Creature — Horror
When Phyrexian Rager enters the battlefield, you draw a card and you lose 1 life.
Printings View all
|Mystery Booster (MYS1)||None|
|Iconic Masters (IMA)||Common|
|Commander Anthology (CM1)||None|
|Eternal Masters (EMA)||Common|
|Commander 2015 (C15)||Common|
|Duel Decks Anthology (DD3)||Common|
|Mirrodin Besieged (MBS)||Common|
|Mirrodin Besieged: Phyrexia (MBP)||Common|
|Duel Decks: Garruk vs. Liliana (DDD)||Common|
|Tenth Edition (10E)||Common|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Phyrexian Rager Discussion
1 week ago
Well I guess it's always better to have a lower curve than a higher one, but I'd say it's also important to be mindful of curving out in order to maximize the value you get from playing lands, which is very difficult to do with a deck comprised exclusively of one and two drops, as it requires you to cast a higher number of cards from your hand on a given turn. This is compounded by the fact that your deck includes cards like Rotting Rats, as well as certain cards in the maybeboard, that require both players to discard cards; it seems like an inevitability that your deck will eventually slow to a halt once you run out of impactful things to play/cards to force your opponent to discard from their hand; that's always been the biggest thing I've disliked about dedicated discard strategies, and probably the only significant deterrent preventing me from brewing one up myself. Your deck is also lacking a true finisher; with all the cards that will inevitably end up in your graveyard over the course of the first few turns of the game, it may not be a bad idea to try out Gurmag Angler. A few other curve-smoothing options for you include Thorn of the Black Rose, Phyrexian Rager, Dusk Legion Zealot, and then maybe Bone Picker and Gray Merchant of Asphodel for a way to close out the game once your opponent is out of action. Defile and Snuff Out offer some nice, efficient removal as well, for adaptability's sake. I hope you find my suggestions helpful, and that I did a decent job of explaining mana curve to you.
2 months ago
Is the creature we are Looping creating mana via treasures or Eldrazi Scions? Dire Fleet Hoarder,Wily Goblin,Carrier Thrall then everytime we loop we are building a stockpile of mana for our future turns.
But we can get more than just value from the creature we are sac'ing oh much much more, how about value from the sac outlet it self? Viscera Seer Start scrying through your deck for your combo pieces ThermopodAshnod's Altar Help you generate more mana for more cards to be cast from hand for multiple card loops Carrion Feeder Keep adding +1/+1's to make a threat that needs to be dealt with before it spirals out of control Spawning Pit why not add more tokens to this to create a potential army of 2/2's that can snap into existence at instant speed? Greater Gargadon How about ticking down a clock to a 9/7 coming to smash your enemies into small digestible pieces?
You think we are done with what value we can get from Looping? not even close, what about other effects that occur when they see cards getting sac'd for greater good of value? Zulaport Cutthroat,Falkenrath Noble,Syr Konrad, the Grim This will start putting pressure on opponent's life totals whenever you sac a creature, or cast in the case of Bontu's and special mention to Syr Konrad as he also does damage when they go back to hand from your yard...oooh that value.
You want card draw? we got it,now its not as clean as blue draw and it does have a distinct smell of decomposing flesh but hey we will take it. Smothering AbominationGrim HaruspexMidnight Reaper even Hazoret's Monument as you do cast in a loop and remember all discard cards will be put back to hand via Garna's ETB.
What all this mana positive and mana neutral creature casts lets us do is frankly more of the same, play multiple creatures a turn to make multiple treasures or make multiple tokens or scry multiple times it all depends on the set up you have at the board at the time but the more creatures to sac the more effects, the more the merrier the bigger the better.
We now have an infinite loop going and this deck can use this in multiple ways to end the game. Refer to the infinite loops section to see all the options
Do we instead haveDesecrated Tomb or any creature that creates tokens as part of our loop? make sure to end the loop with several millions tokens created and stop the loop with Garna in play, all your tokens now have haste.... Good game? This can also be done is a few other more janky ways using Spawning Pit and either Ashnod's AltarPitiless PlundererSifter of SkullsBlood PetCarrier Thrall and clever use sage of sac'ing for counters and then sac'ing for mana ( or just allays sac'ing for counters if Plunderer or Sifter are in play).
2 months ago
Ashiok, Drifting Dream Show
Legendary Planeswalker - Ashiok
+3: You get an emblem with "At the beginning of your upkeep, each player exiles the top three cards of their library."
