Chainer, Nightmare Adept
Legendary Creature — Human Minion
Discard a card: You may cast a creature card from your graveyard this turn. Activate this ability only once each turn.
Whenever a nontoken creature enters the battlefield under your control, if you didn't cast it form your hand, it gains haste until your next turn.
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|Commander / EDH||Legal|
Chainer, Nightmare Adept occurrence in decks from the last year
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Chainer, Nightmare Adept Discussion
2 weeks ago
The problem with most Rakdos decks is that they tend to lean incredibly slow for two reasons:
- Powerful draw is limited
- Ramp is limited
For draw, black is often going to ask you to sacrifice permanents and / or pay life. This not only sets your boardstate back further, but also sets you as a player back further. Even if no opponent attacks you, you are inadvertently helping all three of them win by reducing your own life total for them. Red, on the other hand, has several strong methods of draw. Looting, Rummaging and Impulse. All of these however require you to either lose potential cards you wanted to keep, or force you to play them immediately when they may be inopportune. This causes you the issue of lessening the value of each play as you attempt to reconcile the value of your permanents (mana, creatures, enchantments, etc) against the value of your hand (removal, bombs to hold onto, combo pieces, etc).
What this does is it causes Rakdos to need considerably more effort in the ways of redundancy. While it is true that you can easily rely on black tutors, it is equally true that such expensive cards slotted into a non-cEDH deck is difficult to justify. What's more is that there are only so many viable tutors in the game with which to be utilized. Furthermore, a tutor means nothing if you can not draw into it. If you are limited to one draw per turn during your draw step, you aren't really garnering any new value from them at all. Sure, you could be marginally ahead late-game, but your setup phases and mid-game plays are lackluster, at best.
Then we move onto the issue of ramp. Ramp is extremely difficult to do in Rakdos. Yes, cards exist. But again, these cards mean nothing if you can not get to them. Often the best way to ramp would be using artifact sources in order to pack the boardstate full of 0-cost spells up to and including higher mana value spells, such as Empowered Autogenerator and a kicked Skyclave Relic . This then befalls an idealized starting hand with which you can actually perform your ramp with. However, a hand with all ramp and no plays makes Jack a dull boy. Without the aforementioned draw, you are still a sitting duck, regardless.
And so we find that often the best Rakdos Commanders generate value for being on the field. They cause damage to the boardstate or players , allow utilization of your graveyard, effectively making it a second hand , have tutor-like effects in design if constructed around them and / or turn damage into a resource .
Now, onto the topic of Minotaurs. They are a very powerful tribe in that they have some of the best Lords in the game. However, you are limited to a singular copy of each. Once your Felhide Petrifier is killed off, without a means to recur him back to the battlefield, you lose that entire source of Lordship. The simple fact is that Minotaur lack the redundancy necessary with which to carry out a deck into a true winning position. They work fine in non-singleton formats such as a casual playgroup for Modern or a Draft Cube or just a casual composition deck. But in EDH? Hardly.
If you are looking for, specifically, a Minotaur Tribal deck, I would recommend Chainer, Nightmare Adept as he would allow you to reply the Minotaur setpieces that have been removed from play. That way your Felhide Petrifier and Rageblood Shaman and Kragma Warcaller can actually do some damage since they will stick around much longer than normal.
4 weeks ago
MeanLizard thanks for sharing your list! I'd love to talk out where I see variance in our design!
You're only playing Dragons (and Anger , always Anger )! I really like your low creature count and how it opens up space for instants and enchantments. I'm seeing our differences in playstyle come from this section. Also, we both REALLY need to add Goldspan Dragon ...a lot.
Lathliss, Dragon Queen consistently underwhelmed for me. I hope you haven't found that to be the case!
Please let me pitch you on swapping Hellkite Tyrant for a utility creature like Dockside Extortionist ! I always found Tyrant to be a win-more card and I consistently feel like this deck doesn't need to win-more, it needs to sustain and accelerate.
Where you have Tormenting Voice , I run Azra Oddsmaker . For Wild Guess , I run Chainer, Nightmare Adept . Your Cathartic Reunion swaps in for my Daretti, Scrap Savant . Your Molten Echoes mirrors my Feldon of the Third Path .
How have you felt about your gameplay? You've streamlined this strategy to the Nth degree with heavier draw and reanimation packages - I can imagine this being SO quick and potentially a bit more prone to getting squashed by graveyard hate. Maybe not because of how much card draw you're doing?
Take out Final Parting for Mausoleum Secrets and enjoy! Also, how can we find space for Underworld Breach here?! You're leaning into flashback and threshold a bit more than I do, I'd LOVE to see these inclusions!
I have some other questions and thoughts, but that feels like plenty to start with!
