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Rakdos Eldrazi EDH (EDH / Commander) [Revisión 5]

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Viendo una revisión 5. There is a more recent version of this deck.

Rakdos Eldrazi EDH

> Introduction

This deck has come quite a ways since its first incarnation was posted here.
Originally, the vision for this deck was simple: Drop Rakdos on the board, feed him some blood, vomit your hand of Eldrazi onto the board, and hope for the best. That vision hasn't really changed, but the deck has moved away to a certain extent from the Eldrazi theme, now focusing on the main 5 Eldrazi and some other really good Eldrazi.
The main reason for this is because Annihilator is grossly overpowering in matchups against low power decks, and has too little immediate impact against decks of about the same power level or higher. Most people will sac chumps or lands in response to an Annihilator trigger, leaving their big problematic permanents on the board, and there's not really much that can be done against that with just Eldrazi. Hence, I've moved away somewhat from the Eldrazi (which pains me) and have opted for a more generic set of big creatures with immediate board impact or draw.
The deck is also constructed embracing another principle - to eschew instant/sorcery interaction in favour of interaction stapled to creatures, not because it's better, but because smacking people to death with big creatures feels good. It is not that there is no interaction per se, but almost all of the interaction is tied down to creatures like Meteor Golem, Duplicant, etc. This also means you're more reliant on Rakdos to do work, and although some may say that's too much reliance on your commander, this style also leads to more blowout wins when you actually get them, because you get to cast interaction for cheap or free.
This deck does have redundancy options for when Rakdos gets hated out. A basic reanimation and redundancy package has been included, and it will be adjusted as I continue to test the deck.

Ultimately, this is a deck that is not geared to win (although this deck can power through to wins sometimes). This is a deck geared to satisfy the inner Timmy, who relishes beating the sh*t out of other people with big eldritch/demon fatties.

> Packages

I'll be talking a bit more about the packages in the deck and individual card choices.

> Lands

RB Dual Lands

I run a copy of basically every single RB dual land that has the potential to come in untapped, with the exception of the OG dual land (due to budget reasons) and the fast land (because I don't think fast lands are that good in EDH). This also includes Cavern of Souls, if you name Demon, because Cavern of Souls can tap for either R or B (or theoretically any colour, but R and B are our colours). This part of the land package is easy to work out.
If your budget is very low, you can substitute in the slow enter-the-battlefield-tapped lands. How hard this gimps you depends on your local meta. If everyone in your pod is running slow dual lands, you should be fine.

RB Basic Lands and "Equivalents"

I run essentially 6 Swamps + 3 tapped Swamps and 6 Mountains.
I run Great Furnace and Vault of Whispers to up the artifact count for Mox Opal. If you don't run Mox Opal, use basics instead. If you have 15+ artifacts without counting Great Furnace and Vault of Whispers, but you don't have or want to get them, it should be fine too.
I run Urborg, Tomb of Yawgmoth, because it adds a bit of consistency to the mana base. Being able to tap colourless lands for B is huge (and this is something I'll talk about more in the following section).
I run Malakir Rebirth // Malakir Mire because Malakir Rebirth is something that the deck wants - ways to preserve your big creatures, because they're going to get removed.

Colourless Lands

What's not easy to work out is how many colourless lands I want to run over Swamps/Mountains and their "equivalents".
The reason why this part is harder to figure out is because Rakdos is RRBB, so if you want to cast him asap on T4, you need to have the land drops of the right colours to meet his mana cost.
Furthermore, Rakdos only provides a discount on colourless mana. That means that you still need to pay coloured mana for your big fatties. In this light, the value of colourless mana is very low in this deck. We want as much coloured mana as possible.
Hence, there's a school of thought that attempts to minimise the number of colourless lands and artifacts being run in order to increase the consistency by which you can drop a Rakdos on turn 4.
However, colourless lands provide a lot of utility to the deck. Also, we need some colourless sources for Kozilek, the Great Distortion (he is a powerhouse of an Eldrazi, and removing him from the deck is non-negotiable for me).
If you're not sentimentally attached to Kozilek, the Great Distortion like I am, you could afford to cut out all the colourless lands and artifacts and run Mountains and Swamps.
I've come to a compromise and cut out all but the most important colourless lands. The rationale for each colourless land still in the list is provided below.
Crumbling Vestige - the closest a colourless land can come to imitating an RB dual land. Pretty strong.
Homeward Path - in case your Rakdos or big fatties get stolen. Very important, because people with steal effects are going to take that Ulamog you have on the field.
Reliquary Tower - this deck packs explosive card draw, so removing hand size limit is very relevant.
Sanctum of Ugin - costless tutor is extremely strong, especially given that you'll be sacrificing Sanctum of Ugin on your big swing turn to bring out one of the big Eldrazi fatties. For example, you can bring out Kozilek, Butcher of Truth to draw 4 and refill your hand, or Ulamog to perform permanent removal, or Void Winnower to protect your board.

