Chainer, Nightmare Adept
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Format Legality
1v1 Commander 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
Vintage Legal

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 from your hand, it gains haste until your next turn.

multimedia on Rakdos, Lord of Riots Demon Tribal

1 month ago

In my last comment suggested a lot of cards to add, now here's some cards to consider cutting. For cards to consider cutting I would start with all the lower mana cost nonDemon creatures. I would simply replace these with other lower mana cost cards that can better enable Rakdos without attacking and reduce creature mana costs without attacking.

Rather than playing a lot of single creature removal spells, rely more on Demons who can destroy or remove creatures? Especially Demons who have repeatable removal effects. You could cut many creature removal spells and replace them with more draw.

Searing Spear, Shock, Disintegrate can target a player to make them lose life, but you have Lightning Bolt for that and you can make opponent lose life better ways then playing single burn spells. Some budget single removal spells are helpful such as Chaos Warp and Feed the Swarm because these spells can remove an enchantment, Warp any permanent. When attacking is important to your game plan these can remove Ghostly Prison, Propaganda and others.

Rakdos can only reduce the mana cost of creatures therefore play very few noncreature high mana cost spells or spells that require a lot of mana to be useful. Spells that need a lot mana paid to make them decent is not really what you want when playing many high mana cost creatures. Could cut these for more draw and ramp.

Rolling Earthquake is a budget spell like this that's worth playing because you can control how much damage each creature is going to take, most Demons including Rakdos have high toughness. You could cut a few of the lesser Demons.

Master of the Feast is really bad card in multiplayer Commander because only your opponents draw. Awaken the Sky Tyrant, Wretched Confluence and Seal of the Guildpact are subpar for the mana costs.

In my last comment I recommended adding a lot of loot effects for draw. Loot is excellent with Blood Speaker and Speaker is a good reason to play Demon tribal since it's a tribal tutor that can be repeatable, return to your hand from your graveyard. Rakdos can reduce Speaker's mana cost to only 1 mana, making it a mana efficient way to repeatedly tutor for Demons.

Loot can be an enabler for reanimation and recursion which are helpful effects to have with Demons. Reanimation is a way to get Demons onto the battlefield without having to cast them, a backup for when Rakdos is disrupted. Recursion is getting Demons back into your hand or casting them from your graveyard. Patriarch's Bidding can reanimate all Demons in your graveyard. Persist and Exhume can reanimate for only two mana.

Chainer, Nightmare Adept has interaction with looting, getting Demons into your graveyard to cast them using Rakdos mana cost reduction. If you discard a Demon using Chainer's ability you can cast that same Demon giving it haste to attack. Rakdos also gains haste from Chainer when he's cast from the Command Zone. Any creature you reanimate gains haste from Chainer.

Chainer has excellent interaction with creatures who can sac themselves for value such as Magus of the Wheel and Doomed Necromancer. With Chainer these creatures gain haste when cast from your graveyard allowing them to tap and activate their abilities right away. Doomed Necromancer can reanimate even at instant speed. Chainer is good with Blood Speaker as discard outlet that can keep coming back to your hand.

Some more budget Demons to consider adding:

Some budget land upgrades to consider:

Temple of the False God is not a good land when you have no land ramp. It will not tap for mana until at least turn five and that's if you make all your land drops. Even if playing green and land ramp such as Cultivate I still wouldn't play Temple of the False God, it's just not a good enough land in the early turns of a game.

seshiro_of_the_orochi on BBE (Bad B**** Energy)

1 month ago

That's a pretty cool list, and I didn't that alt art. Nice.

Some cards to consider:

