Sin Prodder

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Sin Prodder

Creature — Devil

Menace

At the beginning of your upkeep, reveal the top card of your library. Any opponent may have you put that card into your graveyard. If a player does, Sin Prodder deals damage to that player equal to that card's converted mana cost. Otherwise, put that card into your hand.

Rocketman988 on Defile Me Daddy Rakdos

7 months ago

Hey 77hi77! I love the angle you are going for with the deck, the "playing like a demon" role. I really like the token subtheme, and it feels like you could lean into that even more to give you more breathing room to swing with Rakdos. With more emphasis on a token subtheme, you wouldn't set your board back as much when you swing with Rakdos for "revenge" when your besties turn on you. Instead of resource denial, he'd play as incentive for others to leave you alone OR ELSE. Flavor wise, the legion of tokens would represent your minions that are sacrificed to get what you want.

Burn Down the House, Dance with Devils, and Devils' Playground would fill out the devil token subtheme you have going on, and Asmodeus the Archfiend, Fiendish Duo, Mayhem Devil, and Sin Prodder add even more devil synergy that aligns with the deck goals.

Army of the Damned, Carrion, Curse of Opulence, Dreadfeast Demon, Endrek Sahr, Master Breeder, Wand of Orcus, and Infernal Genesis are all great token cards that fit the infernal theme. Baeloth Barrityl, Entertainer plus pump effects means permanent goaded enemy creatures and treasures for you to ramp with or sac to Rakdos as long as he's on the field. Speaking of pump, Arterial Alchemy can increase the power of your creatures, makes 4 permanents to sacrifice, and gives the deck even more draw power. Bloodthirsty Blade is a great demonic artifact to gift to problematic creatures. Black Market Connections gives you ramp, card draw, or tokens depending on what you need at the moment. Bite of the Black Rose is a super fun "choose your doom' flavor card. Head Games is a terrific demonic deal- while searching their library, see what deals they're willing to give you in order to get what they want. If they don't make a deal with you, they pay the price.

I hate to be the bearer of bad news, but Rakdos's abilities are not targeted abilities, so Wyll's Reversal cannot copy Rakdos's sacrifice triggers. Likewise, you can copy Rakdos's on attack ability, but it will just make YOU sacrifice half your permanents again. Since Rakdos's ability does not target, so new targets cannot be selected for it; copying his abilities just does it again to the same person it would already affect. Additionally, Rakdos's abilities have separate triggers- one that triggers on your attack and one that triggers on dealing damage to an opponent. So you do have to deal damage to an opponent to copy the opponent sacrifice ability with Strionic Resonator or Lithoform Engine. That being said, Maze of Ith is an ability that goes on the stack when activated, so it can be responded to with cards like Bolt Bend, Not of this World, Deflecting Swat, etc. Maze of Ith and instant speed interaction usually targets too, so Lightning Greaves/Swiftfoot Boots help a lot with that too.

Fluggleshmuggits on Cube Eternal

1 year ago

Changelog 12/10/22

Original Dual lands are in
2 color man lands are in
upgrades in every color and almost every guild pair

IN

OUT

aholder7 on Assailing Archeology

1 year ago

Methodology: You were on the play in every game. Sideboarding was not included in any game as it usually would help your opponent more than you (and i was lazy).

Murktide: 0-7 Despite Murktide having the disadvantage of multiple dead cards in their deck against you, these games weren't even remotely close. You almost never got to resolve and keep anything of note. Your method of dealing with small threats was to 2-for-1 yourself with shards. Your early game was entirely non existent meaning they usually got 4 turns to try and kill you before you even started playing.

Crashing Footfalls: 2-5 Your first win was because i forced them to keep a once land hand to see what it would take for you to win. even with them missing land drops on turn 2 and 3 and your your turn 4 mishra they actually almost beat you. the second win was because by turn 12 they had managed to not draw a single cascade card, and despite that had you on the ropes most of the game.

Rakdos AggroL 1-6 Your win was when the opponent decided to take the damage option on combustion because they were at 18. turns out flipping a combined 21 works just as well here as it does in black jack. to be fair you actually had a decent board state that game. not certain if you would have won, but it was the only game you weren't out right destroyed in.

Overall: Your inability to fight in the early game is debilitating. You don't necessarily need to drop super big threats, but at least have a plan to prevent your opponent from killing you by turn 4. those Lightning Bolts in the sideboard would be a good start. Also now that i have read jaxis, they are not a good card for you. they are a win more card of sorts. they only do something useful if you don't really need them. Bone Shards's costs are actually a bit steep. Terminate is a really solid removal spell. Fatal Push is great if you want to keep to 1 mana. Dreadbore would be good to keep the planeswalker removal option of shards but i believe you are trying to keep the deck budget. you could get proactive and use cards like Inquisition of Kozilek to remove threats before they can actually bother you. Void Maw much like jaxis is a card that only even works in theory if you are already in a position where you should win. i don't know what creatures you'd want on the lower end. maybe something like Sin Prodder would be your type of fun but probably not the best card. something that produces tokens to block with would be nice but i'm not really sure what the options are for that as thats not really what RB is about.

zretrareo27 on RW EDH Brion 2022

1 year ago

My 2016 EDH deck - revamped for 2022! use commander Brion Stoutarm to Fling your opponents creatures with cards like Act of Treason, and if you're lucky - use Bazaar Trader to keep them!

