Rishkar's Expertise

Legality

Format Legality
1v1 Commander Legal
Frontier Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Aether Revolt (AER) Rare

Combos Browse all

Rishkar's Expertise

Sorcery

Draw cards equal to the greatest power among creatures you control.

You may cast a card with converted mana cost 5 or less from your hand without paying its mana cost.

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Rishkar's Expertise Discussion

br_dude on Crazy Cat Menagerie, XLN update (Standard, Budget)

4 days ago

I think Longtusk Cub has nothing to do with this deck, since you aren't working with energy. Also, Gideon's Intervention should be on side board. And your deck is lacking "draw power". Maybe Lifecrafter's Bestiary or Key to the City or Rishkar's Expertise or Feral Prowler or Ghirapur Orrery...

Verdant Rebirth might be interesting too... and Shapers' Sanctuary is a "must have" for your deck

Hope I could help!

PS: I don't like cats, but I'll upvote your deck!

Muglacious_NiceFaceToad on WonderCats

5 days ago

Howdy,I have been working on one myself too. These have been some good cards for me. I am assuming you are wanting to attack fast and powerfully. I think some instants and more card draw would be important to increasing your effectiveness quickly and protecting your creatures from removal once they know how much damage you can do with a double strike kitty. If you are not used to Protection from color cards... they are AWESOME. Useful for unblockability, targeting prevention, and damage prevention.

Powerup;-Forgotten Ancient, Overwhelming Stampede, Inquisitor's Flail, O-Naginata, Phytoburst, Larger Than Life, Mirror Entity(obviously only really good if you have a bunch of creatures)

Powerup Instants; Vines of Vastwood, Titanic Growth, Might of Old Krosa, Invigorate, Become Immense, Berserk

Card Draw; Rogue's Gloves, Mask of Memory, Infiltration Lens, (absolutely these 3) Hunter's Prowess, Momentous Fall, Rishkar's Expertise, Soul's Majesty.

Creature Protection/Unblockability; Mother of Runes, Gods Willing, Emerge Unscathed, Brave the Elements, Apostle's Blessing, Blossoming Defense, Heroic Intervention

Utility Card; Mirage Mirror, If you haven't used this card be prepared for its versatility. It is so good!

Also you may want to increase your amount of removal.

Cheers!

TheInnsanity on Sultai Control for Ixalan

1 week ago

backinajiffy:

I don't see where I mention ramp, although I've debated throwing Spring or even an Inspiring Statuary, which I like more because it can be cast off of Yahenni's. Yahenni's is really only there as a four mana board wipe to be honest, it does occasionally cast Supreme Will, but I originally thought it was just better than Bontu's Last Reckoning, one reason being that it makes a token that then survives the board wipe, but I think I will move towards testing and using Bontu's. Rishkar's Expertise with a Metallurgic Summonings in play on turn 6 has never lost me a game yet, although I've only pulled it off 3 times. There's a reason it's a one-of though, and I often side it out, especially if my opponent is blue and I know they are siding into counterspells. I think I've had it countered one time in a game one, and significantly more after game one, so it's definitely high on my list to side out, especially when siding in other 5+ mana spells. I've honestly only cast Nissa, Vital Force once so far (in six matches), so I'm not sure yet. the one time I cast her was in a matchup against a Revel in Riches deck where my opponent was at 7 life, when I had two 1/1 constructs, and I was fairly sure I needed to kill them that turn, or they would have a good chance of winning in a couple turns, I had like 25 cards left in my deck, so I Supreme Willed into Supreme Will into Nissa, cast her, and swung for exactsies after Fatal Pushing some two-drop pirate. So if we want to misrepresent data, she has a 100% win rate, but in reality I need more testing.

Thanks for the interest, throw me any other questions you have!

backinajiffy on Sultai Control for Ixalan

1 week ago

Hey great deck man, I like the changes you've been making over the past weeks.

  • I'm curious, you mentioned you added green to ramp into Metallurgic Summonings a turn early, but I don't see any green ramp cards in the decklist.

  • Also, I'm curious what I've been casting with Yahenni's Expertise free three drop. It doesn't seem like a lot of sorcery speed things are going on in the deck outside of maybe Supreme Wills ability on your turn

  • Rishkar's Expertise seems like a good card late after you've pulled off the combo, but have you actually had situations where its been useful? Seems like a little bit of a risk to include it in the deck.

