Ok, this is my favorite archetype, Rakdos Control. Usually, when I play in standard, I always search for a control deck, and my favorite color combination is Rakdos, so anytime I have a chance of making a Rakdos Control, I try it.
This deck survived the rotation from Khans, with only two loss (2x
Sarkhan, the Dragonspeaker
), actually, I don't think it was a loss, because I could find better things for the deck in this meta (
Skin Invasion
and To the Slaughter), and change the main deck removals - adding Ultimate Price.
So lets start with the main idea of deck: Destroy everything and anyone. This deck base idea is to remove every treat that we have in this meta.
Grasp of Darkness - the main removal of the deck. It is a BB: removes nearly everything in standard. Don't believe it? check it, most of the creatures have thoughness less than 4... and if they don't die for Grasp, we kill them with the other cards, so lets check them out;
Ultimate Price - with Kans rotation the big colored treats are out. I know, we still have the devoid cards, but there are less of then, than we had Anafenza and Rhinos in the past, so Ultimate price is coming to the main deck, with 2 copies so we have something like 6 fast removes (Grasp and Price)
Kolaghan's Command - At first this deck was a budget one, but I got my hands on this two cards at the very beginning of Dragons release, so i got them very cheap, and now I still have them (if you have more of them, you should try to fit more, because they are really strong, with all the flexibility). Usually, you will use only the 2 damage + discard a card, but against another heavy control you should think about using the return ability so you can reuse cards like Goblin Dark-Dwellers. Always remember that this thing kills thopters and Hangarbacks, so don't forget that too.
Flaying Tendrils and Languish - Both here a for wipe purposes. At the last rotation Languish was more for big creatures (decks like BR Dragons), lately it goes great against CoCo decks, even when they use it at our end phase. At the other way, Flaying tendrils is faster, and better against more aggro decks, and his exile ability is perfect for death triggers, so I usually side in some of them if the opponent have things like Hangarback Walker, Zulaport Cutthroat, and things that return from the graveyard. As far as i see, in this meta you can still remove most fast decks with Flaying (Mono White/WG/UW Humans, possible Zombies/Vampires)
Read the Bones - For draw purposes. I know, they hurt against some matchup, but we don't have any other good option, but it is worth. (Normally I take one or two out in game 2/3)
Ruinous Path
- It is here for harder targets, anything that evades Ultimate Price or Grasp of Darkness, as well as planeswalkers.
Foul-Tongue Invocation - For indestructible, hexproof and even harder to kill creatures, good against aggro too, with the 4 life!
To the Slaughter - Same as Foul-tongue, but with no possible extra life, but with the option to take Planeswalkers out (I don't really consider the delirium trigger in this decks, but... who know?)
Duress and Transgress the Mind - As black/red deck, we can't deal with sorcery, instants and enchantments, so we have to deal with them before they hit the field. And give us some knowledge about the opponent too.
-- The Win Cons --
Thunderbreak Regent - Here for the good body, good cost, and good effect, being a Dragon helps too.
Goblin Dark-Dwellers - The star, my bread and butter, my pride and joy. This cute guy here can kill the enemy, block treats, remove treats with the "flashback", give us some draw (Read the Bones) or any other thing we want. Note: Goblin Dark-Dwellers + Kolaghan's Command for BEST COMBO
Dragonlord Kolaghan - The Goddess, the ultimate win con, She punishes, and punishes hard. The opponent must remove her, or hold his creature spells, because at this time you should have removed most of his creatures. So, she hits... and she hits hard
Side Cards
My matchups and testing are updated below, as I find time for it :P:
Crumble to Dust - I put them in, when I am versus a tricolor deck, so i can screw some of his mana base. Besides, I see this as a ~ remove Westvale Abbey
~, and it is more than good for that. It does PRETTY WELL AGAINST RAMP matchups!
Fiery Impulse
- for aggro/faster decks, i usually side this all in, and take out the sorcery speed removals
Flaying Tendrils - for decks that build field fast or decks that use death triggers.
Ruinous Path
- for decks that have too much Planeswalkers and bigger creatures
Transgress the Mind - Perfect against Company decks, remove creatures, or better, remove Company!. Against ramp decks we can exile some ramp or the win cons!
To the Slaughter - Removes hard to kill creatures, and can deal with some Planeswalkers too.