One of the baddest from Ravnica has returned to us, so we can make a great commander deck with him. Will you help me make this deck work?
The Commander:
Rakdos, Lord of Riots is a badass. A guildleader that does not protect or respect his guildmembers, but one that tries to inspire them to outrageous outbursts and doesn't care about their health. Doesn't he sound like the perfect guy to host a party?!
Strategy, schmategy!:
To get Rakdos into play your opponents have to lose some life early in the game. After that you get major discounts when your opponents lose life and you can cast a creature that turn. Luckily, he has evasion and 6 power himself, so he'll probably give you some discount all by himself. I decided to use Vedalken Orrery and Winding Canyons to be able to cast creatures (including Rakdos) in other players' turns. So when someone pings him or herself with a fetchland, it could be the turn that Rakdos makes his grand entrance!
I want to follow this basic gameplan:
-Early game: play cheap creatures & token generators to be able to damage other players, play ramp artifacts
-Mid game: play Rakdos, crash down a big fatty for (almost) free
-Late game: use draw, keep the fatties coming and hopefully finish it before it gets really late game
You might wonder why I would play such a general in multiplayer though, but the answer is simple. I just like multiplayer better! We will have to keep this in mind building the deck.
This section consist mostly of fatties, and most of the time these fatties deliver destruction with their added ability. You probably won't flood the board with these threats, because 1 sweeper sets you back a lot if you do. A lot of them will cost next to nothing with one of the burn spells that hit multiple players and/or Rakdos hitting opponents. Myojin of Night's Reach: discard their WHOLE hands! Maga, Traitor to Mortals: with all the discount Rakdos can give this guy, he should be the (end of) life at the party!
Waiters:
Smaller dorks. Most fill the purpose of getting in some damage fast and make it possible to get Rakdos out. Additionaly serve drinks and food to all the party people
Token Production:
IMHO the best token producer Bitterblossom and a nice aggressive addition from red: Goblin Assault. They serve as Skullclamp food and can get in for some early damage.
Party Gear:
Some gear to carry for our tokens and fatties.
Boots and Skullclamp are obligatory. Especially with a guy like Maga.
Ramping Trinkets:
These trinkets help us bring our threats out in the absence of Rakdos. I'm not sure if we might do with a little less, but 7 seems good for now.
Destruction:
Nevinyrral’s Disk and Oblivion Stone are regular offenders. They help us get rid of any nasty enchantments in red/black. Not much targeted enchantment destruction to be found in these colors. Black Sun's Zenith: sweep the board! Terminate: speaks for itself.
Pain:
Exsanguinate: Finisher, life-gain to combat the damage we might attract our way. Earthquake: sweep and pain, can power out an Eldrazi and serve as finisher. Rakdos's Return: flavorful and devastating for one opponent. Warstorm Surge: plain rude with Blightsteel Colossus, just strong with a lot of the other options.
Alternative Reanimation Version:
For those with a taste for reanimation, I brewed up another version largely inspired by the posts of both Justice1337 and zer0faults in this thread. I don't own a Sneak Attack, but if I did it would easily replace Quicksilver Amulet.
The early life-loss strategy list:
Here is a list containing a lot of suggestions about ways to deal some damage early and cast Rakdos. This can be done via combat damage, ping-abilities and spells. I chose some of these to incorporate in this deck. The list was compiled with the help of all posters in this thread!
Oh well I'll worry about it tomorrow. I may delete my thread and just help you with yours.
The best thing about it is when I looked at your avatar after I read this
I see you have taken a different approach on the guy though. The damage can be dealt in different ways, and this might not be the most efficient way, so I would really welcome your help!
You don't need equipments to do damage and party up. Use damage to all players/opponents to deliver a mighty discount. A single Hidetsugu activation can create a really really big Maga.... Which can fuel a really really really big Lightning Serpent. or if you play Jund, a really really really really big Apocalypse Hydra.
You don't need equipments to do damage and party up. Use damage to all players/opponents to deliver a mighty discount. A single Hidetsugu activation can create a really really big Maga.... Which can fuel a really really really big Lightning Serpent. or if you play Jund, a really really really really big Apocalypse Hydra.