  • How has Nissa, Vital Force been working for you? I get the +1 ability but the -3 doesn't seem super useful.

Bassmaster on Omnath, Locus of Creature Ramp

1 week ago

I actually do have Rishkar's Expertise in this deck now, and I used to have Bane of Progress but never found as much use out of it. But as for the others, while they are great for Omnath and just having mana and mana sinks are always nice, my play group does not react well to overwhelming decks. We play for fun not winning per se. The Titans would be great in this deck, but we basically banned them from our play group.

AmazingGrace15 on DINOQUAKE!!! (Dinosaur/Land Destruction EDH)

1 week ago

Looks like a very solid foundation. As for certain cards to remove, I'm seeing some weakness in cards like Elixir of Immortality, Berserkers' Onslaught, Stranglehold and Reverberate for the following reasons: In commander, Elixir of Immortality isn't going to do all that much. 5 life isn't a lot at all, and although shuffling your graveyard into your library is nice, I think you'd be better off with something that buffed your creatures or mana ramped even more. As for Berserkers' Onslaught, although it is a good card, I think you'd be better off with something that helps you against evasion, like Spidersilk Armor or Chaosphere. Stranglehold is entirely about your meta and how your playgroup plays, but if you're not getting that much use out of it then I think it is worth taking it out. I say that because in my playgroup we search our libraries infrequently and for basic lands, and we rarely ever take extra turns. Now for Reverberate, although it is good for control, I don't see it being super helpful. That is, unless it was just a way to cheat a tutor not in your colors (like Demonic Tutor), or something of the like. I rarely ever see people play cards like Reverberate unless they're playing a Narset, Enlightened Master deck, but maybe that's just my playgroup.

A general rule of thumb I go by is a simple template created by the guys at The CommandZone Podcast, where they say to include 10 draw cards, 10 ramp cards, 5 single target removal cards, and 5 board wipes. I notice there isn't a lot of draw, so you might want to consider cards like Rishkar's Expertise, Mind's Eye, or Elemental Bond. For ramp, there's always the signets as well as Kodama's Reach, Darksteel Ingot, Burgeoning, etc. I know you wanted to have a small focus on removal, but it is hard to do that in a deck that loves creatures. I usually find that 5 single target removal cards works well for me (that is, various cards like Swords to Plowshares, Oblivion Ring, etc.). Since this is a creature heavy deck, 5 board wipes is probably a bit much, but 2 or 3 is fine. You could even combo with a Blasphemous Act + Heroic Intervention if you wanted. Just a thought.

I know this is a long comment but I hope it helped. Looks great, good luck!

Keos027 on Master of the Dragonlords

2 weeks ago

@SpanishMarsupial thank you very much! always great to know people are appreciating your deck.

There isn't many Dragons printed lately. Glorybringer is definitely something to consider. Can be a substitute to Thundermaw Hellkite budget wise. Though with the reprint of thundermaw in Iconic Master, it might get a bit more accessible.

Support wise, Vizier of the Menagerie can both work as card advantage and help fixing the mana. Talking about card draw, one of the weakness of the deck is hand disruption. When dragons are being thoughtseized away it is sometimes hard to get back into the game, so cards that helps drawing more can be helpful. Shapers' Sanctuary could help dissuade opponent from targeting your dragons or at least help recover. Another card, though it might be a bit too slow for modern, I'd probably try Sunbird's Invocation. Same for Rishkar's Expertise.

I hope this gives you some ideas. Thanks again!

AllhydeNoJekyll on Wasitora

2 weeks ago

-1 Phyrexian Arena +1 black/green draw spell of your choice (Read the Bones, Sign in Blood, Rishkar's Expertise)

-1 Thundermaw Hellkite, as cool as he is, most dragons have flying and you don't need much more evasion than that. If you're looking for damage to non-fliers, +1 Siege Dragon.

-1 Lightning Greaves, +1 Swiftfoot Boots

-1 Sol Ring, +1 Worn Powerstone

-1 Descendants' Path dead draw, too much of a gamble each upkeep try +1 Heirloom Blade for similiar, but more consistent effect.

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