I've tried to keep this deck nearly 50% White and 50% Red.

I've narrowed the premise of this deck down to the following categories, 50 Cards to the first, and 10 cards to each other category, give or take.

50% of the Deck is the Commander, Land, Mana rocks, and Draw.
10% is Steal/Keep
10% is Removal/Wipe
10% is Bringing Cards Back
10% is Brion Fodder and Fetch cards
10% is Double Damage and Powerful Flyers

Your comments and suggestions are greatly appreciated. That being said, I will probably not be able to afford the more expensive cards Land Tax, Smothering Tithe, Lifeline, Smuggler's Share etc. that are not already in this deck. However - It's still fun to check them out! If you like it, up vote!


With this revision, I've cut many of the fancier, slower dual lands to opt for faster basic lands. I've also added Weathered Wayfarer.

I've removed cards that target artifacts and enchantments like Kami of Ancient Law, instead opting for better utility cards like Quarantine Field that target "nonland permanent".

I've made some recent changes to this deck, hopefully to address that mid game I am struggling with tempo, as well as running out of mana to cast the creature or steal spell and have enough to activate Brion's ability. Some cards like Deathrender and Thornbite Staff have been removed (even though they were good in concept) to add more playability.

I also found that after all the sacrificing, mid game I was running out of defense, so some additional creatures have been added with dual purpose, such as Angel of Sanctions and Emeria Shepherd.


Decksplanation:

Double Damage:
Fiery Emancipation gives me triple damage. Calamity Bearer works specifically to Brion's sac ability. Angrath's Marauders, Gisela, Blade of Goldnight, Gratuitous Violence all make the damage I do twice as effective.
When creatures I steal die, Stalking Vengeance beefs them. When I summon large creatures into play Warstorm Surge deals damage to my opponent, and when I sac those, Stalking Vengeance hits them on the way out.


Fodder:

Malignus, Serra Avatar, and Soul of Eternity all act as giant bombs to throw at the opponent.
Hofri Ghostforge allows for me to steal an opponents creature, fling it at them with brion, and then keep a spirit copy of that creature.


Draw:
Magus of the Wheel and Reforge the Soul provide the opportunity to get a fresh hand at my whim. Humble Defector is an easy and fun, card that helps me forge alliances with other players in multiplayer while getting me TWO extra cards per turn.
Skullclamp works perfect with the sacrifice ability and is easy to cast.
Well of Lost Dreams is insane when played late game for Brion's lifelink ability and can be fetched with Hoarding Dragon or Open the Armory Sin Prodder gives me a potential extra card per turn, or the chance for an opponent to take damage to the face... and then I can pull it out of my graveyard later with my other cards! Basically a win/win. Mangara, the Diplomat and Mila, Crafty Companion  Flip serve to deter attacks and draw.


Fetch:
Hoarding Dragon serves as a flyer, a sacrifice, and can grab any rocks, Skullclamp, or Well of Lost Dreams.
Open the Armory helps grab Skullclamp, Well of Lost Dreams, or Gift of Immortality.
Recruiter of the Guard is specifically to get Bazaar Trader for the huge advantage of keeping my opponents things, but can also grab Duergar Hedge-Mage for removal or Sin Prodder (amongst a few others). Weathered Wayfarer can grab any land, such as Buried Ruin or Arcane Lighthouse.


Mana Rocks:

Boros Cluestone, Commander's Sphere, and Mind Stone are all serving as early ramp and later card draw.
Sol Ring because Sol Ring.


Removal:

Archon of Justice is quite powerful in this deck, as it allows for a flying creature, then a source to sac, and remove a card permanently.
Angel of Serenity gives me the option of 3 recursion or 3 removal.
Duergar Hedge-Mage can be played and replayed in this deck for knocking off annoying enchantments or mana rocks.
Magus of the Disk is one of the board wipes.
Grasp of Fate, Oblivion Ring, and Banishing Light all allow for really flexible removal. Same for Quarantine Field except allows for extra targets for more mana. Chained to the Rocks works the same, but only for creatures. Angel of Sanctions works similarly, but is a creature. Ryusei, the Falling Star really just acts as weenie removal and a sac source from a flyer.