2 months ago
Hey! I'm happy to share suggestions, as I've thrown out a few ideas and tried to chat about insight so far. You may want to try and isolate cards you're willing to remove - that way you can still feel like the deck is yours, while being open to prospective ideas / outside perspective ya know?
I'll try to make suggestions with budget in mind!
- Get the same effect with a higher upside and immediately get to discard a Dragon. Non-artifact so it's harder to remove. Mid and late-game card-drawing machine with an evasive Dragon.
- This Neheb is too slow and while the synergy is there, it's going to have trouble making a consistent impact. Even an ETB tapped fetch still keeps you getting the color mana you need while (statistically marginally) thinning your deck and cleaning your future draws.
- Overall, these edits reduce your cumulative curve, provide similar (if not more consistent) discard ability, and much higher ceilings for providing value. Evolving Wilds is your 2nd fetch, so you can keep improving the lands you're getting into play. Daretti lets you move through the deck quicker AND has artifact synergies if you choose to lean into that line of play. Chainer is a discard outlet and haste enabler the turn he comes down, so he's already got the same floor as Mad Prophet with the opportunity to be impactful if he stays on the board.
- Since you've enjoyed leaning heavily into the discard aspect, Temple makes a lot of sense for you to have access to a mid or late-game land to ramp a bit. With all these expensive Dragons, I'm sure you've had a turn or two with plenty of un-used mana (I have!), so this gives you a way to maximize the discard AND set yourself up to keep having access to mana!
- The five-mana CMC for a less-efficient Sneak Attack just feels heavy in this build. Adding Landscape gives you another opportunity to pull lands out of your deck and keep having colors on the battlefield - I'm sure you've noticed but the double and triple-pips of the deck can be VERY challenging at times. Being able to get two Mountains (or your two Swamps) will hugely impact your ability to play relevant spells on time. As far as getting one more haste enabler, even with Chainer already in...
- Tyrant is a win-more and a payoff card. It's a fun ambition, but in a deck chock-full of power and crazy cool Dragons, we don't need this. Instead, big Kolaghan comes down much earlier AND hastes our entire squad.
- Courser enables shenanigans and fantastic temporary Commander fun. It's effect can be much more impactful than Thundermaw Hellkite's in the long-run, and essentially acts as another reanimation spell. Thundermaw's effect is pretty narrow, while Courser's lets us go into the graveyard for a more toolbox-like approach, depending on what we've been able to get into the graveyard so far.
- This might be a little bit of personal preference, and with how many ways this deck has to kill opponents' creatures on your turn, I think it provides a great ceiling while also acting as an early-game blocker. Mana that you can do anything with is so precious in this deck, and it happens to synergize nicely with the best addition to this deck in Kaldheim...
- I personally don't think this deck needs to go wide, otherwise you'd be running more cost reduction ( Urza's Incubator , Dragonspeaker Shaman ) as well as Nesting Dragon . Big-mana decks are always going to need mana, and Goldspan makes it in spades.
- This is a different style of play, I'd just rather avoid exiling my Dragons or only getting a single use out of them...for a minimum of 8 mana and two turns. Feldon has more flexibility in coming down quicker and activating sooner. You're packing High Market and Phyrexian Tower here for sac outlets to get rid of the tokens (same as the Dragons from Zirilan realistically), but you're doing it much earlier in the game, or with mana to spare, with no downside of losing a Dragon for the rest of the game.
- Between all of the Dragon ETB damage and the removal suite available to Rakdos, you don't need more removal, I'm sure you've noticed this! Especially cost-inefficient removal. Having more reanimation effects, especially to act as a or flicker effect? There's WAY more flexibility here for how the Dragon reanimator wants to succeed. I agree that more removal is always good though! With that in mind...
- Play faster, and play with more flexibility. Command will give you options based on how the game's playing, and playing at instant-speed ensures you can be more interactive. Along that same line...
- Flexibility in usage! More than likely this will get rid of a troublesome artifact, and wouldn't you know it that some of the best graveyard hate is on artifacts! The graveyard hosing can also be key and, again, playing at instant-speed gives you more opportunities to disrupt opponents. For a high-curve deck like this, that's really important!
- Let's help Rakdos players see that Arena isn't the powerhouse everyone thinks it is! Exploration does EVERYTHING we could need - especially in your build, which has a higher concentration of Dragons, there's a greater likelihood for you to fill your graveyard quicker! Please give this a shot and let me know what you think!
Four of these cards ETB tapped and make you a turn slower, AND they're bad in the late-game since they have little utility. There's no snow synergy here to justify Coldsteel. Having more land ensures you'll hit your drops throughout the game. Wayfarer's lets you keep some ramp (I prefer Expedition Map, but one discussion at a time) while Archive has mana utility and lets you cash in when you have leftover mana. Smooth out your hands, get more consistent draws and turns, and have the ability to draw more cards.