I think cards like Festering Evil, Red Honden are needed so that you could reliably cast the big guy. Or cards like Goblin Guide. or the 3 cost pinger. It really is hard to mix and match the cards needed.
I think cards like Festering Evil, Red Honden are needed so that you could reliably cast the big guy. Or cards like Goblin Guide. or the 3 cost pinger. It really is hard to mix and match the cards needed.
Problem is both these cards are a bit slow to get into play. I'm thinking things like Bloodghast, Nether Traitor and such might be a better option? You don't want to use your pain spells to be able to get Rakdos into play ofc, because you lose the benefits they should give you..
Alright I found Shepherd of Rot on the other thread. I really think you should add Cave-In. You could Mass Hysteria then Signet turn 2 then turn 3 play Cave-In for free then play Rakdos, then play an Eldrazi. lol.
Knollspine Dragon seems like it would fit on theme very nicely. If you got your commander online on turn 4 this could be a turn 5 draw 6 effect with nothing else happening in your turn.
Staff of Nin??? a little jank but it gives you the option of casting your commander and who really ever has enough Phyrexian Arena effects?
Have you considered possibly some manlands? Blinkmoth Nexus might be perfect to try to achieve the damage to an opponent without really devoting much of a spot to doing so.
I dont get why nobody is going with some of the power attack stuff available here...
Savage Beating - literally one set of combat to kill Seize the Day - doesn't quite kill someone in one turn but it comes really close with three attacks. Any sort of buff and it will do it though. Psychotic Fury - really good punishment and you still get to draw a card off of it.
all of these seem like good surprise you are gona die sort of things. Combining extra combat phases with an aggressively costed over powered commander seems solid.
While Blinkmoth is rather nice, I just feel that any land that can't produce Red or Black would be a liability. RRBB is rather hard to consistently go to. That is why if I'm building this I wouldn't want to put Shivan Gorge in it
Shepherd of Rot - it might be a little jank however it does hit all of your opponents for a little all at once. It is cheap so it will make it in far before your commander and it can bare minimum hit for 3 dmg in a 4 player game which is still useful on the cheapening side.
Staggershock - it might not seem huge but it gives you 2 shots of removal or lets you kill something early on and then gives you free damage on your turn to cast your commander off of. It has a little bit of versatility for a deck like this which is sort of handy.
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I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
Alright I found Shepherd of Rot on the other thread. I really think you should add Cave-In. You could Mass Hysteria then Signet turn 2 then turn 3 play Cave-In for free then play Rakdos, then play an Eldrazi. lol.
Good find on the Sheperd! Allright, Cave-In is pretty good.. I just think it's hard to figure out the balance in this deck.
Knollspine Dragon seems like it would fit on theme very nicely. If you got your commander online on turn 4 this could be a turn 5 draw 6 effect with nothing else happening in your turn.
Staff of Nin??? a little jank but it gives you the option of casting your commander and who really ever has enough Phyrexian Arena effects?
Have you considered possibly some manlands? Blinkmoth Nexus might be perfect to try to achieve the damage to an opponent without really devoting much of a spot to doing so.
I dont get why nobody is going with some of the power attack stuff available here...
Savage Beating - literally one set of combat to kill Seize the Day - doesn't quite kill someone in one turn but it comes really close with three attacks. Any sort of buff and it will do it though. Psychotic Fury - really good punishment and you still get to draw a card off of it.
all of these seem like good surprise you are gona die sort of things. Combining extra combat phases with an aggressively costed over powered commander seems solid.
I already run a lot of draw, but the Staff could get in some damage to cast the general. Not sure if it's worth a spot though at 6 with a lot of other draw effects.
On Knollspine Dragon: I think he's good. Already stated that I like wheel effects, so it's going in!
The extra combat phases: definitely strong, but I'm not sure if we have room for that sort of effect. We could maybe run 1 or 2, but what to take out? I don't want to rely more on Rakdos than I have to (getting him to swing a few times is harder than having him into play 1 turn to drop a fatty).
