Rakdos Charm

Rakdos Charm


Chose one —

  • Exile all cards from target player's graveyard.
  • Destroy target artifact.
  • Each creature deals 1 damage to its controller.
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Format Legality
Tiny Leaders Legal
Legacy Legal
Commander / EDH Legal
Block Constructed Legal
Highlander Legal
Canadian Highlander Legal
Custom Legal
1v1 Commander Legal
Casual Legal
2019-10-04 Legal
Modern Legal
Duel Commander Legal
Pioneer Legal
Vintage Legal
Unformat Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal

Rakdos Charm occurrence in decks from the last year

Latest Decks as Commander

Rakdos Charm Discussion

X-Factor11105 on Lurid Revival

1 week ago

Hey! I'm happy to share suggestions, as I've thrown out a few ideas and tried to chat about insight so far. You may want to try and isolate cards you're willing to remove - that way you can still feel like the deck is yours, while being open to prospective ideas / outside perspective ya know?

I'll try to make suggestions with budget in mind!

Deal Broker > Azra Oddsmaker

  • Get the same effect with a higher upside and immediately get to discard a Dragon. Non-artifact so it's harder to remove. Mid and late-game card-drawing machine with an evasive Dragon.

Neheb, Dreadhorde Champion > Terramorphic Expanse

  • This Neheb is too slow and while the synergy is there, it's going to have trouble making a consistent impact. Even an ETB tapped fetch still keeps you getting the color mana you need while (statistically marginally) thinning your deck and cleaning your future draws.

Hollowhead Sliver > Evolving Wilds ,

Rummaging Goblin > Daretti, Scrap Savant ,

Mad Prophet > Chainer, Nightmare Adept

  • Overall, these edits reduce your cumulative curve, provide similar (if not more consistent) discard ability, and much higher ceilings for providing value. Evolving Wilds is your 2nd fetch, so you can keep improving the lands you're getting into play. Daretti lets you move through the deck quicker AND has artifact synergies if you choose to lean into that line of play. Chainer is a discard outlet and haste enabler the turn he comes down, so he's already got the same floor as Mad Prophet with the opportunity to be impactful if he stays on the board.

Ox of Agonas > Drownyard Temple

  • Since you've enjoyed leaning heavily into the discard aspect, Temple makes a lot of sense for you to have access to a mid or late-game land to ramp a bit. With all these expensive Dragons, I'm sure you've had a turn or two with plenty of un-used mana (I have!), so this gives you a way to maximize the discard AND set yourself up to keep having access to mana!

Purphoros, Bronze-Blooded > Myriad Landscape

  • The five-mana CMC for a less-efficient Sneak Attack just feels heavy in this build. Adding Landscape gives you another opportunity to pull lands out of your deck and keep having colors on the battlefield - I'm sure you've noticed but the double and triple-pips of the deck can be VERY challenging at times. Being able to get two Mountains (or your two Swamps) will hugely impact your ability to play relevant spells on time. As far as getting one more haste enabler, even with Chainer already in...

Dragon Tyrant > Dragonlord Kolaghan

  • Tyrant is a win-more and a payoff card. It's a fun ambition, but in a deck chock-full of power and crazy cool Dragons, we don't need this. Instead, big Kolaghan comes down much earlier AND hastes our entire squad.

Thundermaw Hellkite > Hellkite Courser

  • Courser enables shenanigans and fantastic temporary Commander fun. It's effect can be much more impactful than Thundermaw Hellkite's in the long-run, and essentially acts as another reanimation spell. Thundermaw's effect is pretty narrow, while Courser's lets us go into the graveyard for a more toolbox-like approach, depending on what we've been able to get into the graveyard so far.

Stormbreath Dragon > Gadrak, the Crown-Scourge

  • This might be a little bit of personal preference, and with how many ways this deck has to kill opponents' creatures on your turn, I think it provides a great ceiling while also acting as an early-game blocker. Mana that you can do anything with is so precious in this deck, and it happens to synergize nicely with the best addition to this deck in Kaldheim...

