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Enchantment (2)


Rakdos Dash is all about doing damage and falling back so your opponent can't do much retaliation. With the creatures in this deck, it makes sorcery speed kill spells useless, and some creatures are small enough that your opponent will only have to waste their instant speed kill spells just to get rid of one. Now, there are a couple things that you want on the board to give your opponent an even harder time to deal with it.

Impact Tremors makes it so everything that lands on the board is going to deal extra damage. With things such as Mardu Shadowspear and Dragon Fodder, you can do minimum three damage per turn for those spells.

Ambuscade Shaman and Warbringer are two that you will want to stay out all the time. Ambuscade Shaman gives all your dashing creatures +2/+2 until the end of turn, which makes all your 1/1 creatures do a little more damage. Warbringer reduces dash by 2, so you can dash in more creatures and deal more damage. Add in some burn spells and you have a pretty quick game in your favor.

Another neat little trick is both Impact Tremors + Outpost Siege for Dragons. Dash in a creature, they do damage, attack for damage, leave the battlefield and do more damage. You can do an extra two damage per turn just for dashing a creature out and putting it back in your hand.

Happy dashing!

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Updates Add

So, I've learned that mono red and boros tokens are a problem. I also learned that Qal Sisma Behemoth isn't doing much. So I've remove that from the sideboard and replaced it with Virulent Plague.

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Date added 9 years
Last updated 9 years
Key combos
Legality

This deck is not Standard legal.

Rarity (main - side)

7 - 2 Rares

19 - 6 Uncommons

17 - 7 Commons

Cards 60
Avg. CMC 2.30
Tokens Goblin 1/1 R, Morph 2/2 C, Warrior 2/1 B
Folders Standard, Solids
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