- All of these Dragons in the yard are going to go to waste if you can't get them out onto the field! This is my favorite low-cost reanimator aside from the namesake - if you wanted to make a case for Stitch Together I wouldn't argue it. Being able to get two Dragons out, albeit tapped, ensures you can keep some board presence. It also lets you use up some of those Sneak Attack / token creations in an efficient way. I know losing some card draw feels a bit weird, and based on how the deck's built up, and from what you've described about your playstyle, it sounds like you may have an over-abundance of card-draw and not enough interaction. Hopefully this changes things!
Non-budget upgrade, and more likely to consistently come down untapped and provide the same color flexibility. If budget doesn't allow this edit, I'd say the non-budget move could be Path of Ancestry .
I do think you need to find room for one of the game-winning, mass-reanimators like Living Death or Patriarch's Bidding , or the new Kaldheim one, I'm blanking on the name. I'd take out Scourge of Kher Ridges for it to give yourself a win condition out of nowhere!
Hopefully these ideas help, or at least spark some further ideation for you to think about! If you want to chat about Bladewing in real-time over Discord or Reddit I'm on both sites as ThePillowman :)
2 months ago
Hey, well done for your first deck. Less than $100 is impressive.
Some budget cards to consider adding:
- Windfall : reprinted in Kaldheim Commander, it will come down to $1 soon.
- Chainer, Nightmare Adept : enabler for reanimation and creatures who are reanimated gain haste.
- Magus of the Wheel
- Nightscape Familiar
- Dimir Signet
- Solemn Simulacrum
Some cards to consider cutting:
- Prismatic Lens
- Firemind Vessel
- Phyrexian Triniform
- Overseer of the Damned
- Coastline Marauders
- Shifty Doppelganger
- Epiphany at the Drownyard
Some budget lands, each less than $2, upgrades to consider:
- Shivan Reef --> Swiftwater Cliffs
- Path of Ancestry --> Thriving Moor
- Sunken Hollow --> Jwar Isle Refuge
- Smoldering Marsh --> Akoum Refuge
- Grixis Panorama --> Bloodfell Caves
- Ash Barrens --> Dismal Backwater
Good luck with your deck.
2 months ago
I've recently retooled my Karador deck to be less powerful and to focus on more of a toolbox theme. I've constructed this deck to be around 75% (or 7.5/10) mostly to ensure it's not oppressive and to have FUN! Most other decks in my meta are around this power level. I'm using infinite combo's mostly as a backup incase the game drags on too long, so you won't see cards/combo pieces like: Protean Hulk , Boonweaver Giant , Pattern of Rebirth , Academy Rector , etc as they are much too powerful I found out for my playgroup. More on this below -
Link to my deck: Karador Toolbox / Reanimator!
Deck Goal/Objective: The goal of this deck is to be a value-centric reanimator deck. I aims to take over a game with creatures, then grind my way to end and finally reanimating giant monsters to win the game. Again, infitine combos are a means of ending a game that has dragged on for to long, or else can’t be won on the battlefield.
Some background: So Karador was the first deck I created but I realized it was too strong as I based it off of a cEDH deck apparently (minus the expensive land base). It really wasn't fun for anyone to play and not really for myself either. So I've now totally revamped it and included a more reanimator/toolbox route. I'm looking to keep the strength of the deck around 75% - 80%. I'm hoping you guys could give me some feedback on my deck list and let me know if there is anything you think I should cut or suggestions for cards I should add in. Any links to other successful toolbox decks that do not only focus on infinite combos would be great!
About my Playgroup/Meta: So most of the decks in my playgroup are well constructed and I would say are at about 65% - 80% tooled. They are not too powerful but could also do fairly well against more competitive decks if needed. This is mostly to keep everything FUN! lol. From a price point perspective, I would say most decks are anywhere from $200 - $800 in value. Some of the Commanders our playgroup runs are: Zedruu the Greathearted , Atraxa, Praetors' Voice , Atraxa, Praetors' Voice , Korvold, Fae-Cursed King , Lazav, Dimir Mastermind , Chainer, Nightmare Adept , Kaalia of the Vast , Sisay, Weatherlight Captain , Lathliss, Dragon Queen , Sliver Overlord , Mayael the Anima , The Mimeoplasm , and a few others. - So please keep this in mind when making suggestions for additions/cuts to give me an advantage :)
PLEASE ALSO TAKE A LOOK AT MY "MAYBE BOARD". This has cards I cut or I'm unsure if I should include them. Happy to add to the list as well - but any feedback is appreciated!