Lathliss, Dragon Queen > Goldspan Dragon

Zirilan of the Claw > Feldon of the Third Path

  • This is a different style of play, I'd just rather avoid exiling my Dragons or only getting a single use out of them...for a minimum of 8 mana and two turns. Feldon has more flexibility in coming down quicker and activating sooner. You're packing High Market and Phyrexian Tower here for sac outlets to get rid of the tokens (same as the Dragons from Zirilan realistically), but you're doing it much earlier in the game, or with mana to spare, with no downside of losing a Dragon for the rest of the game.

Hagra Mauling  Flip > Malakir Rebirth  Flip

  • Between all of the Dragon ETB damage and the removal suite available to Rakdos, you don't need more removal, I'm sure you've noticed this! Especially cost-inefficient removal. Having more reanimation effects, especially to act as a or flicker effect? There's WAY more flexibility here for how the Dragon reanimator wants to succeed. I agree that more removal is always good though! With that in mind...

Stolen Strategy > Kolaghan's Command

  • Play faster, and play with more flexibility. Command will give you options based on how the game's playing, and playing at instant-speed ensures you can be more interactive. Along that same line...

Tormenting Voice > Rakdos Charm

  • Flexibility in usage! More than likely this will get rid of a troublesome artifact, and wouldn't you know it that some of the best graveyard hate is on artifacts! The graveyard hosing can also be key and, again, playing at instant-speed gives you more opportunities to disrupt opponents. For a high-curve deck like this, that's really important!

Phyrexian Arena > Valakut Exploration

  • Let's help Rakdos players see that Arena isn't the powerhouse everyone thinks it is! Exploration does EVERYTHING we could need - especially in your build, which has a higher concentration of Dragons, there's a greater likelihood for you to fill your graveyard quicker! Please give this a shot and let me know what you think!

Fractured Powerstone > Exotic Orchard ,

Charcoal Diamond > Swamp ,

Fire Diamond > Swamp ,

Temple of Malice > Wayfarer's Bauble ,

Coldsteel Heart > Hedron Archive

Four of these cards ETB tapped and make you a turn slower, AND they're bad in the late-game since they have little utility. There's no snow synergy here to justify Coldsteel. Having more land ensures you'll hit your drops throughout the game. Wayfarer's lets you keep some ramp (I prefer Expedition Map, but one discussion at a time) while Archive has mana utility and lets you cash in when you have leftover mana. Smooth out your hands, get more consistent draws and turns, and have the ability to draw more cards.

Underworld Connections > Victimize

  • All of these Dragons in the yard are going to go to waste if you can't get them out onto the field! This is my favorite low-cost reanimator aside from the namesake - if you wanted to make a case for Stitch Together I wouldn't argue it. Being able to get two Dragons out, albeit tapped, ensures you can keep some board presence. It also lets you use up some of those Sneak Attack / token creations in an efficient way. I know losing some card draw feels a bit weird, and based on how the deck's built up, and from what you've described about your playstyle, it sounds like you may have an over-abundance of card-draw and not enough interaction. Hopefully this changes things!

Foreboding Ruins > Luxury Suite

Non-budget upgrade, and more likely to consistently come down untapped and provide the same color flexibility. If budget doesn't allow this edit, I'd say the non-budget move could be Path of Ancestry .

I do think you need to find room for one of the game-winning, mass-reanimators like Living Death or Patriarch's Bidding , or the new Kaldheim one, I'm blanking on the name. I'd take out Scourge of Kher Ridges for it to give yourself a win condition out of nowhere!

Hopefully these ideas help, or at least spark some further ideation for you to think about! If you want to chat about Bladewing in real-time over Discord or Reddit I'm on both sites as ThePillowman :)

Polaris on Can I cast a spell …

3 weeks ago

The answer to your first question is no, but the move goes thinking of can still work. After the end step is the cleanup step, which is one of the few parts of the turn where players can't do things.

However, a step doesn't end (with a few exceptions like the cleanup step) until all effects have resolved and all players have passed priority. Once the sacrifice trigger resolves, priority will pass around the table before the step ends, and this is your opportunity to cast Rakdos Charm .

TL;DR: You can't cast your spell after the end step, but you can cast it during the end step after everything else has resolved.

