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Legality
Format | Legality |
1v1 Commander | Legal |
Alchemy | 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 |
Oldschool 93/94 | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Fireball
Sorcery
Fireball deals X damage divided evenly, rounded down, among any number of targets (creatures, players and/or planeswalkers).
This spell costs more to cast for each target beyond the first.
Kjartan on 101% Mono Black Burn
2 months ago
Even though you probably have one of the best shells for it, Bond of Agony looks pretty bad.
Red burn decks usually don't play Fireball or any of its superior versions, even though they are way better than Bond of Agony
You have 18 lands, meaning you scale very slowly into a range where Bond can deal any more damage than your other spells, and once you get there, 5 mana + pay 4 life to cause a 4 point life loss? That seems just awful. And it's especially bad since you have Syphon Life which means you'll just be discarding additional lands when you hit your curve stopper unless you're sitting with Bond of Agony in hand.
If you want some late-game potential, I would look into adding a single B/R source to flashback Bump in the Night because the opportunity cost of doing to is so low. Alternatively, consider Sword-Point Diplomacy as a card that can pull you ahead in stale-mate against another deck that didn't quite manage to do its thing.
TypicalTimmy on Card creation challenge
3 months ago
4, (3+1), 3 so a red 4mv enchantment? I can work with that.
Coronal Mass Ejection
Enchantment
Whenever you cast a red instant or sorcery that has flames, magma, lava or molten metal in the artwork, Coronal Mass Ejection deals 3 damage to any target.
So Fireball triggers this as well as Rolling Thunder.
Either repeat, or make another card that cares about the artwork of a card.
Gidgetimer on Interaction of Celestial Toymaker and …
5 months ago
OK, I was just concerned about if the spell was grouping the cards (like how Fireball distributes damage) or the player (like Pyrotechnics) and couldn't find a CR reference.
FormOverFunction on Help Me Pick A Commander
1 year ago
Don’t fall for the trick that most or all players haven have fallen for (at least once) and forget the second ability on Fireball. With a couple extra mana you can target everyone. ;p
ImNora on Help Me Pick A Commander
1 year ago
OMG. A weird control deck that gives people poison counters when counter spelling them? That sounds interesting. It says "each turn" not "on your turn", so it should trigger off of instants like you said. That's super cool. Since he has black in his mana colors, he has access to a lot of tutors to get a Phyresis or Grafted Exoskeleton. With Braid of Fire and x cost cards like Fireball, you could possibly just dump a lethal amount of counters on an opponent.
to_regatha_and_beyond on zdevil burn
2 years ago
Good first draft! A few things to consider-
- Since Raphael, Fiendish Savior isn't modern-legal, you might want to consider some alternatives. Maybe something like Rakdos, the Showstopper could work in Raphael's place? It's pretty powerful removal and a strong body on its own, so it makes for a good finisher, and more importantly, it's allowed in the format.
- Try to look for better options for cards whenever you can. A few of the cards you're running have strictly superior alternatives that I would check out, for instance Blaze could be replaced by Fireball or Banefire.
- Set up a sideboard so that your deck will be a bit more alterable. Cards like Devils' Playground, Wild Slash, Tibalt, Rakish Instigator and Vengeful Devil might make good sideboard options.
Consider these, and I'm excited to see where you take the deck from here! Very interesting first iteration.
amarthaler on EDH Rakdos Group Slug
2 years ago
Update!
Out: Drain Life and Fireball
In: Cut / Ribbons and Pain's Reward
Drain Life wasn't really doing much for me and, although Fireball is very nostalgic for me and the art is wonderful, wasn't strong enough. Cut/Ribbons will be nice removal for low CMC and later hit the table with life loss. Pain's Reward just looks super fun!
multimedia on Rakdos, Lord of Riots Demon Tribal
2 years 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:
- Spawn of Mayhem: enabler for Rakdos.
- Demon of Loathing
- Orcus, Prince of Undeath
- Demonlord Belzenlok
- Hidetsugu, Devouring Chaos
- Kardur, Doomscourge
Some budget land upgrades to consider:
- Smoldering Marsh --> Temple of the False God
- Foreboding Ruins --> 1x Swamp
- Path of Ancestry --> 1x Swamp
- Myriad Landscape --> 1x Swamp
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.