I've wanted a Smash to Smithereens that I could aim at creatures for a long time now. And I got it, but with the added benefit of being able to raise the dead and clip cards from my opponent's hand when the need arises. Done and done.
Whoa, very nice. Thank you for the post.
[edit - interesting that the damage 2 mode was the most common but not super surprising either, as dealing 2 is usually good. I'm excited to see how it plays out.]
Whoa, very nice. Thank you for the post.
[edit - interesting that the damage 2 mode was the most common but not super surprising either, as dealing 2 is usually good. I'm excited to see how it plays out.]
I definitely feel like dealing 2 plus whatever the most relevant other mode will be the most common. Its so versatile and always a 2 for 1.
Wow! I didn't even realize you could burn face with this. I assumed it was creature only. Well that just makes it more amazing. Can't wait to sleeve this up. Sad that I'm cutting either Grenzo or Dreadbore.
It's pretty cool to see that you got solid use out of the Raise Dead mode, and overall its good to know that it is, in fact, performing as well as it reads like it should.
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Total side note but I like how people are discussing running this over itself.
Well, it has to be said that Kolaghan is clearly better than Kolaghan. Considering what BR decks usually want and how stiff the competition in this guild is, there is no way that I would run Kolaghan over Kolaghan! Kolaghan might make it in as the sixth guild card or so. Kolaghan on the other hand ranks several places below that.
It was so funny to me when they described this as a downgrade to the original Zurgo during the Pax East panel. I was thinking if this is a downgrade, they should really "downgrade" all legendary creatures. Haha.
My deck designing is quite concise at this point:
1. Come up with deck idea
2. Realize this idea is somehow fundamentally similar to another deck I have or that is commonly played in my group
3. Decide I don't want to disassemble one of my existing decks
4. Give up and do nothing
I don't see the point of this new shroud mechanic. It's strictly worse than Hexproof. Threshold is pretty bad too, Delirium is a much better mechanic and probably easier to activate.
Otherwise this card is a pretty neat guy. Dodges removal and grows into a Primal Huntbeast. 3/5
i dont think that dreadbore is the cut, as good as grenzo is. i've noticed alot of ppl saying that they were going to run this new command over dreadbore & i'm pretty sure thats just wrong. i know thats not very articulate but this command is the best rakdos card printed to date, w/ dreadbore & rakdos cackler being the top 3. or grenzo for the folks who stick hybrids in the mono-colored sections
This card reminds me a lot of Blast from the Past in that you're always getting a 2 for 1, except you lose late-game repeatability for more known-outcome choices for the second part of that 2-for-1 and a wider array of things you can answer.
Also another shout-out to blast from the past. That card is so good.
I've been picking this ungodly force very highly and its been winning me every game I resolve it. No matter what the game state, one of its six modes always manages to be a blowout. 10/10 would draft over Jitte if I were in the colors.
Maybe if it was pack 3 and I was playing pure grixis/rakdos/RBx control with zero creatures I might take this over Jitte, since taking a card you're going to play>>>>>hate drafting, but even then that still feels rough for jitte reasons.
Probably the best thing about this card is that it's artifact hate that you are always happy to maindeck. Even in cases where the Shatter mode isn't relevant, you are basically guaranteed a two-for-one, unless your opponent has no cards in hand, no <=2-toughness creatures or <=2-loyalty planeswalkers, and you have no creatures in your graveyard. And if those things are basically all true, odds are you're either winning the game by a huge margin (as your opponent has no hard or board state and none of your dudes have died) or losing it so hard it doesn't matter what cards you've got in hand (i.e. they're out of cards in hand but they've got several 6/6's or something).
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FWIW, I ranked it below rakdos cackler in the latest polls, but the more I play with kologhan's command, the more I think that was a clear mistake.
In a raw power evaluation, It now cracks my overall guild top 10 and maybe even my top 5. I have almost never had it be a dead card, it's uncommon that it hasn't generated a 2 for 1 and occasionally it put me in a situations where the raise dead + other mode felt like a 4 for 1.
I'll make a prediction that in 3+ years this will be a more widely held opinion.
Note: assuming powered cube, where artifact destruction is at a premium.
