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Rakdos Eldrazi EDH (EDH / Commander) [Revisione 1]

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Visualizzazione della revisione 1. There is a more recent version of this deck.

Rakdos Eldrazi EDH v2.0

> 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 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. Also, like one of my other contemporaries has said, instants and sorceries can't turn sideways.
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 shit 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). 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 4 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, 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.
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'll just outline the reason why I run each colourless land below:
Crumbling Vestige - the closest a colourless land can come to imitating an RB dual land.
Eldrazi Temple - a source that taps for 2 instead of 1 for Eldrazi is not bad. But seeing as I'm moving away from Eldrazi, I'm considering cutting this card. I'm leaving it in for now.
Homeward Path - in case your Rakdos or big fatties get stolen.
Reliquary Tower - this deck packs explosive card draw, so removing hand size limit is very relevant.
Sanctum of Ugin - costless tutor for Ulamog or Kozilek is amazing.

> Mana Rocks

I run many of the 2CMC mana rocks. 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. I'll just run through the mana rocks and why they're in the deck.
Arcane Signet - a 2CMC mana rock that taps for R/B is great.
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 it can tap for R/B, and it pings everyone for 1. Being able to do this two jobs makes this card really strong for the deck.
Gilded Lotus - a 5CMC mana rock that ramps you hard and produces coloured mana.
Mind Stone - a 2CMC mana rock that you can cycle.
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 kicked into the deck, and the deck hence runs a lot of artifacts). Out of the non-Power Nine Moxes, Mox Opal is probably the one that fits this deck the most. Discarding land cards for Mox Diamond when the deck doesn't run that many is a recipe for mana screw, and the deck doesn't run a lot of RB cards to take advantage of Chrome Mox.
Rakdos Signet - 2CMC mana rock that generates RB is good.
Sol Ring - broken card that would cost much more if it wasn't being reprinted so often.
Talisman of Indulgence - 2CMC mana rock that generates colourless or RB is good.
Thought Vessel - this deck packs explosive card draw, so removing hand size limit is very relevant.
Thran Dynamo - ramps you hard, but the colourless mana is a drawback.

>Haste

This deck runs haste enablers, because being able to swing with your fatties the turn they come down is a huge amount of pressure inflicted on your opponents. Also, don't expect those creatures to be there the next turn. So, being able to use them on the turn itself is valuable.

Tag

Maybeboard

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