Rakdos Carnarium

Rakdos Carnarium

Land

Rakdos Carnarium enters the battlefield tapped.

When Rakdos Carnarium enters the battlefield, return a land you control to its owner's hand.

: Gain .

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Printings View all

Set Rarity
Commander 2020 (C20) Common
Commander 2019 (C19) Common
Ravnica Allegiance: Guild Kits (GK2) Common
Commander 2018 (C18) Common
Iconic Masters (IMA) Uncommon
Commander 2017 (C17) Common
Commander Anthology (CM1) Common
Commander 2016 (C16) Uncommon
Modern Masters 2015 Edition (MM2) Uncommon
Commander 2013 (C13) Common
Duel Decks: Sorin vs. Tibalt (DDK) Common
MTG: Commander (CMD) Common
Archenemy (ARC) Common
Dissension (DIS) Common

Combos Browse all

Legality

Format Legality
Limited Legal
Pioneer Legal
Pauper Legal
Block Constructed Legal
Highlander Legal
1v1 Commander Legal
Modern Legal
Duel Commander Legal
2019-10-04 Legal
Legacy Legal
Leviathan Legal
Vintage Legal
Unformat Legal
Tiny Leaders Legal
Oathbreaker Legal
Canadian Highlander Legal
Casual Legal
Pauper EDH Legal
Commander / EDH Legal

Latest Decks as Commander

Rakdos Carnarium Discussion

multimedia on Zagras EDH Deck

2 days ago

Hey, nice start on budget. Kyle_Winter gave you some good advice to help the party. My advice is to help the manabase, ramp and draw.

First, you don't need 42 lands, that's overkill for your deck. 36 lands should be fine. Consider cutting some lands for more ramp sources? Budget lands and ramp to consider adding:

Consider cutting some basic lands for these lands?


Ramp can be a problem with Rakdos because these colors lack lots of options, but one way to help to not miss land drops is to play low mana cost draw. Cards like these can replace ramp because for a low mana cost they can help to draw into lands or party members who then act like ramp to cast Zagras.

Repeatable draw sources are best in Commander because they can potentially give you value throughout the entire game. With Zagras cards that give you value who are party creatures or when you attack/do combat damage are options:

Oddsmaker and Mask are nice with Zagras because he has flying.


Some advice about game play. I would keep the mana curve very low because you want to assemble a party for Zagras as that's what makes Zagras a mana efficient and potentially good Commander. The lower the mana curve the easier it will be to have two or more party members on the battlefield to help to cast Zagras. In fact, for your deck I would end the curve at Dagger Caster and Drana, the Last Bloodchief as these are abilities and effects at the top that go well with Zagras. I would limit the four drops to very few.

Roving Keep is an example of a creature you don't need because it's high CMC and doesn't help the party or have interaction with Zagras. Zof Consumption is an example of a spell that you don't need even though if you want can play it as a tapped land. Consumption for six mana is not worth what it does.

I offer more advice about what cards to cut. Would you like more advice?

Good luck with your deck.

multimedia on Call the Army

2 months ago

Hey, good start upgrading the precon on a budget.

28 lands is not enough land for an avg. CMC of 3.4 which is high. I recommend 36 lands and adding Knight of the White Orchid. First strike with a two drop Human is good with +2 pump from Jirina. You want to take more advantage of Jirina who's a four drop anthem effect for Humans. This means you want to consistently be able to play more impactful one drops (Champion of the Parish)/two drops (Thalia's Lieutenant)/three drops (Frontline Medic) to attack with the turn you play Jirina.

Tribal creature strategies in Commander fold to board wipes. To combat this play more repeatable instant speed indestructible protection (Etchings of the Chosen), creature recursion (Phyrexian Reclamation), reanimation (Alesha, Who Smiles at Death) and noncreature repeatable sources of Humans (Outlaws' Merriment).


Budget lands to consider adding:

Cards to consider cutting to add more lands and other suggestions:

Would you like more help?

Good luck with your deck.

multimedia on RRRRRRRRRRRRRRR

3 months ago

Hey, nice budget version of Brass.

Cards a $1 or less each to consider adding:

Lands

Pirates

Repeatable Draw

Evasion

Command Tower is one of the best lands for multicolored decks in Commander and it's $1. Pirates have to do combat damage to a player to trigger Brass this makes Pirates who have flying/other evasion important because they can more easily attack and not be blocked thus do combat damage to a player. Wonder can give all your Pirates flying as long as it's in your graveyard and you control one Island. More Pirates with flying/other evasion makes Bident and Mission good repeatable draw since for each Pirate who does combat damage to a player you draw a card.


Cards to consider cutting:

  • Walk the Plank
  • Cancel
  • Heartless Pillage
  • Thaumatic Compass
  • Vance's Blasting Cannons
  • Dusk Legion Dreadnought
  • Lightning-Rig Crew
  • Storm Fleet Swashbuckler
  • Headstrong Brute
  • Rigging Runner
  • Storm Fleet Aerialist

Good luck with your deck.

multimedia on Hail to Kolaghan King!

3 months ago

Hey, for the low budget good job for your first Commander deck.

