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|Commander: Rule 0||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
5 months 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
5 months 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
tkjanacek on Mogis Ravel
8 months ago
You have a card draw/bearhug theme, maybe you should make this a Nekusar, the Mindrazer deck? I recommend running Memorial to Folly, Path of Ancestry, Blightstep Pathway Flip, Drossforge Bridge, Talisman of Indulgence, Coldsteel Heart, Commander's Sphere, Fellwar Stone, Mind Stone, Star Compass, Fire Diamond, Charcoal Diamond, Glittering Stockpile, Prismatic Lens, Tome of the Guildpact, Exsanguinate, Read the Bones, Angrath, the Flame-Chained, Court of Ambition, Curtains' Call, Stormbreath Dragon, Fiery Confluence, Liliana's Specter, Capital Punishment, Gray Merchant of Asphodel, Soul Shatter, Tectonic Giant, Graveyard Trespasser Flip, Palace Siege, Vance's Blasting Cannons Flip, Cut / Ribbons, Make an Example, Oath of Liliana, Valakut Exploration, Terminate, Liliana's Triumph, The Eldest Reborn, Unnerve, Yarok's Fenlurker, Elderfang Disciple, Skull Rend, Tasigur's Cruelty, Warchief Giant, Warlock Class, Zof Consumption Flip, Hagra Mauling Flip, Skyclave Relic, Syphon Mind, Syphon Flesh.
Stardragon on 3 color Generic Planeswalkers for …
9 months 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
1 year 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 …
1 year 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
1 year 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 …
1 year 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.
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