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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Rakdos's Return deals X damage to target opponent or planeswalker. That player or that planeswalker's controller discards X cards.
1 year ago
In my last comment suggested a lot of cards to add, now here's some cards to consider cutting. For cards to consider cutting I would start with all the lower mana cost nonDemon creatures. I would simply replace these with other lower mana cost cards that can better enable Rakdos without attacking and reduce creature mana costs without attacking.
Rather than playing a lot of single creature removal spells, rely more on Demons who can destroy or remove creatures? Especially Demons who have repeatable removal effects. You could cut many creature removal spells and replace them with more draw.
Searing Spear, Shock, Disintegrate can target a player to make them lose life, but you have Lightning Bolt for that and you can make opponent lose life better ways then playing single burn spells. Some budget single removal spells are helpful such as Chaos Warp and Feed the Swarm because these spells can remove an enchantment, Warp any permanent. When attacking is important to your game plan these can remove Ghostly Prison, Propaganda and others.
Rakdos can only reduce the mana cost of creatures therefore play very few noncreature high mana cost spells or spells that require a lot of mana to be useful. Spells that need a lot mana paid to make them decent is not really what you want when playing many high mana cost creatures. Could cut these for more draw and ramp.
Rolling Earthquake is a budget spell like this that's worth playing because you can control how much damage each creature is going to take, most Demons including Rakdos have high toughness. You could cut a few of the lesser Demons.
In my last comment I recommended adding a lot of loot effects for draw. Loot is excellent with Blood Speaker and Speaker is a good reason to play Demon tribal since it's a tribal tutor that can be repeatable, return to your hand from your graveyard. Rakdos can reduce Speaker's mana cost to only 1 mana, making it a mana efficient way to repeatedly tutor for Demons.
Loot can be an enabler for reanimation and recursion which are helpful effects to have with Demons. Reanimation is a way to get Demons onto the battlefield without having to cast them, a backup for when Rakdos is disrupted. Recursion is getting Demons back into your hand or casting them from your graveyard. Patriarch's Bidding can reanimate all Demons in your graveyard. Persist and Exhume can reanimate for only two mana.
Chainer, Nightmare Adept has interaction with looting, getting Demons into your graveyard to cast them using Rakdos mana cost reduction. If you discard a Demon using Chainer's ability you can cast that same Demon giving it haste to attack. Rakdos also gains haste from Chainer when he's cast from the Command Zone. Any creature you reanimate gains haste from Chainer.
Chainer has excellent interaction with creatures who can sac themselves for value such as Magus of the Wheel and Doomed Necromancer. With Chainer these creatures gain haste when cast from your graveyard allowing them to tap and activate their abilities right away. Doomed Necromancer can reanimate even at instant speed. Chainer is good with Blood Speaker as discard outlet that can keep coming back to your hand.
Some more budget Demons to consider adding:
- Spawn of Mayhem: enabler for Rakdos.
- Demon of Loathing
- Orcus, Prince of Undeath
- Demonlord Belzenlok
- Hidetsugu, Devouring Chaos
- Kardur, Doomscourge
Some budget land upgrades to consider:
- Smoldering Marsh --> Temple of the False God
- Foreboding Ruins --> 1x Swamp
- Path of Ancestry --> 1x Swamp
- Myriad Landscape --> 1x Swamp
Temple of the False God is not a good land when you have no land ramp. It will not tap for mana until at least turn five and that's if you make all your land drops. Even if playing green and land ramp such as Cultivate I still wouldn't play Temple of the False God, it's just not a good enough land in the early turns of a game.
1 year ago
That's another cool one Cornonjacob07. I brewed up a Zevlor, Elturel Exile list, and have Rakdos's Return in that list, since I think it can get a bit more mileage with Zevlor's ability. I'll def keep it in consideration for this list.
1 year ago
Alternatively, another strong discard spell could be Rakdos's Return, also doing some damage
1 year ago
Great deck, it's low to the ground and fast. I adapted this list to fit with my collection and now have a cheaper version of this deck.
I've played like 5 games and i think i won 4 of them. One on the back of Breena counters, another in a war of attrition with all the "fog" effects until a big Inkshield happened and a couple getting to a 1v1 and outresource my opponent with card draw and/or Rakdos's Return.
The thing is, every spell feels very relevant and when they think they got you... they don't.
2 years ago
You could run some Threats still in line with your them:
Karn, the Great Creator: I love this tool box card but it depends on how people feel about the 10 card sideboard, it isn't officially allowed exactly but cEDH may change that. you can fill the board (10 is generally the accepted number I have seen for the "side") with situationally useful artifacts.
The only other thing I would think of is maybe considering a bit more control like
to give a bit more protection for your strats
Rakdos's Return is always funny but may or may not work here
Daretti, Ingenious Iconoclast seems to fit the theme
I am not a fan of the wellsprings, they do fit the them somewhat but can seem dead at times.
I had a couple of others that were in mind but lost them, I will comment if I think of them
2 years ago
Looks like a fun deck to pilot.
In reviewing the deck in it's current form, I can see a few different ways of trying to approach your problem. The first would be to double down on discard and reanimation effects to cheat the cards into play. Stuff like Winds of Change Wheel of Misfortune Wheel of Fate help filter through your deck and pair well with those other looting effects you already have. Adding in reanimation redundancy like Animate Dead could could also go.
I think the dragon...er... elephant in the room is the mana curve. Your commander incentivizes you to play big beefy dragons, but that skews your mana curve. Currently you have a LOT of low to the ground single mana producing artifacts (2cmc) and a few later game payoff ones, with the rest of your curve being around the 4-6 CMC. Another way to approach the mana problem is to double down on the big boy ramping artifacts, like Gilded Lotus . Then pair it Voltaic Key and Manifold Key so when it's online, you could actually hard cast some of those late game dragons!
The way mentioned above addresses the mana production head on. It'd also help if you paired some of this with some early game disruption to prevent opponents from getting ahead TOO quickly so you can't catch up. Cards like Mind Twist and Rakdos's Return can be backbreaking when ramped into early, shutting down the scariest player and allowing you to catchup with your dragons. Along those same lines, Torment of Hailfire is another staple big mana sink card to close games (though honestly, your dragons seem like they don't need that much help!) In a multiplayer game, cards like Fleshbag Marauder , Merciless Executioner , and Plaguecrafter can be removal in the early game and make utility spot removal reanimation targets later on.
Cuts I personally struggle with as well! I'd focus on whether or not the cards further your gameplan or promote you winning. For example, in the current list Dragon Mantle feels like a win more card, despite the fact that it cantrips. Unholy Indenture also feels the same way. But you should play the cards you like!
2 years ago
Monarchy also seems to work really well with your commander, as you're forcing everyone to attack someone other than yourself. Court of Ambition , Skyline Despot , Emberwilde Captain , Court of Ire . Captive Audience is also a rude card, as you'll force your opponents to attack eachother with the zombies, giving you five zombies to run amok.
General rude Rakdos cards, something like Mind Twist or Rakdos's Return can cripple a player. Combined with having to attack someone else leaving themselves open seems like it'd be really backbreaking!
3 years ago
Thank you for the suggestions! I agree with you about Rakdos's Return, as this will mostly be hitting opponents over and over again and, as you said, doesn't really need it. I'll look into the deathtouch and first strike, both of which could make this deck pretty interesting.
As for the shockland, I'd love to add it, but I'm on a really tight budget as it is. If I end up getting my hands on one, or if the price drops, it'll become an auto-include. Thank you for commenting!! :D