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Rite of Flame
Add (Red)(Red) to your mana pool, then add (Red) to your mana pool for each card named Rite of Flame in each graveyard.
Rite of Flame Discussion
1 month ago
as always, I appreciate your input. I see what you mean as far as sitting on the fence between super fast turn 2-3 and long game. So, here is my compromise, what if I just lean into the super fast part by adding additional ramp such as Simian Spirit Guide , Pyretic Ritual , Rite of Flame and Crystal Vein and remove some of the extra interaction? Ill make room form Copy Artifact and Brainstorm . I am considering Personal Tutor and also Merchant Scroll , would I be better off picking one or the other or would both be fine? I do currently have Scroll Rack in the deck. Those evasive enchantments are good and I can see how they would help, I did have Aqueous Form in the deck previously, I will consider those and see.
2 months ago
Narset isn't considered tier 1 due to color identity (no G or B really hurts), mana cost, and lack of consistency. Slotting enough topdeck tutors to make it "go" reliably eats away slots that should be filled with ramp, removal, or counterspells. The high density of extra turns required to consistently hit one in the top 4 means you'll wind up with them sitting in hand as expensive dead draws unless you're already comboing out with free turns for a win.
Sarkhan also has a point about your damage output. The only way you're getting kills is empty deck + Nexus or Beacon. With both of them countered or exiled or in hand, your combo stops. Also consider that 19x4=76, so unless you've magically drawn or milled 10-16 cards, you'll run out of turns and swings before hitting empty library. You could always hit Nexus or Beacon the 4 extra times required to achieve empty library state, but you're leaving your fate to chance. Also consider, you could just entirely whiff on your first 4 drawn and have to pass the turn, or really at any point in the combo chain. You should also consider that without any combat buffs or even first strike, any 2 power critter with first strike OR any 2 power critter with 4 or more toughness makes you really sad.
I think you're missing out by not running a suite of wheels and red mana rituals to help power out early Narset. Wheel of Fortune Timetwister Windfall should be included for sure, if for no reason but to neutralize runaway card advantage of opponents on turn 1. Great for refilling hand after dumping rocks and rituals too. I would also include Rite of Flame as it lets you hit many 2 cmc rocks on turn 1. Pyretic Ritual and Desperate Ritual are also options but rather slot heavy for what they give you. Seething Song is nice ramp but gives an overproduction of red that makes it hard to turn it into Narset.
Your lack of counterspells means its really easy to shut off your combo turn. Swing and reveal a free turn, it gets countered, and you're left twiddling your thumbs hoping someone doesn't win before your next turn. Similarly, you can't protect Narset from pyroclasm effects or wrath of god effects. Null Rod or Stony Silence or the new Collector Ouphe coming out before you've played Narset means you are going to lose before you can draw enough lands to get to 6. You run two cards that can remove either of those cards, and 3 that can counter it. Similarly, Kataki, War's Wage and Manglehorn also cause big problems. And please don't try to tell me you just go too fast to be stopped by them. Stax pieces also cause immense problems for this deck, just like your other deck, because your removal is so low. Turn 1 Trinisphere makes this deck cry big sad tears. Stranglehold means you have to flip into your only 2 answers or also cry big sad tears, you can't tutor to them and you run almost no draw. The list goes on.
I asked this on your other deck too, but what decks are you playing against? You keep saying you play against competitive decks in a competitive league, but there's just no way you're facing optimized decklists and players who make correct choices based on board/hand texture if this and your other list are big winners at the table. Are you pubstomping 15 year olds in your small town of 1,000 people? That's really what this list looks like. The fact you continually archive comments that are literally only days old on this list and your other because they contain criticisms of your list speak a lot about what it is too, and it makes it hard to find actual discussion on your deck because you keep stifling it. This is just a pubstomp list to snag those +1's and views from casuals, nothing more, you even have a +1 button in your description ffs.
For real though, stop tagging your pubstomp lists as competitive and talking mad game about the cEDH community. Your deckbuilding philosophy is "let the rest of the pod stop others from winning" and it really shows man. Your opinion about turn 4 means nothing because the meta revolves around the turn 3 board state. You have a real head-in-the-sand reaction to critiques of your deck, and calling us "sheeple" for realizing only certain commanders are actually viable at the premiere competitive level is rather childish. Yes, its cool to make lists for commanders to try to make them relevant, but there is actually a power level difference that gives a strong edge to certain commanders and decks. Spend some time and learn the meta before shitposting and making me write paragraphs. Again.
And yeah, I'd love to see some step by step instructions. I'm not confident this deck gets to empty library state from one swing, or even 2 or 3 swings. Also stop assuming that hitting a piece of MLD is the same as an extra turn, using MLD then passing leaves you vulnerable to the dorks and artifacts that are EXTREMELY common in cEDH, you're just handing games over to competent players who realize MLD is a viable strategy in cEDH and appropriately diversify their mana base.
2 months ago
When you can play 5+ copies of each card, there's about a million different ways to win on turn one. For example:
Even if you make the format Standard-only, you'd still have people doing bullshit like making a deck with nothing but Viashino Pyromancer s, Ghitu Lavarunner s, Wizard's Lightning s, and Mountain s for guaranteed turn 3 or 4 kills. There's a reason there's a limit of 4 copies. Without it, you end up with either a format that's decided by the coin flip or a banlist longer than the dictionary.