Gravebreaker Lamia

Chainer, Nightmare Adept

Helm of the Host

Noholdmine on Garth One Eyed Cheater

3 months ago

Some easy ways to add interaction to this deck would be to add some enchantment and creature removal spells. Krosan Grip, Return to Dust, Rapid Hybridization/Pongify, Arcane Denial to replace Dissolve, Anguished Unmaking, Damn, and Swords to Plowshares/Path to Exile are all clean and efficient methods of interaction. Saryth, the Viper's Fang, Lightning Greaves/Swiftfoot Boots, Shalai, Voice of Plenty, and Veil of Summer/Heroic Intervention are solid protection options for your creatures as well. Right now you're running Anger with only 2 Mountains in the entire deck, so that means either the mana base needs to be reworked or Anger needs to be replaced. Some easy ways to rectify the mana base a bit is to swap out some of your duals for the Red/x options (i.e, Blood Crypt, Stomping grounds, etc.). We can also make the deck more efficient by changing up the ramp so that it has utility or generates more than one color of mana. Cards like Deathrite Shaman, Kiora's Follower, Noble Hierarch/Ignoble Hierarch, Faeburrow Elder, and Birds of Paradise are all decent options. Right now Anger and Chainer, Nightmare Adept are the only cards that can give Garth haste. Since we only have a few creatures that actually benefit from the haste, cards that generate value outside of simply providing haste would be beneficial. Rhythm of the Wild would not only give our creatures haste, but would make it harder for opponents to counter the creatures and combos with the persist creatures in the deck by giving them +1/+1 counters. Temur Ascendancy is another decent option since we can draw cards even when our creatures don't benefit from haste and it synergizes with our Flicker and Undying/Persist effects. An infinite combo option would be Jeskai Ascendancy + Garth One-Eye + Any haster + Deadeye Navigator and even if we're not comboing, we can still generate value from each card individually. I personally feel that cards like Frantic Search and Careful Study are too good to not have in this type of deck, since a good majority of our cards benefit in some way from being in the graveyard or we have easy ways of getting them back. In tandem with this idea, I think that cards like Regrowth (even though Garth One-Eye already has a Regrowth) and Eternal Witness are musts, especially since Eternal Witness generates value with the Flicker effects and other revive effects in the deck. An honorable mention that didn't quite make it into my comment but could be effective is Spark Double since it would allow us to have multiple versions of legendary creatures if we so chose, 2 Muldrotha's could lead to quite the turn! Unfortunately, however, Commander has a deck maximum, which means that cards must be let go to make room for all the new fun stuff we want to play with. For this deck I suggest cutting Diamond Lion, Thespian Stage, Dark Depths, Kroxa, Titan of Death's Hunger, Arixmethes, Slumbering Isle, Kitchen Finks, Desperate Ravings, Nim Deathmantle, Harrow, Magus of the Will, Gaea's Will, Scapeshift, Chronozoa, Raving Visionary, Thought Courier, Dissolve, possibly Twilight Shepherd, possibly Rampant Growth, possibly Seize the Spoilsand possibly, Purphoros, God of the Forge. At the end of the day, this deck is yours and you should play it and build it in the way that best suits you! Have fun gayming!

Abaques on How Good is Rune-Scarred Demon …

4 months ago

I think it depends on the deck and the power level of your playgroup.

I have a Chainer, Nightmare Adept re-animator deck that can dump it in the yard and then get it into play pretty cheaply. It's pretty good in that deck, but its also not a cEDH deck by any means. It would be a lot less effective in a deck where I had to hard cast it every time.

Stardragon on Archenemy/Planeschase deck ideas

4 months ago

Me and my friends are planning on a archenemy/planeschase game and i drew the short end (or maybe long end) of the stick and am now the archenemy... the problem is i have now idea what commander i should go with/what to build them as. the 4 decks im up against are

Yuriko, the Tiger's Shadow ninja tribal

Averna, the Chaos Bloom Landfall/Cascade

Chainer, Nightmare Adept Reanimation and

Atraxa, Praetors' Voice Superfriends

any ideas are welcome to help me win (or at least put up a good fight) (note my budget is a hard $325)

that being said even though i have no idea what to do i was thinking of maybe going the fast stompy route like Omnath, Locus of Mana sure i may not be able to afford things like craterhoof or blightsteel but there are plenty of cheap big creatures i could play with. OR

I could go hard control. OR

The Locust God Infinite Draw/Swarm


Polaris on Multiple Omen Machines and creature …

6 months ago

Sorry, some of my answer disappeared. The first bit is supposed to read

"An ability like Omen Machine that casts a card directly (as opposed to abilities like Chainer, Nightmare Adept that say "you may cast card this turn) bypasses normal timing restrictions and lets you cast the spell during the resolution of the ability. This puts it on top of the stack, so it will resolve before anything else already on the stack does."

Polaris on Multiple Omen Machines and creature …

6 months ago

The creature will be cast and its ETB trigger will happen first.

An ability like Omen Machine that casts a card directly (as opposed to abilities like Chainer, Nightmare Adept that say "you may cast

You cast the Sage of Epityr while the first Omen Machine trigger is resolving, and then after it finishes resolving the Sage will be the next thing to resolve. It will enter the battlefield and trigger, and you will resolve its trigger to rearrange the top four cards of your library, and then finally the second Omen Machine trigger will get a chance to resolve.

le-stan on Chainer Nightmare Adept

6 months ago


I don't see why a creature wouldn't get haste when brought back from the graveyard, with Reanimate or Sisay, Weatherlight Captain. In the first case, you play a sorcery spell that makes a creature enter the battlefield from the graveyard (--> You didn't cast it from your hand, you casted the reanimate...)

In the second case, you activate Sisay's ability to have a creature enter the battlefield from the graveyard, and again, you don't cast it, you activate an activated ability

--> In both cases, the creature would get haste from Chainer.

Even playing something like Haakon, Stromgald Scourge would work, since - even though you cast Haakon, you don't cast if from your hand, but from your graveyard, so Chainer, Nightmare Adept's ability would also trigger.

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