all
|Commander 2018 (C18)||Uncommon|
|Battle for Zendikar (BFZ)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Retreat to Hagra occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Retreat to Hagra Discussion
1 month ago
Hi Spell_Slam. You made some great points about your suggested cards. I've had to think quite about each pick to decide if my current selection of cards is better for each one you recommended. Here are my thoughts:
- Sanctum of Ugin is a very narrow tutor with very specific conditions and a very specific set of cards it can find. I currently run the following four tutors that can find any card: Demonic Tutor, Gamble, Rune-Scarred Demon, and Vampiric Tutor. I think these are better choices for a tutor slot.
- I agree with you on Bedevil. It's already in the deck :)
- For "enablers" (cards that help you cast your commander), I prefer straight up guaranteed damage on a card to the repeatable but also conditional damage that Retreat to Hagra offers. The same thinking applies to Bitterblossom. In particular, I've deliberately built my version to be as fast as possible (the MTG concept of tempo is in play here). So I'm wary of waiting a turn for anything to happen with these cards. Considering I only need one point of damage to an opponent to cast my commander, I'd rather cast a card that can immediately enable Rakdos, Lord of Riots to hit the field.
- What's interesting about Bloodgift Demon is that it does multiple things but does those things worse than other cards. Realistically, I'm not going to give an opponent a card for 1 damage to them, so of course I'll be drawing the cards. Thus, in terms of drawing cards it reads "3BB: draw a card next turn and take 1 point of damage". Which doesn't sound that great. Obviously it's also a flying creature and therefore can get the damage needed for our commander. But so can Fanatical Firebrand but it's just 1 mana. For these reasons, I had a hard time justifying Bloodgift Demon in the deck (I've previously played it so I have experience with it). I'm not saying "I'm right" here, just that I've found tjhe deck to be much smoother with low-cmc enablers and high-cmc finishers. The midrange costs of 4, 5, 6 mana are tough slots to fill and REALLY need to justify themselves. This is also the thinking behind me leaving Solemn Simulacrum on the sidelines.
- Regarding Wheel of Fortune and Reforge the Soul, I definitely get what you're saying. I can't say you're wrong at all. For me, this comes down to personal preference. I can't tell you how bad it feels to draw 7 and get not much of anything I need while giving my opponents 21 cards to choose from. I'd rather let my opponents do the work to draw their own cards rather than hand them answers to my board state.
Thanks for your comments. I'm definitely open to further discussion about your suggestions. In particular, if you can recommend cards I might remove to put in the cards you suggested, I think that would help facilitate future discussion. It's find that it's easy to suggest cards but much harder to suggest specific swaps, as often the swap doesn't look so good once you realize what's coming out of the deck.
1 month ago
Board wipes that seem "on theme" and white "ramp" to consider. Kaya's Wrath Fumigate Retaliate Austere Command Decree of Pain Martial Coup Merciless Eviction Descent of Dragons Angel of the Dire Hour Magister of Worth Sunblast Angel Boreas Charger Oreskos Explorer Surveyor's Scope Solemn Simulacrum Sword of the Animist Verge Rangers Smothering Tithe Sword of Feast and Famine Dowsing Dagger Flip
Queen Marchesa doesn't have a clear single way to build so you have lots of options. However, I feel like said you want to play her like the Kween she is and create a royal court full of politicin' and group interaction to make all the boys whine. I don't think you want to discourgage people from taking the monarch from you, more encourage them to swing others IE: NO Ghostly Prisons, YES Teysa effects. Punish the ones who swing you only after the fact and reward the ones who swing others. There is a lot listed!
