Rith, Liberated PrimevalRith, Liberated Primeval | Art by Victor Adame Minguez
Welcome to Borderland Explorer, the EDHREC series that takes a closer look at commanders right on the border of popularity; not too obscure, but nowhere near the Top Commanders front page, either.
This is the second episode of a five-part series highlighting commanders in Magic's three-color shards. Last week's deck was Jund (), so this week will focus on the next shard, Naya ().
The series focuses on commanders helming between 1,000-2,000 decks. The general plan is to:
- Identify a commander that falls into this range for each allied shard
- Highlight interesting game plan(s) for this commander
- Build a budget-friendly (~$40) "Core" power level deck following these plans
- Highlight important card categories and use synergy numbers to discuss notable inclusions and exclusions
- Describe mid-budget upgrades (<=$20 per card) for the option to invest more into this strategy
The goal is to find commanders with some established traction but lots of room for exploration and innovation, so let's get into the brewing spirit!
Filtering by number of decks, I see Ultra Magnus, TacticianUltra Magnus, Tactician, Kitt Kanto, Mayhem DivaKitt Kanto, Mayhem Diva, Sigurd, Jarl of RavensthorpeSigurd, Jarl of Ravensthorpe, and Rith, Liberated PrimevalRith, Liberated Primeval, all at around 1,400 decks. Because we've already focused on a Transformer, goad + tokens, and Sagas seems pretty straightforward, let's take a look at Rith, Liberated PrimevalRith, Liberated Primeval. Between Dragons, tokens, and dealing excess damage, there are plenty of directions to take. Plus, with the recent Tarkir: Dragonstorm release, I'm sure there will be interesting Dragons tech to add.
The Game Plan(s)
Rith has some clear strategic paths to go down, and its EDHREC page reflects this:
- Play a high density of Dragons in your creature slot
- Damage-based removal (whether direct damage in red or fight/bite spells in green)
- Token synergies: when all is going to plan, you'll be making 4/4 flying Dragon tokens
- Power matters: with a five-power commander and a stream of four-power tokens, cards that care about creatures' power will be great
Dragons Matter
Dragon's DiscipleDragon's Disciple and Orator of OjutaiOrator of Ojutai are early plays that synergize with a Dragon-heavy strategy.
Direct damage spells that fit this deck well include Dragon's FireDragon's Fire, Spit FlameSpit Flame, and new releases Molten ExhaleMolten Exhale and Piercing ExhalePiercing Exhale. Additionally, many Dragons have built-in direct damage, like GlorybringerGlorybringer, Wrathful Red DragonWrathful Red Dragon, Mordant DragonMordant Dragon, Ryusei, the Falling StarRyusei, the Falling Star, Tyrant's FamiliarTyrant's Familiar, and more!
Finally, this color combination has access to great Dragon-themed mana sources as well, like CarnelianCarnelian and Jade Orb of DragonkindJade Orb of Dragonkind, Dragon's HoardDragon's Hoard, landcyclers TimelessTimeless, and Eternal DragonEternal Dragon, and new releases Sarkhan, Dragon AscendantSarkhan, Dragon Ascendant, Bloomvine RegentBloomvine Regent, Dragonstorm GlobeDragonstorm Globe, and Encroaching DragonstormEncroaching Dragonstorm.
Card Draw/Power Matters
Naya is a color combination missing blue's ability to take advantage of card draw and selection with ease or black's ability to turn life or creatures into more cards in hand. We're going to have to work a little harder, but there are good tools out there that mesh particularly well with high-power Dragons. For example, Garruk's UprisingGarruk's Uprising and Shamanic RevelationShamanic Revelation are spells that supercharge your commander's token-making into additional value. There is also the option to combine direct damage and card draw/selection, as seen with Hunter's TalentHunter's Talent, Nahiri's WarcraftingNahiri's Warcrafting, Mob VerdictMob Verdict, and The Elder Dragon WarThe Elder Dragon War. Finally, some card draw and selection has the potential to serve as mana ramp as well, like Domri, Chaos BringerDomri, Chaos Bringer, The FluxThe Flux, Glorious SunriseGlorious Sunrise, and Storm the FestivalStorm the Festival.
Thematic Disruption and Removal
It will come as no surprise that the thematic removal for the commander is damage-based. There is a reason normally included efficient removal spells Swords to PlowsharesSwords to Plowshares (-39%) and Path to ExilePath to Exile (-37%) have gigantic negative synergy numbers with Rith.
