Combos Browse all Suggest
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Rakdos Carnarium enters the battlefield tapped.
When Rakdos Carnarium enters the battlefield, return a land you control to its owner's hand.
: Add .
2 months ago
If you want to keep your budget fairly low, there are the signets (Rakdos Signet, Izzet Signet, and Dimir Signet) and the talismans (Talisman of Dominance, Talisman of Indulgence, and Talisman of Creativity) to start with, but Grixis has access to a really good new option, Relic of Sauron, which I think is great. I'm not sure if it's really a good card, but Firemind Vessel exists. There is also Myriad Landscape, which can find a colour you don't have yet (and gets 2 of that colour). An option if you keep your fairly high (which is fine btw) land count would be to replace a land with Temple of the False God.
Since you actually need to ramp a few times from 3 mana to cast Sauron, you might run something weird like Dreamscape Artist, that can help get you to Sauron mana to get your deck online, including fixing your mana. It's incredibly janky, but Apprentice Wizard can help cast Sauron's colourless cost.
I could be wrong, but I think Arcane Adaptation is usually better than Xenograft. I think Maskwood Nexus is also better. I think you could find much better cards than Ugluk, including many that are lower to the ground. Foray of Orcs is not very high impact for the mana when there are cards that can just remove any creature for less mana, or cards like Fateful Showdown for similar. I would even play Fire Covenant over it. Torment of Golum sounds to me like an outright bad card, ymmv, but I think you can find something that works similar for less. I'm also unsure if Surrounded by Orcs is worth casting, adding only 3 power isn't very impressive, and if the army dies you lose the buff forever.
You can certainly shave some lands if you add more ramp sources, though I wouldn't go below 36 lands with a 6 mana Commander that needs 3 colours to cast. You can sneak that lower with a better mana base, but that increases the cost. If you lower your land count to 36, you could also look at the Guild Bounce lands, Dimir Aqueduct, Rakdos Carnarium and Izzet Boilerworks, each of these is a dual land that is cheap and helps you hit more land drops. They aren't great if you have lots of 'Enters tapped' lands, but without mostly Basics they are solid in a 3 colour deck. Guildless Commons also exists, but in a 3 colour deck I'd be more leery of it.
4 months ago
77hi77, it makes me so excited to hear that you've caught the Rakdos bug and that my decklist and primer has helped inspire you to make Rakdos your own! You've made my day. He's such an unconventional powerhouse, and it's fun to watch players' faces when they realize the game state has suddenly shifted against them dramatically.
Your comment got me thinking about how to best verbalize the theory behind the deck, and when I began typing my response, I realized I had a lot more to say on the topic of "how the deck doesn't fall behind" when it attacks with Rakdos than I thought I would. So instead of replying with a book of text in the comments here, I created a new section in the primer called "Rakdos Game Theory". If you give it a read through, it should help you understand how I've attempted to solve the issue of how to survive attacking that you commented about.
I'd love to hear more about the direction you're taking your deck, but if you're not ready to share yet, send me a link to your deck when you are! The basics of not falling behind when you attack with Rakdos are mana density, card efficiency, and resource denial. If you want to build Rakdos on a budget, you'll want effects that packs as much mana onto each permanent as possible. Think Gilded Lotus, Everflowing Chalice, Chromatic Orrery, Sceptre of Eternal Glory, Dreamstone Hedron, Nyx Lotus, Rakdos Carnarium, Everglades, Dormant Volcano, stuff like that. That way, sacrificing hurts less because the bulk of your mana stays on a single permanent. Token producers like Wand of Orcus and Abhorrent Overlord are also excellent so that you can sacrifice the free value permanents instead of critical resources. Finally, play symmetrical table hate pieces like Pox, Shadowgrange Archfiend, Tectonic Hellion, Death Cloud, Insurrection, and Curse of the Cabal to keep everyone low on resources like you are. If you can afford them, the trio of It That Betrays, Tergrid, God of Fright Flip, and The Reaver Cleaver are in my opinion mandatory in any list that wants to prioritize attacking with Rakdos.
nuperokaso on Demons
5 months ago
Command Tower is not legal in highlander.
Castle Locthwain is not good in deck that has high mana curve - you'll most of the time have multiple cards in hand. In such situations, you don't need card draw and it would hit you hard.
