Destroy target artifact you don't control.
Overload (You may cast this spell for its overload cost. If you do, change the text by replacing all instances of "target" with "each.")
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20 hours ago
With Akiri being so artifact-dependent, have you thought about running Scrap Mastery or Open the Vaults? I know they're risky, but if one of your opponents lands a Vandalblast and you don't have a clutch Boros Charm or Leave / Chance, it could spell disaster
2 days ago
You could use:
Kruphix, God of Horizons (just if you want to maintain the mana pool strategy)
If you want to go infinite with your commander, there's Ancestral Statue.
Domesticated Hydra (kinda bad), Honored Hydra (doesn't fit deck strategy), Hydra Omnivore (doesn't fit deck strategy, paints big target on your forehead), Palladium Myr (there are better mana dorks and it dies to both creature and artifact removal), Phyrexian Hydra (doesn't fit deck strategy, infect puts big target on your forehead), Ramunap Hydra (doesn't fit deck strategy)
Coat of Arms and Kondar's Banner (your hydras are big enough), Elixir of Immortality.
I'd get rid of some ramp, especially the artifact based ramp. Playing a Rattleclaw Mystic puts a +1/+1 counter on Animar, playing a Hedron Archive doesn't. And I don't know if you really need the mana pool doubling and not emptying stuff. I think I'd rely more on the commander and play more stuff to protect him.
What you're totally lacking of is removal. Good thing we got rid of so many things in the step before. ;)
As mass removal, I'd recommend Engulf the Shore (your hydras should stay - or at least Animar and you can rebuild very quickly), Earthquake and Magmaquake and the like (even better with Vigor out), Vandalblast.
Green spot removal is easy to find, you should have some answers against enchantments.
5 days ago
I really like this deck. Tribal/Theme decks are my favorite. Vexing Devil may be my favorite card to play. One card you could consider is Impetuous Devils. It is a nice card to force your opponent to block and take trample damage. What about Stone Rain and Vandalblast for your sideboard? +1 Upvote from me.
6 days ago
With a heavy Equipment theme you aren't going to have much room for utility. A such, all non-card-draw utility cards should probably be removal. I would include at least two board wipes (more is often better, depends on your meta). Blasphemous Act and maybe Rout are good budget options. Vandalblast is sick. I'm super big on enchantment removal so Return to Dust is S-tier outstanding. Not super budget but not expensive either. I like Ray of Distortion a lot. It's very mana-intensive but the fact that you can do it twice is awesome in EDH. Dust to Dust will be handy. Lots of artifacts in EDH. I kind of like Revoke Existence since artifact recursion is common.
There is lots of random utility to find out there. Reconnaissance and Dolmen Gate are usually great for aggro decks but your commander makes it far less necessary. Perhaps Brave the Sands and Always Watching . Fervor and Hammer of Purphoros are sick too. Ogre Battledriver is nice but not a samurai.
1 week ago
Okay. So here's what I personally would change around:
Ingot Chewer or Reclamation Sage for Manglehorn - This one is tricky because it depends. Either way you're getting a artifact, but manglehorn also has artifacts enter tapped, where ingot chewer has the potential to get 2 artifacts for the same cmc with Riku and Rec Sage gives you enchantment targets which your deck is lacking.
Spellskite for Rattleclaw Mystic - You have enough ramp in your deck. What you are missing is easy ways to protect your 5cmc commander from spot removal. You want to save counterspells in this deck for other peoples win cons. Riku is meant to be able to pick a new win con if one is foiled, and its much harder without him.
Vandalblast for Decimate - This one is hard, but I think it benefits your deck better. You know your meta, but there is always someone who plays a gross artifact and you wish you could deal with it. Well just deal with everyones while you're at it. The reason I say no to decimate is because you have to have all the targets. So if you cast, you HAVE to target an enchantment, artifact, land, and creature otherwise it fizzles. So if someone never plays a enchantment besides you, and you need to get rid of a artifact, bye bye to your enchantment.
Capsize for Blasphemous Act - You have the kit for inf mana so you're also adding a wincon with this one. Blasphemous act can hurt you just as much as them. Boardwipes have no home in Riku. Leave those to the white and black players.
