, : Gain .
|Want (2)||ConZa , cmellerbrook|
Printings View all
|Commander 2020 (C20)||Rare|
|Commander 2016 (C16)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Shadowblood Ridge occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%
Shadowblood Ridge Discussion
3 weeks ago
Hey, for the low budget good job for your first Commander deck.
Consider a Goblin and Dragon theme? This would give your overall deck a more focused theme instead of just playing random creatures such as Diregraf Ghoul and Spinal Centipede. I suggest this because when Kolaghan attacks she pumps any creatures you control and Goblins can make lots of token creatures. This kind of strategy is call go wide. Which means attacking with lots of creatures, a wide battlefield of creatures.
Cards to consider adding:
- Command Tower
- Tome of Legends: repeatable draw, triggers twice when you dash Kolaghan since she ETB and attacks.
- Sol Ring
- Diabolic Tutor
- Krenko, Tin Street Kingpin
- Krenko, Mob Boss
- Legion Warboss
- Taurean Mauler: Changeling, is a Dragon and a Goblin.
- Ogre Battledriver: each token that's created does ETB it gains haste and gets a +2/0 pump. Each time you dash Kolaghan she ETB giving her a +2/0 pump.
- Boltwing Marauder
- Torbran, Thane of Red Fell
- Siege-Gang Commander
- Chaos Warp
- Heraldic Banner
- Goblin Matron
- Goblin Warchief
- Skirk Prospector
- Krenko's Command
- Dragon Fodder
- Hordeling Outburst
- Pashalik Mons
- Sling-Gang Lieutenant
Good luck with your deck.
3 months ago
Continuing where I left off.
continuing from creatures
Something to consider when addressing what to drop for my suggestions is how it affects your overall strategy and politics. Ashenmoor Gouger looks good because on paper it can deal damage, but consider what happens if you draw it 10 turns in and the table has all dug in for the long game. Hyper aggressive cards of the sort that do little else aren't going to help you after the first few turns. Hackrobat, Rakdos Firewheeler, Thrill-Kill Assassin, and the like are what you should look for when hacking cards out of the deck in the creature department. You might be gearing up to go fast and hit hard, but you still are playing the "long game", if you can even call it that.
Onwards we march, starting with the strict spell category. Here, you should be looking for either utility or pure power. Spot removal cards like Go for the Throat work in regular 60 card formats, but lose a ton of value as the game is slowed enough for that one spell to have a diminished effect because it can only hit a single creature, often to little effect. Now Bedevil, on the other hand, is outstanding because you can hold it for either an artifact or 'walker, thus expanding your range and making it always live and effective.
Allure of the Unknown - A huge resource generation spell. Additionally, it plays into politics well by letting an opponent (or friend) have a card. Gotta keep the train moving.
Bituminous Blast - Perhaps not the most clutch of cards, but at least worth considering since EDH is slow enough for these types of spells to put in work, mostly because Cascade is nuts. I'd understand if it didn't make the cut, though.
Captive Audience - Hilarious and effective. Instant enemy-maker, but if you haven't farted in the general direction of everyone at the table, others might turn a blind eye. In my experience, when Joe Shmoe poops out an army of dargons and you slap him with this, the table would generally point and laugh.
Cauldron Dance - A nice little shuffling of creatures, which is nice if you're rich in chunguses.
Kolaghan's Command - The best charm from its cycle, for good reasons. It's always live in EDH.
Spiteful Visions - Perhaps risky for politics, but it does put damage on board, thus making Rakdos live, and generates card advantage.
Beacon of Unrest - There will always be something in the grave, and self-recursion is a godsend in my books.
Scheming Symmetry - Helps your consistency and makes a friend.
Subversion - Nibbles at your opponents while sustaining yourself, and makes Rakdos live.
Generally any spell with X in its cost. As the game drags on, they only get better.
