









Overview:
A Rakdos damage-doubling deck centered around Far Fortune, End Boss that uses incremental damage effects and speed counters to amplify damage output while generating value through various triggered abilities and token creation.
Primer:
The deck's primary gameplan revolves around establishing damage multipliers (Torbran, Thane of Red Fell, Dictate of the Twin Gods, Fiery Emancipation) while leveraging small, repeated damage sources. The speed mechanic from the commander provides additional damage amplification once maxed, creating a snowball effect.
Ideal opening hands should contain 3-4 lands (including at least one of each color), early damage sources like Guttersnipe or Erebor Flamesmith, and either ramp (Sol Ring, Dark Ritual) or a damage multiplier. Early game focuses on establishing consistent damage sources while ramping. Mid-game involves layering damage multipliers and creating token generators. Late game typically involves combining multiple damage sources with multipliers to close out the game through accumulated damage.
Weaknesses:
The deck is vulnerable to enchantment removal, which can disrupt its damage multiplication strategy. It lacks significant protection for its key pieces and has limited interaction against combo decks. The reliance on multiple permanents to achieve its maximum damage output makes it susceptible to board wipes, though it can rebuild reasonably well through token generation and redundant pieces.
Most Important Cards:
- Torbran, Thane of Red Fell
- Fiery Emancipation
- Dictate of the Twin Gods
- Guttersnipe
- Sol Ring
- Sedgemoor Witch
- Young Pyromancer
- Solphim, Mayhem Dominus
- Exquisite Blood
- Impact Tremors
Attribute Ratings:
- Speed: 6/10
- Resilience: 5/10
- Consistency: 7/10
- Interaction: 4/10
Rating Justification:
This deck operates at a focused power level, typically threatening meaningful damage output around turns 7-8. While it contains some powerful damage multipliers and value engines, its reliance on multiple pieces and somewhat slower setup time prevents it from competing at higher power levels. The deck's consistent damage output and multiple redundant pieces place it firmly in the 6.0-6.5 range, but its limited interaction and vulnerability to disruption keep it from pushing higher.
Final power level rating: 6.0 - 6.5
The deck demonstrates strong synergy and a clear gameplan but lacks the explosive speed and protection needed for higher power levels. It's more powerful than typical casual decks but falls short of highly optimized strategies that can consistently threaten wins before turn 6.
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