While Blinkmoth is rather nice, I just feel that any land that can't produce Red or Black would be a liability. RRBB is rather hard to consistently go to. That is why if I'm building this I wouldn't want to put Shivan Gorge in it
I agree, I only want to run really strong nonbasics like Volrath to return the fat or Cabal Coffers and support (and even they might seem too much). Dropping a Nexus early will cost us a fair bit of tempo.
Overall: we are thinking about a lot of additions, but what to take out?
with those scary creature in here i'd highly recommend Homeward Path and a way to fetch it. It seems somebody is always playing blue and there's a Bribery that resolves.
I am making a list for this guy as well, I added Stranglehold to deal with bribery as well as homeward. As few other good cards in my list that I think that fit are:
I don't really play these colors much but I might play this guy. I'd prob run colorless creatures as they will be free so the best artifact/eldrazi and all the hand refilling I could. One thing to remember is it's damage. I saw Maga suggested but it doesn't help you damage just makes an opponent lose life.
Amazed no one has said Sorin Markov. His -3 ability is amazing for Rakdos. The ruling reads as follows:
For a player's life total to become 10, what actually happens is that the player gains or loses the appropriate amount of life. For example, if the targeted opponent's life total is 4 when this ability resolves, it will cause that player to gain 6 life; alternately, if the targeted player's life total is 17 when this ability resolves, it will cause that player to lose 7 life. Other cards that interact with life gain or life loss will interact with this effect accordingly
I would suggest running at least Wurmcoil Engine and the twocolossi. They are just ridiculously undercosted with the boss man's ability. The Wurm comes down for free off a single Rakdos swing, and it doesn't take a lot more to be dropping the two big guys as well.
And yes, the Eldrazi are also well worth running, as well as Warstorm Surge. It might just be MagicalChristmasLand, but the Surge/Pandemonium on board means you can just ping with a Bitterblossom token, cast the big dude, drop a free Wurmcoil, drop a free Blightsteel and gib somebody for 4 mana. That is just crazy powerful.
Mikaeus, the Unhallowed is also an excellent addition, since you're running, like, zero humans anyway.
In multiplayer EDH, you wont be the only ones damaging your opponents, therefore many times, it would make sense to cast Rakdos at instant speed... Winding Canyons.
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Amazing Avy & Sig by mchief111 @ Rising Studios [4/22/11]
In multiplayer EDH, you wont be the only ones damaging your opponents, therefore many times, it would make sense to cast Rakdos at instant speed... Winding Canyons.
Heck, Vedalken Orrery might be worth a slot. Then once Rakdos is down you can cast a fatty whenever someone does some damage. Of course they'll know that and probably decide to come after you.
I think that's going to be a challenge with this deck. Any deck that can aggressively drop down threats early is going to be recognized and attacked. I know you currently have token/recursion guys that can block and such, but not sure that'll be enough.
Look at Kaalia. She usually has a Spell Crumple waiting just for her. Unless you play a more midrange game with her, or drop land destruction early, you might take out one player before getting stomped. Speaking of Spell Crumple, Cavern of Souls would be good to have in here.
Metas that can take land destruction want to fill this deck up with every red blow it all up spell they can. It's not original, but dropping a few color producing mana rocks, play Rakdos, and then blowing up all the lands. Style points if you play Acidic Soil to get the damage necessary to cast Rakdos, and then blow up all the lands. Ooooo, hate! Honestly, this general has lando written all over him.
One of the baddest from Ravnica has returned to us, so we can make a great commander deck with him. Will you help me make this deck work?
The Commander:
Rakdos, Lord of Riots is a badass. A guildleader that does not protect or respect his guildmembers, but one that tries to inspire them to outrageous outbursts and doesn't care about their health. Doesn't he sound like the perfect guy to host a party?!
Strategy, schmategy!:
To get Rakdos into play your opponents have to lose some life early in the game. After that you get major discounts when your opponents lose life and you can cast a creature that turn. Luckily, he has evasion and 6 power himself, so he'll probably give you some discount all by himself. I decided to use Vedalken Orrery and Winding Canyons to be able to cast creatures (including Rakdos) in other players' turns. So when someone pings him or herself with a fetchland, it could be the turn that Rakdos makes his grand entrance!