I run a lower powered cube with fewer must-die artifacts, and even in that environment this card is stellar. Everyone not running this should really try it. It's exceptional value.
Kolaghan's Command is the best true BR gold card for the cube, and I think it's the second card that I'd include in the Rakdos section, behind Cackler. It's more powerful than Rakdos Cackler, but I think it's less important.
Kolaghan's Command is the best true BR gold card for the cube, and I think it's the second card that I'd include in the Rakdos section, behind Cackler. It's more powerful than Rakdos Cackler, but I think it's less important.
Agreed, I was very wrong on my evaluation on this card during spoiler season and I admit that. Card is very, very good and you will almost always get full value when it resolves. This is the best DTK Command by far.
Kolaghan's Command is the best true BR gold card for the cube, and I think it's the second card that I'd include in the Rakdos section, behind Cackler. It's more powerful than Rakdos Cackler, but I think it's less important.
There's ~3 metrics that this forum seems to evaluate and rank cards.
1)Overall power, focused on power in a deck that utilizes a card's strengths, breaks it's symmetry etc.
2)How high would you pick the card early in the draft, without much of a draft path
3)How important is this card to the composition of your cube
I believe you are saying in criteria 1) kologhans command is > Rakdos cackler, in criteria 3) rakdos cackler > kologhans command.
Id say before I belived 1) Kologhan's command , 2) Rakdos cackler, 3) Rakdos cackler.
Now I believe 1) Kologhan's command , 2) Kologhan's command, 3)????? Probably still the cackler.
Although, I think the relative importance of cackler is trending down a bit, as more and more interesting good 1 drops are printed.
Also, I'd probably include both cards in a cube of size 180, so it's pretty hard to analyze relative importance. Cackler isnt THAT much more versatile as, it's an agro only card and Kologhan's command is good in every rakdos archetype that exists. So it's color flexibility vs archetype flexiblity.
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1st; Killed a Soulfire Grand Master and discarded my opp last card (Cryptic Command)
2nd: Killed a blocker, raised my Stormblood Berserker I then cast with Bloodthirst
3rd: Killed a Shardless Agent with the artifact mode and faced my opp for 2 and attacked for lethal.
This is probably the best Rakdos card.
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Whoa, very nice. Thank you for the post.
[edit - interesting that the damage 2 mode was the most common but not super surprising either, as dealing 2 is usually good. I'm excited to see how it plays out.]
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I definitely feel like dealing 2 plus whatever the most relevant other mode will be the most common. Its so versatile and always a 2 for 1.
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It's pretty cool to see that you got solid use out of the Raise Dead mode, and overall its good to know that it is, in fact, performing as well as it reads like it should.
Also another shout-out to blast from the past. That card is so good.
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In a raw power evaluation, It now cracks my overall guild top 10 and maybe even my top 5. I have almost never had it be a dead card, it's uncommon that it hasn't generated a 2 for 1 and occasionally it put me in a situations where the raise dead + other mode felt like a 4 for 1.
I'll make a prediction that in 3+ years this will be a more widely held opinion.
Note: assuming powered cube, where artifact destruction is at a premium.
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Agreed, I was very wrong on my evaluation on this card during spoiler season and I admit that. Card is very, very good and you will almost always get full value when it resolves. This is the best DTK Command by far.
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There's ~3 metrics that this forum seems to evaluate and rank cards.
1)Overall power, focused on power in a deck that utilizes a card's strengths, breaks it's symmetry etc.
2)How high would you pick the card early in the draft, without much of a draft path
3)How important is this card to the composition of your cube
I believe you are saying in criteria 1) kologhans command is > Rakdos cackler, in criteria 3) rakdos cackler > kologhans command.
Id say before I belived 1) Kologhan's command , 2) Rakdos cackler, 3) Rakdos cackler.
Now I believe 1) Kologhan's command , 2) Kologhan's command, 3)????? Probably still the cackler.
Although, I think the relative importance of cackler is trending down a bit, as more and more interesting good 1 drops are printed.
Also, I'd probably include both cards in a cube of size 180, so it's pretty hard to analyze relative importance. Cackler isnt THAT much more versatile as, it's an agro only card and Kologhan's command is good in every rakdos archetype that exists. So it's color flexibility vs archetype flexiblity.
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