> Mana Rocks

I run as many of the 2CMC mana rocks as I can to up Mox Opal's consistency, and to ensure that the deck can ramp as a contingency plan in case you need to hardcast your big fatties.
As mentioned above, there is an argument to remove colourless sources from the deck to up the consistency for slamming down Rakdos on turn 4.
This is indeed what I follow, with a few exceptions. I'll outline the rationale for the exceptions.
Chrome Mox - This deck runs many high CMC cards. Being able to convert a card you can't play into coloured mana for 0 brings you closer to bringing out the rest of your hand, and is generally really good.
Chromatic Lantern - a 3CMC mana rock is not optimal, but fixing up all your lands is amazing.
Cryptolith Fragment // Aurora of Emrakul - This card is amazing and practically staple-worthy in Rakdos decks. A 3CMC mana rock is not great, especially since it comes in tapped, but on the following turns it can tap for R/B, and it pings everyone for 1. Being able to do these two things is insane.
Gilded Lotus - a 5CMC mana rock that ramps you hard and produces coloured mana.
Mox Opal - Because this deck runs a lot of artifacts, Mox Opal is a shoe-in (or perhaps it's the other way round - Mox Opal is being forced into the deck, and the deck hence runs a lot of artifacts).
Jeweled Lotus - Jeweled Lotus is a card that fits this deck really well. Rakdos is a 2 colour commander with strict colour pip requirements. Oftentimes, you want to play something alongside Rakdos, maybe an AoE ping or some Boots, or keep mana open for Undying Evil effects. Jeweled Lotus gives you the coloured open mana to do what you need to do. Also, Rakdos gets removed pretty quickly, so Jeweled Lotus helps pay commander tax. Overall, Jeweled Lotus fits this deck like a glove, which is not something that I can say for many other EDH decks.
Sol Ring - broken card, even if it only gives colourless mana
Thought Vessel - this deck packs explosive card draw, so removing hand size limit is very relevant, even if it can only generate colourless mana.
Also, I don't run Mox Diamond because budget, but I imagine the card would be a natural fit in the deck.

>Haste

Because we don't expect your creatures to be there the turn after they are cast, giving our creatures haste seems to be the natural answer.
Nothing quite like vomiting a hand of big fatties with haste.
This deck runs the following haste enablers:
Forerunner of Slaughter - this card can also double up as an unreliable small pinger (by attacking someone who effectively doesn't have a blocker).
Hammer of Purphoros - a haste enabler that is harder to interact with than a creature.
Lightning Greaves - dual purpose haste and protection for our fatty. Very strong.
Swiftfoot Boots - dual purpose haste and protection for our fatty. Very strong.
Tuktuk Rubblefort - a haste enabler.

I would honestly run Fervor if I had the card, because for haste enablers, it would be best if it was not a creature.
I don't think Anger would work that reliably in this deck, but I'm open to testing it.

>Tutoring

A tutoring package is included because why not. Black has the best tutors in the game, would be a waste to pass on them.

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Revisión 7 Marzo 18, 2021 dragonbronze
Revisión 6 Marzo 9, 2021 dragonbronze
» Revisión 5 Marzo 5, 2021 dragonbronze
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Revisión 3 Marzo 5, 2021 dragonbronze
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