-3: You may cast target card in exile without paying its mana cost. Put an infect counter on it.
0: If there are a hundred or more cards in exile, you win the game.
Ashiok has arrived on New Phyrexia and is assisting Jin-Gitaxias and Sheoldred to rend the minds of our hero planeswalkers. But she's not the only planeswalker here with interest in the Phyrexians...
Tezzeret, Planar Guide Show
Legendary Planeswalker - Tezzeret
+1: Create a 2/2 black Phyrexian creature token named Phyrexian Rager with "When this creature enters the battlefield, you lose one life and draw a card.
-4: Search your library for a card and put it into your hand, then shuffle your library.
-8: Draw cards equal to the number of Phyrexians plus the number of artifacts you control.
Tezzeret claims to have the secret to allowing the Phyrexians to traverse the Multiverse. He just requires the corpse of Venser... currently in the hands of Urabrask.
2 months ago
I see a strong value engine in the command zone, but far too much late-game in the ninety-nine. I would highly recommend cutting much of the seven drops, lest the deck be too slow betime on, thusly being trampled.
Furthermore, the deck needs more sacrifice outlets. With many death triggers comes a dire need to control when they go off, thence you should probably have at least seven.
Ideally, the gameplan is turn one or two ramp and cheap creature, then turn three Meren to return it to your hand.
Now, onto my suggestions.
Upon what I would ablate:
Korozda Guildmage is too slow. Four mana to sacrifice something is awful.
Overseer of the Damned is the same. Seven mana to kill something with a menial deathrattle.
terrastodon is eight mana. I have a deck with seventeen cards of ramp and it's still too much.
Endrek Sahr, Master Breeder may be an exquisitely perfidious character within the lore, hereon he is rather slow. Egregious stats and only lives so long.
I've never quite understood the draw to Yavimaya Elder. Three mana, then requires extra work to find two basics to the hand, whereat even further toiling is required to draw the card. I never liked it, but I suppose.
Phyrexian Rager is too slow, no matter how mad it gets.
Deathsprout is cute, but four mana to remove something whiles providing no value by being a creature.
Sever the Bloodline is a four mana sorcery to kill one thing. If someone plays Kiki-Jiki or Mr. Gitaxias, whereupon their effects are immediate, this won't solve anything. Sure it flashbacks for seven mana, but the additional upside of the card isn't worth it in a singleton format.
Aid from the Cowl is a card I have tested withal. It's effect is slow, capricious, and ineffective. When it does work, it's five mana to maybe get something off of the top. I don't like it.
Thrashy is fine, but is four mana to kill something. Given the foison of similar effects the deck has, just remove it.
Okay, now unto thee I provide sacrifice outlets.
Altar of Dementia is literally perfect for a deck like this. Mill and death, all in one! Viscera Seer is a classic, Carrion Feeder can become massive, Goat Thing comes back by itself and offers caprine fodder, Yawgmoth, Thran Physician is oft the best card in my aristocrats deck though is expensive, and High Market or Phyrexian Tower are always fine.
Victimize is never lacking as it cheats out giants whilst providing sacrifice, Dread Return fills a very similar role, Eternal Witness is always great, Blood for Bones loops with the Witness, and Animate Dead is always great.
Now, cantrips: Grisly Salvage, Winding Way, Grapple with the Past, Ransack the Lab, and Once Upon a Time all filter through the deck, fill the graveyard, save for Once Upon a Time, and find lands or creatures. Furthermore, they are great with Meren, as creatures are to be disinterred.
For ramp, mana dorks are great. Birds of Paradise, Llanowar Elves, Elvish Mystic, Fyndhorn Elves, and Elves of Deep Shadow offer fodder and acceleration. The best is probably Skull Prophet. Mill, fodder, and ramp in one.
Importantly, I add some more draw. Phyrexian Arena, Underworld Connections, Liliana's Standard Bearer, Erebos, Bleak-Hearted, Dark Prophecy, Moldervine Reclamation, and Rankle, Master of Pranks do this deed.
That shall be all from me. Good luck!
9 months ago
Why Borderland Ranger and not Wood Elves ? Same CMC, however the Wood Elves give you land advantage immediately instead of having to wait until next turn to play a land. Though I can see the advantage of the Panharminicon/Conjurer's Closet hitting the Ranger, you're still only able to play one land per turn. Fodder for Delve, then? Consider running Splendid Reclamation , so you delve away instants/sorceries and are able to get all your lands back for all the mana.
