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.

mrweaselman on Booty Raiders

3 months 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 …

6 months 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?

DemonDragonJ on Savage Destruction

7 months ago

I have replaced Angrath, the Flame-Chained with Immersturm Predator, which reduced the average converted mana cost of this deck from 4.13 to 4.11 and also allowed me to replace Caged Sun with The Immortal Sun.

TypicalTimmy on Should I Keep Angrath in …

7 months ago

I am personally a huge fan of cards that hit multiple opponents at once. For example, one of my favorite cards in MTG is Arterial Flow. For just you get SIX TOTAL CARDS OUT OF HANDS. And that's without having a Vampire! Slap a Vampire on board and you also land a total life-loss of 6 across the board and you get +2?? That's a +4 spread!

  • If you have an opponent at 40, and you are at 40, they are now at 38 and you are at 42. A 4 point spread between life totals. While it is true that having a super high life total generally won't win you the game except for a few exceptions in white, it does also make it harder for your opponent(s) to win, so it does help.

Sure there are players who actively want specific cards in their graveyard, so you may be helping them. Looking at you, Muldrotha. But, I live by the philosophy that you shouldn't build and play out of fear; Build your deck and if someone has an archetype that naturally works well against yours, so be it. It's all a rock-paper-scissors game, anyway. You may sit down at a table with all three opponents running graveyard synergy, in which case Arterial Flow is one of the single worst cards you could possibly play. But you also may be against no opponents who have graveyard synergy - in that case if they have absolutely zero means of interacting with their own graveyard at all, ever, then that card is as good as exiled.

With Angrath, the Flame-Chained, not only are you hitting multiple opponents at once and causing damage, you also have it on a repeatable tick. Every single turn you can use it again, and again, and again. That's why I love Planeswalkers to death; It's literally a free sorcery every single turn (albeit after the 1st turn it's out; You had to cast it, afterall.)

I personally love Angrath, the Flame-Chained and believe and recommend he be used more. The +1 is always a very powerful option to use; The -3 does come in handy quite often, especially if you can use someone's wincon against them or if you have a means of self-removal such as Ashnod's Altar. Finally his -8 is brutal because it doesn't just care about creatures, but everything. And we all know that by the end of a game of EDH, a graveyard may have 10, 15, 20 hell even sometimes like 50+ cards in it. That becomes a wincon and can actually close out a game against all three opponents. If each opponent is down to 20 life and their graveyards each have 30 cards in them, that's a wincon.

I say keep him; He's far more powerful than you might first think. No, he's not cEDH-powerful; Few, if any, Planeswalkers are. By the time you spend the mana and resources to use a Planeswalker, you could have went infinite in other ways to win. But for non-cEDH decks and tables, he honestly is a powerhouse.

Plus, first turn he upticks to 5. That's nothing to scoff at, because he can and usually will survive a smack.

DemonDragonJ on Fires of Purgatory

7 months ago

I have replaced Angrath, the Flame-Chained with Captivating Crew, which reduced the average converted mana cost of this deck from 4.11 to 4.10, a change that I made primarily to allow me to replace Caged Sun with The Immortal Sun. While the crew cannot sacrifice a creature in the way that Angrath could, I already have two sacrifice outlets in the form of Butcher of the Horde and Immersturm Predator, so I am confident that this change shall not severely hurt this deck.

DemonDragonJ on Should I Keep Angrath in …

7 months ago

I have Angrath, the Flame-Chained in my red/white/black and red/green/black EDH decks, primarily for his second ability, which synergizes well with the central themes of those decks, but I am wondering if I should replace him with a creature that has a similar ability (i.e., stealing an opponent's creature and then sacrificing it), and my main reason for wishing to do that is so that I can replace Caged Sun in those decks with The Immortal Sun, which I obviously cannot put into a deck that contains planeswalkers (and there is also the fact that Caged Sun simply is not suitable for a deck with three colors).

However, Angrath is quite excellent, so I could always keep him in those decks and replace Caged Sun with another card, instead.

What does everyone else say about this? Should I keep Angrath in those two decks, and, if not, what creature is very similar to him?

TypicalTimmy on Deathbellow Minotaurs (Minotaur/war cry)

8 months ago

Blackgate, I started playing Magic waaaaay back in 2005 but I stopped because I thought it was pretty dumb. Many, many years later I gave it a second shot when Magic: Origins released. I got hooked and began buying loose Walmart packs. They had a large amount of Tarkir, Zendikar, Ravnica and Theros. My very first mythic was Keranos, God of Storms followed quickly by an Iroas, God of Victory and Aurelia, the Warleader.

Being a natural-born Tim, I mashed them all together in an 83 card 5c deck and promptly lost every single game, ever.

Distraught I nearly gave up, but decided to try again. That's when I discovered the power of

  • T R I B A L
  • S Y N E R G Y

within the Madcow Clan. Minotaur became my absolute wrecking force where I would dominate casual play groups. It would later defeat a local championship winning Elfball deck.

Years later we see Amonkhet and they gave us the gift that we never knew we needed; Neheb, the Worthy and Insult / Injury.

Later still, in Ixalan, we saw our first on-card Minotaur Planeswalker, Angrath. I was enthralled and went out to buy the Angrath, Minotaur Pirate theme deck and, believe it or not, pulled an Angrath, the Flame-Chained in one of the booster packs that came with them.

Needless to say, my heart exploded.

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