I want to follow this basic gameplan:
-Early game: play cheap creatures & token generators to be able to damage other players, play ramp artifacts
-Mid game: play Rakdos, crash down a big fatty for (almost) free
-Late game: use draw, keep the fatties coming and hopefully finish it before it gets really late game
You might wonder why I would play such a general in multiplayer though, but the answer is simple. I just like multiplayer better! We will have to keep this in mind building the deck.
1x Rakdos, Lord of Riots
Party people(11):
1x Blightsteel Colossus
1x Bogardan Hellkite
1x Dread Cacodemon
1x Knollspine Dragon (+draw)
1x Kokusho, the Evening Star
1x Kozilek, Butcher of Truth
1x Maga, Traitor to Mortals
1x Myojin of Night's Reach
1x Rune-scarred Demon
1x Ulamog, the Infinite Gyre
1x Wurmcoil Engine
Waiters(11)
1x Blood Speaker (+tutor)
1x Bloodghast
1x Bloodgift Demon (+draw)
1x Graveborn Muse (+draw)
1x Nether Traitor
1x Nezumi Graverobber
1x Pilgrim's Eye
1x Reassembling Skeleton
1x Shepherd of Rot
1x Solemn Simulacrum (+draw, +ramp)
1x Viashino Heretic (+artifact destruction)
Token Production(2):
1x Bitterblossom
1x Goblin Assault
Party Gear(3):
1x Lightning Greaves
1x Swiftfoot Boots
1x Skullclamp
1x Chromatic Lantern
1x Coalition Relic
1x Coldsteel Heart
1x Darksteel Ingot
1x Rakdos Signet
1x Sol Ring
1x Talisman of Indulgence
Destruction(4):
1x Black Sun's Zenith
1x Nevinyrral's Disk
1x Oblivion Stone
1x Terminate
Pain(4):
1x Exsanguinate
1x Earthquake
1x Rakdos's Return
1x Warstorm Surge
Tutors(4):
1x Demonic Tutor
1x Expedition Map
1x Shred Memory (+GY hate)
1x Vampiric Tutor
Clean-up Crew(2):
1x Necromancy
1x Animate Dead
Draw/filter(5):
1x Phyrexian Arena
1x Sensei's Divining Top
1x Wheel of Fortune
1x Reforge the Soul
1x Necropotence
1x Quicksilver Amulet
1x Relic of the Progenitus
1x Savage Beating
1x Seize the Day
1x Vedalken Orrery
1x Yawgmoth's Will
Artifact destruction(3):
1x Shattering Pulse
1x Into the Core
1x Rakdos Charm (+GY hate)
Lands(37):
1x Blood Crypt
1x Bojuka Bog
1x Command Tower
1x Dragonskull Summit
1x Graven Cairns
1x Homeward Path
1x Phyrexian Tower
1x Piranha Marsh
1x Rakdos Guildgate
1x Sulfurous Springs
1x Urborg Volcano
1x Urborg, Tomb of Yawgmoth
1x Volrath's Stronghold
1x Winding Canyons
11x Mountain
12x Swamp
The different aspects of this deck.
Party People:
Myojin of Night's Reach: discard their WHOLE hands!
Maga, Traitor to Mortals: with all the discount Rakdos can give this guy, he should be the (end of) life at the party!
Waiters:
Token Production:
Party Gear:
Boots and Skullclamp are obligatory. Especially with a guy like Maga.
Ramping Trinkets:
Destruction:
Black Sun's Zenith: sweep the board!
Terminate: speaks for itself.
Pain:
Earthquake: sweep and pain, can power out an Eldrazi and serve as finisher.
Rakdos's Return: flavorful and devastating for one opponent.
Warstorm Surge: plain rude with Blightsteel Colossus, just strong with a lot of the other options.
Alternative Reanimation Version:
For those with a taste for reanimation, I brewed up another version largely inspired by the posts of both Justice1337 and zer0faults in this thread. I don't own a Sneak Attack, but if I did it would easily replace Quicksilver Amulet.