So, what are we including instead? Beyond the Dragon-based removal mentioned above, cards like Domri, Anarch of BolasDomri, Anarch of Bolas, Frontier SiegeFrontier Siege, and Road // RuinRoad // Ruin can act as ramp and/or a lot of damage as needed. Ghired's BelligerenceGhired's Belligerence is a damage-based removal spell that can accelerate our DragonDragon production through the populate ability. Finally, the mass damage spells EarthquakeEarthquake, MagmaquakeMagmaquake, and Molten DisasterMolten Disaster wreak havoc on opponents while leave our flying Dragons unharmed.
Inclusions
Not on Rith's page. Because this version of the deck really depends on the commander staying in play many turns in a row, it feels like one-mana protection spells are the perfect place to be. Rith's built-in ward 2 ability will make it even harder for opponents to fight through these pesky instants.
29%, 26%, "not on Rith's page" respective inclusion rates in low-budget decks. These one-sided mass removal spells are my "Challenge the Stats" picks and the theme I'm basing this deck around. With a board of large flying creatures, dealing large chunks of direct damage to your opponents will also end the game quickly.
Exclusions
54%, 53%, and 43% respective inclusion rates in low-budget decks. While these creatures are perfect in the typical Dragon deck, this specific version is hoping to cast massive one-sided EarthquakeEarthquake effects. For this reason, I'm choosing to rely mostly on noncreature ways of accelerating mana, like CultivateCultivate, or the other Dragon-themed ramp mentioned above.
39%, 31%, and 24% respective inclusion rates in low-budget decks. Fight and bite spells make a lot of sense in a deck like Ohabi CaleriaOhabi Caleria (shameless self-plug), where it's important that the creature itself is dealing the damage, but Rith doesn't care where the source of damage comes from and this deck has access to ! I don't see any reason to open yourself up to being blown out by removal in response to a fight/bite spell when you can just cast cards like Nahiri's WarcraftingNahiri's Warcrafting or EarthquakeEarthquake effects instead.
Decklist
Rith, Liberated Primeval
View on ArchidektCommander (1)
- 1 Rith, Liberated PrimevalRith, Liberated Primeval
Creatures (22)
- 1 Amethyst Dragon // Explosive CrystalAmethyst Dragon // Explosive Crystal
- 1 Atarka, World RenderAtarka, World Render
- 1 Bloomvine Regent // Claim TerritoryBloomvine Regent // Claim Territory
- 1 Bogardan HellkiteBogardan Hellkite
- 1 Dragon's DiscipleDragon's Disciple
- 1 Drakuseth, Maw of FlamesDrakuseth, Maw of Flames
- 1 Dromoka, the EternalDromoka, the Eternal
- 1 GlorybringerGlorybringer
- 1 Moonveil RegentMoonveil Regent
- 1 Mordant DragonMordant Dragon
- 1 Nesting DragonNesting Dragon
- 1 Opportunistic DragonOpportunistic Dragon
- 1 Orator of OjutaiOrator of Ojutai
- 1 Outcaster TrailblazerOutcaster Trailblazer
- 1 Ryusei, the Falling StarRyusei, the Falling Star
- 1 Sarkhan, Dragon AscendantSarkhan, Dragon Ascendant
- 1 Stormshriek Feral // Flush OutStormshriek Feral // Flush Out
- 1 Timeless DragonTimeless Dragon
- 1 Twinmaw Stormbrood // Charring BiteTwinmaw Stormbrood // Charring Bite
- 1 Tyrant of Kher RidgesTyrant of Kher Ridges
- 1 Tyrant's FamiliarTyrant's Familiar
- 1 Wrathful Red DragonWrathful Red Dragon
Instants (11)
- 1 Blacksmith's SkillBlacksmith's Skill
- 1 Defend the RiderDefend the Rider
- 1 Dragon's FireDragon's Fire
- 1 Hunter's InsightHunter's Insight
- 1 Legion Leadership // Legion StrongholdLegion Leadership // Legion Stronghold
- 1 MagmaquakeMagmaquake
- 1 Road // RuinRoad // Ruin
- 1 Rootborn DefensesRootborn Defenses
- 1 Royal TreatmentRoyal Treatment
