Rubblebelt Raiders


Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Duel Decks: Mind vs. Might (DDS) Rare
Gatecrash (GTC) Rare

Combos Browse all

Rubblebelt Raiders

Creature — Human Warrior

Whenever Rubblebelt Raiders attacks, put a +1/+1 counter on it for each attacking creature you control.

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Rubblebelt Raiders Discussion

Foxtober on Najeela: Infinite Combats and Swinging and stuff

3 months ago

I just played my own Najeela deck for the first time yesterday and it was SO fun. Love your take on it here. I want to find a place in my deck for Rubblebelt Raiders.

In a similar vein to Throne of the God-Pharaoh and Altar of the Brood, Impact Tremors can be quite devastating. And Najeela's tokens trigger this before opponents get a chance to block.

For another way to cheat in warriors, consider Divergent Transformations. Trade two tokens for quality warriors! This card will usually cost a respectable 4CMC in a 4-player game.

Lemur16 on Xenagos

3 months ago

Cut Springsage Ritual into Nature's Claim Guttural Response Into Pyroblast Add Elvish Mystic I think u can easy cut Reliquary Tower Terastodon Is always good U NEED to play Bane of Progress Fun land that u can play is Arena Cards that u can cut are Magmatic Chasm Crash Through Ground Assault Rubblebelt Raiders

And if u want to play BIG COCK DECK then u need

Kingtalk on RG - Xenagos, God of Revels

4 months ago

Maybe consider Dragon Throne of Tarkir and Mage Slayer as equipment. I'm also a fan of Siege Behemoth and Archetype of Endurance. Also maybe Prey Upon instead of Pit Fight, I have rubblebelt raider in my tech as well and it does a lot of work. Also maybe worth throwing a Whispersilk Cloak or Key to the City in there as well as a Rogue's Passage

TypicalTimmy on Looking for help with my ...

7 months ago

Okay, so if you're wanting to make guys bigger, a key feature is Evolve.

Anytime a creature enters the battlefield under your control, if that creature has greater power OR toughness than the one with Evolve, the guy with Evolve gets a +1/+1 counter.

Here's a Gatherer list of all creatures with Evolve.[Evolve]+[Counter]&format=+[%22Modern%22]

Now, some creatures! One of my absolute favorites (That sees no play) is Scute Mob. Seriously, this guy gets out of control. Many players will say he's pointless as he dies to basically any and all removal. But consider this - You force them to waste removal on a huge threat, meaning other guys are safe.

He pairs really well with your Slumbering Dragon, but you'll want to run only 2 of them at most. They rely on your opponent attacking. No attack / no counters. You'd have to ninja counters on him another way. In a (Naya) deck, that's easy. White loves counters. But in Temur? A bit harder.

There's also Scavenging Ooze, who gets bigger by exiling dud cards in your graveyard. He also can exile cards in your opponent's graveyards, so if they are using an archetype like Dredge or some sort of Recursion, you can really screw them over.

There's an aura - Forced Adaptation, really nice card. One of these on your Slumbering Dragon is a sure-fire way to get him going.

You should also consider at least one Rubblebelt Raiders, as she gets a +1/+1 counter when she attacks for EACH attacking creature. This includes herself. So even if she attacks alone, she gets a +1/+1 counter.

I'm more use to , , and so I'm not entirely sure how to help you with the part. That's my least-used color.

I do know, however, of Skyrider Elf. He will come out as a 3/3 since you can also use in his casting cost.

Lastly, a staple of any and all +1/+1 counter decks is Managorger Hydra.

Hope these suggestions help :)

Vortain on R/G Warrior Aggro

1 year ago

I think this needs a fair amount of work. I'm not an expert by any stretch of the imagination, so take what I say with a grain of salt, knowing many others could give you far better advice.

I think you have a few different things you are trying to do:

However, there's so much going on, I don't think most of these things will happen consistently. You only have 1 of each of the cards mentioned above, ensuring that you'll rarely see them played (especially the Zeal combo, which isn't that good to begin with).

I think you should just focus on a few things, mainly Warriors, Exhaust, and the Haste ability, as I think that's what you want your deck to mainly be. The suggestions I make are mainly using exactly what you have, only pulling a few cards from elsewhere.

