Increasing Lethality with Rograkh, Son of Rohgahh

One of my favorite cEDH decks has been my Rograkh/Thrasios deck. This deck is built to play a good early game thanks to Rograkh contributing extra mana in the first few turns with cards like Mox Amber
cEDH is an extremely high-variance format; it's very intricate and nuanced with more decisions than you can really count, but often none of that matters when someone just has a crazy draw or the table seriously misevaluates what matters. Going 1-3-1 or whatever once isn't very strong evidence that a deck is bad, but I have a lot of ideas and I'm trying to find something great, so it's enough to get me to keep exploring.
My deck is built to use Thrasios as a value engine, but I'm not sure that's a good idea. Having Thrasios with Training Grounds
Turbo decks without black are rare, as the tutors and rituals are seen as fairly important, and there's some validity to that, but green is also good at finding specific cards and generating mana, and I've really liked Rograkh and Thrasios as commanders.
So what would such a change look like?
In short, more focus on speed; more fast mana and combo cards, and less focus on interaction and second-tier card advantage engines.
Cards I've Added to Rograkh/Thrasios
Mana Creatures
Fast Mana
Additional Combo Cards
Draw Sevens
Ragavan and Magda are actually additional combo cards as well, specifically if I have both Cloudstone Curio
Cards I've Cut from Rograkh/Thrasios
Counterspells
I like all of these cards, but they're all much better at stopping other players from winning than they are at protecting my own attempt to win. Theoretically, with a faster deck that becomes somewhat less important.
Thrasios Engines
As mentioned, this just isn't the kind of game I'm looking to play now.
Miscellaneous Interaction
Again, a lot of cards I like a lot, but the idea is that I'm trying to focus on my own game rather than worrying so much about policing opposing permanents.
Other Card Advantage Engines
Slower and more situational than the premium engines, like Mystic Remora
Miscellaneous
Generous Ent
Previous versions of this deck have relied very heavily on Dockside Extortionist
I'm curious how having Displacer Kitten
Rog/Thras by Samuel H Black
View on ArchidektCommander (2)
Instants (22)
- 1 An Offer You Can't Refuse
- 1 Chord of Calling
- 1 Crop Rotation
- 1 Cyclonic Rift
- 1 Deflecting Swat
- 1 Dispel
- 1 Fierce Guardianship
- 1 Flame of Anor
- 1 Flusterstorm
- 1 Force of Negation
- 1 Force of Vigor
- 1 Force of Will
- 1 Lightning Bolt
- 1 Mana Drain
- 1 Mental Misstep
- 1 Mindbreak Trap
- 1 Muddle the Mixture
- 1 Pyroblast
- 1 Red Elemental Blast
- 1 Snap
- 1 Swan Song
- 1 Veil of Summer
Lands (29)
- 1 Arid Mesa
- 1 Bloodstained Mire
- 1 Boseiju, Who Endures
- 1 Breeding Pool
- 1 City of Brass
- 1 Command Tower
- 1 Emergence Zone
- 1 Exotic Orchard
- 1 Flooded Strand
- 1 Forest
- 1 Gaea's Cradle
- 1 Gemstone Caverns
- 1 Island
- 1 Mana Confluence
- 1 Minamo, School at Water's Edge
- 1 Misty Rainforest
- 1 Otawara, Soaring City
- 1 Polluted Delta
- 1 Rejuvenating Springs
- 1 Scalding Tarn
- 1 Steam Vents
- 1 Stomping Ground
- 1 Taiga
- 1 Tropical Island
- 1 Urza's Saga
- 1 Verdant Catacombs
- 1 Volcanic Island
- 1 Windswept Heath
- 1 Wooded Foothills
Creatures (27)
- 1 Barrin, Master Wizard
- 1 Biomancer's Familiar
- 1 Birds of Paradise
- 1 Bloom Tender
- 1 Cloud of Faeries
- 1 Colossal Skyturtle
- 1 Delighted Halfling
- 1 Devoted Druid
- 1 Dockside Extortionist
- 1 Endurance
- 1 Eternal Witness
- 1 Faerie Mastermind
- 1 Flesh Duplicate
- 1 Generous Ent
- 1 Gilded Drake
- 1 Haywire Mite
- 1 Imperial Recruiter
- 1 Jaspera Sentinel
- 1 Kinnan, Bonder Prodigy
- 1 Phyrexian Metamorph
- 1 Seedborn Muse
- 1 Spellseeker
- 1 Subtlety
- 1 Temur Sabertooth
- 1 Trinket Mage
- 1 Trophy Mage
- 1 Twinshot Sniper
Artifacts (11)
Sorceries (5)
Enchantments (4)
So that's my "minor" adjustment to my work in progress, but I also have a new idea I've been thinking about.
