When you play anje in commander, optimal, winning deck construction and play patterns involve completely ignoring the text on all your madness cards. They are just blank, 0 mana redraws. You don't care what text is on them. They could read lose the game and you are still running every copy to get down to the tiny number of cards you care about.
It is a madness based general that makes you ignore what your madness cards do.
It encourages playing the exact same way every single game, cycle through every madness card you draw until you can't anymore and hope you drew your win.
Get to three mana -> cast anje -> cycle every card until you can't anymore -> hope you have your win in the top ~50 cards of your deck
The card does not encourage decision making, it does not encourage clever deck construction. It does not encourage interactive game. In fact, you might not run any interaction at all in an anje deck because you know you are going to hit your winning combo so consistently that you won't have mana to spare on bothering to disrupt anything your opponents do.
The worst part is, you could see how incredibly fun this card could have been if it wasn't so absurdly good at reducing your overall deck size. If you had a plethora of madness options and treating your graveyard as your hand, you could have a great time as you cycle through your deck at a reasonable rate. That's not the winning move though.
I give this horrible card an F- for it's execution and wasted potential.
Sure, if you build your deck that way, it will play that way. That's my problem with everyone who got excited about playing Worldgorger combo with Anje (boring!). But the card isn't forcing you to build and play cEDH. You can build Anje a number of ways - reanimator, madness, tribal. You can try to use her for card filtering, and you can try to get card advantage through actually casting your madness cards. You can even run her in a deck without a single madness card. Are these the most powerful ways to play her? Nope. But you always have the option.
If you had a plethora of madness options
This is one of the biggest problems with trying to run a fair Anje deck - there aren't enough good madness spells to really want to play them for their actual abilities, which means you either run them all just to thin the deck, or you run less of them and throttle her down to basic card filtering. That's not a failing on Anje's part - it's a failing of the madness card pool. Maybe some day we will get more madness and have cards that we actually want to cast off her discard.
I personally think Anje's execution is fairly good. Just being able to filter a card every turn or set up reanimation is good value for a cheap, hasty commander.
If you run all the madness cards and then a reasonable number of lands, you are left with about 24 card slots(35 land, 40 madness cards, anje), you can reduce that even further because there are a few cards you are probably including no matter what, like wheel of fortune, vampiric tutor, demonic tutor, gamble. By the time you are through, you are down to only maybe 15 cards to pick and include. It's hard to assemble any sort of fair, fun gameplan with so few card slots to play around with, you are almost forced into a combo win.
So don't do that. Again, you are not forced to do anything. You don't have to run all 40 madness, you don't have to run all the tutors, and you don't have to run wheels. You're complaining that your choices have taken you somewhere you don't want to be, so choose a different path.
I still think the worst offender is Tanthis by not having "sacrifice a land: Tanthis is indestructible until eot"
But i see your point. Sadly madness was a bad idea from the beginning, these kind of commanders either turn into useless jank or broken combo piece with no middle ground
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How i feel about competitive players and casual players in EDH: The competitive are german tourists, the casual are italian tourists, both in a italian beach. The italians asking themselves "why are the germans here?" make a legitimate question, the answer is because the beach is beautiful, no matter the country you came from. The italians wanting to ban the germans are dumb, because if the germans pay for their stay and follow the rules like everyone else, they have the right to be in the beach. Hovewer, if the germans started to ask themselves "why are the italians here?"... they would be dumb as hell.
So don't do that. Again, you are not forced to do anything. You don't have to run all 40 madness, you don't have to run all the tutors, and you don't have to run wheels. You're complaining that your choices have taken you somewhere you don't want to be, so choose a different path.
But why are you running anje if you aren't going to be taking advantage of the obvious things she does? Generals tend to have things they support in more "obvious" ways, like titania and lands that sacrifice themselves. You can build them other ways, but ... why?
She encourages running every madness card because they are all 0 mana redraws, and then the raw card power of a lot of legal cards encourage you to run those as well. When you run the stuff anje encourages, you end up with almost no deck slots left, and then you have limited choices. Sure, you could reanimate something that isn't worldgorger dragon, but nothing will be even close to as powerful, so you are just adding unnecessary extra steps to your win when you have almost no card slots to work with.
