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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Charix, the Raging Isle
Legendary Creature — Leviathan Crab
Spells your opponents cast that target Charix, the Raging Isle cost more to cast.
: Charix gets +X/-X until end of turn, where X is the number of Islands you control.
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1 month ago
Charix, the Raging Isle does not work in arcades as you would think, he has a big booty but no defender so Arcades, the Strategist does not do anything to change Charix. Assault Formation and High Alert do make him hit for 17 but they are 2 cards in your deck so not very viable.
2 months ago
Hi, looks good! Lots of similarities between our Phenax decks. Here are some cards I would recommend:
- Dauthi Voidwalker: has two major benefits; exiles stuff instead of just putting it in graveyards AND it allows you to steal something valuable (which can be devastatingly effective at times, especially early game).
- Fleet Swallower: milling someone's library on attack is nothing to sneeze at. What's especially awesome is that Swallower can target another player than the one its attacking. So you attack a player with a weak creature defense (which allows it to survive the attack) while you mill a player with a more significant board-presence.
- Jace, Memory Adept: an excellent mill-walker and supplies you with more draw if needed.
- Pemmin's Aura/Freed from the Real: imagine enchanting something like Charix, the Raging Isle or Tree of Perdition with these babies and then milling someone with them as many times as you have islands (or other sources of blue mana ... brutal!
- Bloodchief Ascension: with three counters on it, this goes infinite when combined with Mindcrank.
- Realmbreaker, the Invasion Tree: this allows you to ramp by milling; picture your opponents' faces while doing that.
Have fun with the deck!
2 months ago
For my breakdown here, I'm focusing on characters who are villains in their story arc and characters who don't have much specific backstory. Pretty much any legendary creature can be flavored as a villain in front of the right deck. I'm also not focusing on the Forgotten Realms sets, I'm broadening the net.
: Eldrazi or artifacts. Most of the artifacts are either hero-aligned or not an independent threat, like Graaz, Unstoppable Juggernaut. If you want a challenge, Omarthis, Ghostfire Initiate, but I wouldn't, just for lack of depth.
: Villains are oddly centered on Old Kamigawa. Konda, Lord of Eiganjo is a near-immortal emperor and master duelist. Hokori, Dust Drinker is destroying resources and the land. And, of course, there's the apocalyptic, unrelenting evil that is Hazduhr the Abbot.
: Heidar, Rimewind Master is an elementalist fanatic. The manipulations of Orvar, the All-Form or Kami of the Crescent Moon could cause problems, as could a big sea creature like Tromokratis or Charix, the Raging Isle.
: Pretty much everyone. It's easier to count the people who aren't outright villains.
: Relatively few actual villains, but a bunch of manipulators, dragons, and angry people that could fill the role.
: A bunch of wild animals and nature types. No scheming villains, but a good selection of rampaging monsters. Meng Huo, Barbarian King would be a unique choice (if you're willing to.proxy or drop $150+).
: Lots of options, from the behind-the-scenes manipulation of Lazav, Dimir Mastermind to the illithid Captain N'ghathrod, Gisa and Geralf's necromancer army, whatever Umbris, Fear Manifest is, and a lot more.
: A few options, but lots of depth in them. Insane biologist Momir Vig, Simic Visionary and his magnum opus Experiment Kraj, nature's avenger Uro, Titan of Nature's Wrath, or maybe Aesi, Tyrant of Gyre Strait is flooding the area.
: A very deep and wide pool for villains. Vampires, demons, dragons, demon dragons, warlords, torturers...
: Grakmaw, Skyclave Ravager joins the ranks of the big scary monsters. A more calculating BBEG would probably be one of the death lords like Jarad, Golgari Lich Lord. Vhati il-Dal or Old Rutstein or probably more storyline villains than BBEG material.
: A very shallow pool. Storvald, Frost Giant Jarl, Rubinia Soulsinger, and maybe Falco Spara, Pactweaver or Katilda and Lier (mostly because of Lier) are the best options for an Archenemy villain. I'd throw Kros, Defense Contractor in, but goading is kind of limited when you're the Archenemy.
: This color set will probably be either a cold, distant, merciless villain or a manipulative puppet master. Raffine, Scheming Seer and Oloro, Ageless Ascetic fall into the first category, and Sen Triplets and The Ever-Changing 'Dane in the second. Varina, Lich Queen is another option for a zombie army.
: Big, angry, and violent, with some good dragons. Xira, the Golden Sting and Vazi, Keen Negotiator break out of this mold, but they strike me as more lieutenant-types, not arc villains by themselves.
: Not much; these tend to be either heroic or big smashy monsters. Uril, the Miststalker could work.