1x Rakdos, Lord of Riots
Beaters(12):
1x Artisan of Kozilek (+reanimation)
1x Dragon Mage (+wheel)
1x Harvester of Souls (+draw)
1x It that Betrays
1x Knollspine Dragon (+draw)
1x Kokusho, the Evening Star
1x Kagemaro, First to Suffer
1x Nullstone Gargoyle
1x Pathrazer of Ulamog
1x Rune-scarred Demon
1x Steel Hellkite
1x Wurmcoil Engine
Utility(14)
1x Blood Speaker (+tutor)
1x Bloodghast
1x Bloodgift Demon (+draw)
1x Dimir House Guard (+tutor, + sacc outlet)
1x Graveborn Muse (+draw)
1x Jaya Ballard, Task Mage (+discard)
1x Nether Traitor
1x Nezumi Graverobber
1x Pilgrim's Eye
1x Putrid Imp (+discard)
1x Solemn Simulacrum (+draw, +ramp)
1x Squee, Goblin Nabob
1x Stinkweed Imp (+dredge)
1x Stronghold Rats (+discard)
1x Lightning Greaves
Ramp(5):
1x Chromatic Lantern
1x Coalition Relic
1x Darksteel Ingot
1x Rakdos Signet
1x Sol Ring
Destruction(5):
1x Black Sun's Zenith
1x Nevinyrral's Disk
1x Oblivion Stone
1x Shattering Pulse
1x Terminate
Pain(2):
1x Earthquake
1x Warstorm Surge
Tutors(3):
1x Demonic Tutor
1x Expedition Map
1x Vampiric Tutor
Reanimation(4):
1x Animate Dead
1x Cauldron Dance
1x Corpse Dance
1x Necromancy
Draw/filter(5):
1x Faithless Looting
1x Phyrexian Arena
1x Reforge the Soul
1x Sensei's Divining Top
1x Wheel of Fortune
1x Ashnod's Altar
1x Phyrexian Altar
Miscellaneous(7):
1x Black Market
1x Buried Alive
1x Heartless Summoning
1x Liliana of the Veil
1x Tortured Existence
1x Quicksilver Amulet
1x Yawgmoth's Will
Lands(39):
1x Blood Crypt
1x Bojuka Bog
1x Command Tower
1x Dragonskull Summit
1x Graven Cairns
1x Homeward Path
1x Phyrexian Tower (+ sacc outlet)
1x Piranha Marsh
1x Rakdos Guildgate
1x Sulfurous Springs
1x Urborg Volcano
1x Urborg, Tomb of Yawgmoth
1x Volrath's Stronghold
1x Winding Canyons
12x Mountain
13x Swamp
The early life-loss strategy list:
Here is a list containing a lot of suggestions about ways to deal some damage early and cast Rakdos. This can be done via combat damage, ping-abilities and spells. I chose some of these to incorporate in this deck. The list was compiled with the help of all posters in this thread!
1 Leechridden Swamp #
1 Piranha Marsh
CMC 1:
1 Goblin Guide
1 Goblin Arsonist &
1 Gut Shot
1 Mogg Fanatic &
1 Prickly Boggart &
1 Pulse Tracker
1 Seal of Fire
1 Tormented Soul &
CMC 2:
1 Bloodghast &
1 Bitterblossom &
1 Dauthi Horror
1 Dauthi Slayer
1 Keldon Marauders &
1 Lim-Dul's Hex #
1 Nether Traitor &
1 Nezumi Graverobber &
1 Reassembling Skeleton &
1 Shepherd of Rot
1 Spiteflame Witch
1 Squealing Devil &
1 Anathemancer
1 Cunning Sparkmage &
1 Crypt Rats
1 Goblin Assault &
1 Goblin Sharpshooter &
1 Lobber Crew #
1 Lava Runner
1 Lyzolda, Blood Witch (does need other creatures)
1 Mischievous Poltergeist &
1 Plague Spitter
1 Pilgrim's Eye &
1 Squee, Goblin Nabob &
1 Urborg Syphon Mage #
1 Flame Rift
1 Sizzle
1 Acidic Soil
1 Slagstorm
1 Rupture
1 Cave-in
1 Staggershock
1 Fireball
1 Rift Bolt
Possible additions:
These are other possible additions to the deck I've been contemplating.
