Sin Prodder


Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadows over Innistrad (SOI) Rare

Combos Browse all

Related Questions

Sin Prodder

Creature — Devil


At the beginning of your upkeep, reveal the top card of your library. Any opponent may have you put that card into your graveyard. If a player does, Sin Prodder deals damage to that player equal to that card's converted mana cost. Otherwise, put that card into your hand.

Sin Prodder Discussion

multimedia on Rakdos Beatdown

1 month ago

Hey, you're welcome :)

I don't want to discourage you by suggesting to add so many cards and cut so many cards. You have a really good plan for when you get Rakdos onto the battlefield, but the problem is you haven't included many ways to cast Rakdos. Because can only cast him if an opponent loss life for the turn. You have a great late game base of creatures, really good, but there's not very much, if any, early game plays to make. Commander decks want three plans at various stages of a game. One for the early game, one for the mid game and one for the late game. Right now you have planned out the mid and late game well, but have neglected the early game. My advice is sacrifice some mid and late game cards for early game cards.

Some examples of different plans for each stage of the a game.

Early game (ramp and pingers):

Mid game (Rakdos and reanimation):

Late game (Eldrazi and other big creatures)

In my opinion it's better to have a lot more early game plays then mid and late game. The early game plays should help to setup and get into the mid and late game. Low mana cast reanimation/enablers is an an example of early game plays that can be just as good as a mid/late game plays. Tutors are an excellent bridge between each stage of the game because they let you get a certain card for what ever stage you're at and in of need at the time.

As I said in my last comment I think you can cut quite a few of the big creatures and replace them with more early game cards that let you interact with Rakdos faster.

Cards to consider cutting:

  • Cinder Barrens
  • Bloodfell Caves
  • 1x Mountain
  • 1x Swamp
  • Chainer, Dementia Master
  • Endling
  • Garna, the Bloodflame
  • Geth, Lord of the Vault
  • Greven, Predator Captain
  • Hythonia the Cruel
  • K'rrik, Son of Yawgmoth
  • Massacre Girl
  • Nighthowler
  • Overseer of the Damned
  • Soul of Innistrad
  • Tetzimoc, Primal Death
  • The Haunt of Hightower
  • The Scorpion God
  • Fated Return
  • Phthisis
  • Blackblade Reforged
  • Whispersilk Cloak
  • Loxodon Warhammer
  • Sword of Truth and Justice

All these cards are by no means bad, they're just in my opinion worse than the other cards here. In my last comment I listed about 20 cards for you to consider adding most except Heartless Hidetsugu and Artisan of Kozilek were one to three CMC. Which included pingers ( Spear Spewer , etc.), mana rocks ( Rakdos Signet , etc.), reanimation/enablers ( Doomed Necromancer , Buried Alive , etc.) and instant removal ( Chaos Warp , etc.).

40 lands is a lot of lands, consider cutting some for additional mana sources (mana rocks)?

I think you're better off adding mana rocks then having lots of lands and equipment. I think it helps your deck more to have color fixing and ramp then equipment. Mana rocks are excellent early game plays. Equipment are mid to late game plays and they only do something if you have creatures on the battlefield who can attack. Rakdos or Sin Prodder could be good sources of a creature for equipment, but equipment overall is not doing much here. Because of mana cost for Rakdos then mana rocks that can make colored mana are more desirable then ones that can't. However if you have the powerful mana rocks that only make colorless mana ( Sol Ring , etc.) still play them because they're some of the best cards in Commander.

Lots of basic lands can be problematic when the main casting cost you're trying to make is for Rakdos. Some other playable Rakdos dual lands to consider adding:

multimedia on Rakdos Beatdown

1 month ago

Hey, you definitely like high mana cost cards (5 CMC plus). There's 28 here!

How do you expect to be able to cast Rakdos? Consider more cards that make an opponent lose life? This deck will have a difficult time functioning without having Rakdos on the battlefield, being able to reduce the casting cost of creatures. With a 4.9 avg. CMC even being able to cast Rakdos is going to be a problem.

My advice is focus much more on the early game and much less on the late game. You don't need 25 high mana cost creatures for Rakdos, it's overkill.

Cards to consider adding:

In the early game you want to make it easier to cast Rakdos this means mana rocks that can help make mana for his difficult casting cost and repeatable pingers to be able to make your opponents lose at least one life to be able to cast Rakdos.

Heartless Hidetsugu can reduce a ton of colorless mana with Rakdos with one activation. Use this reduction to free cast Eldrazi (Ulamog and Emrakul). Artisan of Kozilek can be reanimation and Void Winnower is also good. These Eldrazi are really the only high mana cost creatures you need because lets face it there's not a lot of other creatures that can even compare in power level.

Other high mana cost creatures of the ones here to consider keeping are: Ilharg, the Raze-Boar , Sidisi, Undead Vizier , Urabrask the Hidden , Etali, Primal Storm , Archfiend of Despair , Vilis, Broker of Blood , Sheoldred, Whispering One . This is a base to consider:

  • Heartless
  • LLharg
  • Sidisi
  • Urabrask
  • Eltali
  • Archfiend
  • Vilis
  • Sheoldred
  • Ulamog
  • Ulamog
  • Emrakul
  • Artisan
  • Winnower

There's beginnings of a reanimation strategy here with Chainer, Nightmare Adept . Reanimation is a good a backup plan to be able to get big creatures onto the battlefield without Rakdos. Reanimation needs two parts: enablers to get creatures into your graveyard and the actual reanimation to cheat them onto the battlefield. Consider expanding on each of these parts?

