Creature — Human Rogue
When Rakdos Firewheeler enters the battlefield, it deals 2 damage to target opponent and 2 damage to up to one target creature or planeswalker.
|Have (2)||gildan_bladeborn , orzhov_is_relatively_okay819|
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|Commander / EDH||Legal|
Latest Decks as Commander
Rakdos Firewheeler Discussion
10 months ago
Looking at some party cards, the problem I'm coming across is lack of synergy but I'll recommend some anyway. You really want your commander out early with as many ETBs as you have and being how aggressive he is.
Grenzo, Dungeon Warden: Rogue. Gives you a decent body with repeatable card advantage.
Grenzo, Havoc Raiser: Rogue. Either card advantage or point the biggest (or weakest utility) creature at another player.
Rankle, Master of Pranks: Another rogue. Less synergistic but he has three modes and haste. Plus, you can choose as many modes as you like.
Neheb, Dreadhorde Champion: Warrior. Red ramp and card fixing.
Priest of Forgotten Gods: Cleric. Potential card advantage and removal plus ramp.
Kazuul, Tyrant of the Cliffs: Warrior. Provides plenty of deathtouch chump blockers with your commander.
Mikaeus, the Unhallowed: Cleric. Allows all of your creatures to die once and come back. Plus, kills any human that gets through.
Gonti, Lord of Luxury: Rouge. Neat. Not the greatest in a vacuum but replaces himself, normally with something good.
Anarchist: Wizard. If you get more spells then maybe.
Cinder Seer: Wizard. Not the best pinger but a pinger nonetheless.
Coffin Queen: Wizard. Playable effect.
Dismissive Pyromancer: Wizard. Decent rummage affect and can take one guy out.
Embermage Goblin: Wizard. Not the best pinger but possibly playable. Hits any target.
Fervent Paincaster: Wizard. Hits creatures.
Fireslinger: Wizard. Best pinger so far at 2 cmc. Hits any target.
Nezumi Graverobber: Rogue/Wizard. Starts off as a graveyard hating rogue and turns into a grave stealing wizard.
Going through cards and the party subtheme seems a bit sad. Some of the above are decent but there isn't a ton to go on in my opinion.
On the first strke though, there are a million cheap red spells that grant first strike temporarily as an instant or as an enchantment. I would recommend running 1 or 2 of the instants to keep opponents on their toes when they think about blocking you.
As for creatures,
Soul of Shandalar: Mana wise, not the best. But can ping and has built in first strike.
Sparring Collar: Cheap first strike and can be attached instant speed to either dissuade blocks/attacks or murder something.
Sword of Vengeance: I don't think its as good as above due to not being able to move at instant speed, but it grants vigilance as well. It is nice to keep a first strike flying blocker up after it attacks.
Akki Coalflinger: Way to help out the team.
Legion Loyalist: Way to help out the team. (My favorite of the team helping bunch).
Bloodmark Mentor: Way to help out half of the team.
Akroma's Memorial. Expensive but a classic.
I think a couple or few first strike options would work out. As for cards that I think you could do better than,
Endbringer: Potentially a great card but I wouldn't count on using his other effects with as little colorless mana sources that you have.
Master of Cruelties: Can be good but typically best if saved for kalia combos. He shuts down attacking with everyone else which limits you to dealing with one opponent at a time.
Rakdos Firewheeler: Not bad but repeatable effects may be better.
10 months ago
These are just to name a few, which don't directly work with your strategy, and are more or less filler spots to create a playable deck. Consider swapping them for cards that work directly with your spellslinging strategy.
I would also consider bringing up the land count to at least 37. A deck like this is going to want to make land drops every turn, and that'll help. It feels bad making room for all the lands, but it is worth it.
1 year 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.
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.
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.
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.
Commander's Sphere - Obvious utility.
Firemind Vessel - Perhaps slow, but produces plenty of mana.
Thought Vessel - A personal choice, but if you don't have enough draw power to fill your hand, then it's not worth the cash.
Tome of Legends - Easy draws.
Conqueror's Galleon Flip - Another personal choice, but I find that once it transforms, the advantage it generates does wonders, and as a deck stuffed with creatures that could crew it, the fit seems nice to me.
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.
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
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.
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.
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.
1 year ago
For the first question, Niv-Mizzet Reborn 's ability lets you keep one card for each color pair, but it must be exactly that color pair. So Rakdos Charm should work, but Jeskai Charm is three colors and therefore not a valid choice. And if you reveal both Rakdos Charm and Rakdos Firewheeler , for example, then you can only keep one of them.
I don't know which two green cards you were fetching that were fine.
The basic idea behind Niv-Mizzet's ability is that if you're supremely lucky, you will reveal exactly one card that represents each guild on Ravnica (so if your reveal hits one of each guild charm, then you can keep them all, because they are each exactly two colors, and there is exactly one for each color pair).
Regarding your second question, Emrakul's Influence has a triggered ability, not an activated ability (it's an important distinction). In order for it to trigger, you must cast an Eldrazi creature spell. While All Is Dust is Eldrazi Tribal and thus has a creature type, it is not a creature spell (it needs "Creature" on the type line to qualify).
2 years ago
2 years ago
Poaralion I did run Doomed Dissenter before in this deck but I find that being able to bring back Reassembling Skeleton to feed brawl bash is better because I can reuse Brawl-Bash Ogre's ability. Then bring back the skeleton to be a body to block next turn or to sacrifice for Torgaar, Famine Incarnate, plus I can still use the skeleton if I am forced to discard a card from Risk Factor or from my opponent.
Goblin Instigator is something I considered but decided that I wouldn't get much value from it. Due it being easily wiped from Goblin Chainwhirler plus the reasons above for Dissenter. But I do plan to swap brawl-bash for Rakdos Firewheeler in future which then I will consider Instigator more.
Demon of Catastrophes is a pretty good suggestion I run 1 in the deck currently due being short of a Doom Whisperer but I would still prefer a Whisperer instead since I can somewhat sift through my deck to find answers.