1x Darksteel Colossus
1x It that betrays
1x Pathrazer of Ulamog
1x Artisan of Kozilek
Big colored creatures:
1x Bloodfire Colossus
1x Bogardan Hellkite
1x Dragon Tyrant
1x Magmatic Force
1x Kuro, Pitlord
1x Pestilence Demon
1x Vampiric Dragon
1x Reiver Demon
1x Mikaeus, the Unhallowed
1x Pyrohemia
1x Pestilence
Pain Spells:
1x Breath of Darigaaz
1x Breath of Malfegor
1x Flamebreak
1x Kaboom
1x Price of Progress
Pain Creatures:
1x Festering evil
1x Rakdos Ickspitter
1x Sword of Feast or Famine
1x Sword of Fire and Ice
1x Sword of War and Peace
For the ones who care for some music during deckbuilding:
Kaiser Chiefs - I Predict A Riot!
BRGWTana and TymnaBRGW
RTeneb, the EternalR
UBRNekusar, Mind RazerUBR
Rakdos, Lord of Riots
BGWGhave, Guru of SporesBGW
Aurelia, the Warleader
BDrana, Kalastria BloodchiefB
WBROros, the AvengerWBR
Oh well I'll worry about it tomorrow. I may delete my thread and just help you with yours.
The best thing about it is when I looked at your avatar after I read this
I see you have taken a different approach on the guy though. The damage can be dealt in different ways, and this might not be the most efficient way, so I would really welcome your help!
BRGWTana and TymnaBRGW
RTeneb, the EternalR
UBRNekusar, Mind RazerUBR
Rakdos, Lord of Riots
BGWGhave, Guru of SporesBGW
Aurelia, the Warleader
BDrana, Kalastria BloodchiefB
WBROros, the AvengerWBR
and the big bad friend of the big bad guy
Maga, Traitor to Mortals
You don't need equipments to do damage and party up. Use damage to all players/opponents to deliver a mighty discount. A single Hidetsugu activation can create a really really big Maga.... Which can fuel a really really really big Lightning Serpent. or if you play Jund, a really really really really big Apocalypse Hydra.
I'm on it
BRGWTana and TymnaBRGW
RTeneb, the EternalR
UBRNekusar, Mind RazerUBR
Rakdos, Lord of Riots
BGWGhave, Guru of SporesBGW
Aurelia, the Warleader
BDrana, Kalastria BloodchiefB
WBROros, the AvengerWBR
Obv
Definitely, was already busy putting those in when I was going away from a discard=pain strategy to a cheap damage to all players strategy.
What do you think about Pestilence demon and Bloodfire Colossus?
Also considering Breath of Malfegor: if you cast it you can cast Eldrazi for free, but anything needing colored mana will have to wait a bit..
Thanks for the suggestions, keep them coming!
BRGWTana and TymnaBRGW
RTeneb, the EternalR
UBRNekusar, Mind RazerUBR
Rakdos, Lord of Riots
BGWGhave, Guru of SporesBGW
Aurelia, the Warleader
BDrana, Kalastria BloodchiefB
WBROros, the AvengerWBR
Problem is both these cards are a bit slow to get into play. I'm thinking things like Bloodghast, Nether Traitor and such might be a better option? You don't want to use your pain spells to be able to get Rakdos into play ofc, because you lose the benefits they should give you..
BRGWTana and TymnaBRGW
RTeneb, the EternalR
UBRNekusar, Mind RazerUBR
Rakdos, Lord of Riots
BGWGhave, Guru of SporesBGW
Aurelia, the Warleader
BDrana, Kalastria BloodchiefB
WBROros, the AvengerWBR
Staff of Nin??? a little jank but it gives you the option of casting your commander and who really ever has enough Phyrexian Arena effects?
Have you considered possibly some manlands? Blinkmoth Nexus might be perfect to try to achieve the damage to an opponent without really devoting much of a spot to doing so.
I dont get why nobody is going with some of the power attack stuff available here...
Savage Beating - literally one set of combat to kill
Seize the Day - doesn't quite kill someone in one turn but it comes really close with three attacks. Any sort of buff and it will do it though.
Psychotic Fury - really good punishment and you still get to draw a card off of it.
all of these seem like good surprise you are gona die sort of things. Combining extra combat phases with an aggressively costed over powered commander seems solid.