Sunbird's Invocation for Fabricate - This one is the same as trinket mage. You don't have artifacts worth fetching. Maybe Panharmonicon but still. Cast big spells and be able to copy the things you roll into with this beast. I've resolved this spell twice and proceeded to win twice. Coincidence? I know for a fact not.
Twincast for Manamorphose - The color fixing and draw is nice but not worth it. However, copying a juicy rite an extra time or having a situational counter or maybe someone casts something juicy that you want. This cards an all-star.
Your deck looks super fun, but exactly like you said "I tend to just ramp and hope I draw into a combo. It's a bit frustrating to durdle." The simple fix is take out some ramp and useless cards and replace them with interaction. You wont always ramp hard, but now when you do, you'll be drawing into more answers AND combos, not just waiting around to win when u draw a Palinchron.
1 week ago
Illusionist's Bracers for more goblins off of Krenko Rogue's Passage for a cheap unblockable on a land Vandalblast to disrupt your opponents Throne of the God-Pharaoh to burn your opponent at end of turn Voracious Dragon because his etb off of devouring goblins specifically is strong
2 weeks ago
You've got plenty of ways to lay on the -1/-1 counters, but you need some hard removal to take of bigger stuff. Terminate should be included.
Rakdos Charm is a versatile tool that is highly effective against multiple types of decks (artifact, graveyard, tokens).
Vandalblast is super great. Use it turn 2 to counter a Sol Ring, or blow up all the mana rocks later.
Hateflayer is a powerful beater with synergy with your theme.
Dreadbore is another hard removal spell worth considering, especially since -1/-1 counters don't work against 'walkers.
Talisman of Indulgence should probably be included as another mana rock.
Some permanents (enchantments) are near-impossible for Rakdos colors to deal with, which is why Chaos Warp continues to be a valuable removal too.
2 weeks ago
He isnt wrong(i assume he anyway), about cards that dont have an immediate impact, and cards that aren't great such as Slaughter Games. I won't lie, until much later in the conversation I wad thinking this was more of a kitchen table deck, at which point a lot of these cards would be ok. In an actual competitive modern environment, to succeed you have to do exactly as he says. Your choices are to recreate a modern top 8 list that has already been proven, or to know your local meta so well that you can challenge it with a homebrew. The zoo deck I run has a subtle change of Chained to the Rocks in place of Path to Exile. It usually doesn't impact the game a whole lot, as most of the early turns I am putting out lots of 1 drop creatures anyway, but the times when I have 1 red/white land up for a Lightning Bolt and have chained in my hand, I usually wish that I had the path instead. I mention this because I want to stress the importance of not subbing in lesser cards in place of more expensive versions. With the example I gave I could be using Swords to Plowshares but I know that giving them a chunk of life like that for my strategy would be terrible. I do think that you can play a handful of games in the direction you are going now and win. Like he mentioned, the idea that your deck as is will be able to fight off a large chunk of the field will be unlikely. I do mildly disagree with the idea that you need tons of play sets. If you want your deck to be flexible at least at first till you see where you need to fix stuff, sets of 3 for important cards and 2 for ones you arent sure of would be ok. Now this is a matter of preference, and once the deck is rounded out you will want more play sets than not, but at this stage you can probably squeek by with more 3 ofs, just to get various effects going to see what works best for you. He may or may not agree, and we are all entitled to our opinion. To be fair, most of my actual modern decks do contain play sets, but in standard I tend to run more 3 ofs as the field is more diverse and easy to deal with than modern. I do want to stress also that regardless of anyone's opinion it is your deck, you do what makes you happy. You can play nothing but lands and a single Countryside Crusher if you want, just dont expect to win a lot. I will no longer harp on any of these points and instead try and answer your previous question, in your colors you do have answers. The biggest help is all the discard as the hand hate will remove important pieces they need and make it harder to get going. Aside from that Shattering Spree and Vandalblast come to mind for affinity, and Contaminated Ground really messes with tron, the key being to remove the land they have the fewest copies of. Depending on the tron variant, Expedition Map and Sylvan Scrying should be taken from their hand right away, and write down all the lands they have. Then pick a piece of the urza's they are lacking and enchant it. Small Pox hurts you a little too, but hurts them more if done turn 2 and they have out say a mine and tower. Good luck sir