I did a brief skim of cards in Gatherer and from among my own decks, but don't be afraid to look at other decks or EDHRec for things that will help you. Just remember that your goal boils largely down to pinging to make Rakdos live, cards that Rakdos is payoff for, and utility general support that rounds out the deck.
Necessary gears to get the machine moving. Mostly it will boil down to mana rocks to accelerate your state, but there will be others that you want purely because they work well for you.
Commander's Sphere - Obvious utility.
Firemind Vessel - Perhaps slow, but produces plenty of mana.
Thought Vessel - A personal choice, but if you don't have enough draw power to fill your hand, then it's not worth the cash.
Tome of Legends - Easy draws.
Conqueror's Galleon Flip - Another personal choice, but I find that once it transforms, the advantage it generates does wonders, and as a deck stuffed with creatures that could crew it, the fit seems nice to me.
Here you can start to have some fun. Being 2-color, you do have to be somewhat mindful of what you're running, but you can definitely make use of a lot of offbeat lands since you're not trying to be a fool and mana fix 5 colors. Keep in mind that you may not necessarily need everything listed here, but it's just a matter of helping keep your ability to produce both colors consistent.
Temple of Malice - Slow lands may be unappealing, but Scrying usually helps.
Arch of Orazca - Yet another personal choice. All you need is to have 10 permanents at any point while controlling/playing a card with City's Blessing and you have it for the game. At which point, Arch becomes something to do with spare mana.
Command Tower - Staple.
Graven Cairns - Filter lands are always nice.
Rakdos Carnarium - Slow, yes, but in the long run gives more mana.
Shadowblood Ridge - Another pseudo Filter Land
I encourage you to think these things out on your own or ask friends about this part, because understanding the process of what and why things stay or go is important to understanding your deck. Below are my suggestions for what needs to get yeeted.
Ashenmoor Gouger/Hackrobat/Hellhole Flailer/Rakdos Firewheeler/Thrill-Kill Assassin/Rakdos Guildmage - All just don't do that much. Awesome to drop in the first turns, but soon are just fodder. They're nice fodder for Lysolda and Judith, but overall too narrow in use and too low impact.
Void Winnower/Blood Moon - As someone who wins almost all his games through player politics, I advise against these types of cards that choke the entire table. Like infinite combos kept as panic buttons in decks, you really only get to pull it once before the group starts remembering what you have up your sleeve. After that, you risk being targeted because they'll know what you have.
Phyrexian Obliterator - BBBB in 2-color is a bold move for what's essentially a 5/5 unblockable.
Dark Ritual/Doom Blade/Go for the Throat - I personally would cut them, but feel free to play around with at least the removal spells for consistency in board control. Ritual, however, is just not suited for this format.
Everlasting Torment - It's the only card of its type in your deck, and actually makes you vulnerable to getting chump blocked.
Urborg, Tomb of Yawgmoth - Urborg serves almost no purpose in this deck.
Rakdos Guildgate - Guildgates are just packfiller.
Lava Axe - Shouting "Catch" while literally throwing this is hilarious, but the card's just horribly overcosted.
Anthem of Rakdos - You will lose a lot of games you shouldn't lose because of this.
Ob Nixilis, the Fallen - His Landfall is nice, but by nature isn't consistent, which is what you're looking for in ways to ping your opponent. Becoming a chungus is nice, but you're better off just skipping the hoops and playing an actual chungus.
Vial Smasher the Fierce - This one I'm not totally sold on cutting, but she seems more complicated than just running a pinger. Play around with her and see how Vial Smasher synergizes.
Master of Cruelties - Another I'm not totally sold on chopping, but he can only attack alone, which bottlenecks your options.
I know this all is sort of messy, but when making edits, start with comparable replacements (i.e. swapping a creature for a creature), run a few test turns, and see how things work.
4 months ago
Here's a some more staple cards you should consider:
- Vandalblast is arguably the best artifact board wipe in the game.
- Blasphemous Act is a must-run in any red deck. It's red's best board wipe, hands down.
- Bedevil has a very specific casting cost, but the payoff is its flexibility.