3 months ago
Mhh, you may have a point there. I chose to play reanimation spells to 1)cast sun crowned hunters for less Mana, 2) Have some resilience against removal 3) Take full advantage of the card filtering package (looting and reunion) by actually using your graveyard. Using some ramp spells may be an alternative plan, but it'll require a whole different build. IDK if given that build I'd rely on an x/1 non-hasty creature though. Perhaps that build should have something like Simian Spirit Guide , rituals like Rite of Flame , or as you said Mana dorks like generator servant or Iron Myr . The issue of relying on Mana dorks like that is that they're really soft to removal and that you lose the resilience reanimation gives you. Maybe on a more all-in version which tries to combo off ASAP, but even there, IDK if it's better to play rituals, cantrips like Manamorphose and Gitaxian Probe to net you the combo pieces, and perhaps Lotus Petal or Simian Spirit Guide .
4 months ago
If you really want to take this deck to the next level then you need all of the fast mana and tutors: Mana Crypt , Mana Vault , Grim Monolith , Mox Diamond , Mox Opal , Chrome Mox , Mox Amber , Talisman of Indulgence , Lotus Petal , Dark Ritual , Cabal Ritual , Pyretic Ritual , Desperate Ritual , Rite of Flame , Culling the Weak , Infernal Plunge , Lake of the Dead , Bubbling Muck , Rain of Filth , Grim Tutor , Imperial Seal , Vampiric Tutor and Diabolic Intent .
Rakdos is also the color combination you need for Worldgorger Dragon + Dance of the Dead , Animate Dead or Necromancy infinite combo. Use Buried Alive or Entomb to pitch one of the Kiki combos or to pitch the dragon and then use one of the enchantments to start the combo. Be sure with Dragon combo to have another creature in the GY or you draw the game with an uninterruptible infinite combo. Other cards that help these combos are Victimize and Final Parting .
5 months ago
With all due respect, several of those analyses are almost certainly wrong.
Blazing Shoal would see no 1-of play. It's good as a 4-of because of blazing infect. It's not good outside of that deck.
Eye of Ugin is the one example of when a restricted list would be good for the format. Tron ran eye as a 1-of in the days of yore. In a long game they have enough land tutors to find it after they've assembled Tron and then use it to tutor Wurmcoil Engine every other turn or Emrakul, the Aeons Torn when they have enough mana and just win. Tron lost this piece of tech when it got banned, and nowadays they do something similar with Sanctum of Ugin , but it's not as good. I said this card restricted would be good, because it would have been a banning which hurt eldrazi without hurting another deck that wasn't abusing it. Tron is doing fine without eye, but collateral damage with the banlist does exist.
Hypergenesis is way too slow outside of its dedicated combo deck. The deck would exist and be super glass cannon and stupid in the format.
Mental Misstep : I think literally every deck would play 1 copy this card. There's no reason not to. This card isn't situational because 1-drops are everywhere in almost every deck. And the chance of having it turn 1 is worth it.
Second Sunrise would only be played in eggs if that deck can even function with only 1 copy. Nothing else would ever play it.
Summer Bloom was only played in Amulet Titan to make absurd amounts of mana. They'd play their 1 copy and nobody else would ever play it.
Otherwise I think your analysis was pretty good.
5 months ago
For fun let's go through the entire Modern banlist and evaluate card-by-card what would happen if they were on a restricted list.
Ancient Den and the other Artifact Lands - these are a bit special, since you could run 5 total artifact lands in the deck. This might have implications for a potential Affinity deck.
Birthing Pod - this requires a dedicated build-around, which is really not worth it if you can't reliably hit the centerpiece that makes your deck work. Restricting Birthing Pod is tantamount to a ban.
Blazing Shoal - if you draw into this card, you're going to have a huge advantage. This will be one of those "broken cards" that will end games fairly quickly out of dumb luck.
Cloudpost - not worth running if the Locuses are all Restricted.
Deathrite Shaman - Drawing into this card gives you a huge advantage against a number of different archetypes.
Dread Return - There are enough graveyard shenanigans with Dredge that drawing this card is likely to net you your best creature and your second best creature. It's also pretty easy to enable even with one copy, as you can Dredge for it and sacrifice some creatures.
Eye of Ugin - another dumb luck card--you draw this, you're two turns ahead if that's the deck you're playing.
Gitaxian Probe - banned in Legacy, restricted in Vintage, so it's pretty clear this is a scary card. You get to see what your opponent has in-hand, as well as replace your own spell, all for the cost of two life.
Glimpse of Nature - Another dumb-luck card that will win you the game if drawn by quickly refilling your hand.
Golgari Grave-Troll - Again, extreme card advantage if you draw it, putting you vastly ahead.
Hypergenesis - Every Green Tron (or whatever the Eldrazi deck for the format is) will run this, and will win whenever they play it.
Krark-Clan Ironworks - combo piece, restriction is similar to ban.
Mental Misstep - too situational to only run one copy of; you need it early and you need it when you need it, the chances you have it at an appropriate time when you only have a single copy makes this card not worth running.
Rite of Flame - if you draw this, it puts you a whole turn ahead, and that is often enough for Storm or Burn.
Second Sunrise - there are enough ways to dump things into the graveyard (including the inevitability of just playing the game) that whoever gets this would have a significant and sudden advantage.
Skullclamp - if Elves or other weanies draw this card, it's game over.
Splinter Twin - combo piece, likely restriction is similar to ban.
Stoneforge Mystic - Might be fine as a one-of.
Summer Bloom - puts you incredibly far ahead.
Umezawa's Jitte - Does a considerable number of things, so will put whoever gets it ahead.
Others might disagree with that analysis, but I think it's pretty solid for shooting from the hip. The cards on the Modern banlist would either (a) be supremely powerful if you drew them, either winning you the game outright or enabling victory through hyper-effecient ramp or card draw (card draw itself generating a chance to find more broken cards), or (b) part of hyper-efficient combos, and thus not worth running if you only get one copy.
Rite of Flame occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%