So I played Rakdos at an RTR draft the other night and I had a total blast given the way the guild runs - you either win big, or you go down in flames. That aside, I threw together a build that I have almost everything for already that I might run in one of the coming weeks.
Here's the deck "Where's the Tear Gas?"
http://deckbox.org/sets/241643
This is total, all-out aggo like nobody's business. The plan is to unleash as much as humanly possible. Which raises the question, what do you defend with? Defenses comes in several forms:
1)Slumbering Dragon making them think twice before trading attacks.
2) Grim Roustabout staying back with his regeneration.
3) Desecration Demon requiring them to drop creatures.
4) Possibly Rakdos, Lord of Riots - but I'm all about him attacking ASAP too.
I thought, given how much attacking I'll be doing, that it would be good to give them an incentive to keep blocking (even the little ones), enter Curse of Stalked Prey which puts a clock on them when paired with Tormented Soul. Throw Necropolis Regent as a bomb and another way to add counters, and to say the least, things are getting messy.
Rakdos's Return is really designed to deal spot damage to play Rakdos in a pinch or to get them to drop that pesky one or two cards they're hanging onto for combat tricks.
Traitorous Instinct is a nice trick to drop on them if they play something powerful on the board that I'm not simply going to overrun/overpower. I recognize Mark of Mutiny and one other one are typically better for this purpose, but that +2/+0 can be huge when I'm coming at them non-stop each turn. I have Disciple of Griselbrand in the sideboard in case I need to make Traitorous Instinct into a removal spell.
Stab Wound is big for me to simply weaken the enemy's creatures and do damage. It can be removal in a pinch, but I'd rather it stays on the board to keep the clock running on them. After all, I'm more interested in outpacing them than any real tricks.
Havoc Festival is just for grins (and to set a clock). When paired with Rix Maadi Guildmage, I could realistically kill them the first time it halves their life.
The sideboard currently has a LOT of removal to cover my arse in case there are creatures that totally screw me up. Obviously 4x Dreadbore would be nice, but I don't have those yet. Nor do I have a playset of Dragonskull Summit or Blood Crypt yet. I likely won't seek any more of them unless this thing actually works a bit.
Some other thoughts - Daggerdrome Imp and Rakdos Ragemutt both give lifelink while letting me swing without abandon. Thoughts? I was tempted to toss in 2x Carnival Hellsteed but figure the top of the curve is best suited at 6 with flyers (aka Chaos Imps and Necropolis Regent). Do the Hellsteeds have a place? I'm even tempted to include Racecourse Fury to give things haste. I'd gladly add one to the cost of a creature to give it haste. Or is Fervor that much better? Or do I even need to worry about haste?
Thoughts?