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Building Around New Rith in Commander

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Hello happy folks! Happiest of days to you and yours! I hope that your day and week are both going incredibly well!

Today I am looking to build a deck around Rith, Liberated Primeval. This is my third Commander deck built around a key dork from the set Dominaria United, the first was a discard land matters Jund theme around Soul of Windgrace with cards like Archfiend of Ifnir, cycling lands, Splendid Reclamation and more fun things in that oeuvre. Check it out here. My next deck was a mono-Black deck around New-Sheoldred.

Rith, Liberated Primeval

Rith was a beloved addition to the Dragon cycle in Invasion which modernized modern card design with creatures that didn't suck - 6 mana 6/6s with flying and abilities but no drawbacks...wow. Rith was in Fires, the most dominant deck in that era of Standard. This Rith shaves off a mana, a -1/-1 in size to go with it, and then flying and ward 2 to protect it.

This has two more abilities, giving your Dragons ward 2 to protect them, which suggests a Dragon deck, and then during your end step, you can make a 4/4 red flying Dragon if a dork or walker of the planes was dealt excess damage. That triggers just once per turn, just on yours, no matter how many were dealt it. That suggest a burn build. She can support either, but we'll be doing something a bit between with plenty of help from other sources.

This color archetype supports Green ramping lands, White removal, card draw from Green, impulsive card draw from Red, ramping from Red's Treasures, Dragons in Red, and more, so I suspect this deck will lean into Gruul colors hard, and then have a lighter splash of White. The original Rith is still leading 475 decks despite her age, nice right?

Ready for my deep dive into my decklist? Luckily, she doesn't appear yet on EDHREC.com, so there is no canon to play into.

Earthquake Dragon
Ancient Gold Dragon

The first is a nasty pricey 10/10 with flying and trample that is amazing in Type Four with infinite mana. You can drop its cost X by the mana cost of your Dragons, so just a two or three will make this a super cheap 10/10. The second is a 7-drop 7/10 with flying and when it punches your foe's face you can toss a d20 and then make that many 1/1 flying Blue Faerie...Dragons. That's just a massively large amount in this deck, and it's pretty broken here making all of the Dragons that will trigger the same things that Rith's Dragon token making does as well, and it's a bit for a go-wide wincon on flying wings.

Dragonlord Dromoka
Dragonmaster Outcast

Elder cannot be countered and has flying and lifelink as well as preventing foes from casting things on your turn, so it shuts down bunches of interaction when it arrives. It's very popular in kitchen table as a leader in Voltron brews, and here we are just using it as a powerful keep away, and don't sleep on that lifelink. The Shaman makes a 5/5 flying Dragon with flying in your upkeep when you control 6 or more lands, easily done in this ramp brew, and again making the Dragon-y tokens here is quite the feat.

Chandra, Awakened Inferno
Fiery Emancipation

Let's really push this thing around! Did you know that I grew up in Southern West Virginia where we pronounce "push" as "poosh?" I have a work dialect that I use with common folks where I can be more easily understood. Anyways, I am running three Chandras in this brew, this one is a win-con in Chandra form. This one is a cannot be countered 6-drop with a fat 6 loyalty. You can +2 her to force your foes to take 1 damage each of their upkeeps and then have a much harder to answer 8 loyalty and then do it twice more before death and now you are winning quickly. She can also -3 to shoot each (non-Elemental) dork for 3 damage, which should easily trigger Rith here. The enchantment will triple your damage from any source, and when your Rith is dealing 5, now 15, I think you might be dealing excess damage to trigger her, or other blockers that get in your way. It wins fast and is more likely to trigger Rith.

Lathliss, Dragon Queen
Scourge of Valkas

The legendary one can make a 5/5 flying red Dragon token when another non-token Dragon arrives to the party, which is a fast engine that plays into the Dragon triggers in this deck. You can also spend two to Firebreath all Dragons you control, which can really give you enough damage to trigger Rith's excess damage end of turn thing. The other is harder to drop on the 5th turn, but it's a 4/4 with flying and can shoot X damage to any target whenever it or another Dragon enters the battlefield where X is your Dragon total, so at least two on another dork. And that includes tokens, and you can shoot dorks for excess damage and trigger Rith. It also has Firebreathing.