You will also want to get retake the throne each turn and lets face it, the Assasin's won't always get through Dauthi Embrace Dauthi Trapper Nether Shadow Nether Traitor Soltari Visionary Changeling Outcast Tormented Soul Break Through the Line Ferropede Gingerbrute Key to the City Whispersilk Cloak Trailblazer's Boots Zhang He, Wei General Yellow Scarves Cavalry Wei Night Raiders Wei Scout Xiahou Dun, the One-Eyed Lu Bu, Master-at-Arms Guan Yu, Sainted Warrior Shadow Alley Denizen
Finally here are some other fun interactions befitting the royal court. Crown of Doom Kor Haven Cathars' Crusade Electropotence + Pandemonium (Nasty with deathtouch) Field of the Dead Mentor of the Meek In the Web of War Mace of the Valiant Ogre Battledriver Orc Sureshot Mathas, Fiend Seeker Master of Cruelties Anya, Merciless Angel Tree of Perdition Alesha, Who Smiles at Death Ashling, the Extinguisher Azra Oddsmaker Aurification Bloodforged Battle-Axe Contested War Zone Thaumatic Compass Flip Dread Elbrus, the Binding Blade Flip Iroas, God of Victory Aurelia, the Warleader Gisela, Blade of Goldnight Five-Alarm Fire Hellrider Hixus, Prison Warden Larceny Necropolis Regent No Mercy Phage the Untouchable Quietus Spike Skeleton Key Throat Slitter Varchild, Betrayer of Kjeldor Vraska, Scheming Gorgon Scourge of the Throne Akroan Horse Captive Audience Goblin Spymaster Forbidden Orchard Clackbridge Troll Hunted Dragon Hunted Lammasu Hunted Horror
Theme directions to explore? Lifegain to stay above the swings? Angelic Chorus Answered Prayers Anointer Priest Authority of the Consuls Ayara, First of Locthwain Daxos, Blessed by the Sun Healer of the Pride Impassioned Orator Pious Evangel Flip Soul's Attendant Soul Warden Archangel of Thune Suture Priest Ajani's Welcome Dawn of Hope Deathgreeter Exquisite Blood Epicure of Blood Falkenrath Noble Karlov of the Ghost Council Noble Purpose Righteous Cause Sanguine Bond Searing Meditation Seraph Sanctuary Serene Steward Shattered Angel Spirit Loop Sun Droplet Vizkopa Guildmage Well of Lost Dreams Alhammarret's Archive Licia, Sanguine Tribune Ayli, Eternal Pilgrim Eternity Vessel Chalice of Life Flip Resolute Archangel Storm Herd Felidar Sovereign Divinity of Pride Serra Ascendant
Aristocrats of the Court (slow life drain strategy)? Bastion of Remembrance Corpse Knight Impact Tremors Purphoros, God of the Forge Blood Artist Zulaport Cutthroat Outpost Siege Bontu's Monument Brutal Hordechief Campaign of Vengeance Cliffhaven Vampire Cruel Celebrant Kambal, Consul of Allocation Polluted Bonds Retreat to Hagra Vindictive Vampire revenge Sorin, Grim Nemesis Judith, the Scourge Diva Stalking Vengeance Syr Konrad, the Grim
1 month ago
Deathbringer Thoctar is like another copy of your commander, except it pings even harder.
Kumano, Master Yamabushi was the original pinging commander. I think it's still worth including him. He's a great mana sink and just pinging for one and exiling is great. Note you won't get the experience counter if the creature is exiled, though.
Balthor the Defiled will reanimate almost all your creatures.
Is Zirda really doing that much for you? It seems to me like you can't really do much with the activation discount aside from making your equipment cheaper to equip. You certainly aren't using it for the body or activated ability. You could be running much better cards in your maindeck that aren't restricted by Zirda. The first thing I thought of when looking through your deck was Torpor Orb, for example. You have 0 creature ETB triggers, making this an excellent choice. Retreat to Hagra and Archetype of Finality are also not options for you right now.
Chandra, Flame of Kaladesh can't target creatures. It's still a great card, but it doesn't help your commander until it flips.
Your deck's curve mostly tops out at 3, with very few exceptions. I would think about cutting to 36 lands and maybe 8 mana rocks.
1 month ago
I don’t like Liege of the Tangle much, especially if your playgroup’s meta runs many boardwipes since the lands stay creatures as long as they have counters on them whether the liege is on the battlefield or not. Making a bunch of 8/8s is powerful for sure though, and if you can manage to only use untapped lands after casting him then it’s probably ok. Then at least you get your use out of him. I’m also on the fence about the Embodiment of Insight, but being able to swing with the above 8/8s and still use them for mana sounds great to me. The 3/3s from the landfall ability may not always be relevant, but still could have purpose.
I’d also suggest finding room for Ramunap Excavator for some redundancy with Crucible of Worlds, since you don’t always want to be using Windgrace’s minus ability to get lands back. Again, powerful ability, definitely use it, but being able to discard a land to draw two cards has been so useful for me.
Gitrog is awesome here, and as much as Omnath is expensive, he does work too. Since you’re using some fetches like Terramorphic Expanse and Jund Panorama I’d recommend Titania, Protector of Argoth too. She’s so good. Even better if you find the budget for cards like Wooded Foothills, Verdant Catacombs, Bloodstained Mire and the other six fetches you can legally run here. The more density of lands that sac themselves the better. Especially if you get Mina and Denn, Wildborn or Gitrog our with them.
Ok. So we’re looking for up to 6 slots for the four you wanted, and possibly the two I suggested. I’m first looking at your high cost cards since you’re adding a couple, and whatever else feels low impact. I’ll try to suggest more than 6 so you can think about their roles and how you see them fitting, cause this is your deck and how it plays is your fun, not mine.
Moldgraf Monstrosity recursion good; random bad, expensive bad, and if it gets exiled by not its ability;bad.
Charnelhoard Wurm; recursion of any card, really good; expensive bad, combat damage reliant, possibly bad.
Thantis, the Warweaver; flavour super cool, ability to speed up games; good, relevant to your decks plan, not really.
