Dragon's Rage Channeler

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Legality

Format Legality
1v1 Commander Legal
Archenemy 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
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Dragon's Rage Channeler

Creature — Human Shaman

SlangNTrees13 on Embers of Queen Disa (Best Win Pyro EDH Primer)

2 months ago

Hey KongMing I chose not to include any surveil except for the two Manor lands only because I would ask right away, what synergy here would you take away from to add surveil in? We need every ramp, removal and land we have and the 2 surveil each from Pile On and Price of Fame I don't think are worth removing our two global effects Blasphemous Act or Toxic Deluge for. Both Dragon's Rage Channeler and Grim Flayer were in my original version of this deck, believe they are also in precon? So thanks for reminding me about them cause will add into Maybeboard. They had just come out for me a very long time ago. Grim Flayer I do still really like, but I went away from creature abilities you need stipulations to trigger for more sure thing instant, sorceries, or artifacts for our mill effects which are harder to remove and it seems to have paid off for me. Rage's bonus of being a flyer for Disa's combat trigger is nice though. Unshakable Tail I had never seen before, so thanks for that one. As great as the ability is, its on a more easy to remove creature and as great as that clue ability would be in this deck, we don't have many turns we have an extra 2-4 mana to utilize them. Clues are great in an emergency though. Will keep it in mind. Uurg, Spawn of Turg I like as well, the life gain effect is nice touch, but I'd rather again have these effects not come from a creature and I don't feel its worth giving up one of our spells that can throw multiple cards at once into our yard for. The one I really like here that I can see putting in instead of Lumra or another 5-6 drop is Doom Whisperer. The 5 mana cost we reserve for only our best effect creatures and this could easily be justified as one of them. I also like when things are dire, with Disa and this Doom out, you can go for the hail mary and pay 20-30 life and dump a ridiculous amount of Disa Goyf triggers onto the battlefield for the win. Next update I think I will definitely try and slot this in. Thanks!

BotaNickill on Oh Rotty

4 months ago

Yeah, it's a lot of the same ol shit, defending against Ragavan, Nimble Pilferer, Dragon's Rage Channeler, Orcish Bowmasters, Deathrite Shaman, The One Ring, Necropotence, Omniscience, ya know. When I go up against something else, I'm usually pleasantly surprised. I mostly play aggro builds and BO1 matches, I like the games to be quick and fun as I don't have a whole lot of free time, and def not enuf for a BO3 control match. I could get into some Brawl again tho. I do have a bunch of EDH decks built on paper, and a couple brawl decks on Arena that I haven't touched in quite a while, but I do enjoy the format. I sent you a friend request on Arena, Same username as on here.

zapyourtumor on Inferno Blitz Brigade

5 months ago

If budget is not an issue: Slickshot Show-Off is currently the best 2-drop prowess creature in the format

Dragon's Rage Channeler + Mishra's Bauble also good in prowess decks

Birgi and Chandra are probably way too slow for a prowess deck

Worrad75 on Pia-tiful Impulse Control

9 months ago

Keeping a record of the changes I make here.

took out Surge of Salvation for Island Sanctuary

This deck can take some time to assemble a lethal board, and we need a way to dissuade attackers. Surge is a fantastic 'gotcha' combat trick, but it doesn't do much for us if we exile it at sorcery speed. Island sanctuary allows us to trade our card for turn for security; it blocks ground creatures, we print fliers like crazy so flying attackers dont typically scare us, and islandwalk will never matter for us. The card disadvantage isn't nothing, but this deck has plenty of ways to generate advantage from exile.

took out Faithless Looting for Dragon's Rage Channeler

This is simply too much value to ignore. We have 50(!!) noncreature spells in our deck. FL is in there to help generate velocity when we get stuck with our hand, but DRC simply blows it out of the water in terms of card selection. Filling our graveyard is also semi-relevant, as we run Reconstruct History, and having an extra 3/3 flier certainly contributes to our gameplan of smacking our opponents repeatedly.

took out Cursed Mirror for Loran of the Third Path

This swap is somewhat based on goldfishing impressions, which means there's a chance it gets reverted with more reps in a real pod. Cursed Mirror gives us velocity as a ramp piece (albiet at 3 mana), while offering incredible upside to copy something like a Professional Face-Breaker, not to mention your opponents creatures. The issue lies in the makeup of our deck; as currently constructed, we have only 18 creatures, and 10 of them are legendary. This makes the Mirror's upside more of a "hope your opponents have something cool to copy" rather than it's more powerful use of "get one of your effects doubled temporarily" due to the lack of available targets on our own board. While Loran doesn't ramp us, she gives us both interaction and non-exile card draw, both areas that this deck is a bit light on.

took out Cosmic Intervention for Boros Charm

Cosmic intervention was initially included due to Pia's natural synergy with fortell cards. However, the closer you look at situations in which you are likely to need Intervention, you start to realize how next-to-useless that extra Thopter is. Additionally, one of the massive upsides to Intervention is re-enabling ETB effects, which we currently only have 2 of in the deck. Boros Charm on the other hand actually manages to save our board from damage/destroy effects, while also giving us more flexibility. We have a handful of large creatures/effects that benefit from double strike (14 points of lifegain off Sephara, Sky's Blade, anyone?), and if all else fails the 4 life can be meaningful, as this deck tends to deal death by 1000 cuts. Exiling CI off the top at sorcery speed feels like a whiff; exiling BC feels the world is your oyster.

Dropping a Mountain for Land Tax

This is a bit of an experimental swap, as it's possible we actually want to leave more lands in the deck so they can be exiled off the top. This will mean in games where we have LT in our openning hand (the ideal start), we will exile fewer lands and more nonland cards. We'll be playing the lands every turn to be able to play the extra spells, but we'll also miss out on the value of playing lands from exile. That being said, there is undeniable value to be had by being a bit greedy here.

Icbrgr on

10 months ago

Our paths will cross eventually im sure; The deck is pretty good! just like IRL Modern Zoo its a little bit "too fair" but can certainly win games (i love it)... I see a lot of decks similar to mine and those games are fun... Death's Shadow decks are a fun matchup... but i have yet to beat any Oko, Thief of Crowns or other super degenerate builds yet... Dragon's Rage Channeler/Tarmogoyf feels like All-Stars because the grave setup is pretty consistent. Domain is a little more frustrating though because when it works the deck really goes fast but sometimes games just get stuck with 2-3 land types.

legendofa on UR Food

1 year ago

scotchtapedsleeves If I may make a guess on draftdump69's behalf, you don't. The Ovalchase Daredevils are supposed to be discard fodder for The Underworld Cookbook, helping reach delirium for Dragon's Rage Channeler and recurring with a stream of food tokens. If a 4/2 body is needed for some extra pressure, you can bring it out with Electrodominance or As Foretold.

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