Angrath, the Flame-Chained

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Angrath, the Flame-Chained

Legendary Planeswalker — Angrath

+1: Each opponent discards a card and loses 2 life.

-3: Gain control of target creature until end of turn. Untap it. It gains haste until end of turn. Sacrifice it at the beginning of the next end step if it has converted mana cost/mana value 3 or less.

-8: Each opponent loses life equal to the number of cards in their graveyard.

Crockosneef on Favorite pulls you've had

1 year ago

Angrath, the Flame-Chained was my first ever planeswalker pull, I remember it fondly. I liked the idea of planeswalkers but couldn't pull any because they were at such high rarity, and the fact that I got one of the really cool-looking nonhumanoid ones was super exciting. My friend and I really liked Angrath's design ever since I saw the Ixalan version of Hijack, and we were kind of gushing over him together, so I was really happy to see him in my pulls. I ended up buying a decent amount of boosters from War of the Spark for this exact reason, I just think planeswalkers are neat.

TypicalTimmy on Favorite pulls you've had

1 year ago

I remember, also, that when Ixalan came out, I basically overdosed on excitement with the announcement of a Minotaur Planeswalker, since they are my favorite tribe. Angrath, Minotaur Pirate was the face card for the precon Standard deck of that time.

  • Remember those? The 60 card decks that WOTC use to make? This was before they started doing EDH Precons / Brawl decks.

My friends and I were joking about how awesome would it be if I pulled Angrath, the Flame-Chained from one of the two booster packs that the decks came with.

Sure as shit, in the 2nd pack, the last card was indeed Angrath, the Flame-Chained. To say I lost my freaking mind is an understatement.


I don't know, maybe it's just me being a Timmy. But I get super excited over cards others deem as "hot garbage" all the time. Because for me, it's not about winning. It's about playing the game.

I actually just lost two games in a row, to a coworker who wants to learn the game. And it's not as though I threw the matches, either. He picked up very quickly and was using the Dihada, Binder of Wills precon deck. Though, to be fair, he had a T2 Traxos, Scourge of Kroog the first game thanks to a Sol Ring, and then the second game he got out a T3 Verrak, Warped Sengir. Now Verrak isn't in the decklist, but when he bought the precon this was one of the cards in the little 2-card booster pack. That, along with Dihada and Arvad the Cursed was brutal.


And how could I forget, I pulled FIVE Tiamat! :D haha

Stardragon on 3 color Generic Planeswalkers for …

1 year ago

wallisface First of all txs for taking your time to look at all of them. 2nd I'm not missing Grixis so much as I skipped it since grixis has Nicol Bolas, Planeswalker Nicol Bolas, the Deceiver and Nicol Bolas, the Arisen  Flip as solid generic grixis planeswalkers so I didn't feel the need to make another one

As for you other comments lets take one step at a time First Ceara how is not doing temur things?

I disagree with on her first ability it fine there are plenty of walkers who's + ability makes tokens so there should be no problem there as it helps protect her and give a body. As for her second I have to agree that it should be reworked. And I'll fix her last abilities wording problem

On to Chichan I may cut it down to Scry 3 but so what if it's not very red he has two other colors in his identity and every ability needs to mach each color look at Nicol Bolas, the Deceiver first ability it doesn't match blue, or look at Angrath, the Flame-Chained's last ability it fully a black ability or Dakkon, Shadow Slayer's full kit his +1 isn't white, his second ability isn't either blue nor black and his last ability is almost entirely blue. Long story short not every ability need to match every color of the walkers colors. So other than being too much it fine

As for Chichan's second ability how is it unnecessarily wordy? I tells you cast spells for free by discarding three card from your hand (maybe will cut that to two)and to make more balanced you can play two more spells the turn you use this effect so it doesn't turn into a more clunky Omniscience. The same as the argument before even if it anti white so what? And this effect isn't as anti-white as you think, while not common there are cards like Idol of Endurance,Patrician's Scorn, Flawless Maneuver, Sivvi's Ruse, Sram's Expertise and to a lesser extent Sunforger and each has a different way to make spells free, add red and blue that do have discard for effect an its fine the only reason i see no black to this effect (though all colors have some free spells)so again it fine may reword it a bit but I don't think I need to change the effect

