Rishkar, Peema Renegade

Rishkar, Peema Renegade

Legendary Creature — Elf Druid

When Rishkar, Peema Renegade enters the battlefield, put a +1/+1 counter on each of up to two target creatures.

Each creature you control with a counter on it has ": Gain .

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Rishkar, Peema Renegade Discussion

multimedia on Quantum Quandrix Upgrade

4 days ago

Hey, you're welcome, nice changes.

Is the +1/+1 counter theme worth it here? Bane is a good card in multiplayer, but it doesn't need a +1/+1 counter theme to be good, it just happens to use +1/+1 counters. Champion of Lambholt also uses counters, but she gets counters from creating creature tokens, interaction with Twincasters. Fractals also have counters, but that's just how they're created, the additional +1/+1 counter theme isn't really helping Fractals. +1/+1 counters don't have interaction with making token copies of creatures since the token copy doesn't get the counters when it's created.

A good counter interaction here is Primal Empathy + Fathom Mage , but how consistent is it that you get both these cards without having tutors to get them? Not sure if Fathom is worth playing as a draw source when it wants a more expanded counter theme to get the most out of it. Empathy, you don't have a consistent high power creature to take advantage of the draw.

Fae Offering has a good token effect with Twincasters, but only if you can trigger it which consistently seems too difficult here. Khalni Ambush  Flip, fight is good with Hornet Nest , but I don't think I would play a card that all it does is fight just to have this interaction. You don't really have powerful enough creatures until later in the game that can fight an opponents creature, kill it while also having your creature survive.


Some budget changes to consider based on my last comment:

wallisface on Proliferating Proliferaters

2 weeks ago

Some thoughts:

  • Modern is a very fast format, and so it’s very rare to see people playing cards above 4cmc. I would suggest trying to lower your mana curve, by dropping those cmc5 & 6 cards, and playing more stuff in the 1-2 slot.

  • even with the above, 20 lands feels very low. The majority of your cards require 3 mana, and without ramp I would expect such a deck to want 22-23 lands.

Some cards i can suggest that might be of interest to you:

AkaAkuma on Reyhan & Sakashima: Arcbound Aristocrats

5 months ago

Man, well done on this deck! You got all the goodies Reyhan wants.

Although.. It seems a bit shy on the mass removal department. What about Find / Finality and double with an extra recursion slot?

Then I personally would also replace midnight clock for Rishkar, Peema Renegade , as the clock only synergyses with Toothy. I rather use my graveyard then freshen it up also.

Lastly I really like Hadana's Climb  Flip (backside is nuts) and the somewhat crazy inclusion of Octopus Umbra . Lots of creatures have base power 0 anyway

wallisface on Modern Conclave Constrictor (+1/+1)

5 months ago

NoopyNolife Lurrus is for sure good, but he’s not the reason I suggested dropping Ajani. I think, if you try gearing this as a fast aggro deck, then for 4 mana you’re better off playing two 2-drops. Especially when a lot of 2-drops can get you counters just as well. Something like Grateful Apparition , or maybe even Rishkar, Peema Renegade (which is possibly the strongest 3 drop creature for counters).

I think Rancor is a lot more practical than Felidar Umbra just cause its 1 mana. If the game goes on long, most modern decks are going to crush this, so you want to apply pressure quickly and win. Imo the ideal turn structure is:

  • Turn 1: play Pelty/Oozeman

  • Turn 2: play Conclave or Constrictor, swing for 3.

  • Turn 3: another 2-drop, one mana for Rancor , Snakeskin Veil or the likes. Swing for at least 7, possibly 11.

  • Turn 4: either two 2-drop creatures, or one alongside some 1-drop cards. Potentially swing for lethal, or if not represent a boardstate that wins next turn on its own.

In that respect, you just want to be dropping threat after threat. Stuff like card draw sounds good on paper, but in reality if you’re investing that time to draw, you’re giving your opponent precious time to stabilise and beat you - aggro decks want the game to be over really fast. Tezzeret's Gambit might be the best available card draw just cause it also might give you enough power to win on turn 4... but i think you’d still be better off just running a card thats sole purpose helps you get that win, instead of dragging the game out.

Faux_Faux on New deck

6 months ago

I had a lil Rishkar, Peema Renegade deck that ramped fast, and would combo out around turns 4/5 if given good enough gas or time. Basically, drop dorks, drop threats, and tap your little buddies for absurd amounts of mana into an X-spell that overwhelmed opponents. It was best for 1v1's, but did ok in multiplayer matchups, only needing an additional turn or two to guarantee the W. Maybe that'd interest you?

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