Please let me know your thoughts and suggestions. Thanks guys!! :)
2 months ago
sorry for the double post but.... i just realized some more cards that you really don't want to be running currently. Prismatic Geoscope is extremely expensive for a ramp spell. i would try replace this with a cheaper ramp spell. a simple Rampant Growth or Farseek would do well here.
i don't know why you are running Murderer's Axe... is it because you want to discard cards? if so i would instead replace it with either Chainer, Nightmare Adept if you wanna stay budget, or Fauna Shaman if you're willing to spend more on this thing. both give great value, and synergize with your deck better than this equipment does. which would you prefer: discarding a card to give +2/+2? or discarding a card to cast any creature from your graveyard and give it haste? notice you could recast Shriekmaw for it's evoke cost of every turn. that's value!
or Wolf of Devil's Breach. this card could also be a wincon for your deck and am surprised not to see it among your list already.
and finally, i forgot some really important elementals that you will WANT to run in this deck!
Slithermuse is another evoke elemental, and this one cast refill your hand! again, every deck needs to draw cards.
Animar, Soul of Elements is also HUGE ramp. worth the price.
Muldrotha, the Gravetide let's you cast so many more spells each turn! definitely going to be happy whenever you draw her.
Multani, Yavimaya's Avatar is just a huge monster..... paying for a creature with potentially 20 power is too cool to pass up.
alright i've chewed your ear off enough...... good luck and have fun deckbuilding!
2 months ago
Hey, good budget version of Zagras.
Dagger Caster is another Goblin Chainwhirler effect who's much easier to cast. Chainer, Nightmare Adept and Viscera Seer combine to repeatedly cast Caster or Chainwhirler or other creatures. Seer sacs the creature and then you can cast it again from your graveyard with Chainer. This interaction is also good with Taborax, Hope's Demise and Malakir Blood-Priest for repeatable draw/grow Taborax/each opponent loses life/you gain life each time Priest ETB. Hooded Blightfang is repeatable life loss for each opponent and life gain for you since it triggers for each creature with deathtouch who attacks.
Pain Seer, Oona's Blackguard and Goblin Cratermaker are good budget two drops for party. Seer and Cratermaker can really benefit when having deathtouch. Chaos Warp and Feed the Swarm are ways to remove an opponent's enchantment in Rakdos and Warp can remove any permanent which is very versatile instant removal.
Dark Ritual can help to ramp into a quick Zagras. Command Tower is a staple Rainbow land in Commander for multicolored decks and Path of Ancestry is another Rainbow land that can be repeatable scry when you cast a Rogue or Vampire with it.
These 13 cards can could be added for around $8 at TCGPlayer, see list
Some budget upgrades to consider:
- Dagger Caster --> Viashino Fangtail
- Chainer, Nightmare Adept --> Graveshifter
- Viscera Seer --> Bloodlord of Vaasgoth
- Malakir Blood-Priest --> Mogg War Marshal
- Hooded Blightfang --> Judith, the Scourge Diva
- Pain Seer --> Rushblade Commander
- Oona's Blackguard --> Blackbloom Rogue
- Goblin Cratermaker --> Banewhip Punisher
- Chaos Warp --> Walk the Plank
- Feed the Swarm --> Price of Fame
- Dark Ritual --> Forked Bolt
- Command Tower --> 1x Mountain
- Path of Ancestry --> 1x Swamp
Good luck with your deck.
3 months ago
It's going to be fun and I wonder if this will actually be too powerful? Due to the extensive tutor suite, etc. Though the infinite combo's do take a lot of pieces to pull off. I didn't see it listed but there is also a simple combo you can do w/ Teysa out by having Phyrexian Reclamation, Phyrexian Altar + any of the life drainers (Blood Artist, etc) and sac fodder out (Hunted Witness, Doomed Traveler, etc). Just sac say Haunted Witness and then the tokens it creates (doubled from Teysa), then use Phyrexian Reclamation to put Hunted Witness back into your hand and recast it (from Altar's floating mana) then infinite loop.
Overall, I think it will be strong but not overly strong where I get targeted every game (i.e. target me or I win, etc). Our Meta I would say is anywhere from 50% - 80% optimized (slightly more competitive than straight up "casual"). The general value of decks in play I would say are anywhere from $300 - $800, so this is right around there.
Some of the commander's in our playgroup are: Zedruu the Greathearted, Korvold, Fae-Cursed King, Lazav, Dimir Mastermind, Chainer, Nightmare Adept, Kaalia of the Vast, Sisay, Weatherlight Captain, Mayael the Anima, Feather, the Redeemed, etc - It will be interesting to see how it fare's against these.