Taste for Mayhem

Taste for Mayhem

Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+0.

Hellbent - Enchanted creature gets an additional +2/+0 as long as you have no cards in hand.

Browse Alters View at Gatherer

Printings View all

Set Rarity
Dissension (DIS) Common

Combos Browse all

Legality

Format Legality
Modern Legal
Block Constructed Legal
Oathbreaker Legal
2019-10-04 Legal
1v1 Commander Legal
Pauper EDH Legal
Casual Legal
Canadian Highlander Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Pauper Legal
Limited Legal
Duel Commander Legal
Highlander Legal
Commander / EDH Legal
Tiny Leaders Legal
Unformat Legal

Latest Decks as Commander

Taste for Mayhem Discussion

GoblinElectromancer on Mechanized Revolution (RW Affinity)

6 months ago

I used to play a decent budget affinity deck kinda like this. First off: I wouldn't play 4 copies of Welding Jar maybe one or two. second: take out the set of Paradise Mantle and put in four Springleaf Drum third: Steel Overseer is only $2 and it's really powerful. I would play it. Vault Skirgeis great with Cranial Plating and gains a ton of life. You should try it. With the banning of Mox Opal trying to play three drops with sixteen land looks difficult. I don't know though because my list is different. I would cut Taste for Mayhem. Nice deck and good luck!

Patolea on Hazoret's Heckbent Hellhole

7 months ago

That's a really nice idea! But I have three questions:

Why do not use some hellbent cards?

Scryfall search

Taste for Mayhem n Rakdos Pit Dragon seems good.

How do you keep the gas? Grafted Skullcap and two wheels are enough?

30 lands and only 3 rocks, ins't that too few?

LostDragon01 on Rakdos Cackler Turn 1 Win - PDH

2 years ago

wraya2 Im very like the idea of killing opponent in 2nd turn or 3d.

But, what chance of it? I consider "stable" deck that have 50% chance of do_key_thing at turn N. If in your deck you dont killing opponent until turn 4, you most likely lose.

I tryed to run 6 playtests and i was forced to mullingan 5 of this times because i had no lands in hand. So, my first suggestion is add 4-5 lands. 31 would be fine for early Ramp decks like Elves, but you better to have starting hand always with two lands.

My second suggestion is have more mana on turn 1-2: Lotus Petal, Simian Spirit Guide for example.

Dragon Mantle better then Crown of Flames, but i suggest to remove it at all, because it wouldn't help you to win on turn 2-3
Furor of the Bitten and Taste for Mayhem better then Unholy Strength

HawksFanatic on

3 years ago

Taste for Mayhem and Lightning Axe seem like a good fit here.

DJMintEFresh on Daegons Wrath

3 years ago

The deck is fairly slow and needs some streamlining. I would bring Slumbering Dragon up to a 4 count, same with Dragon Broodmother and use her as your win con/beater. And although it's conflicting with the comments above, I would also add 4 Dragonlord's Servant and take out Dragonspeaker Shaman. An extra means waiting an extra turn, and sometimes you simply can't wait. In my opinion, waiting an entire turn usually isn't worth the extra being cut. Additionally, Broodmother only has 2 colorless mana - you can't lower her cost anymore than that. Shaman would be more useful in decks with really expensive dragons.

Another thing I have to point out is that Avaricious Dragon needs to be cut completely. I personally have a deck that's built around him, and if his effects aren't being abused to the fullest, he can be a huge draw back. To make a deck with him you need cards like Taste for Mayhem and Lupine Prototype.

The deck has some potential with a few minor tweaks. Hope my suggestions help :)

ruy343 on The Mighty 1Ones!!

3 years ago

I love the idea, so I started browsing all red one-cost cards in Modern using Gatherer... I should be sleeping instead... oh well.

Since you're going entirely for one drops, you may want to condense your plans into two colors - when I playtested your deck with the playtest feature, I had a hard time getting a good start because the manabase is too diverse for getting things out quickly.

You might consider sticking with just two colors - red and white. The reason for that choice is because those are more likely to have "prowess" creatures (I think), and spells that boost all your dudes, rather than just one at a time (like green usually gets for low cost). Giant Growth might be replaced with Built to Smash, Taste for Mayhem Titan's Strength or Furious Resistance

Since you're trying to get lots of dudes into play, spells that boost all your creatures, rather than just one, might be best. In keeping with my red/white suggestion, have you considered Banners Raised, Weapon Surge or Coordinated Assault?

Also, here's a few one-drops that caught my eye.

A Crack the Earth on turn two after playing a little guy, forcing a slower opponent to sacrifice a land or mana dork, could be devasating. Also, replace Swords to Plowshares (Not modern legal) with something modern legal like Path to Exile or, in a pinch, Fiery Impulse or Flame Slash.

You might also try a crazy little Kuldotha Rebirth-BoNeSaW-Goblin Grenade if you want people to hate you...

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