This is not even to say anything about things like Bone Miser, which is even in the precon. You can also do things with card draw like Venser's Journalor Psychosis Crawler (which I think is also in that precon).
If you really want to heavily run tutors to fetch Falkenrath Gorger, you can make Anje into a vampire tribal deck.
I look at this like my Reveka, Wizard Savant EDH deck. Sure, I COULD make it a pinger deck, but really it is a Control Magic style deck. It is possible to run a commander in an EDH deck without it even being part of the primary win condition.
General Tazri is terrible design! Sure, you could build an ally tribal deck, but the best build is food chain combo, so why would you do anything else? It's just a linear boring commander!
You've always got a choice in deck construction. No one is making you put in a combo. If you didn't have a combo to dig to, you'd probably be more inclined to actually cast your madness cards, because there's no magic bullet at the end of the rainbow. Granted, most madness cards aren't super strong, but when they don't cost a card and they all have flash, most of them are at least decent.
Unless you're playing cEDH, every deck has to intentionally limit its own power in some way. That's hardly unique to Anje.
General Tazri is terrible design! Sure, you could build an ally tribal deck, but the best build is food chain combo, so why would you do anything else? It's just a linear boring commander!
You've always got a choice in deck construction. No one is making you put in a combo. If you didn't have a combo to dig to, you'd probably be more inclined to actually cast your madness cards, because there's no magic bullet at the end of the rainbow. Granted, most madness cards aren't super strong, but when they don't cost a card and they all have flash, most of them are at least decent.
Unless you're playing cEDH, every deck has to intentionally limit its own power in some way. That's hardly unique to Anje.
General tazri supports a tribal ally strategy innately. Every bit of text on the card is supporting an ally tribal strategy. If you show a newer player general tazri that's what they'll think the card is about. You can build a general tazri deck taking full advantage of its abilities and not even think of including food chain combos.
Anje is not this way. Within seconds of reading anje's text almost every player is thinking "so I run every madness card that's legal as a redraw to good cards". That's what the card was clearly designed to do, and it ends up being miserable in practice.
It's like saying "you can just not run wheels in leovold" yeah but in practice everyone is running wheels in leovold. (I am not saying anje is banworthy)
Or to take it to a bigger extreme, you could not run wheels in a nekusar deck, but then why are you playing a nekusar deck?
Generals lead you to deck construction decisions by what they support, nekusar supports wheels, titania supports land sacrifices, karlov supports life gain triggers. Anje supports playing the equivalent of a 20 card deck. The deck anje was clearly built to be the commander of, is not fun or interesting in the slightest.
To put it another way, you don't just have to make the deck weaker, you have to go and deliberately exclude synergy with your general to make room for weaker cards with anje. That's not good design. It feels awful to do this.
I'll be honest when I first saw her I thought: "nice! A cheap vampire for my vampire tribal deck that filters my dead land draws!". I would be lying if I said I didn't want to build the all madness combo deck with her now but honestly there is nothing wrong with building a cEDH deck vs a fun 75% deck or even a janky edh deck. Play what you want to play, she didn't immeditately inspire broken thoughts in my mind and I am sure that is the case with others as well. Sure her optimal build is brutal and linear and won't really deviate but so is both forms of Sisay, Derevi, Empyrial Tactician and many others. That doesn't stop their less optimal builds from being good or fun. I for one love my bird tribal deck with Derevi at the helm and it often takes down the whole table. That doesn't mean their designs are bad either.
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Commander: UBG Tasigur, the lab enabler UR Planeswalker Control UBRW Breya's personal box of combos BRW Vampire beats, by Dre 1 Karn, where all lands are command towers UBR Inalla's Venser lock UBRGW Atog Atog contraption tribal WUB Xur's second chance UGW Derivi, bird tribal R Brother's Yamazaki BRG Prosh, the scourge of multiplayer GW Capt. Sisay's Deck Dumping Service UB All Your Spells do Belong to Me UG Tapioca Pearl BG Meren's grinder
Carthage has a bit of a point, unlike many other commanders that can be run a bunch of different ways but provide a path to something degenerate, the way Anje works really pushes you down that path. The bonus for playing madness cards is that you get to untap her and thus dig deeper. If you only run the good madness cards, this doesn't come up often and rarely gets you multiple untaps. You want to be able to take advantage of the bonus, but that means you have to run a bunch of weaker cards that you don't really want to play. Then, even if your intention is to use her as a CA machine than let's you cast madness spells as cantrips, you soon realize that you only have so much Mana and the weakness of many of the madness cards means you'd rather not waste your Mana on them, as you get to the untap anyway. So now you realize the payoff is really to cycle through all those bad cards to the good ones, which means you need to run some things worth spending all that time digging for. It's still an extra step to get from there to Worldgorger combo, but it's not much. And in any case, she's not really supporting madness.