Bringing them Back (and sometimes keep it!):

Adarkar Valkyrie Sac an opponents creature, then get it permanently!
Bazaar Trader Take it with a steal and keep it!
Angelic Renewal Sac my own creature, get it back! Gift of Immortality Sac my own creature, get it back... again, and again!
Emeria Shepherd play a land, get a card! Play a Plains, get a creature to sac!
Mistmoon Griffin Flys, defends, and sac-able, then get back a creature from the graveyard!
Squee's Embrace fun and easy to play, and retrievable with Tragic Poet.
Tragic Poet, a low mana cost creature to get any enchantment in my deck back for any reason. Fun with Squee's Embrace, Angelic Renewal, etc. Returned Pastcaller a flyer that lets me grab a Threaten or Breath of Life. Angel of Serenity gives me the option of 3 recursion or 3 removal.


Stealing their Creatures:

Captivating Crew steals every turn! No wasted card space here, just a reusable sorcery.
Conquering Manticore powerful flyer, that steals!
Zealous Conscripts You can steal anything! Anything! Lands? Mine. Artifacts? Mine. Works great with Bazaar Trader.
Act of Treason, Portent of Betrayal, and Threaten are all basic steal spells.
Malevolent Whispers, Mark of Mutiny, and Traitorous Instinct all give me steal with buffs for Flinging.
Harness by Force allows for more than one thing to be taken if the extra cost is paid!


Powerful Creatures:

I'll be the first to admit, these don't reallllly fit in with the deck. But they're so awesome it's hard to remove. Akroma, Angel of Fury
Akroma, Angel of Wrath
Aurelia, the Warleader

multimedia on Rakdos, Lord of Riots Demon Tribal

1 year ago

Hey, with Rakdos as Commander then consider some effects that make an opponent lose life without attacking? Rakdos can't be cast without first an opponent losing life and effects that cost no additional mana as well as being repeatable are nice since you want to use your mana on your turn to cast Demons or draw. Get repeatable value while also making your opponent or each opponent lose life.

Cryptolith Fragment  Flip is ramp and an enabler for Rakdos. Plague Spitter is a hidden gem, repeatable 1 damage to each creature at your upkeep can wreck opponent token strategies especially Spirits who are flying blockers against Demons and opponent's green mana dorks. Lower mana cost options, less than 4 mana, are better since they can potentially be cast before Rakdos.

With Rakdos as Commander and playing Demons you need less ramp because he's a source of ramp for Demons. For this reason I would make draw more important then ramp. Still play some ramp, but more draw lets you draw Demons to cast using Rakdos mana cost reduction.

For more draw my advice is make cards with repeatable effects a priory for upgrades. Draw spells that are a single effect are fine too, having both is best. Seize the Spoils, Big Score and Unexpected Windfall is loot (draw and discard) and ramp with treasures, that's really helpful for Demons to get three effects with one card.

If you're interested I offer more advice in another comment. Would you like more advice?

Stardragon on Devil Rant

1 year ago

Devils.

A chaotic force that I think wizard dropped the ball on BIG TIME. For one thing almost no devils deal with chaos with Wildfire Devils and to a much lesser extent Sin Prodder and Vexing Devil being the exceptions. Instead they went with yet another Aristocrat/Sacrifice playstyle I mean come on we have enough of those already it just feels uninspired and lazy on wizards side and with lore of devils being agents of pure chaos and at least on Innistrad servants of demons sent to sow guess what more chaos. And with the half devil walker Tibalt in his first card Tibalt, the Fiend-Blooded he is also chaotic in his card effects even if it wasn't the greatest it was memorable at least to me (and not just for being a terrible walker in general) for cementing in my mind that devils are chaos would that way in the future boy was I wrong.

I think they should of went hard on the chaos aspect with things like Chaos Warp and Warp World effects as an etb or boss devil effect as well as Tibalt, the Fiend-Blooded's first effect or a Gamble like effects or hell just making search for random from your library without letting you see what one you picked, make people discard cards at random, or dealing damage to a random target (something like when this deals damage to player choose a player, creature or planeswalker at random and deal damage to it instead) and all these effect could be targeted at random players as well: Example when X enters the battlefield choose target player at random (including yourself) that player may search for a random card from library and put into their hand (or where they put is also random be hand, graveyard, exile, battlefield tapped, battlefield untapped, top of library or bottom ect.) than shuffle their library or When X is target of a spell or ability choose a target a random this target becomes the new target of the spell or ability, thing like that.

Would it be good...debatable, would be more interesting and fun I think so, I also think they should add a small amount of anti-instant and sorcery as devils seem to be a wizards bane in ways that punish players for playing those types of spells so such as life loss or random redirection for the effect or something else that just as wacky.

I also feel like they stay away from coin flip aspect since

  1. I feel like there can be more than one style of chaos and

  2. The coin thing is more luck than chaotic so it isn't the same for me. (and yes ik you can manipulate the tosses but that brings farther from chaos and being a more roundabout and less reliable control deck all things considered)

I don't mind the devil token for what they are and think they are fine as is just need more support to make them a bit more...spicy

But what do guys think?

Do you agree with me that they should of made devils chaos?

Do you think Sacrifice was the right way to go?

Or do you think they should of taken devils in different route from either Chaos or Sacrifice?

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