For his third effect I agree it's underwhelming/powered and will give it a buff

For Gwisin Noh- I admit I'm not overly to happy with her but abzan has so many options it was one of the hardest things for me to make generic any ideas for new kit is welcome for now I take you ideas and rework them but don't expect to much form this one

Next is Kuva- since it fine not much to say I don't get the read from a precon deck I fail to see if that a bad thing or not?

Nimthall time ok so he may be a little overpriced i was worried that his abilities were too powerful as a kit so made him cost more to balance him out

i feel his 1st is fine i mean there are zombie token out there other than just vanilla 2/2 again not common (and not counting embalm or eternalize or decayed) but there are a few like Corpse Cobble, Soul Separator or hun that it just those two that make unqie zombie tokens really? well hun i guess I'll just make them 2/2s but feel like 1 token is an under powered effect

i saw you had no problem with his second ability so I'll just move on to the third

His third ability yeah let just is rough and need rewording now that im reading also, as for the enchantment grabbing thing it was to help justify the mana cost

Shataj Sar Spotlight time

I think your right on making only one token here and taking out horsemenship and adding vigliance or maybe first stike instead will keep the haste.

as for her last ability i like the exile part but the life gain can go

For Sibrel- Other than the either you don't seem to mind the kit overall and i don't know why the "either" is that TBH will take that out

For Vull- What are your Jund motifs i wonder

Anyway will reword his first ability but he's a battle hungry blood thirsty barbarian do you really think he not going to attack? I'll be keep his effect the same

For his second effect to tell you the truth I couldn't decide which one to choose so did both still can't decide which one would fit better since they're both jund abilities

I see you no problems with his last effect

Finally Zendik's time to shine

I don't what to say really he's not favorite thats for sure

His first ability is heavily based off Soulfire Grand Master ability only for artifacts hell was think of making this an enchantment like effect like the WoS walkers had but it also work well his second and third abilities as a whole

his second is maybe too powerful will rework it

His third ability is worded poorly but I truly don't know how to this one, and for control decks this would be a great win con to flood your opponents after you gather enough artifacts (maybe I should add enchants on to this effect as well)

Also remember to look at the kit as whole and just individual abilities, since an ability may look weak by itself but it may work very well with the other abilities together Zendik is great example of this

mrweaselman on Booty Raiders

2 years ago

You're going to want to set your format to I believe Pioneer, with the cards you're running at the moment.

Take out Brineborn Cutthroat and Protean Raider. They're not all that good in pirate tribal. Take out Wily Goblin for more card draw like Chart a Course, it's going to be better late game and you're not really trying to ramp into a big finisher a turn early anyways.

If you go 4 Forerunner of the Coalition you can basically go toolbox with a similar list to what you have. Otherwise I would down to 6-8 separate pirate cards.

Imo the best pirates are Spectral Sailor, Dire Fleet Daredevil, Kitesail Freebooter, Ruin Raider, and Admiral Beckett Brass. Probably 3-4 of each of those + 4 Forerunner of the Coalition for toolbox, and 1 of each other pirate you want to include.

Fiery Cannonade is better in the sideboard. Swap in against tokens or small creature aggro.

While not explicitly pirates, Angrath, the Flame-Chained is better than Angrath, Minotaur Pirate. I try to stay away from the planeswalker deck planeswalkers. Although you could run Angrath's Fury and keep the deck like the precon I suppose.

TypicalTimmy on Does a Commander still deal …

2 years ago

I have Angrath, the Flame-Chained or any other mechanical-similar card such as Act of Treason, and I gain control of an opponent's Commander.

I am able to deal combat damage to someone with it.

That should still count as Commander Damage, yes? Because why it may not be "my" Commander, it still is "a" Commander?

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