She'd have worked better if she triggered off casting madness spells to cut off the temptation to cycle through all your madness cards. What would have worked even better though would have been to have her give all cards with madness Madness 0 instead of her untap ability. That would have supported actually playing those madness cards (because turning them into free cantrips once a turn, and free period if you have other discard options) makes even the weak ones a lot better.
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The Meaning of Life: "M-hmm. Well, it's nothing very special. Uh, try and be nice to people, avoid eating fat, read a good book every now and then, get some walking in, and try and live together in peace and harmony with people of all creeds and nations"
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Whether its blue players countering your spells, red players burning you out, or combo, if you have a problem with an aspect of Magic's gameplay, you can fix it!
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
I agree with the OP's sentiment. Instead of printing a decent suite of cards with madness, they decided to take the easy route and print a legendary like Anje. There is still room to use Anje in something other than the all madness card deck. In a potential cycling/discard deck, Anje can definitely enable things like Drake Haven.
This is going to happen every year with every CMDR set release. Almost every print for CMDR set spawns something completely ridiculous (tax dodgers like Derevi and Yuriko, Proosh, Oloro, Eminence, Partner). EDH is a great format because it happened organically around reasonably designed sets. It's like if R&D went to the cube forum and actually decided it was a good idea to crowd source card design from there.
Anje would never be my commander... Now 1 in the 99 is an option. She is a looter and that is what made me excited.i would play a looter deck with her in the 99.
Madness, like buyback and overload, is a choice, an option. Anje adds benefit to madness spells, but you were never required to cast those spell via madness. either
General tazri supports a tribal ally strategy innately. Every bit of text on the card is supporting an ally tribal strategy. If you show a newer player general tazri that's what they'll think the card is about. You can build a general tazri deck taking full advantage of its abilities and not even think of including food chain combos.
Anje is not this way. Within seconds of reading anje's text almost every player is thinking "so I run every madness card that's legal as a redraw to good cards". That's what the card was clearly designed to do, and it ends up being miserable in practice.
It's like saying "you can just not run wheels in leovold" yeah but in practice everyone is running wheels in leovold. (I am not saying anje is banworthy)
Or to take it to a bigger extreme, you could not run wheels in a nekusar deck, but then why are you playing a nekusar deck?
Generals lead you to deck construction decisions by what they support, nekusar supports wheels, titania supports land sacrifices, karlov supports life gain triggers. Anje supports playing the equivalent of a 20 card deck. The deck anje was clearly built to be the commander of, is not fun or interesting in the slightest.
To put it another way, you don't just have to make the deck weaker, you have to go and deliberately exclude synergy with your general to make room for weaker cards with anje. That's not good design. It feels awful to do this.
Sure, I thought about being able to use her to cycle the deck, but tbh there's a few pretty limiting factors: for one thing, you need the mana to actually play her, none of which has madness, and thus you have a solid chance of bricking well before you hit the combo if you draw too many mana sources. Two, the combo itself is very easily disrupted and BR has weak tools to prevents its disruption, and also the combo being disrupted almost certainly means you lose the game.
In short, I think WGD is certainly the most likely build to be popular in cEDH circles, and anje is most likely of the 2019 commanders to see cEDH play (as I predicted when she was spoiled) but I don't actually think the build is very good except for a surprise kill when people assume you're playing fair.
While cycling cards "for free" sounds great in theory, in practice it will usually lead to mana-flood because some amount of your deck has to be mana, and madness cards can't count towards those slots. And if Anje is countered or killed they are no longer free cycles. Unless you're on this go-for-broke combo plan, the risks don't seem worth the rewards to me.
Besides that, many players won't play that combo just because they don't find it interesting (myself included). Many niv players don't run curiosity for the same reason. Looking at EDHrec, the lowest inclusion madness cards I could find had a little less than 30% inclusion. Safe to say, then, than 70% of players are playing her "fair" i.e. they aren't just running every madness card to cycle their deck, but only the ones that might actually cast.