Consider a Goblin and Dragon theme? This would give your overall deck a more focused theme instead of just playing random creatures such as Diregraf Ghoul and Spinal Centipede. I suggest this because when Kolaghan attacks she pumps any creatures you control and Goblins can make lots of token creatures. This kind of strategy is call go wide. Which means attacking with lots of creatures, a wide battlefield of creatures.

Cards to consider adding:

Other Draw/Tutors

Other Ramp

Other Dragons

Other Goblins

Other Removal

Other Lands

Good luck with your deck.

multimedia on A Pirate's life, Pilfer, Pillage and Plunder

3 months ago

Hey, good start, nice Dockside Extortionist and Vampiric Tutor :)

Consider more one/two drop Pirates especially ones with flying? More overall one/two drop Pirates helps to assemble a battlefield of Pirates to attack the turn you play Brass.

Forerunner of the Coalition is a Pirate tutor and it can also be a repeatable source opponents' lose life when a Pirate ETB. Ruin Raider can be repeatable draw at your end step with attacking Pirates. Anger and Wonder are good with Pirates especially Wonder giving them flying evasion. Giving all your Pirates including Brass flying can be a win condition with attacking Pirates. Brass is much better when she has haste letting her attack the turn you cast her. Pirates who can attack the turn you play them can help to trigger Brass's gain control ability quicker.

Buried Alive can tutor for both Anger/Wonder as well as one other creature and put them all into your graveyard. Can also use Buried with Phyrexian Reclamation and/or March of the Drowned as a way to tutor for Pirates put them into your graveyard and then recur them to your hand. Reclamation can be helpful repeatable recursion for Pirates since Pirates are going to die over the course of a game.

Marchesa, the Black Rose is not a Pirate, but she can be a repeatable source of reanimating Pirates. Dethrone is an attacking ability where as if a Pirate attacks your opponent with the most amount of life then that Pirate gets a +1/+1 counter. With Marchesa if that Pirate dies then it will come back to the battlefield at your end step. Metallic Mimic is a Pirate when it ETB who interacts well with Marchesa since Mimic can put a +1/+1 counter on another Pirate when it ETB.


Adding some more ramp can help game play:

Some budget lands (each $5 or less) to consider adding:

These are budget land options, but of course there's many other better options for lands that are more expensive.

Good luck with your deck.

Chompythebeast on Queen Marchesa

4 months ago

Also, I like the addition of Sacred Foundry to put the lands to 37+1 for Maze. That's a solid number, keep it there, I say. But also:

-2 Plains

+1 Mountain

+1 Path of Ancestry

and maybe think about squeezing Rakdos Carnarium in at some point

multimedia on Cromation ($50 Mutate Voltron)

4 months ago

Hey, nice budget version. Interesting deck, bizarre deck description.

You can put Jegantha next to Cromat in the deck list by adding the CMDR tag to Jegantha in the deck editor.

1x Jegantha, the Wellspring *CMDR*

Doing it this way clearly shows that Jegantha is the companion of your deck.


Because of Jegantha's tap ability consider adding cards that can untap a creature to get more activations?

Faeburrow Elder is a very good mana dork for five colors and is also a creature you want to untap. With Cromat in your control Elder is another Jegantha. Jodah, Archmage Eternal in combination with Jegantha makes it easier to cast spells because then generic mana costs don't matter and the mana made by Jegantha lets you cast any spell. Conflux is busted with the ramp from Jegantha tutoring for five creatures with mutate.

$40 total price is below precon total prices and the manabase here is worse then a lot of precons. With 20 Forest in the manabase you're counting on Jegantha to cast spells. I know this is low budget, but you want to at least make the manabase playable without Jegantha. For low cost the Guild Bounce lands can help the manabase and have fine interaction with lots of basic lands.

Good luck with your deck.

Vulnoth on Turbo Aggro Grind Time

6 months ago

Continuing where I left off.

continuing from creatures

Something to consider when addressing what to drop for my suggestions is how it affects your overall strategy and politics. Ashenmoor Gouger looks good because on paper it can deal damage, but consider what happens if you draw it 10 turns in and the table has all dug in for the long game. Hyper aggressive cards of the sort that do little else aren't going to help you after the first few turns. Hackrobat, Rakdos Firewheeler, Thrill-Kill Assassin, and the like are what you should look for when hacking cards out of the deck in the creature department. You might be gearing up to go fast and hit hard, but you still are playing the "long game", if you can even call it that.

Support

Onwards we march, starting with the strict spell category. Here, you should be looking for either utility or pure power. Spot removal cards like Go for the Throat work in regular 60 card formats, but lose a ton of value as the game is slowed enough for that one spell to have a diminished effect because it can only hit a single creature, often to little effect. Now Bedevil, on the other hand, is outstanding because you can hold it for either an artifact or 'walker, thus expanding your range and making it always live and effective.

  • Allure of the Unknown - A huge resource generation spell. Additionally, it plays into politics well by letting an opponent (or friend) have a card. Gotta keep the train moving.