Next, check out the combo of Aggravated Assault and Bear Umbra! You need to control the Assault, have the Umbra on an attacking dork and at least five mana from your lands. You tap all your mana, activate the Assault, swing with the Umbra, untap your lands, and keep on and get infinite attacks. 6 or more mana from lands makes extra mana each main phase to use on things. I also have Sword of Feast and Famine to untap your lands and Hellkite Charger. Nice game-winning combos!

Thrakkus the Butcher
Atarka, World Render

Check out this pair of Gruul legendary Dargon enablers. The former is a 3/4 with trample that doubles the power of your Dragons when it swings, so it's always a 6/4 on attack. That can quickly add up, and win the game, trigger Rith with excess damage, and loads more. And then the latter one is a seven-mana 6/4 with flying and trample, two evasive abilities. This one can give double strike to any attacking Dragon you control, so just her and Rith will attack as a 5/5 and 6/4 with double strike, flying, and Atarka has trample to break double strike. That's pretty good, and they break the game when on the battlefield together.

Utvara Hellkite is also pretty fun in this brew. This is a bit behind the curve, but as Dragons attack you make 6/6 flying Dragons, so attacking on your main phase with Rith and it will make two 6/6s, and then attacking with all four will make 4 6/6s, and then 8 6/6s and you can win this game pretty quickly with just Rith and the Hellkite. Imagine this with an attacking 1/1 Faerie Dragon force that you just made?

Lightning Helix
Ghitu Slinger

Most of my answers are burn-related to trigger Rith, although I do have three generic answers for anything (Beast Within, Generous Gift, Chaos Warp). The Helix is a fun two-mana Lightning Bolt variant at instant speed that gains you three life. The Slinger Shocks on arrival and if you deal two damage to that 1-toughness Soul Warden or Birds of Paradise, you'll trigger Rith. I also have things like Lightning Bolt and Flametongue Kavu here as well. I have some sweeping removal like Blasphemous Act as well as Burn Down the House, which deals five damage to all dorks and could kill much of your board including your Commander.

Dragon Tempest

This enchantment can shoot any target for damage equal to your Dragon count when one enters play, and your flyers like Rith and her tokens get haste. Removal and a nice way to speed up your deck in one card!

Scalelord Reckoner
Drakuseth, Maw of Flames

There are answers like removal just as Generous Gift and then answers like Teferi's Protection that answer removal. I have that and Heroic Intervention here as well as the White Dragon, a 4/4 flyer that will let you destroy any nonland permanent whenever one of your precious Dragons is targeted by an opposing spell or ability. This is quite the powerful little machine when playing keep away from others.

Then the Red dragon is here as a 7-drop 7/7 with flying that when cast on-curve can shoot 4 damage to any target (if Rith is out, choose a dork with three or smaller toughness or a 'walker with three or fewer loyalty and then trigger it) and then 3 split up in two targets on combat. Nice for Rith'ing.

Chandra, Torch of Defiance
Vanquisher's Banner

Most of my card draw is obvious like Esper Sentinel. The second Chandra I added to my brew was added to +1 and exile and cast the top card of your library (and cannot play lands) and if not you Shock your foes for 2. Then you can ramp two mana for +1, (nice for casting your triple-Red stuff) and -3 a dork to trigger Rith. I also am running an impulse card drawer in Chandra, Pyromaster. Then the Banner will call out Dragon, give them a +1/+1 then draw you a card for each Dragon cast, nice right?

Explosive Vegetation
Dragon's Hoard

With a five-cost Dragon, a three drop like Cultivate will ramp just as quickly as a Rampant Growth, so I am not running any two-mana ramping. Just Cultivate, Kodama's Reach, and then rampers like the Vegetation, since getting triple Red for Scourge or two White for a key Dragon is definitely needed.

The Hoard is amazing in Dragon decks. It can enable a fourth-turn Rith. Then you can put gold counters on this as Dragons...enter the battlefield? Not get cast? Not-non-tokens? Anything? Anything! That's a ton of gold counters here, and then you can tap, for free, no extra mana, to pull off a gold counter and draw a card. That's a loft of card flow squeezed into a mana rock.

Ready for my decklist?

New Rith for the Win Rith | Commander | Abe Sargent


And there we are! Note that due to my high need for mana we have a full 60 lands, and I am running a bunch of basics that can be used to fuel your fun times. I didn't pull out lands for modal spell/lands since we really need to maximize my basics to give me enough to keep up the ramping and mana for bigger spells, and the Firebreathing effects that many have. I hope that you enjoyed my decklist! What do you think? Anything in here that is missing? What direction would you take for your Rith brew? Just let me know and have an awesome day!

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