In order to keep this deck interesting and refreshing, I plan to swap out the Commander every so often. The archetype will always remain the same - group slug, and very few cards will change (unless of course new ones come out that are worth tossing in). If you have any Commander suggestions in mind for me, please leave a comment below!

Current Commander for the deck: Obosh, the Preypiercer!

Magic has a long history of punishing cards, and the Guild of Rakdos has no shortage of these. Stepping outside my comfort zone and into this new territory, I've been tinkering with a deck that constantly dishes damage to the entire table, but also has a consistent win condition. Unlike the majority of "group slug" decks out there, this one is not trying to trying to make the game completely unbearable and agonizing for our playgroup - but it will certainly speed up the game! Often times, smart opponents will see what's going on with this deck's strategy and take advantage of it. The hope would be that our opponents attack each other, while this Rakdos deck continues to burn everyone's life totals down each turn. We, too, can embrace the havoc that ensues within and lay riot to our opponents when the moment is right!

First, let's talk about the Commander: Obosh, the Preypiercer. His primary purpose is to double any damage dealt by an odd Combine Mana Cost (CMC) source we control to our opponents. Keep in mind, loss of life will NOT trigger this ability (e.g. Exsanguinate will not be doubled by Obosh's ability). But worry not - we have stacked this deck with as many odd CMC "damage" spells as possible to keep the life totals dropping any time our opponents make a move. Additionally, in order to make this deck work efficiently, it's important that we don't get overzealous with the amount of damage cards we have out on the field. Rather, it's effective to have a few put into play while we continue to dig for interactive spells - whether its to set up more defense or find the game-winning piece. As you draw cards, keep an eye out for working synergies between artifacts, enchantments and creatures (e.g. Dictate of the Twin Gods or Obosh, the Preypiercer with something like Zo-Zu the Punisher or Descent into Avernus for extra damage). Lastly, keep in mind that some of these cards can also be punishing us at the same time as our opponents - the true Rakdos way!

The mana base is very straight forward, and we have a rather nice ramp package built into the deck. There are some black mana staples to work with, such as Urborg, Tomb of Yawgmoth, Dark Ritual, and Crypt Ghast. For red, we're running Chandra, Torch of Defiance, Jeska's Will, Mana Geyser and the new Descent into Avernus. I also placed some cost reduction types into the deck to help us cheat things out, such as Rakdos, Lord of Riots. The bulk of our card draw, ramp and interactive cards are in the 3 CMC range of the deck's mana curve, allowing more flexibility to play the 4-6 CMC creatures by mid-game.

Unfortunately for group slug decks, there is a large majority of players out there that get frustrated with the constant damage per turn and choose to seek out destroying us. On that note, we run cards in this deck which not only protect us from a 1-turn slaughter, but also punish our opponents for encroaching into our battlefield. Combos such as Crawlspace and Season of the Witch will prevent going-wide decks from sending a full assault, and also destroy the creatures they can't attack with! Season of the Witch also creates a taunt effect forcing opponents to attack someone so to not take any damage. If we don't draw either of the aforementioned cards, then Dread or No Mercy can also come into play and, although we may get fully attacked, destroy anything we don't block. Hammer Mage is an extremely good card that helps us deal with artifacts, and whose ability can be used more than once as long as he's in play and can discard a card.

Lastly, as you're working towards a winning play, again keep in mind that this deck can also be punishing you at the same time as your opponents! That being said, your winning play will likely be a "just-in-time" one that sweeps away an opponent or all opponents. I intentionally crafted this deck to not be stove piped into a single win condition, but rather count on luck of the draw to see what we get and what fun synergies we can throw onto the battlefield. Possible win conditions include but are not limited to:

This deck is constantly in testing, as I discover and smooth out the best synergies and mana curve to make it efficient but not over-powered. In the end, I want it to be somewhat fun to play against and not be a complete pub-stomper. Suggestions are welcome and thank you for reading!


Updates Add


44% Casual

56% Competitive

Date added 7 months
Last updated 5 days

This deck is Commander / EDH legal.

Rarity (main - side)

8 - 0 Mythic Rares

47 - 0 Rares

13 - 0 Uncommons

11 - 0 Commons

Cards 100
Avg. CMC 3.37
Tokens Emblem Chandra, Torch of Defiance, Shapeshifter 3/2 C, Thrull 0/1 B, Treasure
Folders EDH Decks, Read Later, EDH, Commander, Commander, Commander - Consideration
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