Lavaclaw Reaches is a dual land that acts as a mana sink in a long game. However, this is the weakest of all creature lands; so if it's not a priority at all. Look for untapped lands.
Advice: You are playing too few lands and too many mana artifacts. The problem with too many artifacts is that you need to spend mana to cast them, while playing lands is free. Playing mana rocks is only good if you have lands to play at the same time. Consider an example: A hand with 3 lands and a mana rock is good - you'll have 4 mana on turn 3. A hand with 2 lands and 2 mana rocks is worse, adnd you'll have 4 mana on turn 4.
6 months ago
If a spell has targets, you MUST choose all targets as part of casting it. Everyone knows what the targets are when they get their chance to make a response.
When you're casting a spell / activating an ability / putting a triggered ability on the stack, you must make the necessary choices for modes, targets, the value of X, whether to pay optional additional/alternative costs, distributions, and a few other things (see the CR section on casting spells for more details). Any decisions that aren't made there are made as the spell/ability resolves. In the example you brought up with Rakdos Carnarium, you don't have to decide which specific land to return to your hand until the triggered ability resolves (it doesn't have any targets, so you don't need to choose when it first goes onto the stack).
6 months ago
I heard this recently and now I am wondering if I have been playing the game wrong this whole time, or if the information presented to me was incorrect.
The claim goes that putting Murder on the stack only acknowledges that a spell is waiting to resolve. That when it actually DOES resolve is when I choose my target. The argument claims that telling my opponent(s) what my intended target is ahead of the spell resolving is a case of "additional free information".
- An example of additional free information would be the following: You have a Swamp on the battlefield. You play a Rakdos Carnarium and bounce the Swamp back to hand. On your following turn, you play a Swamp for turn. An astute observer will notice that this Swamp has different artwork from the one you had bounced, meaning you have at least one land in hand. If you only have 2 cards in hand at this point, your opponent(s) now know at least 1 is a basic land, by default.
So, back to the question. I have Murder on the stack. My opponent asks who I am aiming to kill. I decide to say nothing. My opponent freaks out and says I am cheating or whatever. The game grinds to a halt and people are mad.
So... who's correct?
- Do I not actually need to reveal a target until a spell or ability ACTUALLY resolves?
- Or do I need to reveal the intended target immediately, as the spell or ability moves ONTO the stack?
11 months ago
If you're on a strict budget consider Mishra's Research Desk, Sandstone Oracle and Disciples of Gix.
I'd switch one of the single target kill spells for Soul Shatter because it usually hits 3 relevant creatures instead of just 1.
I'd also switch some basics for Rakdos Carnarium, Tainted Peak and Shadowblood Ridge.
You could really make use of some of the new cards from the black Warhammer 40k precon like Necron Deathmark or Illuminor Szeras
1 year ago
Out: 1. Akoum Refuge 2. Bloodfell Caves 3. Boros Garrison 4. Kabira Crossroads 5. Orzhov Basilica 6. Rakdos Carnarium 7. Scoured Barrens 8. Wind-Scarred Crag 9. Opal Palace 10. Path of Ancestry 11. Well of Lost Dreams 12. Merciless Eviction 13. Fell the Mighty 14. Blood Baron of Vizkopa
The land base needed to be refined a bit, so I got rid of anything that comes in tapped and replaced them with basic lands. I also added two legendary lands from Kamigawa, Neon Dynasty.
The board wipes, although decent, were replaced with two that have more flexibility in them - Farewell and Toxic Deluge.
Flawless Maneuver is something I'd like to play test in this deck, so it replaced Well of Lost Dreams since we don't really have a heavy lifegain strategy in this deck (and Necropotence is already in the deck).
Lastly, Blood Baron Vizkopa was replaced with Welcoming Vampire to benefit more off our token strategy with Eminence.
1 year ago
In efforts to improve the consistency of the mana base, I am starting to remove the lands that come in tapped no matter what and replacing them with either a basic or a cycling land for card draw. Also, Torbran didn't seem worth the effort when I drew him - one reason being his 3x casting cost was often troublesome and +2 damage didn't seem worth it compared to Rakdos, who will hopefully save me mana in the long run - we shall see!