I think if you build the deck without WGD combo or some other combo, even if you do cycle madness cards without casting them a decent percentage of the time, you will still want to cast them at least occasionally. Is that an ideal play pattern for the madness tribal commander? Idk, it would have perhaps been better for her to incentivize casting rather than just discarding, but it's also kind of nice to get a real choice and not just mindless value, i.e. chulane. Sometimes you'll want to use her to cycle. Sometimes you'll want to use her for value.
It's also worth pointing out that Anje can work with madness is a more interesting and fair way by using mass reanimation, which is kind of cool and actually uses the madness cards, even if not by casting them.
I'll add my vote to those saying that Anje doesn't automatically lead you down this direction. Magic is a game of resources, and threat-density is one of those resource measurements. So, it is not automatically the best build to slam 40 cards in your deck with cycling 0.
The problem with the WGD combo is that you almost certainly lose the game on the spot if you're interacted with. By building your deck with 40'ish redraws, you graft that problem into any other win-condition you could achieve in your remaining cards. Say Mike-Trike, Dread-Return, something like that, you eat a Faerie Macabre and you are basically out of the game. Add to that the fact that Rakdos colors are not that great at interacting with other combo's, very poor at protecting your own combo, and not as good as Green decks for mana generation.
It is essentially the same problem with Hermit Druid decks. You need to put a lot of cards into your deck (narcomoeba, bloodghast, etc), just so that you can have a win when your mill your library, then other cards that keep you from decking yourself. If you are interacted with at all, you are a long shot to any recovery, and some many not even build their deck with any recovery at all. Consequently, Hermit Druid is not a favored combo enabler in cEDH, quite far behind Protean Hulk.
If you're set to follow down the path of optimization (which is far from a given, like other posters have said), this format leads you to very few options outside of 4-color partner decks with lean win-cons like Dramatic-Scepter, packing the rest of the deck with interaction.
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When you play anje in commander, optimal, winning deck construction and play patterns involve completely ignoring the text on all your madness cards. They are just blank, 0 mana redraws. You don't care what text is on them. They could read lose the game and you are still running every copy to get down to the tiny number of cards you care about.
It is a madness based general that makes you ignore what your madness cards do.
It encourages playing the exact same way every single game, cycle through every madness card you draw until you can't anymore and hope you drew your win.
Get to three mana -> cast anje -> cycle every card until you can't anymore -> hope you have your win in the top ~50 cards of your deck
The card does not encourage decision making, it does not encourage clever deck construction. It does not encourage interactive game. In fact, you might not run any interaction at all in an anje deck because you know you are going to hit your winning combo so consistently that you won't have mana to spare on bothering to disrupt anything your opponents do.
The worst part is, you could see how incredibly fun this card could have been if it wasn't so absurdly good at reducing your overall deck size. If you had a plethora of madness options and treating your graveyard as your hand, you could have a great time as you cycle through your deck at a reasonable rate. That's not the winning move though.
I give this horrible card an F- for it's execution and wasted potential.
I personally think Anje's execution is fairly good. Just being able to filter a card every turn or set up reanimation is good value for a cheap, hasty commander.
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But i see your point. Sadly madness was a bad idea from the beginning, these kind of commanders either turn into useless jank or broken combo piece with no middle ground
But why are you running anje if you aren't going to be taking advantage of the obvious things she does? Generals tend to have things they support in more "obvious" ways, like titania and lands that sacrifice themselves. You can build them other ways, but ... why?
She encourages running every madness card because they are all 0 mana redraws, and then the raw card power of a lot of legal cards encourage you to run those as well. When you run the stuff anje encourages, you end up with almost no deck slots left, and then you have limited choices. Sure, you could reanimate something that isn't worldgorger dragon, but nothing will be even close to as powerful, so you are just adding unnecessary extra steps to your win when you have almost no card slots to work with.
This is not even to say anything about things like Bone Miser, which is even in the precon. You can also do things with card draw like Venser's Journalor Psychosis Crawler (which I think is also in that precon).
If you really want to heavily run tutors to fetch Falkenrath Gorger, you can make Anje into a vampire tribal deck.