- Rakdos Charm – never leave home without it. Modal graveyard hate, the ability to really mess up a token swarm deck, and at worst targeted artifact removal is too good not to run.
- Darksteel Mutation to make their commander a bug.
- Smoldering Marsh
- Graven Cairns,Rugged Prairie, and Fetid Heath
- Shadowblood Ridge
- Battlefield Forge, Sulfurous Springs, and Caves of Koilos – the 1 life won't matter much, and you have plenty of access to incidental life gain in your colors.
- Tainted Field and Tainted Peak if you run end up being Swamp heavy.
- Arcane Signet
- Rakdos Signet, Boros Signet, and Orzhov Signet
- Talisman of Conviction, Talisman of Indulgence, and Talisman of Hierarchy
- If you can swing it, Smothering Tithe is one of the best white cards printed for commander in a loooooong time. I'd run it in any white deck.
- Goblin Bombardment is one of my favoritest free sacrifice outlets. Sac outlets are way more flexible than you'd think – someone going to blow up your board? Make them eat however much damage. They want to steal a creature? How about no. Someone plays something like Imprisoned in the Moon on Alesha? Sac her first before she's a land forever more.
- You could also consider blink effects like Ephemerate and Eerie Interlude as multi-function board protection and ETB abuse.
I'm sure I'll be back with more recommendations later ;)
8 months ago
9 months ago
Wow thanks for the feedback Eemiller622, I’m still testing the deck and still haven't put in the proper deck description. I was surprised when I saw the different deck lists with so few lands but I am super unlucky (even with the new mulligan) with my first hands and will not start a game without enough mana to ensure Anje Falkenrath turn 3 or less. I will put in Blackcleave Cliffs and remove Shadowblood Ridge . Ideally I would put Mox Diamond , Lion's Eye Diamond and Mana Crypt but they are financially not reasonable. Thanks a lot for the Tainted Pact info I did not realize I should not have any basic land duplicates.
10 months ago
I forgot to mention Shadowblood Ridge if your vampires have BR in their costs. To keep synergy, Manic Vandal could go out for some more vampires or a Painful Truths . Some of the advantages of playing Vampires is that many of them are really cheap to acquire.
Hissp on Anje Filter
10 months ago
I found a few others (I built my own list to fish with).
Have you tested stacking the untap triggers with wheel effects and/or Necropotence . Necro seems like one of the strongest cards in the deck, as you can win during the cleanup step with B open into Dark Ritual .
I put Cabal Ritual , Rain of Filth , and Mox Amber in my list. It's a judgement call how deep into "more rituals" you wanna dive but in trying to filter-storm off I found myself often wishing for mana more than any other resource.
Bone Miser feels like HUGE value. He turns filtering into unstoppable advantage. I also threw in Reanimate for him but that might be incorrect. Maybe Skirge Familiar would also be a good include for similar reasons.
Phantasmagorian is a cute way to untap Anje for free (which might make or break comboing off)
Also don't forget the newly printed Archfiend of Spite!
I cut the Dualcaster/Twinflame combo. I'm not sure how often you're leaning on that but those cards are dead outside the main combo.
1 year ago
Filter lands ETB untapped and that's what you want the majority of the lands in the manabase to do. Can get all the Filter lands for Mardu for $20...
Fetid is the most expensive at $8. Getting all these for $20 is worth it. However could also get all the $1-$3 lands in my last comment for about $22. That's 14 dual lands compared to four Filter lands for about the same price. Getting 14 lands makes more sense to get first to make sure you have lots of dual lands in the overall manabase.
In fact you could get the entire amount of the lands (20 different ones) that I'm suggesting for about $50. Add the Check lands and Fetch land you already have, 12-15x basic lands and that could be your manabase. That's overall cheap for a playable three color manabase in Commander. Of course It can be improved, but as a starting out playable manabase that's a good price.
You'll also want to include mana rocks (Talismans and Signets) which can help the manabase with color fixing.