I'd say get rid of the following:

  • Trial of Zeal - It's not an instant, and it only deals 3 damage. Getting the combo off with Cartouche of Zeal is unpredictable. I'd much rather see 4 Hungry Flames in your deck, where you can clear their minions out, and deal a bit of extra damage to the player.
  • Open Fire - Again, Hungry Flames is better here, as your focus is creatures dealing damage, so just having the option to deal 1 extra damage to the player seems like a huge loss, verses the ability to clear out their creatures and deal damage to the player. Additionally, Shock seems like a much better card at only 1 red mana, if you want more Instant damage.
  • Grapeshot - You have a lot of mid to high costing cards, so at most you may get 1 extra damage with this consistently. Again, for 1 red mana, Shock trumps this (in your deck).

These I'd sideboard, maybe:

  • Bitterbow Sharpshooters - They are situational, probably best if you know you are going against blue/white or someone with flying. Otherwise, the high cost and lack of synergy is hard to justify.
  • Deem Worthy and Shivan Meteor - Both cost a lot to have as part of your core, and not very useful if you are going up a blue control deck, or aggro deck (again Shock and Hungry Flames would be useful in most all situations.) However, if you know they are packing some large creatures, then I'd stick with Meteor since it has a ton more damage, even though it lacks cycling and demands 2 red. If they have large creatures, you definitely rather overkill in case they can pump them.
  • Hijack - Simply put, it's situational. Sideboard when you know you are going up against heavy artifact/vehicle decks. Otherwise, something that straight up destroys artifacts might be better (there's a red card that destorys X artifacts, I think, and that would probably work better in your side board. It could really cripple an artifact deck).

These I like but not sure about:

  • Majestic Myriarch - I like this card a lot, but am playing it in a deck where I only have four five-cost creatures, a few three-cost, and the rest 1 and 2 cost. I don't think it fits well here, but with some changes it might. And you might play with it and find I'm very wrong. Try it and see how it plays out. If he can copy Haste and Double Strike, he could do well consistently.
  • Throne of the God-Pharaoh - I get the idea behind this, but I'm simply not sure if it works in practice. Play with 2 or 3 in your deck (to make sure you see if regularly) and see how it works out. Get rid of it if the damage in negligible.
  • Hazoret's Monument - I do like this in your deck, and probably would play with 2 or 3, but ditch it if it doesn't seem that helpful. But since you have so many red and red/green cards, it seems like it'd do well.
  • Garruk's Horde - It's expensive and only kinda useful if you can get it out. Maybe Cultivator of Blades would be a better option. Again, this one you'd have to test.

These I think you could choose one or the other:

  • Hooded Brawler or Khenra Scrapper or Ahn-Crop Crasher- These cards are nice in their own respect. I think the weakest is Hooded Brawler, mainly because he doesn't have haste and can be blocked. If you find you consistently get him out with Bloodlust Inciter to haste him, then maybe keep him. Otherwise, I'd choose Khenra and Ahn, and you should play 2, 3, or 4 of each. Ahn I think is especially strong.
  • Rubblebelt Raiders or Frontline Devastator both I like for different reasons. I think Rubblebelt is the better choice. Play 3 or 4 of them.

Things I like:

  • Samut, the Tested - This I think could pull off some beautiful combos with haste creatures, especially Ahn-Crop Crasher. Probably would add 1 more, maybe 2.
  • Lovisa Coldeyes - He fits the theme well, I'd just add more of him.
  • Bloodlust Inciter - Fits your theme well, gives haste, works as a chump blocker, works on curve. I'd probably want to have 3 or 4.
  • Prowling Serpopard - Didn't know about this, seems incredibly helpful. Might be situational though, and maybe should be side boarded. If you are going against blue, you want this. Otherwise, something like, Sheltering Word or Blossoming Defense would probably be good in all situations as it protects against direct damage spells, -1/-1 counter spells, etc where as Serpopard does not.
  • Khenra Scrapper - Seems like he could be pretty strong when you want to by pass creatures, especially in combo with Ahn-Crop Crasher and Bitterblade Warrior

Final thoughts

That's probably way more than you wanted (if you wanted any criticism) but I hope it's helpful. I think the main thing is to focus on Haste and Warriors and/or Exhaust. I think you just need to increase the card count you have on some cards. Here's a quick mock up I did, though I didn't spend a ton of time on it. The main thing you'll notice is I increased card counts on cards I liked, and sideboarded anything I felt was more situational. I also slightly adjusted the Mountain/Forest ratio.

R/G Warrior Aggro Suggestions

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