
Combos Browse all Suggest
Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Anthem of Rakdos
Enchantment
Whenever a creature you control attacks, it gets +2/+0 until end of turn and this deals 1 damage to you.
Hellbent — As long as you have no cards in hand, if a source you control would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.





Balaam__ on Balaam__
5 months ago
legendofa Back with another batch.
Definites:
Possibles:
•Blinding Powder…if the guy holding it is trying to blind himself XD
•Exile into Darkness is reminiscent of Cage of Hands. Right perspective, hands coming from off screen, but they’re disembodied.
•Clinging Darkness see above.
•Hex seems like it isn’t FPP, but if you’ve ever toiled away painting/organizing miniatures, sometimes you’ll stoop down to check things and get this very perspective.
•Spectral Searchlight odd angle, but possible.
•Haunting Hymn this one’s tough. If you take the whispy tendril thingies to be limbs, then this potentially qualifies. If it’s supposed to be smoke or vapors, then no. I don’t know anything about the lore/backstory of this card to know what’s going on here.
Almost certainly not:
•Shuko check the thumbs. It’s not FPP
•Umezawa's Jitte see above
•Fury Charm almost certainly not FPP, unlike the other charm.
Crow_Umbra on
Musashi's Mosh Pit [Primer]
3 years ago
Thank you SufferFromEDHD! Haha yeah, I was typing away feverishly over the past couple of days instead of doing my actual work. Once I found the Five Rings and other Musashi quotes last night I couldn't stop and wrote the rest lol.
Anthem of Rakdos looks spicy, I hadn't seen that one before. I also have a similar feeling about Fervent Charge +2/+2, with the upside of doubling from Isshin is cool and all, but the triple color cost can be tricky to pull off and is kinda worthless without a decent board. Even with a huge board, Fervent Charge might not be that worth it. As I'm writing this out, I'm realizing that Fervent Charge feels more like Win-More fluff.
Blade of Selves is great! I definitely have it slated as a future pickup when I do some upgrades after more irl playing.
I had Cathedral of War, Sublime Archangel, and 3 other Exalted creatures in the very first draft of my deck. I took them out mostly because I don't think Exalted would be as viable in my meta. Board states can get gummed up and stalemate-y, so I figured going wide for offense/defense and forcing combat would be more viable. I can agree that Exalted could be really cool with Isshin. I figured Adriana, Captain of the Guard as a Melee anthem could fit a similar role as Sublime Archangel for what my deck wants to do.
SufferFromEDHD on
Musashi's Mosh Pit [Primer]
3 years ago
Beat me to it! I'll be posting my list tomorrow. Your list is SOLID. Some ideas to spitball:
Fervent Charge or Anthem of Rakdos. Neat triggers but might not be strong enough.
Duelist's Heritage good value.
Blade of Selves myriad is strong.
Sublime Archangel I've been pondering this one. Gonna test it out.
legendofa on
Speedy pirates
3 years ago
It's not really piratey, but Anthem of Rakdos might be an interesting finisher.
TriusMalarky on Deck concept: indestructible
4 years ago
Oh jeebs. You can easily do some shenanigans by doubling everybody's damage. If only Fiery Emancipation applied to everyone... oh wait it doesn't matter.
Curse of the Nightly Hunt, Aggravate, Anthem of Rakdos, Chandra's Ignition :)
FormOverFunction on Suggestions for Sire/Descent Demons
4 years ago
Anthem of Rakdos can be pretty rad, if you can reliably have an empty hand.
RambIe on
4 years ago
- Anthem of Rakdos (I did not see a lot of card vantage so hellbent shouldn't be an issue)
- Tainted Strike (Player removal if timed right)
- Scroll of Fate (Work around for counter spells also combos with Mikaeus, the Unhallowed to cheat out fattys)
- Command Beacon (Work around for uncastable tax)
- Peat Bog & Sandstone Needle (3 drops playable on turn)
I don't mean to over step suggestions but maybe utilize draw/discard for card vantage then then some graveyard recursion to cheat out the fattys
Vulnoth on
Turbo Aggro Grind Time
5 years ago
Continuing where I left off.
continuing from creatures
Something to consider when addressing what to drop for my suggestions is how it affects your overall strategy and politics. Ashenmoor Gouger looks good because on paper it can deal damage, but consider what happens if you draw it 10 turns in and the table has all dug in for the long game. Hyper aggressive cards of the sort that do little else aren't going to help you after the first few turns. Hackrobat, Rakdos Firewheeler, Thrill-Kill Assassin, and the like are what you should look for when hacking cards out of the deck in the creature department. You might be gearing up to go fast and hit hard, but you still are playing the "long game", if you can even call it that.
Support
Onwards we march, starting with the strict spell category. Here, you should be looking for either utility or pure power. Spot removal cards like Go for the Throat work in regular 60 card formats, but lose a ton of value as the game is slowed enough for that one spell to have a diminished effect because it can only hit a single creature, often to little effect. Now Bedevil, on the other hand, is outstanding because you can hold it for either an artifact or 'walker, thus expanding your range and making it always live and effective.
-
Allure of the Unknown - A huge resource generation spell. Additionally, it plays into politics well by letting an opponent (or friend) have a card. Gotta keep the train moving.
-
Bituminous Blast - Perhaps not the most clutch of cards, but at least worth considering since EDH is slow enough for these types of spells to put in work, mostly because Cascade is nuts. I'd understand if it didn't make the cut, though.
-
Captive Audience - Hilarious and effective. Instant enemy-maker, but if you haven't farted in the general direction of everyone at the table, others might turn a blind eye. In my experience, when Joe Shmoe poops out an army of dargons and you slap him with this, the table would generally point and laugh.
