So, I came up with this core for a Rahgahh of Kher Keep deck. The idea is to make enough Kobolds of Kher Keep to make Rahgahh worthwhile... or as worthwhile as he's likely to be.
I normally don't like to be that guy who runs a ton of tutors in EDH, but in this case I'll make an exception. The plan is to use the tutors to assemble and build on the Kobold engine. Braid of Fire looks super good here; maybe so good that Thran Turbine would be good, too? Some of the goofyness I invision is tap Kher Keep to make a Kobold, use Rings of Brighthearth to copy the ability, untap Kher Keep with Deserted Temple, copy that ability, make 4 more tokens...
My question for the community is "what should the rest of the deck be like?" Should it just be a tokens-and-anthems deck with some sac-for-profit cards mixed in? I feel like that's been done a lot, but I'm not necessarily opposed to it. Any other ideas for direction? Any cogs to add to the infernal Kobold engine?
I don't know about the small lords. Flavorful, sure, but not really strong enough. I could see running the ones from Legends, though, because of the old-school bonus. Eldrazi Monument seems like a good place to start.
Gotta get a Sculpting Steel to copy engine parts and for utility. Better keep a Guardian Beast handy to protect all these artifacts that are so important to the main plan.
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You would never guess, at the terrifying sight of the man, that Hunding was as charming a companion as one could wish for.
Obviously, there's still a lot of pretty random good EDH cards here. I want the deck to be highly focused on cranking out Kobolds of Kher Keep tokens, but interaction is pretty important, too. I'm super excited for Thespian's Stage out of Gatecrash. Ever little bit of redundancy helps. I want to run another land with a tap-ability to use in the engine in case Kher Keep gets exiled. Unfortunately the best options, Urza's Factory and Stensia Bloodhall, are both pretty bad.
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Rollback Post to RevisionRollBack
You would never guess, at the terrifying sight of the man, that Hunding was as charming a companion as one could wish for.
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1 Rohgahh of Kher Keep
Dudes
1 Kobolds of Kher Keep
1 Kobold Drill Sergeant
1 Kobold Task Master
1 Kobold Overlord
1 Guardian Beast
Tutors
1 Demonic Tutor
1 Vampiric Tutor
1 Expedition Map
1 Beseech the Queen
1 Diabolic Tutor
1 Increasing Ambition
1 Diabolic Revelation
1 Rune-Scared Demon
1 Crucible of Worlds
1 Candelabra of Tawnos
1 Rings of Brighthearth
1 Soul Foundry
1 Voltaic Key
1 Sculpting Steel
1 Skullclamp
1 Lightning Greaves
1 Swiftfoot Boots
1 Darksteel Plate
Things that Like Tokens
1 Attrition
1 Eldrazi Monument
1 Sol Ring
1 Wayfarer's Bauble
1 Armillary Sphere
1 Rakdos Signet
1 Darksteel Ingot
1 Gilded Lotus
1 Braid of Fire
Land
1 Kher Keep
1 Deserted Temple
1 Petrified Field
1 Vesuva
1 Buried Ruin
I normally don't like to be that guy who runs a ton of tutors in EDH, but in this case I'll make an exception. The plan is to use the tutors to assemble and build on the Kobold engine. Braid of Fire looks super good here; maybe so good that Thran Turbine would be good, too? Some of the goofyness I invision is tap Kher Keep to make a Kobold, use Rings of Brighthearth to copy the ability, untap Kher Keep with Deserted Temple, copy that ability, make 4 more tokens...
My question for the community is "what should the rest of the deck be like?" Should it just be a tokens-and-anthems deck with some sac-for-profit cards mixed in? I feel like that's been done a lot, but I'm not necessarily opposed to it. Any other ideas for direction? Any cogs to add to the infernal Kobold engine?
Good one! Then I'd have enough use for Voltaic Key to justify running it (as opposed to having it only untap Candelabra).
In terms of utility, perhaps some things to do with Kobolds if attacking isn't going to work? Goblin Bombardment, Kyren Negotiations etc?
Gotta get a Sculpting Steel to copy engine parts and for utility. Better keep a Guardian Beast handy to protect all these artifacts that are so important to the main plan.
1 Rohgahh of Kher Keep
Dudes
1 Kobolds of Kher Keep
1 Martin Stromgald
1 Urabrask, the Hidden
1 Steel Hellkite
1 Bloodgift Demon
1 Charmbreaker Devils
1 Duplicant
1 Inferno Titan
1 Grave Titan
Likes Tokens
1 Attrition
1 Eldrazi Monument
1 Sadistic Hypnotist
1 Braids, Cabal Minion
1 Homura, Human Ascendent
1 Skullclamp
Tutors
1 Demonic Tutor
1 Vampiric Tutor
1 Expedition Map
1 Beseech the Queen
1 Diabolic Tutor
1 Increasing Ambition
1 Diabolic Revelation
1 Rune-Scared Demon
1 Diabolic Intent
1 Demonic Collusion
Good Stuff
1 Ashes to Ashes
1 Rakdos Charm
1 No Mercy
1 Aftershock
1 Wild Ricochet
1 Consuming Vapors
1 Sensei's Divining Top
1 Damnation
1 Recoup
1 Yawgmoth's Will
1 Phyrexian Arena
1 Candelabra of Tawnos
1 Rings of Brighthearth
1 Soul Foundry
1 Voltaic Key
1 Sculpting Steel
1 Mana Echoes
Protection
1 Guardian Beast
1 Goblin Welder
1 Darksteel Forge
1 Lightning Greaves
1 Swiftfoot Boots
1 Darksteel Plate
1 Darksteel Garrison
1 Crucible of Worlds
1 Trading Post
Ramp
1 Sol Ring
1 Wayfarer's Bauble
1 Armillary Sphere
1 Rakdos Signet
1 Darksteel Ingot
1 Rakdos Keyrune
1 Solemn Simulacrum
1 Thran Dynamo
1 Gilded Lotus
1 Dreamstone Hedron
1 Braid of Fire
Land
1 Kher Keep
1 Deserted Temple
1 Petrified Field
1 Vesuva
1 Thespian's Stage
1 Buried Ruins
1 Badlands
1 Bloodstained Mire
1 Blood Crypt
1 Graven Cairns
1 Dragonskull Summit
1 Bojuka Bog
1 Shadowblood Ridge
1 Rakdos Carnarium
1 Blackcleace Cliffs
1 Command Tower
1 Lavaclaw Reaches
1 Tainted Peak
1 Thawing Glaciers
11 Swamp
8 Mountain
Obviously, there's still a lot of pretty random good EDH cards here. I want the deck to be highly focused on cranking out Kobolds of Kher Keep tokens, but interaction is pretty important, too. I'm super excited for Thespian's Stage out of Gatecrash. Ever little bit of redundancy helps. I want to run another land with a tap-ability to use in the engine in case Kher Keep gets exiled. Unfortunately the best options, Urza's Factory and Stensia Bloodhall, are both pretty bad.