Fantastic build, exactly what i was looking for! I wanted to ask you about the following cards if good or not to be added in the deck: - Crawlspace - Torture pit - Mogis God of Slaughter - Underworld Dreams/Fate Unraverel - Manabarbs - Kardur Doomscourge - Solphim, Mayhem Dominus - Disrupt Decorum - Prisoner's Dilemma - City on Fire/Fiery Emancipation - Chandra, awakened Inferno - War's Toll Thanks!!!
Thank you! I appreciate you taking the time to say that :) Here are my thoughts on your suggestions: * Crawlspace - I honestly haven't tested this card very much. I think it could be a good fit in this deck, as it's nice to protect yourself against wide boards, but I wonder if it's better than just playing an efficient board wipe like Anger of the Gods or Brotherhood's End. If you test it out, let me know how it goes! I also think adding an equipment that gives vigilance (I like Tarrian's Soulcleaver and Haunted Cloak) might accomplish a similar goal, but be more generally on-theme and helpful for the deck vs. a strictly defensive option like Crawlspace. * Torture Pit - I haven't yet added any Duskmourn cards. That being said, I do REALLY like this card (I included it in my top 20 cards of the set video). I don't think this deck is the best fit for it, though. The devils have the potential to damage opponents on their turns (and are good blockers for that reason), but I don't think we really want to lean too much into defensive/reactive options. After all, this is a Rakdos deck. Mutual destruction is the name of the game! As for the other room, it works decently well with this deck, but we don't really have too much in terms of non-combat damage, so I don't think it's worth the mana investment. It's hard enough to activate our pingers on others' turns in some cases; I wouldn't want to add enhancements to that damage when it's not really what the deck is trying specifically to do, if that makes sense. * Mogis God of Slaughter - I think this is a good fit for the deck! I don't own one, but I would definitely consider running it if I did. * Underworld Dreams/Fate Unraveler - These are good - I just think there are superior options (Dreams would be excellent if it weren't triple black, and Fate Unraveler is good, but expensive and vulnerable, as both a creature & enchantment). These are good cards in the deck, though, so you could definitely run them if you're missing some of the other cards. * Manabarbs - good card, but expensive - I think we have better options. Also, we really want to avoid stuff that hurts us if there are alternatives, as our life total can be precious in this deck. This is also a huge red flag card that kind of makes you the immediate archenemy. As an enchantment, it's tough to remove, but player removal works... and you better believe if I'm on the other side of a Manabarbs, I'm going to be going after that player until it's gone... one way or another ;) * Kardur Doomscourge - definitely a good card in this deck. I should probably add this - good call out! * Solphim, Mayhem Dominus - see Torture Pit. I think this doesn't align super well with what we're trying to do, and it's a high-visibility card that might draw you an amount of aggro that is not commensurate with the benefit it provides. You could certainly build the deck to focus more on non-combat damage, in which case this would be a good choice. * Disrupt Decorum - I'm not a huge fan of this card, but I think this is a good deck for it, so you could certainly play it if you like it. * Prisoner's Dilemma - certainly a fun one, but costs lots of mana and doesn't advance our game plan, so I would steer clear unless you just want to run it because you like it, which I totally get. * City on Fire/Fiery Emancipation - "win more" cards. If our commander is huge and no one is dealing with it, are these really helping that much or were you already going to win? * Chandra, Awakened Inferno - good card in this deck - I just chose to cut it because it's a lot of mana. * War's Toll - I own a copy, but haven't tested this at all. It appears to encourage fast, aggressive games, which could be good for us, but I think if we're in a full on race, we might lose in a 3v1 kind of situation. It also hurts blue decks, as they can't leave mana open on multiple turns, so could be good for that reason. Not sure about this one - let me know if you test it out.
Fantastic build, exactly what i was looking for! I wanted to ask you about the following cards if good or not to be added in the deck:
- Crawlspace
- Torture pit
- Mogis God of Slaughter
- Underworld Dreams/Fate Unraverel
- Manabarbs
- Kardur Doomscourge
- Solphim, Mayhem Dominus
- Disrupt Decorum
- Prisoner's Dilemma
- City on Fire/Fiery Emancipation
- Chandra, awakened Inferno
- War's Toll
Thanks!!!
Thank you! I appreciate you taking the time to say that :)
Here are my thoughts on your suggestions:
* Crawlspace - I honestly haven't tested this card very much. I think it could be a good fit in this deck, as it's nice to protect yourself against wide boards, but I wonder if it's better than just playing an efficient board wipe like Anger of the Gods or Brotherhood's End. If you test it out, let me know how it goes! I also think adding an equipment that gives vigilance (I like Tarrian's Soulcleaver and Haunted Cloak) might accomplish a similar goal, but be more generally on-theme and helpful for the deck vs. a strictly defensive option like Crawlspace.
* Torture Pit - I haven't yet added any Duskmourn cards. That being said, I do REALLY like this card (I included it in my top 20 cards of the set video). I don't think this deck is the best fit for it, though. The devils have the potential to damage opponents on their turns (and are good blockers for that reason), but I don't think we really want to lean too much into defensive/reactive options. After all, this is a Rakdos deck. Mutual destruction is the name of the game! As for the other room, it works decently well with this deck, but we don't really have too much in terms of non-combat damage, so I don't think it's worth the mana investment. It's hard enough to activate our pingers on others' turns in some cases; I wouldn't want to add enhancements to that damage when it's not really what the deck is trying specifically to do, if that makes sense.
* Mogis God of Slaughter - I think this is a good fit for the deck! I don't own one, but I would definitely consider running it if I did.
* Underworld Dreams/Fate Unraveler - These are good - I just think there are superior options (Dreams would be excellent if it weren't triple black, and Fate Unraveler is good, but expensive and vulnerable, as both a creature & enchantment). These are good cards in the deck, though, so you could definitely run them if you're missing some of the other cards.
* Manabarbs - good card, but expensive - I think we have better options. Also, we really want to avoid stuff that hurts us if there are alternatives, as our life total can be precious in this deck. This is also a huge red flag card that kind of makes you the immediate archenemy. As an enchantment, it's tough to remove, but player removal works... and you better believe if I'm on the other side of a Manabarbs, I'm going to be going after that player until it's gone... one way or another ;)
* Kardur Doomscourge - definitely a good card in this deck. I should probably add this - good call out!
* Solphim, Mayhem Dominus - see Torture Pit. I think this doesn't align super well with what we're trying to do, and it's a high-visibility card that might draw you an amount of aggro that is not commensurate with the benefit it provides. You could certainly build the deck to focus more on non-combat damage, in which case this would be a good choice.
* Disrupt Decorum - I'm not a huge fan of this card, but I think this is a good deck for it, so you could certainly play it if you like it.
* Prisoner's Dilemma - certainly a fun one, but costs lots of mana and doesn't advance our game plan, so I would steer clear unless you just want to run it because you like it, which I totally get.
* City on Fire/Fiery Emancipation - "win more" cards. If our commander is huge and no one is dealing with it, are these really helping that much or were you already going to win?
* Chandra, Awakened Inferno - good card in this deck - I just chose to cut it because it's a lot of mana.
* War's Toll - I own a copy, but haven't tested this at all. It appears to encourage fast, aggressive games, which could be good for us, but I think if we're in a full on race, we might lose in a 3v1 kind of situation. It also hurts blue decks, as they can't leave mana open on multiple turns, so could be good for that reason. Not sure about this one - let me know if you test it out.
What is your card sleeve? it looks so good.
@@CwkSama Dragon Shield dual matte - I forget the name of the color, but it's magenta