  • Bituminous Blast - Perhaps not the most clutch of cards, but at least worth considering since EDH is slow enough for these types of spells to put in work, mostly because Cascade is nuts. I'd understand if it didn't make the cut, though.

  • Captive Audience - Hilarious and effective. Instant enemy-maker, but if you haven't farted in the general direction of everyone at the table, others might turn a blind eye. In my experience, when Joe Shmoe poops out an army of dargons and you slap him with this, the table would generally point and laugh.

  • Cauldron Dance - A nice little shuffling of creatures, which is nice if you're rich in chunguses.

  • Kolaghan's Command - The best charm from its cycle, for good reasons. It's always live in EDH.

  • Spiteful Visions - Perhaps risky for politics, but it does put damage on board, thus making Rakdos live, and generates card advantage.

  • Fork/Reverberate/Wild Ricochet - copy spells, in my experience, tend to do a lot since they're just whatever everyone else is playing.

  • Beacon of Unrest - There will always be something in the grave, and self-recursion is a godsend in my books.

  • Scheming Symmetry - Helps your consistency and makes a friend.

  • Subversion - Nibbles at your opponents while sustaining yourself, and makes Rakdos live.

  • Generally any spell with X in its cost. As the game drags on, they only get better.

I did a brief skim of cards in Gatherer and from among my own decks, but don't be afraid to look at other decks or EDHRec for things that will help you. Just remember that your goal boils largely down to pinging to make Rakdos live, cards that Rakdos is payoff for, and utility general support that rounds out the deck.

Artifacts

Necessary gears to get the machine moving. Mostly it will boil down to mana rocks to accelerate your state, but there will be others that you want purely because they work well for you.

Lands

Here you can start to have some fun. Being 2-color, you do have to be somewhat mindful of what you're running, but you can definitely make use of a lot of offbeat lands since you're not trying to be a fool and mana fix 5 colors. Keep in mind that you may not necessarily need everything listed here, but it's just a matter of helping keep your ability to produce both colors consistent.

  • Temple of Malice - Slow lands may be unappealing, but Scrying usually helps.

  • Arch of Orazca - Yet another personal choice. All you need is to have 10 permanents at any point while controlling/playing a card with City's Blessing and you have it for the game. At which point, Arch becomes something to do with spare mana.

  • Reliquary Tower - Like Thought Vessel, it's worth considering, but is acceptable to pass on if you keep burning your hand up.

  • Command Tower - Staple.

  • Graven Cairns - Filter lands are always nice.

  • Rakdos Carnarium - Slow, yes, but in the long run gives more mana.

  • Shadowblood Ridge - Another pseudo Filter Land

Chopping Block

I encourage you to think these things out on your own or ask friends about this part, because understanding the process of what and why things stay or go is important to understanding your deck. Below are my suggestions for what needs to get yeeted.

  • Ashenmoor Gouger/Hackrobat/Hellhole Flailer/Rakdos Firewheeler/Thrill-Kill Assassin/Rakdos Guildmage - All just don't do that much. Awesome to drop in the first turns, but soon are just fodder. They're nice fodder for Lysolda and Judith, but overall too narrow in use and too low impact.

  • Void Winnower/Blood Moon - As someone who wins almost all his games through player politics, I advise against these types of cards that choke the entire table. Like infinite combos kept as panic buttons in decks, you really only get to pull it once before the group starts remembering what you have up your sleeve. After that, you risk being targeted because they'll know what you have.

  • Phyrexian Obliterator - BBBB in 2-color is a bold move for what's essentially a 5/5 unblockable.

  • Dark Ritual/Doom Blade/Go for the Throat - I personally would cut them, but feel free to play around with at least the removal spells for consistency in board control. Ritual, however, is just not suited for this format.

  • Everlasting Torment - It's the only card of its type in your deck, and actually makes you vulnerable to getting chump blocked.

  • Urborg, Tomb of Yawgmoth - Urborg serves almost no purpose in this deck.

  • Rakdos Guildgate - Guildgates are just packfiller.

  • Rakdos Signet/Rakdos Keyrune - In the modern day, your mana rocks mostly should be more useful than an overcosted creature, and if it only produces mana, it needs to be efficient like Sol Ring.

  • Lava Axe - Shouting "Catch" while literally throwing this is hilarious, but the card's just horribly overcosted.

  • Anthem of Rakdos - You will lose a lot of games you shouldn't lose because of this.

  • Ogre Battledriver - Giving a dude Haste to swing is nice, but it's a lot easier to just run a pinger like Goblin Fireslinger or Lobber Crew

  • Ob Nixilis, the Fallen - His Landfall is nice, but by nature isn't consistent, which is what you're looking for in ways to ping your opponent. Becoming a chungus is nice, but you're better off just skipping the hoops and playing an actual chungus.

  • Vial Smasher the Fierce - This one I'm not totally sold on cutting, but she seems more complicated than just running a pinger. Play around with her and see how Vial Smasher synergizes.

  • Master of Cruelties - Another I'm not totally sold on chopping, but he can only attack alone, which bottlenecks your options.

I know this all is sort of messy, but when making edits, start with comparable replacements (i.e. swapping a creature for a creature), run a few test turns, and see how things work.

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