Wretched Confluence

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Wretched Confluence

Instant

Choose three. You may choose the same mode more than once.

  • Target player draws a card and loses 1 life.
  • Target creature gets -2/-2 until end of turn.
  • Return target creature card from your graveyard to your hand.

Kron on Kron - King of the Oathbreakers

9 months ago

GrimlockVIII

I will for sure give Wretched Confluence another look.

As for Hanged Executioner that wouldn't work unfortunately because him exiling himself is part of the cost to activate his ability.

GrimlockVIII on Kron - King of the Oathbreakers

9 months ago

Psst, yo, Wretched Confluence is pretty sweet if you manage to combo it with Spellbinder

Wait, now I'm curious about Hanged Executioner. If you phase it out after activating its exile effect, would you be able to prevent the executioner from exiling himself while still exiling your intended target creature? If so, that's some sneaky tech I haven't thought of before.

GrimlockVIII on King of Bad Wifi Connection

9 months ago

Kron

Oh ye it's def a tricky son of a gun with Oathbreaker. I tried to stay away from too many targeting Instants that provide little tob no value if the Main Man isn't on the field to do his thing.

I'd stay away from Mutate personally just cuz the whole point is to get value from mutating your target creature. Otherwise you're just paying more mana for a new creature that doesn't impact the board all that much.

The other thing is that the payoff for Oathbreaker and his spirit army phasing back in isn't worth enough to be the main build-around. My whole idea was to essentially have the ability to protect powerful Spirits at any point while accruing advantage from these "protection" spells.

Curtains' Call is a prime example of this. With Oathbreaker it turns from just "destroy two creatures" to something way more flexible. I can not only kill two of my opponent's creatures, but I can also either kill an enemy creature and protect a Spirit or protect two Spirits at once.

Wretched Confluence is another example of this unique modality.

The whole deck is like having a toolbox of quirky tricks that can simultaneously be offensive or defensive depending on the situation. Focusing too hard on cards like Remedy kinda railroads you too much into just having "do-nothing" protection spells.

Likewise, targeting sorceries, Auras and Aura creatures without flash, and Mutate creatures are rendered useless because of how slow they are. You want your protection to be on standby at all times, and you don't actively want to phase out your Spirits if there's no immediate threat. Otherwise you just leave yourself open for a single, tapped, 1/1 Spirit.

multimedia on Rakdos, Lord of Riots Demon Tribal

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.

Master of the Feast is really bad card in multiplayer Commander because only your opponents draw. Awaken the Sky Tyrant, Wretched Confluence and Seal of the Guildpact are subpar for the mana costs.


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:

Some budget land upgrades to consider:

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.

griffstick on Card creation challenge

2 years ago

Harmonic Confluence

Sorcery

Choose three, you may choose the same mode more than once

  • Search your library for a land card and put it into your hand, and gain 1 life.
  • destroy target Artifact or Enchantment
  • creatures you control get +2/+2 until the end of turn.

Create the Confluence cycle card in one of the ally colors. Here's a list if Confluence cards. Mystic Confluence, Verdant Confluence, Fiery Confluence, Wretched Confluence, and Righteous Confluence.

KibaAlpha on The Kill(ian) Box

2 years ago

@dnthymamai

Thank you for the very positive comment and suggestion. I had at the beginning considered Spectra Ward , however it being CMC 5 and that it locks me out of being able to add any further auras to the CMDR has me choosing to pass on the card. I am looking at other options for protecting my CMDR.

@EVENcast

Thank you for the positive comments and suggestions. Sigarda's Aid I had at the start but wasn't getting the value from it's flash and now that I'm looking at removing Phyresis it would offer even less.

Eldrazi Conscription is just way to high CMC for this particular build. The focus is 3 CMC auras with 1 colour pip and 2 or fewer colourless mana. If Killian didn't have the 2 colourless mana reduction ability I'd have Eldrazi Conscription in the deck for sure.

@klaudiohmm

Thank you for your comments and suggestions. Angelic Gift is nice but I didn't want to use up card slots for a single ability like flying for a single card draw. I'm working to maximize my gains and opted for Asha's Favor for 3 abilities I wanted. There are some auras I'm working to slot in that will draw me a card on cast.

A couple of your suggestions have me considering them. I'm still tinkering and tweaking the deck so perhaps they will find their way in. Wretched Confluence with a CMC of 5 is going outside of my current build parameters. I really do not want to exceed a CMC of 4. I'm looking at a more of a speedy Voltron build.

klaudiohmm on The Kill(ian) Box

2 years ago

I think that some spells can take benefit from Killian's ability as well.

Silverquill Command may be a good addition, it costs only two if you choose the "+3/+3 and flying" mode, while it can reanimate one draw engine like Kor Spiritdancer or Sram, Senior Edificer . I also like Wretched Confluence , it costs only three mana if you choose the "-2/-2" mode at least once, and the other modes are very interesting in my opinion.

If you're struggling against removals, maybe Sejiri Shelter  Flip helps you protect Killian without affecting your mana base that much. Dark Dabbling maybe helps too.

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