- 1 Spit FlameSpit Flame
- 1 Sundering GrowthSundering Growth
Sorceries (13)
- 1 CultivateCultivate
- 1 EarthquakeEarthquake
- 1 ExploreExplore
- 1 FarseekFarseek
- 1 Ghired's BelligerenceGhired's Belligerence
- 1 HarmonizeHarmonize
- 1 Mob VerdictMob Verdict
- 1 Molten DisasterMolten Disaster
- 1 Nahiri's WarcraftingNahiri's Warcrafting
- 1 Rampant GrowthRampant Growth
- 1 Shamanic RevelationShamanic Revelation
- 1 Storm the FestivalStorm the Festival
- 1 Stump Stomp // Burnwillow ClearingStump Stomp // Burnwillow Clearing
Artifacts (6)
- 1 Arcane SignetArcane Signet
- 1 Carnelian Orb of DragonkindCarnelian Orb of Dragonkind
- 1 Dragon's HoardDragon's Hoard
- 1 Dragonstorm GlobeDragonstorm Globe
- 1 Jade Orb of DragonkindJade Orb of Dragonkind
- 1 Sol RingSol Ring
Enchantments (8)
- 1 Encroaching DragonstormEncroaching Dragonstorm
- 1 Frontier SiegeFrontier Siege
- 1 Garruk's UprisingGarruk's Uprising
- 1 Glorious SunriseGlorious Sunrise
- 1 Growing RanksGrowing Ranks
- 1 Hunter's TalentHunter's Talent
- 1 The Elder Dragon WarThe Elder Dragon War
- 1 The FluxThe Flux
Planeswalkers (3)
- 1 Domri, Anarch of BolasDomri, Anarch of Bolas
- 1 Domri, Chaos BringerDomri, Chaos Bringer
- 1 Sarkhan the MasterlessSarkhan the Masterless
Battles (1)
- 1 Invasion of Zendikar // Awakened SkyclaveInvasion of Zendikar // Awakened Skyclave
Lands (35)
- 1 Bonders' EnclaveBonders' Enclave
- 1 Canopy VistaCanopy Vista
- 1 Cinder GladeCinder Glade
- 1 Clifftop RetreatClifftop Retreat
- 1 Command TowerCommand Tower
- 1 Exotic OrchardExotic Orchard
- 7 ForestForest
- 1 Gruul TurfGruul Turf
- 1 Jungle ShrineJungle Shrine
- 1 Mossfire ValleyMossfire Valley
- 1 Mosswort BridgeMosswort Bridge
- 7 MountainMountain
- 1 Path of AncestryPath of Ancestry
- 2 PlainsPlains
- 1 Raging RavineRaging Ravine
- 1 Restless RidgelineRestless Ridgeline
- 1 Scattered GrovesScattered Groves
- 1 Sheltered ThicketSheltered Thicket
- 1 Sheltering LandscapeSheltering Landscape
- 1 Spinerock KnollSpinerock Knoll
- 1 Sunscorched DivideSunscorched Divide
- 1 Temple of the Dragon QueenTemple of the Dragon Queen
Deck Checklist
- 55 mana sources (35 lands, 2 MDFCs, 6 artifacts, 4 enchantments, 3 creatures, 5 instants/sorceries)
- 18 card draw
- 30 cards that are, create, or care about Dragons
- 15 removal spells, including 4 mass removal
- 3 finishers
Mid-Budget Upgrades
Dragons Dealing Damage
If you are interested in leaning more into the "Dragons dealing direct damage" theme, Balefire DragonBalefire Dragon, Dragonlord AtarkaDragonlord Atarka, Dragon TempestDragon Tempest, and Invasion of TarkirInvasion of Tarkir fit the bill. City on FireCity on Fire and Subterranean TremorsSubterranean Tremors are other options to lean even harder on the direct damage/EarthquakeEarthquake subtheme.
Card Draw/Power Matters
Up the BeanstalkUp the Beanstalk and Elemental BondElemental Bond provide additional green-based card draw tailored to this strategy's penchant for casting large creatures, while Smuggler's SurpriseSmuggler's Surprise is a versatile draw/ramp/protection spell that can adapt to whatever needs you have in a specific moment in a game.
Mana Fixing + Value
Orb of DragonkindOrb of Dragonkind and the versatile lands Haven of the Spirit DragonHaven of the Spirit Dragon and Maelstrom of the Spirit DragonMaelstrom of the Spirit Dragon can all do double duty by fixing your mana in the early game and creating card selection/recursion if the game goes long.
Conclusion
Thanks for reading this week's article! Join me next week for the final episode, when I find a Bant commander that is right on the border of popularity. See you then.
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