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Basic Land — Swamp
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1 day ago
Turn 2 Sheoldred, Whispering One
1 day ago
Ok, so to make the deck more reactive AND mess less with AdNaus, why not Slaughter Pact? Should not bother with the 4 we need to pay, either we use it on combo turn or we have nothing else to do with our mana because we should only use it in EXTREME cases... Another 'free' removal spell would be Snuff Out, 4 life might be too much (needs testing) but we should always have a swamp so it would at least be free in mana... Would mess with AdNaus but still always be relevant to remove something at least...
Myr Sireis another one that could be considered, similar to Carrier Thrall, but no colored mana (which can sometimes be a plus). No it can't tap for mana nor will the token it produces, but you would still be able to go off with only another creature on board plus him if needed. Also you would have another creature to sacrifice after a Culling the Weakor an opponent trying to remove... I could see it replacing Reassembling Skeleton, since it would give the same purpose, two tutors for two mana, but without any further mana investment.
And... Would you like to get an appropriate primer written? I would greatly like to contribute to your deck and have it featured on our list!
So, my suggestions this time:
Edit: And I see you are missing a card, I would suggest adding in City of Traitorsas a land also in the deck. Every possible way to ramp is good, even if it is a land that maybe won't stick around. It would act as another copy of Crystal Vein in some way, I would even say it would be beter, since you can drop it on a turn for 2 mana, next turn tap it before playing the land so it can net 4 in two turns at the very least, if not more (and awesome land on combo turn). If you do not want a land more, I would suggest cutting Mishra's Workshopfor it.
3 days ago
I agree with all these changes, as for mana base, here's what I am running and what is working for me at the moment:
4 days ago
As strange as it may seem, I would also cut Mishra's Workshop, because the opener would require a lot of artifacts to make it work, it doesnt help you to cast your commander faster. Once I was stuck with this in hand and was missing a single mana to cast the commander, and I was hoping it would be another land... I would also replace a basic land by Peat Bogfor further acceleration, since it can help you cast your commander faster and it can tap twice, which should not be a problem since after two turns tapping it you should be in your winning turn already.
I would also cut both Contaminationand Infernal Darkness, as they play against your gameplan. Yes they slow opponents down, but the idea here is to play your commander as fast as possible to combo earlier. It would make lands such as Ancient Tomb tap for less, which is bad, you would need to invest mana to keep it alive (which is bad) or you would need to sacrifice creatures to keep it alive, which also is bad since you want to have those creatures available to sacrifice for your commander's ability. I would go for more speed, so Grim Monolithand Dark Confidant, a mana positive rock and a small creatures that could come down early, help you draw faster into ramp pieces, and could be sacrificed during your combo turn. This would also lower your average CMC in case or Ad Nauseamplay, which is not bad also.
To prevent your life total, I would think about cutting fetches. They are not of that much use, since deck thinning is so small in a 99 cards deck, and you would only get basics. I would replace them with basic lands, it would preserve you some life (they are not played in storm decks such as ANT Sidisi because you want to keep as most life as possible for AdNaus, it also is the case here).
4 days ago
Ok, so I goldfished a bit with your list, and we are winning on average turn 4/5. I think you could add Ebon Stronghold over a Swamp for the possible mana acceleration. I would also go with Grim Monolith, as it is another mana positive rock, and sometimes 1 mana is the only thing you need to win a turn earlier. Dark Confidant would be another good creature to continue drawing early to draw into something like ramp, and it could be sacrificed later on. I would like it over Reassembling Skeleton, since I am not really using the ability to reanimate for further sacrifice because I need to keep every mana I need, mana is so thight on turn 3/4/5...
4 days ago
Well, I counted nine targets for fetchlands:
But to be honest, I can only recall a couple of games in which all the fetchlands were used.
I also had a lot of games in which Chromatic Lantern was on the battlefield. So all the lands (including fetchlands) were helpful.
4 days ago
Alrighty then let's get you all set!
You've got some big things and that's not bad with your commander, but you'll need some cheaper burn spells if Rakdos can really work. With that being said, Lightning Bolt, Lava Spike, Bump in the Night, and Rift Bolt are your best friends. As for land base, try to shy away from basics, but add in as many rakdos duals that don't come in tapped as possible. I'll get you started down below.
While using rakdos, keep in mind that he takes away only colorless mana, so huge eldrazi such as Void Winnower, Ulamog, the Infinite Gyre, Pathrazer of Ulamog, Kozilek, Butcher of Truth, Desolation Twin and It That Betrays can all go out for free if you play it right.
Furthermore, there are some cards that don't work too well in an aggro build like this and could use an upgrade. Take out:
- Strangling Soot
- Rend Flesh
- Wail of the Nim
- Sire Of Insanity
- Falkenrath Noble
- Maggot Carrier
- Tavern Swindler
- Rakdos Guildgate
- Blood Reckoning
- 4x Swamp
- 4x Mountain
- No Mercy
- Blood Crypt
- Ultimate Price
- Vial Smasher the Fierce
- Mogis, God of Slaughter
- Lord of the Void
- Dragonskull Summit
- Bloodstained Mire
- Command Tower
- Opal Palace
- Graven Cairns
- Shadowblood Ridge
- Leechridden Swamp
- Sulfurous Springs
- Chandra, Torch of Defiance
With these changes as well as the ones mentioned above, you'll be well on your way to a hated deck! Good luck!
4 days ago
4x Gideon Jura, 4x Gideon of the Trials, 4x Gideon, Ally of Zendikar, 4x Kytheon, Hero of Akros Flip, 4x Gideon, Champion of Justice, 4x Gideon, Martial Paragon, 4x Gideon's Avenger, 4x Gideon's Intervention, 4xGideon's Lawkeeper 4xGideon's Phalanx 4x Gideon's Reproach, 4xGideon's Resolve and 2x Oath of Gideon (Only two, theyre legendary)
And 7x Swamp for Mana-Fixing.