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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 |
Oathbreaker | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
The Flux
Enchantment — Saga
(As this Saga enters the battlefield and after your draw step, put a lore counter on it and activate and/or enable the ability of tied to the required number of counters. Sacrifice it after you put the sixth lore counter on it.)
— The Flux deals 4 damage to target creature an opponent controls.
, , , — Exile the top card of your library. You may play that card this turn.
— Add six .
Worrad75 on
Pia-tiful Impulse Control
1 month ago
Seething Song for Ruby Medallion: While Medallion has a theoretical long-term upside that can't be matched, the deck is too heavily white spells at this point for the ramp to be consistently meaningful, especially early on. SS allows us to impulse draw with greater confidence knowing we can absoluteely cast whatever pops out.
Etali's Favor for Impact Tremors: This one is a test. Fully aware that tremors is a better card, but Favor is such a vibe. it enables some of our more aggresively slanted non-token creatures to crash through (it works incredibly with Laelia!) while keeping the tokens flowing. It feels similar to Unstable Amulet in that it 'replaces itself' and gets you a Pia trigger for your troubles, plus some small utility
The Flux for Runaway Steam-Kin: This deck has enough midgame mana engines. What it needs is consistent impulse draw. The normal issue with 4-CMC impulse draw engines (looking at you, Outpost Siege) is that they do nothing the turn they come in, making them a somehow-even-slower Phyrexian Arena that doesnt even actually draw the card. The Flux solves that by picking off a creature, then giving you 4 turns of advantage. If you're still around, it then gives 6 red to cast whatever you got left (you'll probably have more cards in hand, as you've been casting an extra card from exile every turn). Its basically a version of Count on Luck thats easier to cast and gives you a late-game burst that could be the exta push you need to seal a win
Inti, Seneschal of the Sun for Charismatic Conqueror: This one is also a test slot, although I'm less confident. Inti is in theory card-nuetral that helps us dig deeper for Pia triggers. Its best case scenario is when it teams up with the likes of Delney, Streetwise Lookout, Party Thrasher or Harnfel, Horn of Bounty Flip to provide extra advantage. Conqueror's tokens are rarely the reason we win the game without the help of other cards, and while that may be harsh to say about a 2-drop, the fact of the matter is that we can only play so many off-plan cards before we dilute the deck.
Crow_Umbra on
Triple Six, Five, Forked Tongue [Retired]
1 year ago
Thank you for the kind words Tsukimi, I appreciate it. I've updated the deck a bit more since you possibly play-tested it, with some notable additions being Inti, Seneschal of the Sun, Chimil, the Inner Sun, Breeches, Eager Pillager, The Flux, and Bonehoard Dracosaur.
Prosper was my first toe dip into Rakdos, and something I've had a lot of fun with. At the time that I put the deck together I thought this would just be a niche design space, and not a major slice of the pie for Red over the following years.