Risk Factor

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Guilds of Ravnica (GRN) Rare

Combos Browse all

Risk Factor

Instant

Target opponent may have Risk Factor deal 4 damage to them. If that player doesn't, you draw three cards.

Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)

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Recent Decks

Risk Factor Discussion

Red_X on guilds standard brew

8 hours ago

So, there's a few things going on here. First, you're running a 4 color deck with no mana fixing and multiple cards with either two color requirements or double single color requirements. You can help this by running some mana fixing like Flower / Flourish, or by cutting a color. Second, your curve is pretty high, especially with no ramp. I'd probably cut a couple of the 6 drops, most likely the Inescapable Blazes. If you want a good finisher to dump mana into, Banefire generally does it better, but in your deck I think you just want big creatures like Doom Whisperer or an angel. Finally, you're running a lot of cards that don't work super well in a midrange deck. Settle the Wreckage is generally a control card because most midrange decks want to play something on their turn and can't afford to keep up 4 mana, Risk Factor is more of an aggro card because you don't have the ability to pressure them fast enough to make the 4 damage relevant, and you don't have the time to spend 3 mana to only deal 4 damage. Also, you can't play the explosion part of Expansion / Explosion, and expansion is only really good if you're playing giant spells that are worth copying, and is just ok the rest of the time. You have the core of a good midrange deck, but cutting a color/adding fixing for consistency, switching the instants out for more creatures or powerful sorcerys so you aren't awkwardly holding up mana on certain turns, and lowering the curve can help you out.

Oldschool930 on Tausendjähriger Sturm

9 hours ago

Yeah...you can remove the counters and drop Risk Factor or the Lightning Strike/Shock combo or whatever...it's good fun.

joshgambit on Advertise your STANDARD deck!

19 hours ago

CrimsonRum I like the concept of your deck; I did have a question about Fiery Cannonade. It will deal damage to your own creatures as well, so I wonder if another card may be of better use? Personally, I'd put Goblin Chainwhirler in your mainboard. Maybe put a full playset of Risk Factor in your mainboard as well?

I like mono red decks, and I would play this deck any day.

Anyone have suggestions on my deck? I've played it successfully several times, but only against a couple of decks. I'm looking for any adjustments; I think the sideboard may need some help...

My deck:



SufferFromEDHD on Fiery Big Stuff

23 hours ago

Endless Atlas is strong draw in mono colored.

Isolated Watchtower is strong with lots of basics and triggers Valakut.

Reiterate is a better Fork/Reverberate. Consolidate the two into one stronger card.

Risk Factor another copy of Browbeat but stronger.

Repercussion burn everyone and everything.

multimedia on Mono-Red Midrange

2 days ago

Hey, good ideas, but consider going bigger?

Consider Legion Warboss, Siege-Gang Commander and Experimental Frenzy? The Goblins work well to bring a go wide strategy with Steam-Kin and Frenzy is a busted card advantage engine for red especially with Steam-Kin.


Consider this example:

Other Spells


Good sideboard cards to consider are: Banefire (control), Fight with Fire (Lyra Dawnbringer), Lightning Mare (control), Fiery Cannonade (aggro and tokens), Shivan Fire (Llanowar Elves), Risk Factor (control), Dire Fleet Daredevil, Sorcerous Spyglass (Planeswalkers), Sentinel Totem (Golgari).

Good luck with your deck.


n0bunga on BioChromatic Breath

2 days ago

Testing Risk Factor in the main. It seems to work really well in conjunction with Creeping Chill and Conflagrate to just burn opponents out, and helps turn Bloodghasts on faster.

Instant speed is a huge asset and it can be cast from the grave for the same cost as a flashbacked Faithless Looting.

LeafMeAlone on Jeskai Control

3 days ago

perheps Risk Factor?

coronablurr on Izzet Christmas?

4 days ago

Hey All,

Sorry, stepped away for a few days. I appreciate all your input!

Dash - thanks for testing so much, really appreciating your feedback.

nbkelly, how are you behaving when you have frenzy going? Are you sitting on the top card since it's an instant (like you would in your hand)? Although it's a bit counter-intuitive, Experimental Frenzy should really lead to a whole bunch of spells on your own turn. The reason for this is so you can still play lands and creatures off the top of the deck and get as many spells in the pipeline as possible. Additionally, one of the most fun (and challenging) things to keep in mine when playing ANYTHING that draws you cards with Experimental Frenzy in play is to hold priority, keep it on the stack, and keep running the top of your deck, casting as many instants as possible until you hit an unplayable or land clump. ONLY THEN do you let you Risk Factor or Radical Idea resolve. The beauty of this is that they then draw you THROUGH your clump, and hopefully get your foot back on the gas. When it works, it's immensely satisfying :) (AKA - Izzet Christmas!) I will be honest that this deck has some hail-mary moments when playing, where you are hoping for decent top decks, but I have done what I can so far to try and mitigate this. Radical Idea is a perfect fixer for the top-deck, and honestly it's good to play them early game if you can so they're in your graveyard come frenzy time.

Also, you need to decide during many games when to pivot to killing the player directly vs removing their creatures. Removing creatures with your burn is great if you get some additional combat damage in with your creatures, but if they start overwhelming you, you may need to start burning them more aggressively. I've taken opponents down 16+ damage in one turn when they seemingly were about to win, all off of cards I cast because of Experimental Frenzy.

washedape - Experimental Frenzy allows for far more explosive turns than simply drawing cards. Both ways would work honestly, but Experimental Frenzy just allows you to play SO MANY cheap spells. Most of the good card draw spells are expensive in mana, so by the time you've drawn them, you are low on mana to actually use them. At least that was my experience from playing more that way initially.

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