I checked out what you had and this deck should work nicely for Rakdos, Lord of Riots
Deck Suggestion
I'll leave that deck up until the end of August. Try to look at it before then.

given the pool i was working with this will also work well with Exava, Rakdos Blood Witch, you'll need to throw in an extra card though.
I'd honestly put the Gutter Skulk back in since it was among my last cuts.sure it's a vanilla 2/2 for 1B but at least it will survive against a Memnite unlike some of your more powerful creatures.

I'd look into adding That Which Was Taken to turn Myojin of Cleansing Fire into a repeatable board wipe. Or to just make other things indestructible, that's always fun.

Everything else i could think of seems to have been covered.

I like the white deck, i'd drop the Mirran Crusader though to make this standard legal. He's a good card but he's also the only thing holding you back from being able to play it competitively.

it also looks rather inconsistent you'll want to try to have multiples of a given creature or spell to increase the likelihood of seeing it. Having a plan to win is important and if you can't get the pieces to support that plan the deck has a much harder time winning. Right now it looks like you're trying to use Seraph of the Dawn to whittle away your opponents life while bolstering your own. Given that strategy I'd opt for another and drop your Archangel. While it is a strong card 7 mana to get it out is rather on the pricy side for many formats and makes it more likely to clog up your hand if you get it before you have 7 mana.

The Goblin deck looks quite functional, but given the inclusion of a full set of Krenko's Command there are a few creatures that look a little out of place. Given that you named the deck after Krenko, Mob Boss I'm assuming he's your win condition. With the plan being to have Krenko pump out as many Goblins as possible and swinging with a ridiculous number of attackers Fire Elemental, Bladetusk Boar, and Forge Devil aren't working for you as well as some more cheap goblins would. Krenko requires goblins beside himself to work well, so being able to keep pouring them out until he gets there is a necessity. while none of the 3 i listed are bad in the deck I'd be looking to remove them to speed up the deck. Ideally a Krenko deck shouldn't need more than 4 mana to work. It's not something that needs to be fixed immediately but I'd keep an eye out for some goblins i could slot into this deck.
I would however recommend hitting up your local card shop for another Krenko or two just to improve your chances of seeing him. As this deck's Win Con you want a good chance of seeing him but not so many that he'll clog up your hand. He is legendary after all so you can only have one of him on the field.

Both deck have room for improvement, but look like they should work pretty well. Hope this gives you some idea of how to improve them.

Only card that I'd really question in your deck is your Hoarding Dragon and that is more due to your selection of artifacts. The only artifact in your deck worth hunting down knowing i'm going to have to wait for it is Mindslaver. all of your other artifacts are mana fixing and therefore fall into two categories. Ones you don't want to wait around for like Chromatic Lantern or Sol Ring and ones that are past their usefulness like Lotus Petal once you have enough mana to cast the dragon. Sure you have Dragon's Claw and Elixir of Immortality bot neither of those are things i'd want to weight around for while i look for something to kill a 4/4.

Krenko, Mob Bossdoes seem just a touch out of place in this deck. While your deck does get some benefit out of goblins, you only have 4 in your deck and Krenko tends to die a quick death as other players view him as a threat because of his effect. He works best when you can have several goblins on the field before he arrives. He also greatly benefits from Fervor so he can do some goblin doubling before someone kills him off.

Actually just about anything benefits from Fervor and it's probably not a bad addition to this deck.

Aside from that the only thing that really jumps out at me is that you mana curve seems to be going the wrong way. you've got a lot of very expensive creatures, though that is common in dragon decks. I think i'd personally add in some utility goblins to help smooth out the curve some but i do like the flavor of a Dragon deck.

MrsNosihctuh wrote:
discoloda wrote:

MrsNosihctuh, i dont think farseek or ranger's path does anything for you

I was trying to keep most of the same cards as the original.  Personally, I don't like either card, but Farseek is a good card to bring extra mana to the field, and Ranger's Path provides the green mana that Farseek doesn't although I think Ranger's Path is too expensive for just two mana.