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[Modern] Allies
Staggershock - it might not seem huge but it gives you 2 shots of removal or lets you kill something early on and then gives you free damage on your turn to cast your commander off of. It has a little bit of versatility for a deck like this which is sort of handy.
Signature by Inkfox Aesthetics by Xen
[Modern] Allies
Good find on the Sheperd! Allright, Cave-In is pretty good.. I just think it's hard to figure out the balance in this deck.
I already run a lot of draw, but the Staff could get in some damage to cast the general. Not sure if it's worth a spot though at 6 with a lot of other draw effects.
On Knollspine Dragon: I think he's good. Already stated that I like wheel effects, so it's going in!
The extra combat phases: definitely strong, but I'm not sure if we have room for that sort of effect. We could maybe run 1 or 2, but what to take out? I don't want to rely more on Rakdos than I have to (getting him to swing a few times is harder than having him into play 1 turn to drop a fatty).
I agree, I only want to run really strong nonbasics like Volrath to return the fat or Cabal Coffers and support (and even they might seem too much). Dropping a Nexus early will cost us a fair bit of tempo.
Overall: we are thinking about a lot of additions, but what to take out?
BRGWTana and TymnaBRGW
RTeneb, the EternalR
UBRNekusar, Mind RazerUBR
Rakdos, Lord of Riots
BGWGhave, Guru of SporesBGW
Aurelia, the Warleader
BDrana, Kalastria BloodchiefB
WBROros, the AvengerWBR
I like Turtles
Anathemancer
Inferno Titan
Rix Maadi Guildmage
Fireball
Let me know what you think.
Cards like Browbeat work after or before damage.
Goblin Welder is great artifact recursion as well as removal.
Some swords would be good such as war and peace, fire and ice, and light and shadow.
And haste effects so your general gets in there right away angerdepending on if your yard will stay full, Fervor, ...
Then some other cheats would be good too Sneak attack, new guild feud (your cheating big guys), and Quicksilver Amulet.
Looking forward to see where you go with this also if I happen to pull one I'd prob build an EDH with him as well.
For a player's life total to become 10, what actually happens is that the player gains or loses the appropriate amount of life. For example, if the targeted opponent's life total is 4 when this ability resolves, it will cause that player to gain 6 life; alternately, if the targeted player's life total is 17 when this ability resolves, it will cause that player to lose 7 life. Other cards that interact with life gain or life loss will interact with this effect accordingly
Sorin is just lame in edh though
And yes, the Eldrazi are also well worth running, as well as Warstorm Surge. It might just be MagicalChristmasLand, but the Surge/Pandemonium on board means you can just ping with a Bitterblossom token, cast the big dude, drop a free Wurmcoil, drop a free Blightsteel and gib somebody for 4 mana. That is just crazy powerful.
Mikaeus, the Unhallowed is also an excellent addition, since you're running, like, zero humans anyway.
Yep, it would. Winding Canyons doesn't take up a slot, which is why I suggested it, but having both seems fine to me.
Also, as I posted in the main Commander thread, Skull Rend.
Heck, Vedalken Orrery might be worth a slot. Then once Rakdos is down you can cast a fatty whenever someone does some damage. Of course they'll know that and probably decide to come after you.
I think that's going to be a challenge with this deck. Any deck that can aggressively drop down threats early is going to be recognized and attacked. I know you currently have token/recursion guys that can block and such, but not sure that'll be enough.
Look at Kaalia. She usually has a Spell Crumple waiting just for her. Unless you play a more midrange game with her, or drop land destruction early, you might take out one player before getting stomped. Speaking of Spell Crumple, Cavern of Souls would be good to have in here.
Metas that can take land destruction want to fill this deck up with every red blow it all up spell they can. It's not original, but dropping a few color producing mana rocks, play Rakdos, and then blowing up all the lands. Style points if you play Acidic Soil to get the damage necessary to cast Rakdos, and then blow up all the lands. Ooooo, hate! Honestly, this general has lando written all over him.
WUBRG Some of these decks can actually win games...WUBRG
How I know I should build a deck: