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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
, : Put a fate counter on target permanent.
, , Sacrifice this: Destroy each nonland permanent without a fate counter on it, then remove all fate counters from all permanents.
1 week ago
Also, consider Chaos Warp and Feed the Swarm. Some of the very few ways a Rakdos deck can reliably remove enchantments, other than running colorless stuff like All Is Dust and Oblivion Stone. Wild Magic Surge seems okay. Definitely not a bad card--it can destroy problem lands too.
Enchanter's Bane I think is a bit underrated. Not sure it fits the deck but I just remembered it. It keeps working every turn.
1 month ago
Quickspell > instant exile is always an issue if I am the big threat, but otherwise I can put Hoarding Dragon in the grave by cracking Nevinyrral's Disk or Oblivion Stone, I can burn it Dismissive Pyromancer, sac it with Kazuul's Fury Flip, or I can turn it into an artifact with Liquimetal Torque and sac it with Daretti, Scrap Savant who is now in the command zone because Birgi was not nearly as useful.
3 months ago
You might want to cut both your lower impactful and higher costed cards for draw and removal. I do like how you have enchantment removal, good on you. An oblivion stone can help remove pesky artifacts as well should that be an issue in your meta.
Cards to cut from a surface level look....
Bloodgift Demon - Bad phyrexian arena
Bloodline Keeper - Slow, I know it makes tokens but its not impactful enough as well
Bone Shredder - Not needed, black has better removal
Cabal Initiate - Mono black got better self-discard
Dimir House Guard - Black has better tutors
Duplicant - Not needed, black has better removal
Graveborn Muse - Better in zombie dedicated decks, chainer makes them nightmares sadly, not zombies
Kagemaro, First to Suffer - Conditional, Not needed, black has better removal
Slum Reaper - Not needed, black has better removal
Tenacious Underdog - Bad card, no synergy
infernal tribute - Way too weak
Potential cards to add....
Contamination - Goes well with bitter blossom, albeit shutting off large mana producing lands symmetrically
Infernal Darkness - Similar to above but doesn't shut off big mana producing lands
3 months ago
Oh, look at these new commander cards which I've definently never seen before.
Beamtwon Bullies: Surprised it isn't just an optional at-opponent-upkeep-trigger
Tivit: idk why this so expensive, or why it doesn't draw instead of investigate at that cost. IMO there's not enough voting cards to make this fun. Also, for cards like Tyrant's Choice, if everyone else votes for something else, you'll lose even with the extra vote.
Bess: heh, weenie commander. Kinda wish it worked for 0/1s too. Has the dreaded "one or more" templating, without the redeeming "that many" addage, so you'll have to stagger token creations to make her big efficiently. Note that it's just base p/t, so you're still free to add other anthem effects
Turf War: I like the design a lot, but it's a bit expensive for the hoops you got to jump trough. Obviously the dream is to boop everyone at the same time to ramp yourself by three. Hope you got some pillow fort!
Rain of Riches: Prosper is having a bit of a field day
Mezzio Mugger: a bit too expensive to either hardcast OR Blitz imo
Smuggler's Share: each end step? And not just the opponent who's turn it is? Oh my.
Lethal Scheme: Not too bad, in a mono-black zombie deck you could cast this for free with convoke
In Too Deep: Meh, I like Aura removal for disabling commanders, this just adds another commander tax
Jailbreak: ANY kind of permanent
Aerial Extortionist: more white card advantage, quite cute, if a little expensive for how fragile it is
Grand Cresendo: Alright! Never mind the tokens, finally mono-white gets an anti-wrath Instant for two mana
Excess: I like rewards for go-wide combat, even if you can still just Dockside for similar results
Seize the Spotlight: Aggresively costed red mini-Expropriate, kinda! Quite powerful for late game mehthinks
Cute that escape, extort and cipher all made a cameo here
4 months ago
I'm getting a lot of "I get locked out playing my favorite deck so I wanna lock out players too"-vibes. The one difference between Iona and all other problematic cards you named, is that Iona can be your commander, making sure you still have access to it after Oblivion Stone etc. That's where it differs from Leyline of the Void which, yes, can be in play from turn 0, but there's going to be a lot of games where it won't, and it probably won't return after the O-stone.
Iona's also a creature, making sure cards like Ephemerate will customize the color chosen to whatever you need whenever you need it, protecting it from removal in the process.
If you want to lock people out of casting spells, there's still plenty of ways to do it, but it's by combining cards together, not 1 card that does the entire thing for you. With Palinchron you need a mana doubler, with Heartless Hidetsugu you need a damage doubler and a way not to die, with Lavinia, Azorius Renegade you need Knowledge Pool, with Decree of Silence you need Solemnity.
With Iona, Shield of Emeria you need nothing. With Paradox Engine you basically need anything, it's not restrictive enough in its synergies to not be overpowered, while leading to 20 minute turns where one player gets to play all the magic while the others get to watch.
If you're scared of Mindbreak Trap, just play Rule of Law. If your deck doesn't function because of a single card in play, it's badly built. You could still go Sol Ring into Thran Dynamo for Wurmcoil Engine t3 and kill the leyline player. That also stops it from being a problem. Those are all cards that would be amazing in a Daretti deck and doesn't need to break the color pie to get you out of a sticky situation. If you can only do Junk Diver Scrap Trawler loops, that's way more of a restriction on your deck and way easier to devise a backup strategy for than "playing a monocolor".