I'm pretty sure he's right, when you changed his mana base to gates they no longer meet the requirements to be useful to those cards. The original lands were listed as both forest and another type so they could be pulled by Farseek and Ranger's Path since they are now Gates the cards literally do nothing for you.

Discoloda, i love Door to Nothingness and Maze's End as Win Cons, i initially saw just the maze's ends and was going to suggest adding some extra, and in looking for things to cut saw the Doors. I'll admit though i've never seen Door used in a single player game, i'd be curious to know if it would even work. Only times i've ever seen it played it was to suicide so he could get out of a long game and go get some food.

6

(3 replies, posted in General Discussion)

But it is EDH so stranger things have happened. I've played a shadow/wall deck before.
I think i may have to find a Sun Quan now just for the ridiculousness of that combo.

Someone at my local game shop recommended Sun Quan, Lord of Wu as an option for a new commander in my mono-blue flying EDH deck.

What exactly happens should I get him out? Horsemanship is essentially flying but land bound. Since my creatures now have 2 statements on them that says they can't be blocked except be creatures with the right keywords, what exactly happens there?

8

(3 replies, posted in General Discussion)

Draft Rules

Numbers you're suggesting are actually 6 packs per person so adjust accordingly. Personally I'd draft 3-4 packs, have 1-2 packs as participation prizes and top 2 split the remaining 10 packs 6-4 or top 3 split it 5-3-2.

I personally prefer pick-a-pack drafts or pack wars if you're going to play limited, but for 6 people who want to split a box drafting is fun.

[Edit] Kappolo's answer beat me to it while i was hammering out wording So I cut my rules explanation.

As a general answer, no. It is considered marking the card.

In practice check with your head judge first. Some judges will have an issue with it because it could be seen as marking the card, however some will value the increased playability that the translation brings and allow it.

If you're looking at this for tournament play your best bet is to just have a sheet of paper with the translations on it in the deck box.
Any other time you just clear any irregularities such as translations, proxies, or multisleeve decks with your play group first.

This deck looks like it should work pretty well. I'm not a fan of Slivers so I don't really have much input on creatures. I might suggest a Laboratory Maniac, which while it doesn't fit the theme does prevent the very real risk of loss by decking yourself with Primal Surge. Seen a couple sliver decks do it thanks to a timely Fog after a Primal Surge.

Then by all means run Darksteel Colossus it is one of the most aggressive cars i've seen that wasn't an Eldrazi or Marit Lage

12

(2 replies, posted in Decks and Deckbuilding)

A few suggestions for cards you might cut.

Maze Abomination since you have a single multicolored card. You'd be better served by something like Vampire Nighthawk, it is significantly less powerful but is also half the cost and has lifelink and flying.

Shadow Guildmage is the only card in your deck requiring blue mana and one of two requiring red mana. I would leave in your Rakdos Guildgate so that you can still use Deviant Glee, though since it looks like you're splashing green there are more efficient ways to get trample into this deck, Unflinching Courage and Armadillo Cloak both leap to mind.

Barrow Ghoul or Soulshriek. Either one is fine but they work against each other. Barrow Ghoul removes creature cards from your graveyard each turn while Soulshriek requires creatures in the graveyard to see any benefit.

Might suggest an Orzhov Keyrune to go in place of or in addition to the Orzhov Cluestone you already have.

Faith Healer doesn't really complement your selection of enchantments. Your enchantments are designed to hurt your opponent or pump your creatures. I'd substitute a Soul's Attendant or Soul Warden instead.

Tavern Swindler, while not bad, seems to have bad odds of gaining life. Personally I'd either cut it outright or replace it with a generic 2/2 for 2, probably a zombie to keep it in black.

I've tried to keep my suggestions in a very affordable range, any card shop should be able to hook you up with these.

13

(0 replies, posted in Decks and Deckbuilding)

I help run gaming events for a local otaku group. Last time we met up someone gave me the idea to make a random battle box. The basic idea is you put together a collection of decks in nondescript deck boxes, no labels or anything, and stake out a spot at a table. When a challenger appears you play whatever deck they pull for you. Ideally you should have a little bit of everything in the deck from your basic aggro or flying deck to ones that are hard to play against like turbo poison or token generators to just downright odd decks like snow.