The Necromancers are good with Chainer. Discard a big creature than cast one of the Necromancers from your graveyard, it gets haste, sac it to reanimate the big creature you just discarded.

Other cards to consider adding:

If you would like I can give you a list of cards to consider cutting. Good luck with your deck.

Drazatis on Song of Durin: Torbran EDH

2 months ago

If you’re planning on running Mana Geyser , might I also recommend using Reiterate ? It’s a low opportunity cost card that you can net infinite mana off of Geyser, or use it to piggyback off of counterspells or tutors!

I’ve also been looking at draw spells like Risk Factor , Combustible Gearhulk , or Sin Prodder to pressure whoever is in last to “help” you.

Very excited for our new resident angry Dwarf!

Fahrtenklappen on Painful Choices

2 months ago

I love what you have put together here. My only comment is (and take it with a grain of salt) that your CMC is nice and speedy, but I wonder if you might find yourself somewhat low on lands mid to late game, especially with Sin Prodder giving the opponent the option to send lands to the graveyard. I know that probably is a solid trade for the possible damage done, but im curious if that cuts you off from playing cards that can finish the game up. Id like to hear how the deck plays/has played out for you because the idea is awesome and something i was looking into myself. I guess my last thing would maybe to play up Infiltration Lens and a card like Wildfire Eternal a bit more, maybe adding those as well as stocking a couple more instants or sorceries to cast for free when your opponent wants to avoid blocking for the 4 afflict damage and draw two for you. This may be too small a combo to play up but with your other afflict creatures, it could be painful choices as well as having no choice at all! Awesome deck though, it rocks as is.

Weenie_Roaster9000 on

4 months ago

Check out Sin Prodder , real value and difficult decisions!

KhaosKontrol on aarnok

4 months ago

Well, if you don't want to go the coating route you may want to consider running Chaos Warp at the very least. It's a way for mono red to deal with enchantments, and about one of the best removal spells we have access to.

In terms of replacements, I'm not a big fan of Sin Prodder . The choice it gives your opponents is awkward - you want your big threatening creatures in the graveyard, but if your opponents put it there they take a ton of damage, so they'll always just stuff it to your hand, and then send the cards you DO need to the graveyard like lands when you're short on 'em or lower cost utility spells that are harder to recur. I ran Prodder ages ago and he never performed how I wanted.

I also think Invader Parasite might be a bit too cute. It's a neat effect to exile a land on ETB, but is exiling one land one of your opponents control with a Feldon activation really what you want to be doing? By the time you're activating it your opponent might be past the point of caring that they lost a land or two - sure, it's spicy if you can knock out a high value target like Gaea's Cradle or Cabal Coffers , but overall I'm not sure that it's worth the slot.

How often has Wild Ricochet pulled its weight for you? I find that targeted spells, especially in multiplayer EDH, are becoming rarer and rarer - nowadays it's mostly board wipes and "each opponent" effects. I run a Jori En, Ruin Diver spell with redirection effects and find that more often than not they just sit in my hand collecting dust. If you've had some success with the card, by all means keep it in, but from personal experience I find the effect a bit underwhelming.

I'm also not super sold on Volcanic Offering . Yes, it can be some good removal, but paying 5 mana for a card that's going to rely on input from another player who may or may not cooperate with your choices is a bit dicey. I'm not a huge fan of "leave decisions up to other players" cards because I've had several cases of the other player making a bone-headed choice and not seeing reason to choose something else more threatening to everyone.

Hope this helps a bit! I like your deck a lot and I'll be pulling some inspiration for my own along with your suggestions. Cheers!

BoneclockHarmony on Mono Red Taxes (aka Bomat Red)

4 months ago

Played another event last week and some more casual games...

0-2 infect (matchup seems fine, I made many mistakes for sure)

2-0 UW control

2-0 hogaakvine (I think I got a bit lucky here since he didn't find his altar before dying both games, but bomat courier shutting off bridge from below is nice, and ash zealot hurts a lot for them).

Also played non-sideboard games vs Eldrazi Tron (like 3-1? but he ran really bad, just all lands and no pay-offs or no lands etc), Amulet Titan (2-1? 3-1?) and UrzaThopter (1-1).

Overall I'm really happy with how the deck plays, but there are some tensions: Skewer + Prowess creatures. There's not a ton of cheap ways to turn on skewer, so it ends up being a post combat card a decent amount of the time. This tension is also somewhat present with LutS, but I'm not quite ready to cut that yet, I feel like it makes the deck more consistent when we have the 'wrong' hate cards for the matchup in our hand? Also let's us be a lot greedier with keepable hands (maybe this is less relevant post london mulligan?). You might be right in the end, that rift bolt just plays better than LutS here. I like that it's a CMC3 card, getting around chalice.

Unsure also about chainwhirler in maindeck. Super feel good vs mardu pyro (not that common), or if we are on the play vs like Thalia, but giver of runes is a card now, I'm not sure if humans play that or no? Plus if we aren't on the play, there's a good chance she's @ 2 toughness by the time we find him. Just feels a bit slow even though first strike is nice.

Not sure what I would want to try in his place, however. How has dire fleet and rabblemaster been working out for you? Ferocidon has felt REALLY strong for me so I'm reluctant to replace him, but I have ordered a play set for another deck so will give it a go. A (probably more funny than good) possible option is Sin Prodder . Would need to look a bit at the math of what our actual expected damage output is though, I suspect it's not that great.

Harsh mentor was pretty awesome vs the thopter foundry combo today, real MVP hitting both Urza and the foundry, and knowing I had ferocidon I could draw into was nice as well :)

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Sin Prodder occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Rakdos: 0.45%