The rationale for banning Iona is that it leads to a play experience the rules committee wants to discourage, which is locking people out of playing the game. That's paraphrased from the ban article. Not locking out from winning, which is what you're talking about. Also, discourage, not prevent. You can still do it, but a flagship commander for that strategy that, no matter how you build her, it's gonna cause that bad time, that gets banned. Braids, Cabal Minion is banned for the same reason.
Your rationale of "they can now ban cards because they lead to unfun gameplay? They should ban every card that ever blocked my fun then" sounds very entitled, and hard to agree with. It makes you sound as much of a salty bad player as you blame the RC to be.
4 months ago
I took a few year hiatus from the game. One of the last things I did was pick up an Iona, Shield of Emeria for my kaalia deck.
Upon returning to the game, i have learned she has been banned from the format. Ok, fair enough, she is quite strong.
But then I looked up why she was banned. "Because locking mono-colored people out of the game isn't fair/in the spirit of the format/whatever."
Bullshit. Pure bullshit. She should be unbanned or Leyline of the Void and Rest in Peace should be banned because they completely lock out a mono-red artifact/graveyard player. I used to play daretti. The whole reason I switched to Kaalia was because of Leyline of the void and Rest in Peace coupled with the fact that mono-red doesn't have enchantment removal, which simply stopped me from playing my deck with no recourse. I played Daretti, Scrap Savant but Feldon of the Third Path, Squee, Goblin Nabob and Squee, the Immortal, and Heiko Yamazaki, the General all are similarly just boned hard with no recourse by it.
Ok, yeah, and the mono-colored player could do that to Iona. Or, they could run Mycosynth Lattice and make everything colorless so she becomes irrelevant. So why is she banned?
There is literally no justification for Iona being banned that doesn't also justify the banning of other cards.
So is sire of insanity and being slaverlocked and stax.
"It prevents players from getting to play the game"
So do the enchantments i mentioned above, sire of insanity, and slaverlocking. So does stax.
Yeah, so is everything with annihilator.
At the very least, Leyline of the void should be banned until they print a mono-red enchantment removal card because it makes it so mono-red graveyard decks don't get to actually play their deck and get to only play a half assed gimped version of it, and it can start the game on the board. This is exactly why they said they banned iona. "its not in the spirit of the game to basically lock one mono-colored player out of the game". Except theyre not "locked out". They can still play lands and colorless artifacts and try to find a land based or artifact based answer to Iona. Same as me with my daretti deck when the game started with Leyline of the Void out. Sure, i couldn't use my graveyard stuff, and even if i ulted my commander, it wouldn't do anything, so i might as well not play him, but i can still just hardcast all my artifacts and stuff.. You couldn't cheat out iona turn 1. You can't put RIP out turn 1. Leyline can be on the board turn zero, so there isn't even an argument that the red deck should be winning before leyline hits the field. So like, Iona doesn't actually lock a mono-colored player out of the game. It just feels that way. The same as permanent enchantment based graveyard hate does to mono-red.
Also, Iona should be unbanned, because according to most people mono-white is the worst commander color, so Mono-white needs something strong, or they should follow their reasoning for the ban to its logical conclusion and ban a bunch of other stuff. If they had just banned her for a generic "she's too strong" i would have accepted it, but they didn't. They gave a reason that is the exact reason I found playing Mono-red graveyard artifacts no fun at all.
Just Reban "painter's servant".
6 months ago
I like Arterial Flow > Mind Drain
Alhammarret's Archive - Helpful with all the draw and life gain
Speaking of lifegain, you should add 1 instant more impactful lifegain rather than incremental lifegain, especially given your high cmc, it would be much more impactful and would allow you more slots that help fuel your winning game plan rather than just gaining you life in and of itself. Examples are The Meathook Massacre, Exsanguinate etc...
Murderous Rider > Feed the Serpent
You definitely need more ramp, I would cut some of the higher costed less impactful cards for ramp.
Oblivion Stone to deal with artifacts and enchantments
7 months ago
zapyourtumor I fully agree those would make it better. In its current form at least. My current strategy however is seeing if DRC+Loam+Reclaimer in a similar style to Rock's Daga can work. Might go Gruul for better mana or go junk to test Witherbloom Command.
Really want to see how deep DRC and loam can dig for value, with Lurrus, Loam, and Wrenn to use both of their yard filling capacities for value.
This initially started out as a Sultai brew attempting to use Gifts Ungiven to put cards like Life from the Loam, Academy Ruins, Crucible of Worlds, Urza's Saga, Mystic Sanctuary, fetches for MS, and Cryptic Command alongside powerful recursive artifacts like Walking Ballista or Oblivion Stone with the Ruins and loam to get it back, toolboxing a recursive engine that had so many options for how to lock down a game you just needed to decide what's best for the situation.
In the end I found loam was great, and wanted to find a good midrange build for it. Thought DRC would be sweet, ended up taking it out after some testing to see how much worse it is, and made other lists after. I'll update this one as this pile isn't the final product at all.