So my question to you all is what are some deck archetypes you think i should put in here. I'm ideally looking for something not Blue/Green since i'm noticing a lot of U/G decks already in the box, but submit anything.

Realized I didn't list what is already in the box, follow the links for decklists.
Landfall
Mill Yourself
Snowscape
Turbo Poison
Zombie Generator
Fog
Red Deck Wins
Flying

[Edit] Put in the last few links

Horde of Elementals EDH Deck
I've built this Horde of Notions EDH deck with team games in mind since i frequently find myself teamed with a Group Hug deck. This deck is designed to try to get as much mileage out of a group hug deck as possible. With that in mind i'm quite aware the mana curve isn't very good under normal play conditions.

The support deck is pretty much your standard group hug deck with some targeted board wipes and land destruction in case you decide to attack him.

Tell me what you think and any suggestions for changes.

Darksteel Colossus is an awesome card as it is devastating even in EDH. I was strongly advised against it for my artifact deck, mostly because with Mirrorworks and a Conjurer's Closet in my deck it ends games too quickly. Especially when you throw a Darksteel Juggernaut in the mix. Mirrorworks the first one and then keep hitting him with conjurer's closet and mirror works for stupidly overpowered creatures and more mana than you can use with a Blinkmoth Urn and another one from Mirrorworks.
I need to find a good mana sink artifact. Preferably something i can pump mana into to generate counters or tokens. A myr, thopter, or golem generator would be perfect as they would lead to even more mana to sink into tokens. Only one i can think of is Myr Matrix, anyone else know of another that you don't have to tap to use?

In all honesty I can only think of 3 things that fit in almost every EDH deck that would be staples. There are plenty of useful cards, but those are strongly dependent on the deck's goal. I'm sure there are a handful more but cards that actually fit in almost any deck are quite rare in this open of a format.

Reliquary Tower
Homeward Path
Sol Ring

I personally loathe that last one but you have to admit that it is extremely common.

Good point, wouldn't have thought of that. Mostly because Tinker is banned in EDH so aside from knowing it is an artifact tutor it isn't really on my radar.

While they do speed up the deck I'd prefer either something like Silver Myr that gives me a body on the field and mana, or cards like Gilded Lotus that give me more mana even if it takes a little longer to get them out. While there is something to be said for the tempo boost Lotus Petal brings to the field, it is a single use mana source.

It should probably also be noted that I'm mostly an EDH player, so my bias against Lotus Petal may be more because of the singleton build of EDH decks. After all a single free mana amidst 100 cards is not a good return as opposed to several copies in a deck of 60 cards.

That may be the most ridiculous deck I've seen that actually has a chance of winning. I can see several points where this could backfire, however those are also the points that makes this deck amazing. Most revolve around the sheer number of variable power creatures you have. But also given the sheer number of things that give you counters chances are this deck wont completely collapse very often. Even when it does fail horribly, you probably have your opponents worried. This is the kind of deck i love seeing show up on commander nights.

Honestly I think I'd have to put it together and test it out to find the holes in it. I think it's time to make a proxy deck. Due to the sheer number of proxies i need to make i may just do it full proxy.

I'll admit to not being a Golgari player right off but it looks like a strong deck, which legendary are you using as Commander?
I want to fit in Undercity Plague because it play so well with the rest of your cards causing discard, but i'm not sure what i would remove for it.

Love the Dimir deck's goal of milling you. Don't think i've played a deck quite this single minded in it's goal in commander before, I'd be interested in hearing how it plays.
An Undead Alchemist would be a nice addition into this deck. The only other major mill card i can think of that this needs is a Jace Beleren.
Possibly my favorite card in this deck is Conjured Currency, it seems perfect for commander, just make sure this deck has unique sleeves so you get your cards back.