Frostfrenzy on Can I cast a spell …

3 weeks ago

Situation is as followed: I cast a Wake the Dead to return Sea Gate Stormcaller from my graveyard to the battlefield, copying the next 2 cmc or less spell. I go to my end step and let the Sea Gate Stormcaller be sacrificed by the end of turn effect of Wake the Dead. Can I, after the sacrifice trigger of Wake the Dead has resolved, still cast something like a Rakdos Charm that also hits me for the amount of creatures I control?

alexjustdoit on [Primer] Political Subterfuge - Marchesa Aikido

1 month ago

Openil - just for clarity, this isnt intended to be a cEDH deck nor is it intended to function (well) in a cEDH meta. cEDH is simply too fast, and this deck does not currently run enough stax to bridge the gap. For cEDH, you would need to rely much more on combos nearly every game, and at that rate you're much too slow and inconsistent, the aikido shell just holds you back rather than a dedicated combo oriented shell.

This deck is however intended to function in a "pretty high powered" casual meta. When playing in more middling metas, I sometimes take out Sickening Dreams, or Ad Naus altogether, simply because combos like that tend to be frowned upon by middle power casual players, and it gets a lot of salt (which just isn't fun for me or the table when people get salty).

Additionally, the deck cost as it stands is simply because I enjoy the project of making something sub-optimal, as optimal as possible. I hope the price alone does not cause anyone to infer that this is intended to be a cEDH deck. It can function probably 90-95% the same on a sub-$800 budget (I haven't really been keeping up with prices in the last year, might be you could go even lower with all these new reprints).

Now, to the original question nade0 brought up -

With an "oppressive board state", assuming due to creatures as you mention, there's effectively three flavors - either they're going infinite token generation (or simply a shit load), they you have a bunch of creature based engines set up, or somewhere in the middle with a lot of big stuff but not 20+ of them.

For the former there's Rakdos Charm, simple enough.

For the latter of the three, you'll be relying on a lot of single target removal.

The middle is where it can get a bit tougher. Admittedly, there's no easy answer, but you'll be relying on pillowfort pieces while you a) just try to stay alive to where your opponent is below 20 ish life, and b) get damage in via Delirium type effects or some flying sunforger equipped beats, or even a Boros Charm. This sounds roundabout, and it is, but keep in mind that we play the long game and have high survivability so life totals are typically pressured, and with damage doublers we get a surprising amount of reach with seemingly incidental chunks of damage. There's also a lot of ways you can get creative to steal a win - part of the fun of this deck. You do need to be careful though, and use your removal well, lest you let their engines generate too much value and run off with the game.

To answer your more explicit question - why no board wipes? Because many players don't like them when they're cast. Sure, sometimes the table is relieved if someone really is running ahead (in which case I either didn't use removal correctly, or I got unlucky and never found any via any means), but for the most part it is a net-negative in a sociopolitical aspect. Making other players groan does not do much for your wanted perception of non-aggression.

fatalzintomyum on RAKDOS CONTROL

1 month ago

Ah yes, in my limited playtesting it punished oce when I could not fetch it and it entered tapped, but other than that these seem like good choiced. Rakdos Charm seems like an interesting tech, I love it, even decent against Uro I suppose.


1 month ago

Thank you for your comments fatalzintomyum !

You made two really good suggestions ! In fact, if you look at the cards selection i made in the description, you will see that both of them (Bitterblossom & Kolaghan's Command) were main deck. This actual version is a test of Mazemind Tome.

The lack of cards draw and the high number of Prowess decks i faced make me wanna try it. As i also put in a one-of Chandra, Acolyte of Flame and have so many three drop, i decided to swap Kolaghan's Command and Rakdos Charm from side to main. This allows graveyard & artifact hate game one, and decrease the mana-curve. I also put Demigod of Revenge in the sideboard for matchups where i need a faster clock and/or if my Ensnaring Bridge are dead.

I can easily go back to my first version if i'm not convinced after some play-testing ;)

Concerning Smoldering Marsh, i never had to regret it. I actually run seven basics so fetching it untapped is not very difficult.

wilmer on I'LL say when it ends!

3 months ago

I recommnd more removal like Snap, Blasphemous Act, Chaos Warp, Feed the Swarm, Rakdos Charm, Bedevil, Izzet Charm, Counterspell.

There's also more expensive options like Deadly Rollick, Cyclonic Rift, Toxic Deluge, Swan Song, Fierce Guardianship.

I think you should most of all just try to grab every artifact or enchantment removal espically considering how vunerable you are to artifact hate.

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