-
Cauldron Dance - A nice little shuffling of creatures, which is nice if you're rich in chunguses.
-
Kolaghan's Command - The best charm from its cycle, for good reasons. It's always live in EDH.
-
Spiteful Visions - Perhaps risky for politics, but it does put damage on board, thus making Rakdos live, and generates card advantage.
-
Fork/Reverberate/Wild Ricochet - copy spells, in my experience, tend to do a lot since they're just whatever everyone else is playing.
-
Beacon of Unrest - There will always be something in the grave, and self-recursion is a godsend in my books.
-
Scheming Symmetry - Helps your consistency and makes a friend.
-
Subversion - Nibbles at your opponents while sustaining yourself, and makes Rakdos live.
-
Generally any spell with X in its cost. As the game drags on, they only get better.
I did a brief skim of cards in Gatherer and from among my own decks, but don't be afraid to look at other decks or EDHRec for things that will help you. Just remember that your goal boils largely down to pinging to make Rakdos live, cards that Rakdos is payoff for, and utility general support that rounds out the deck.
Artifacts
Necessary gears to get the machine moving. Mostly it will boil down to mana rocks to accelerate your state, but there will be others that you want purely because they work well for you.
-
Cryptolith Fragment Flip - Mana plus ping.
-
Commander's Sphere - Obvious utility.
-
Sol Ring/Gilded Lotus - Big mana staple.
-
Mind Stone/Hedron Archive - Both have their uses, and I adore them both, but in a multicolor they can run the risk of being unhelpful due to generating colorless mana.
-
Firemind Vessel - Perhaps slow, but produces plenty of mana.
-
Thought Vessel - A personal choice, but if you don't have enough draw power to fill your hand, then it's not worth the cash.
-
Tome of Legends - Easy draws.
-
Conqueror's Galleon Flip - Another personal choice, but I find that once it transforms, the advantage it generates does wonders, and as a deck stuffed with creatures that could crew it, the fit seems nice to me.
-
Lightning Greaves/Swiftfoot Boots - Staples for protecting your Commander. Also Haste.
-
Sword of the Animist - Free Rampant Growth on attack. Obvious value is obvious.
Lands
Here you can start to have some fun. Being 2-color, you do have to be somewhat mindful of what you're running, but you can definitely make use of a lot of offbeat lands since you're not trying to be a fool and mana fix 5 colors. Keep in mind that you may not necessarily need everything listed here, but it's just a matter of helping keep your ability to produce both colors consistent.
-
Temple of Malice - Slow lands may be unappealing, but Scrying usually helps.
-
Arch of Orazca - Yet another personal choice. All you need is to have 10 permanents at any point while controlling/playing a card with City's Blessing and you have it for the game. At which point, Arch becomes something to do with spare mana.
-
Reliquary Tower - Like Thought Vessel, it's worth considering, but is acceptable to pass on if you keep burning your hand up.
-
Command Tower - Staple.
-
Graven Cairns - Filter lands are always nice.
-
Rakdos Carnarium - Slow, yes, but in the long run gives more mana.
-
Shadowblood Ridge - Another pseudo Filter Land
Chopping Block
I encourage you to think these things out on your own or ask friends about this part, because understanding the process of what and why things stay or go is important to understanding your deck. Below are my suggestions for what needs to get yeeted.
-
Ashenmoor Gouger/Hackrobat/Hellhole Flailer/Rakdos Firewheeler/Thrill-Kill Assassin/Rakdos Guildmage - All just don't do that much. Awesome to drop in the first turns, but soon are just fodder. They're nice fodder for Lysolda and Judith, but overall too narrow in use and too low impact.
-
Void Winnower/Blood Moon - As someone who wins almost all his games through player politics, I advise against these types of cards that choke the entire table. Like infinite combos kept as panic buttons in decks, you really only get to pull it once before the group starts remembering what you have up your sleeve. After that, you risk being targeted because they'll know what you have.
-
Phyrexian Obliterator - BBBB in 2-color is a bold move for what's essentially a 5/5 unblockable.
-
Dark Ritual/Doom Blade/Go for the Throat - I personally would cut them, but feel free to play around with at least the removal spells for consistency in board control. Ritual, however, is just not suited for this format.
-
Everlasting Torment - It's the only card of its type in your deck, and actually makes you vulnerable to getting chump blocked.
-
Urborg, Tomb of Yawgmoth - Urborg serves almost no purpose in this deck.
-
Rakdos Guildgate - Guildgates are just packfiller.
-
Rakdos Signet/Rakdos Keyrune - In the modern day, your mana rocks mostly should be more useful than an overcosted creature, and if it only produces mana, it needs to be efficient like Sol Ring.
-
Lava Axe - Shouting "Catch" while literally throwing this is hilarious, but the card's just horribly overcosted.
-
Anthem of Rakdos - You will lose a lot of games you shouldn't lose because of this.
-
Ogre Battledriver - Giving a dude Haste to swing is nice, but it's a lot easier to just run a pinger like Goblin Fireslinger or Lobber Crew
-
Ob Nixilis, the Fallen - His Landfall is nice, but by nature isn't consistent, which is what you're looking for in ways to ping your opponent. Becoming a chungus is nice, but you're better off just skipping the hoops and playing an actual chungus.
-
Vial Smasher the Fierce - This one I'm not totally sold on cutting, but she seems more complicated than just running a pinger. Play around with her and see how Vial Smasher synergizes.
-
Master of Cruelties - Another I'm not totally sold on chopping, but he can only attack alone, which bottlenecks your options.
I know this all is sort of messy, but when making edits, start with comparable replacements (i.e. swapping a creature for a creature), run a few test turns, and see how things work.