I look at this like my Reveka, Wizard Savant EDH deck. Sure, I COULD make it a pinger deck, but really it is a Control Magic style deck. It is possible to run a commander in an EDH deck without it even being part of the primary win condition.
You've always got a choice in deck construction. No one is making you put in a combo. If you didn't have a combo to dig to, you'd probably be more inclined to actually cast your madness cards, because there's no magic bullet at the end of the rainbow. Granted, most madness cards aren't super strong, but when they don't cost a card and they all have flash, most of them are at least decent.
Unless you're playing cEDH, every deck has to intentionally limit its own power in some way. That's hardly unique to Anje.
EDH Primers
Phelddagrif - Zirilan
EDH
Thrasios+Bruse - Pang - Sasaya - Wydwen - Feather - Rona - Toshiro - Sylvia+Khorvath - Geth - QMarchesa - Firesong - Athreos - Arixmethes - Isperia - Etali - Silas+Sidar - Saskia - Virtus+Gorm - Kynaios - Naban - Aryel - Mizzix - Kazuul - Tymna+Kraum - Sidar+Tymna - Ayli - Gwendlyn - Phelddagrif 4 - Liliana - Kaervek - Phelddagrif 3 - Mairsil - Scarab - Child - Phenax - Shirei - Thada - Depala - Circu - Kytheon - GrenzoHR - Phelddagrif - Reyhan+Kraum - Toshiro - Varolz - Nin - Ojutai - Tasigur - Zedruu - Uril - Edric - Wort - Zurgo - Nahiri - Grenzo - Kozilek - Yisan - Ink-Treader - Yisan - Brago - Sidisi - Toshiro - Alexi - Sygg - Brimaz - Sek'Kuar - Marchesa - Vish Kal - Iroas - Phelddagrif - Ephara - Derevi - Glissa - Wanderer - Saffi - Melek - Xiahou Dun - Lazav - Lin Sivvi - Zirilan - Glissa
PDH - Drake - Graverobber - Izzet GM - Tallowisp - Symbiote Brawl - Feather - Ugin - Jace - Scarab - Angrath - Vraska - Kumena Oathbreaker - Wrenn&6
General tazri supports a tribal ally strategy innately. Every bit of text on the card is supporting an ally tribal strategy. If you show a newer player general tazri that's what they'll think the card is about. You can build a general tazri deck taking full advantage of its abilities and not even think of including food chain combos.
Anje is not this way. Within seconds of reading anje's text almost every player is thinking "so I run every madness card that's legal as a redraw to good cards". That's what the card was clearly designed to do, and it ends up being miserable in practice.
It's like saying "you can just not run wheels in leovold" yeah but in practice everyone is running wheels in leovold. (I am not saying anje is banworthy)
Or to take it to a bigger extreme, you could not run wheels in a nekusar deck, but then why are you playing a nekusar deck?
Generals lead you to deck construction decisions by what they support, nekusar supports wheels, titania supports land sacrifices, karlov supports life gain triggers. Anje supports playing the equivalent of a 20 card deck. The deck anje was clearly built to be the commander of, is not fun or interesting in the slightest.
To put it another way, you don't just have to make the deck weaker, you have to go and deliberately exclude synergy with your general to make room for weaker cards with anje. That's not good design. It feels awful to do this.
UBG Tasigur, the lab enabler UR Planeswalker Control
UBRW Breya's personal box of combos BRW Vampire beats, by Dre
1 Karn, where all lands are command towers UBR Inalla's Venser lock
UBRGW Atog Atog contraption tribal WUB Xur's second chance
UGW Derivi, bird tribal R Brother's Yamazaki
BRG Prosh, the scourge of multiplayer GW Capt. Sisay's Deck Dumping Service
UB All Your Spells do Belong to Me UG Tapioca Pearl
BG Meren's grinder
She'd have worked better if she triggered off casting madness spells to cut off the temptation to cycle through all your madness cards. What would have worked even better though would have been to have her give all cards with madness Madness 0 instead of her untap ability. That would have supported actually playing those madness cards (because turning them into free cantrips once a turn, and free period if you have other discard options) makes even the weak ones a lot better.