: Queen Marchesa is a classic, as you mentioned, and Edgar Markov is right there, too. Actually, this color set has some good depth and variety for an Archenemy. Some are more overtly villainous, and some are just very martial. My top picks would be Edgar, Licia, Sanguine Tribune, or Tariel, Reckoner of Souls.
: Mostly either weird esotericism or "nature's avenger" types. I don't think any of these are outright villainous in-story, but most of them have loose or vague stories. With the right deck, this could be a unique and interesting villain. Riku of Two Reflections is my top pick.
Four-color sets in general: Any of them would work, except for a couple of the .
: Use this color set if you want a truly apocalyptic feel. saluma mentioned Tiamat, which is a very good choice, and finding a way to get through Progenitus or O-Kagachi, Vengeful Kami is a story of epic scale.
3 months ago
I would go for slimming down each category, rather than just creatures/control.
Some low drop creatures can be worth running in the right context, but some of yours can probably be cut: turns 1-2, I'd much rather be casting things like Ponder or Brainstorm to prepare for future turns than drop a Faerie Seer which isn't terribly impactful. Some of your low CMC creatures can stay, like Cloudfin Raptor which is an absolute beast, but if I were you I'd just playtest some of them and see what you like best.
There's no such thing as "too much card draw", as long as you don't deck out or die due to not doing other things that actually win you the game. A good thing to do in blue is make sure your card draw spells are instants, so you can hold up mana for a counterspell if you need it, then if your opponents change phases to their end steps without doing anything crazy, you can cast a Brainstorm / Deliberate.
Some things you could trim: Wingspan Mentor - a bit slow and win-more: if you have enough creatures out for its counters to matter, you were probably dealing good damage without it.
Charix, the Raging Isle - same CMC as your commander, so you'll probably want to cast your commander instead 9/10 times you draw it.
Floodgate - as above, also you have better control options.
Sludge Monster - slow, not quite a fit here.
Thryx, the Sudden Storm - a bit better of a fit, but still not quite worth it.
Windstorm Drake - small toughness boost is not worth the cost.
Sphinx of Jwar Isle - sometimes it can be nice to know what's coming up next in your library, but this isn't worth the cost and top deck manipulation doesn't really have much synergy here.
lastly, with your average CMC, I think you could comfortably cut 4-5 Islands.
Hope that helps. Sorry for the wall of text, but I wanted to explain some of my reasoning on cuts and such.
11 months ago
Hey all, Looking for some advice. I'm trying to put a cycle of "Basics matter"* decks together, one for each colour. I've got red, green, black and blue sorted with Ben-Ben, Akki Hermit, Sasaya, Orochi Ascendant Flip, Charix, the Raging Isle and Korlash, Heir to Blackblade but I'm really struggling with white.
Aside from running some sort of voltron list (Strata scythe + blackblade is plains enough, right?), does anybody have any ideas on the direction I take the deck? I've already got one Voltron style deck with Charix who is a pretty sweet commander for that theme, so unwilling to have two voltrons in the cycle.
Any ideas on the direction I could take with white are welcome as all the concepts I can come up with seem really poor compared to reliable turn 6-8 activations on the other four.
(On a side note, White is the problem colour. Who saw that coming?)
1 year ago
Looks like a fun list. Here are a few suggestions.
I would consider cutting Fog Bank as it can't deal damage due to it's ability. I also think Charix, the Raging Isle doesn't belong here. Arcades only makes creatures with defender able to deal damage equal to their toughness. Charix doesn't have defender.
Because of Arcades ability to draw cards I think you will be disappointed by Ensnaring Bridge. I would also cut Commander's Sphere, Cultivate, and Kodama's Reach for a full set of Bant talismen or signets. Ghostly Prison seems unneeded as running a lot of low CMC walls tends to dissuade early attacks.
Finally I am unsure why you are running the original duals. I feel like you could slot them into a more competitive deck and get away with running basic lands instead. In the same vein I would up the land count. 30 lands is more for cEDH decks that have lower average CMC and run very low CMC ramp.
I hope this helps. Good luck!
1 year ago
Walus, Burgeoning Sky Beast
Legendary Creature - Whale Beast
~ enters with X +1/+1 counters on it.
At the beginning of your upkeep, you may double the amount of counters on ~. If you do, you may move any amount of counters to ~ or from ~ to any number of target permanents you control.
"He's been floating in the clouds for as long as I can remember. or my father. or my grandfather. or my..." - Olios, Sky Patrol Scout
We need our selves a better Crab Commander than Charix, the Raging Isle. Make one!
1 year ago
Hahaha! Huatli, the Sun's Heart with Charix, the Raging Isle is nuts. 17 life gain each turn. I once played a game with a very similar toughness-to-damage deck, and while I was losing badly, I just kept on using these two cards to keep the game going on as long as possible, even though I just kept on getting smacked and gaining life.