Rubblehulk is a huge body, for me his bloodrush ability is probably the most useful thing, otherwise there will be times he does nothing. The ability to get in for lethal off his bloodrush ability is real though.
Etali and Flameblast, not on theme but both super powerful. I like Etali better; that ability is so useful, a bit random but free spells are free spells. That being said flying is a real threat to this deck so having the dragon could be useful too.
Baloth Woodcrasher; just a beater, an on theme beater that could potentially be a really big trampler if you get a bunch of lands entering on the same turn, but nonetheless still just a beater. The multiple fetchland recursion is when I love playing windgrace the most though so I see the appeal. Crash of Rhino Beetles is kind of the same. Although a 15/15 is nothing to scoff at. Zendikar Incarnate fits here too.
Emissary of Grudges; it’s interesting and it’s ability is useful. It’s also late game and I don’t see how it contributes to your game plan. I could be wrong though.
Gyrus, Waker of Corpses is cool but might not be on theme. I’m not sure how often you need your creatures in your graveyard though.
There might be some more effective cards than Lavalanche (single target,) Retreat to Hagra (but deathtouch is nice, and the other ability could have some nice turns in corner cases,) and a few others but functionally I don’t have complaints about them.
Sorry for the wall of text, but I don’t like giving my input without the thought behind it.
Anyway, what do you think?
1 month ago
I've got my own Rakdos deck. It's my favourite!
Sanctum of Ugin is an excellent land to have, since it often means dropping multiple fatties in the same turn. Having many colourless lands can make it difficult to cast Rakdos, but it's very much worth it with this land.
I eventually cut my Terminate for Bedevil and haven't looked back. The extra mana is well worth the flexibility.
Bitterblossom is an excellent source of evasive creatures to be able to cast Rakdos repeatedly. It gives you tons of chump blockers and eventually an army all on its own.
Retreat to Hagra is also a great way to get Rakdos into play by just playing lands. It also gives you a bit of life back and can also pump up some creatures and give them deathtouch occasionally.
I would cut some of your worse card draw spells for Bloodgift Demon. It's another copy of Phyrexian Arena and can also fly in and attack for 5. It also benefits from the Rakdos discount while also remaining playable in the mid game on its own.
Wheel of Fortune and Reforge the Soul are also excellent draw spells. I usually get way more out of it than my opponents do, especially when I can dump my hand, draw a new seven, then dump my hand again.
No Solemn Simulacrum in this deck? It's great when you can cast it for free off Rakdos and it can occasionally get in for some damage to help cast him.
I tried to optimize my deck to get Rakdos out as early as possible (turn 4, sometimes 3). I also run more traditional "pingers" because I have a deathtouch sub-theme as part of my removal suite. Other than that, our lists are really similar. Check it out here
3 months ago
Looks like a good start! You might like these: Spear Spewer, Shepherd of Rot, Retreat to Hagra, Sandstone Oracle, Ancestral Statue, Cloudstone Curio, Duplicant, Stonecoil Serpent, Herald of Leshrac, Angrath's Marauders, Sepulchral Primordial, Cauldron of Souls, Colfenor's Urn, Talisman of Indulgence, Fellwar Stone, Arcane Signet
4 months ago
I would cut every instant you have except Vraska's Contempt, and only because it's decent to start with. Regarding your lifegain, lifegain is the worst strategy in EDH. Life doesn't do you anything unless you have a way to use and abuse the lifetotal (Necropotence, Aetherflux Reservoir, etc....)
Cabal Ritual - Better in storm/competitive builds. There is nothing wrong with it tbh, but understand that you will be at a card disadvantage after casting ramp that only ramps you for one turn. You should add more artifact ramp instead.
Sorin's Thirst- Much better removal for cheaper like Go for the Throat
Suffer the Past - Grave hate is nice, instant speed too, lifegain is useless. Better grave hate if you really want it
Tendrils of Corruption - A pet card of mine, but 4 mana to hold up at instant speed is hard (same issue with Vraska's contempt). Replace with cheaper removal such as Hero's Downfall
Radiant Fountain - Does nothing good, replace with Deserted Temple to untap coffers or nytkhos. Don't forget to add urborg in place of a swamp
Cutting enchantments..... (lots are expensive)
Palace Siege - Useless draining and weak recursion
Polluted Bonds - Weak IMO, costs too much like the others
Retreat to Hagra - Both modes are weak
Revenge of Ravens - Lifeloss is minimal
Trespasser's Curse - See above
7 months ago
Haven't seen this combo before, but it looks juicy. I think a problem you might have is just getting some guaranteed damage to get the Bloodchief counters. Subbing in a Piranha Marsh or two for some swamps could get help in getting some of those counters.
Something like Stab Wound would be perfect if they have a big enough creature to put it on. Highway Robber also guarantees the 2 life loss and is a man on the field or Hideous End for some removal, and to get a trigger on your enemy's turn.
Hope this helps!