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Garna, The Bloodflame: I LIVE I DIE I LIVE AGAIN

Commander / EDH Aristocrats BR (Rakdos) Combo Infinite Combo

dangerdiabolik


Garna, the Bloodflame was most likely designed as a card that would let aggressive decks recover after a boardwipe, and if used that way would probably be a fine card in the 99. As a commander however, we are constantly able to abuse the fact that she can be sacrificed with her trigger still on the stack to return her to our hand with her own ability.

By itself a repeatable to return all of our creatures that entered the graveyard this turn to our hands is fine, but unimpressive. Things start to get interesting, however, when this is combined with effects that generate mana or allow us to cheat things out. If enough of these effects played together you will often be able to pull of crazy combo turns and even generate infinite mana.

The set up for most of the combos in this deck looks like: Garna, the Bloodflame + A Sac Outlet + A Combo Enabler + any number of Combo Extenders

These are an essential part of the deck. They allow us to sacrifice Garna before her trigger resolves, setting up potentially infinite loops. We run 9.

C TIER

Viscera Seer: While Viscera Seer is a cheap sac outlet with a decent effect, they will not win us the game if we manage to go infinite.

B TIER

Carrion Feeder: While Carrion Feeder can act as a win condition, it is only able to hit one player at a time, and has no way to protect itself.

Krav, the Unredeemed: While Krav has a very powerful effect for the cost, and can act as a win condition, the activation cost can dramatically slow down your combo.

A TIER

Falkenrath Aristocrat: This style of deck was named after them for a reason. They are a free sac outlet that can protect themselves and act as a win condition.

Yahenni, Undying Partisan: A free sac outlet that protects themselves. While they won't get as big as the former, they are still a solid card.

Goblin Bombardment: Another great free sac outlet, acts as removal and burn, and can straight up win you the game if you go infinite.

Spawning Pit: Due to Garna's haste granting ability this can allow you to knock all of your opponents out in a single turn if you manage to go infinite.

S TIER

Thermopod: A free sac outlet that generates colored mana. Goes infinite with Sneak Attack

Ashnod's Altar: The best sac outlet in the deck, and often the card you will tutor for. There are many set ups that allow for infinite mana with this card.

These are the cards that allow us to generate mana when things die or allow us to get things into play for less. One of these can let you pull of a huge combo turn, two will often let you go infinite. Outside of the aforementioned Thermopod and Ashnod's Altar we run 6.

C TIER

Pawn of Ulamog: Good because it gives us a creature that can then be sacrificed, bad because it only generates colorless mana.

Sifter of Skulls: Ditto. Though, if you DO manage to go infinite the Scions it generates can act as a win condition.

B TIER

Flameshadow Conjuring: A very clunky card that gives us additional sac targets for . Bad by itself but can be very good if we have creatures that generate mana. Wins us the game if we generate infinite mana.

Heartless Summoning: While this card can very easily lead to huge combos, BE CAREFUL once you have it in play you can't get rid of it and it turns off a good portion of your deck. With that being said, a discount on your creatures can be a game winning effect.

A TIER

Soldevi Adnate: This card essentially reduces the cost of your Garna loop to each cycle. Due to Garna's haste granting aura this effects can be repeated if you sacrifice this guy after sacrificing Garna.

S TIER

Pitiless Plunderer: This greedy pirate is one of the best combo enablers in the deck. Not only does he trigger off of tokens dying, but he also generates colored mana.

Sneak Attack: The most expensive card in the deck for good reason. Goes infinite with any card that generates red mana. It also lets you do your entire combo at instant speed.

These are the cards that allow you to keep the Garna sacrifice loop going. They either generate mana equal to their cost or have a cmc equal or less than the the number of bodies they generate.

B TIER

Ingot Chewer: While you are still paying for one body, the repeatable artifact destruction effect can be really good.

Mogg War Marshal: Three bodies for is just really good value. Also wins you the game if you go infinite.

Catalyst Elemental: While you will generally only break even mana-wise, the ability to get back for a investment can let you more consistently combo with Sneak Attack and Flameshadow Conjuring.

A TIER

Desecrated Tomb: Very different from all of the other cards here. This M19 card gives us a 1/1 Bat for every card we get back with Garna. Depeneding on how many things we are looping this can be a HUGE number of bats.

Manaforge Cinder: A one drop with a flexible casting cost. While it will rarely generate mana itself, the ability to get the colors you need can help keep things running smoothly.

S Tier

Priest of Gix, Priest of Urabrask, and Overeager Apprentice: These cards are all basically the same in that they can generate colored mana equal to their casting cost. This means that if you can cheat them out or are able to gain mana from them dying you will gain mana.

Skirge Familiar: Since Garna gets back ALL creatures that went to the graveyard, not just ones that died, this guy can potentially generate a ton of mana each cycle.

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93% Casual

Competitive

Top Ranked
  • Achieved #55 position overall 6 years ago
Date added 6 years
Last updated 6 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

2 - 0 Mythic Rares

30 - 0 Rares

26 - 0 Uncommons

22 - 0 Commons

Cards 100
Avg. CMC 2.94
Tokens 2/2 C Artifact Creature Spawn, Bat 1/1 B, City's Blessing, Copy Clone, Demon 5/5 B, Eldrazi Scion 1/1 C, Eldrazi Spawn 0/1 C, Goblin 1/1 R, Human Cleric 1/1 BW, Morph 2/2 C, Treasure
Folders [EDH] Inspiration, Refs
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