Also, considering this is a creature heavy deck and you only run two enchantments, I'd recommend swapping out Commune with the Gods with Once Upon a Time , as you'll have two different targets to choose from with a higher probability of hitting either than only creatures or enchantments (though I understand you'd miss out on the graveyard targets for Delve, so feel free to disregard this option).
I have always loved the Phyrexian Rager mechanic of etb lose life and draw a card, which I can see a great advantage to it with the recurring panharminicon/closet triggers on it and the Zealot; however I'm not super keen on the Elves of Deep Shadow (never really was keen on them, tbh). You could swap them for Deathrite Shaman and provide you with Mana/Life/Damage in a single unit. Sure, it costs exiling cards to be able to use, but a LOT, if not all players that run 2+ colors use fetch lands, it's guaranteed that you'll have hits for it, especially in a 4 player pod. And even if you can't hit lands, you can still deny them creatures for life gain on your part, or deal damage (life loss, which is even better!) while denying Flashback targets.
Oh, you may also want to consider running a Bojuka Bog , in case you're dealing with people who run a lot of graveyard interactions.
Boza on Custom Cube
1 year ago
- blackblade's bite -> this might as well read B:Exile target creature.
- dark draining -> powerful at that mana cost, and any target to boot.
- davriel -> looks to be incredibly weak. It is graveyard hate, but wants to cast non-creature spells with its second ability, but the only thing you want to hate is creatures, since those come back easily...
- defiled anthem -> sure, but this is incredibly hard to actually trigger and will create memory issues.
- duskmantle shade -> shades usually have the black firebreathing effect, eg Liliana's Shade
- eliminate - white has the exact same card, except the lose two life clause. Why?
- festerspawn - better than existing options by a mile. Phyrexian Rager feels shame.
- hired hit - why does this one destroy the creature, while the previous ones exiled it?
- hungering shadow -> ninjutsu and devour is an interesting combo, but this is a very weak card.
- memory -> why do these cost 5 mana? these are so limited in application.
- mind scourer -> this can end games on turn 3.
- Moonglove-Blade Assassin -> a 4/3 for 5 mana with basically super Murder attached to it?
- Ominous Form -> if it wasn't for the OP removal to deal with this, it would be too powerful. It probably still is.
- Pain -> blue and white did not have something similar, so it is not a cycle. This is quite powerful and warps the game around it.
- psionic lashing -> do not do this. suprise "I win" cards are not a good idea. Though, if you target yourself, you kill yourself, which is a different application.
- return journey -> very cool design!
- rotgrub swarm -> 1/1 for 1 mana that you will never play on turn 1. Probably not a good idea.
- rotplague -> too powerful for a one-sided card.
- something wicked -> when would you ever choose the first option on this overcosted Raise Dead ?
- soul pillage -> when would you ever choose the first option on the above when this card exists?
- will rot -> not a black effect.
- zulaport alley-watcher -> where is there a city with alleys on Zendikar?
1 year ago
Hey Relyt144 this deck isn't standard legal, probably belongs in the casual hub.
Hope this helps!
1 year ago
Altoman, your suggestions are valid and I appreciate them, but I believe you're not seeing a couple aspects of the deck I would like to discuss with you.
First this is not intended to be a Turbo/all in version but rather a more resilient/slow version than typical RB strategies. Hence the lack of Dragon Breath, Stinkweed could join the list though, since it's still a nice recurrable blocker with enough power to fuel your gy all by himself (actually with a little help from symmetrical discard).
Putrid imp doesn't seem powerful nor resilient and depending on threshold is tricky. I'd rather play Vampire Hounds if I wanted something like that.
Predatory nightstalker is mainly there as an edict effect on a body, which can counter exhume's downside by himself. But I do believe 4 might be too many, and I probably can cut at least two of them. I consider him to be something like Phyrexian Rager or Chittering Rats , this is to say, a valuable and recurrable effect which happens to have a body which can block or even get some damage through, rather than focusing on his stats.
And finally, of the 14 big guys I'm playing many of them have cycling which is relevant to get them to the gy and get your reanimation spells to your hand. Notice there isn't another way to draw cards on the deck like Night's Whisper . The reason is taking full advantage/value of the cycling package, including Horror of the Broken Lands . So you cycle, get another card, reanimate the guy you cycled and pump HOTBL on an ideal scenario.