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
This is going to happen every year with every CMDR set release. Almost every print for CMDR set spawns something completely ridiculous (tax dodgers like Derevi and Yuriko, Proosh, Oloro, Eminence, Partner). EDH is a great format because it happened organically around reasonably designed sets. It's like if R&D went to the cube forum and actually decided it was a good idea to crowd source card design from there.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
In short, I think WGD is certainly the most likely build to be popular in cEDH circles, and anje is most likely of the 2019 commanders to see cEDH play (as I predicted when she was spoiled) but I don't actually think the build is very good except for a surprise kill when people assume you're playing fair.
While cycling cards "for free" sounds great in theory, in practice it will usually lead to mana-flood because some amount of your deck has to be mana, and madness cards can't count towards those slots. And if Anje is countered or killed they are no longer free cycles. Unless you're on this go-for-broke combo plan, the risks don't seem worth the rewards to me.
Besides that, many players won't play that combo just because they don't find it interesting (myself included). Many niv players don't run curiosity for the same reason. Looking at EDHrec, the lowest inclusion madness cards I could find had a little less than 30% inclusion. Safe to say, then, than 70% of players are playing her "fair" i.e. they aren't just running every madness card to cycle their deck, but only the ones that might actually cast.
I think if you build the deck without WGD combo or some other combo, even if you do cycle madness cards without casting them a decent percentage of the time, you will still want to cast them at least occasionally. Is that an ideal play pattern for the madness tribal commander? Idk, it would have perhaps been better for her to incentivize casting rather than just discarding, but it's also kind of nice to get a real choice and not just mindless value, i.e. chulane. Sometimes you'll want to use her to cycle. Sometimes you'll want to use her for value.
It's also worth pointing out that Anje can work with madness is a more interesting and fair way by using mass reanimation, which is kind of cool and actually uses the madness cards, even if not by casting them.
EDH Primers
Phelddagrif - Zirilan
EDH
Thrasios+Bruse - Pang - Sasaya - Wydwen - Feather - Rona - Toshiro - Sylvia+Khorvath - Geth - QMarchesa - Firesong - Athreos - Arixmethes - Isperia - Etali - Silas+Sidar - Saskia - Virtus+Gorm - Kynaios - Naban - Aryel - Mizzix - Kazuul - Tymna+Kraum - Sidar+Tymna - Ayli - Gwendlyn - Phelddagrif 4 - Liliana - Kaervek - Phelddagrif 3 - Mairsil - Scarab - Child - Phenax - Shirei - Thada - Depala - Circu - Kytheon - GrenzoHR - Phelddagrif - Reyhan+Kraum - Toshiro - Varolz - Nin - Ojutai - Tasigur - Zedruu - Uril - Edric - Wort - Zurgo - Nahiri - Grenzo - Kozilek - Yisan - Ink-Treader - Yisan - Brago - Sidisi - Toshiro - Alexi - Sygg - Brimaz - Sek'Kuar - Marchesa - Vish Kal - Iroas - Phelddagrif - Ephara - Derevi - Glissa - Wanderer - Saffi - Melek - Xiahou Dun - Lazav - Lin Sivvi - Zirilan - Glissa
PDH - Drake - Graverobber - Izzet GM - Tallowisp - Symbiote Brawl - Feather - Ugin - Jace - Scarab - Angrath - Vraska - Kumena Oathbreaker - Wrenn&6
The problem with the WGD combo is that you almost certainly lose the game on the spot if you're interacted with. By building your deck with 40'ish redraws, you graft that problem into any other win-condition you could achieve in your remaining cards. Say Mike-Trike, Dread-Return, something like that, you eat a Faerie Macabre and you are basically out of the game. Add to that the fact that Rakdos colors are not that great at interacting with other combo's, very poor at protecting your own combo, and not as good as Green decks for mana generation.
It is essentially the same problem with Hermit Druid decks. You need to put a lot of cards into your deck (narcomoeba, bloodghast, etc), just so that you can have a win when your mill your library, then other cards that keep you from decking yourself. If you are interacted with at all, you are a long shot to any recovery, and some many not even build their deck with any recovery at all. Consequently, Hermit Druid is not a favored combo enabler in cEDH, quite far behind Protean Hulk.
If you're set to follow down the path of optimization (which is far from a given, like other posters have said), this format leads you to very few options outside of 4-color partner decks with lean win-cons like Dramatic-Scepter, packing the rest of the deck with interaction.