Taste for Mayhem

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Taste for Mayhem

Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+0.

Hellbent — Enchanted creature gets an additional +2/+0 as long as you have no cards in hand.

Balaam__ on Goblin Tweakers

7 months ago

I think Crash Through is the card you’d want to run instead of Taste for Mayhem. That potential +4 from Mayhem can be sidestepped too easily for it to be reliable, and decks that play cards revolving around empty hands are 100% all in on that scenario and not just taking into account the possibility of an empty hand. That’s a recipe for disaster. But with Crash Through you get a great method to reliably push through damage (all creatures gain temporary Trample) and it replaces itself so you aren’t down a card. Plus it fits the one-mana-mantra, ha.

NeoLegacy on Goblin Tweakers

7 months ago

Balaam__, I like the idea behind that. I've not yet quit on the idea of every card costing 1 land. Since the idea behind this is speed, I thought about your concern for having not cards in hand, and added Taste for Mayhem. While removing two mountains dropping me down to just 16 in deck. And I removed the two, Raze the Effigy... I know removing the effigy's took away my ability to destroy any artifacts. But... I think this build is gonna have to take out the opponents in the first 4-5 turns or else it's gonna lose every time hahaha. Thoughts?

SufferFromEDHD on Rakdos Hellbent

1 year ago

Taste for Mayhem > Root Spikes

king-saproling on

4 years ago

Looks fun. I disagree with the other commenters regarding draw/recovery. I think that these partners are best played as a glass-cannon, all or nothing, win early or bust strategy. This is just my 2 cents but I would make the following swaps:

Impulsive Pilferer -> Skirk Prospector. T1 Prospector = T2 Jeska!

Arcane Signet -> Simian Spirit Guide

Lightning Bolt -> Rite of Flame

Chandra, Torch of Defiance -> Lotus Petal

Leyline Tyrant -> Seize the Day

Trailblazer's Boots -> Dust Corona

Solemn Simulacrum -> Treasonous Ogre

Loyal Apprentice -> Inquisitor's Flail

Fireblade Charger -> Smoke

Champion of the Flame -> Neheb, the Eternal

Monastery Swiftspear -> Captive Flame

Koth of the Hammer -> Relentless Assault

Ruby Medallion -> Dockside Extortionist

Ring of Valkas -> Relic Axe

Whispersilk Cloak -> Champion's Helm. Rograkh having shroud could be problematic for you.

Lightning Greaves -> Taste for Mayhem

GoblinElectromancer on Mechanized Revolution (RW Affinity)

5 years ago

I used to play a decent budget affinity deck kinda like this. First off: I wouldn't play 4 copies of Welding Jar maybe one or two. second: take out the set of Paradise Mantle and put in four Springleaf Drum third: Steel Overseer is only $2 and it's really powerful. I would play it. Vault Skirgeis great with Cranial Plating and gains a ton of life. You should try it. With the banning of Mox Opal trying to play three drops with sixteen land looks difficult. I don't know though because my list is different. I would cut Taste for Mayhem. Nice deck and good luck!

Patolea on Hazoret's Heckbent Hellhole

5 years ago

That's a really nice idea! But I have three questions:

Why do not use some hellbent cards?

Scryfall search

Taste for Mayhem n Rakdos Pit Dragon seems good.

How do you keep the gas? Grafted Skullcap and two wheels are enough?

30 lands and only 3 rocks, ins't that too few?

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