Generally EDH decks have a more broad goal or a single combo they're trying to achieve. And then there are players like myself who enjoy ridiculous decks like my colorless Karn deck that can run into space issues if another pod is playing next to you. Or Group Hug decks who generally win only on a fluke but encourage outrageous board states by buffing everybody.
I'd like to see what a more focused deck can do in this game style. Be prepared to be ganged up on when folks realize the sheer amount of mill the dimir deck has.

Well first you remove your Sorin vs Tibalt cards, they aren't standard legal. Currently standard includes the sets from the Innistrad and Return to Ravnica blocks and M13.
Beyond that I think we'd need to know if you have colors you prefer to play or a type of deck you like or don't like playing before really advising on this. After all I might be able to build a strong Aggro deck but a Control player probably wouldn't enjoy the resulting games as much.

Well the obvious first recommendation is you want a Darksteel Forge if he plays a lot of removal, regardless of what colors you pick.
Personally I'd want to go pure colorless, but if i had to pick colors i'd say mono-blue and that would be mostly for tutor purposes. It would also allow you to make use of Memnarch to take control of his big creatures. If that wasn't enough for you, you can speed up your stealing of his creatures with Mycosynth Lattice. If you really feel like having some fun with Artifacts throw in a Quicksilver Amulet and combo it with any eldrazi or well anything over 4 mana really. Oh and if you decide to use Mycosynth Lattice I strongly recommend a Darksteel Juggernaut just because he becomes stupidly powerful.

A card I'll recommend in a sideboard but not main deck is Worldslayer mostly because it's easy to abuse it and make the game not fun. That said, as a sideboard card that is there for those times he needs to be knocked down a peg, it is useful. In combo with Darksteel forge and Mycosynth Lattice it destroys everything you don't control.

Also 2 cards any artifact deck should run are Golem's heart for obvious reasons and Blinkmoth Urn. The Urn may be a little group huggy but unless he runs a bunch of artifacts he probably won't see much use from it.

Check out this deck if you decide you need some more ideas for artifacts.

Some creatures i'd look into are
Akrasan Squire
Guardians of Akrasa
Knight of Glory
Qasali Pridemage
Rhox Charger
Sighted-Caste Sorcerer
Many of these add to your exalted effect in the lower end of your mana pool. If i were going to pull for one specifically it would be Rhox Charger because he's the ideal exalted target since he has trample.

If you have the funding I'd be tempted to toss in an Akroma, Angel of Wrath just because she is Ideal to attack alone. Assault Zeppelid, Bramblesnap if you throw in some token generators, or Ludevic's Test Subject or more accurately Ludevic's Abomination are also good choices for creatures to exalt

Failing those Bant Battlemage makes everything nasty, as does Brawn.

Your enchantments look good so far, you might look for some token generators to make the best use of Sublime Archangel's ability. None are particularly jumping to mind, apart from Commander's Authority but any token generator is bolstered by Doubling Season and Parallel Lives if you decide to follow that route.

I'll go ahead and say control isn't my thing, so that's about as far as I'll go on the Orzhov deck.
The Boros deck however is more my style so here are my suggestions.

Only 2 things really jump out at me in the main deck as things i would pull. First is Ordruun Veteran, i know a 3/1 double striker is an odd choice to be my first card removed but any chump blocker can take him down, and i generally want creatures who won't lose to Memnite. My second card to drop is Act of Treason, I'm not a big fan of the whole stealing cards and giving them right back that red does.

I'd replace the creature with Aurelia, the Warleader because of her effect and the sorcery with either Martial Glory or Righteous Charge because extra damage is never a bad thing.

I'm still not thrilled with Fortress Cyclops's cost, he feels heavy for this deck, especially when i can replace one of him with a Assemble the Legion and make a small army of chump blockers in his place.

Unless you get your hands on some more Boros Guildgates Crackling Perimeter and Hold the Gates aren't doing much for you.

I think I'd consider sideboarding Prophetic Prism, Skyblinder Staff, and Assault Griffin. Prophetic prism for those days when you've been repeatedly out of one color and the others because you have a lack of defense against flying.

Seems right, I've seen it done that way with Undying anyway.