Rograkh & Francisco
There's a decent amount of hype around Francisco, Fowl Marauder
I've mostly seen people interested in pairing Francisco with Thrasios or Kraum to get blue cards, but whenever I play partners without Rograkh, I really miss it, and I think it might just be the best partner. I also think it pairs well with Francisco to make an extremely fast deck with two of the cheapest partners available.
Red generally isn't great at tutors, but when your combo involves two artifacts, one of which you want in the graveyard, cards like Goblin Engineer
So let's look at how these two play together.
This is absolutely a turbo deck, so you need to know what kinds of end game states you're capable of.
Combos
Francisco + Agatha's Soul Cauldron
Underworld Breach
Dualcaster Mage + Saw in Half + anything: this gives you infinite Dualcaster Mages that can infinitely copy whatever other spell is on the stack. I'm not playing Twinflame or Heat Shimmer, but you certainly could.
Cloudstone Curio + something to go mana-positive with Rograkh, that could be Relic of Legends with Ragavan or Magda, it could be Dockside Extortionist, it could be Birgi in play with a red creature that costs (or 2 if mana neutral is good enough); from there you need something to do with the mana or this loop. That could be Aetherflux Reservoir or Walking Ballista for an easy win, or you could use the mana to loop a creature with a profitable enters-the-battlefield ability, like Orcish Bowmasters or Imperial Recruiter, to find Orcish Bowmasters, otherwise you need to find something more complicated involving drawing cards. If Birgi enabled the loop, you could pick up Birgi after making infinite mana and play the backside and hope to draw into something.
Bolas's Citadel + Sensei's Divining Top + Aetherflux Reservoir, but you can probably find Reservoir once you have Citadel + Top, and you can often find Top once you have Citadel.
Tainted Pact + Praetor's Grasp for Thassa's Oracle.
I'm probably missing some, but those are the combos I'd be looking to put together.
The best way to assemble these combos generally isn't tutoring for specific combo pieces unless you think you can win immediately. In general I think you're looking to tutor for a big card draw spell, like Necropotence or Ad Nauseam, and resolve that so that you can win with redundant combos or backup for your combo. So your basic strategy is just to make mana, tutor for a draw spell, draw cards, then try to win, so the deck is built with that plan in mind:
Combo Pieces
Fast Mana
24 spells and 25 lands: half the deck is mana, and that's split to draw an even mix of lands and nonlands.
Tutors
Card Advantage Engines
[/ec]
Braids, Arisen Nightmare
The One Ring
Bolas's Citadel
[/ec]
I think Braids, Arisen Nightmare is a little overlooked, but it's fantastic in this deck, which has no problem finding things to sacrifice, and it'll usually draw 2-3 cards every turn. You won't always resolve the big one-shot draw spells, so it's important to have access to some more persistent card advantage sources to play through resistance.
Other Creatures
Goblin Welder is just a good card in a deck with this many artifacts, especially with cards like Entomb that can find Bolas's Citadel. The Pirates help get Francisco started and are also good to sacrifice to your assorted cards that want you to sacrifice creatures, and Orcish Bowmasters is just a mandatory card for black decks that also works well with a lot of your cards.
Interactive Spells
It'd be nice not to have to play any of these, but I think it's good to cover your bases.
Draw Spells
Not a lot of good draw spells available, but these few are very important. Here's the list in full:
Rog/Fran by Samuel H Black
View on ArchidektCommander (2)
Instants (20)
Artifacts (21)
- 1 Aetherflux Reservoir
- 1 Agatha's Soul Cauldron
- 1 Bolas's Citadel
- 1 Chrome Mox
- 1 Cloudstone Curio
- 1 Defense Grid
- 1 Grim Monolith
- 1 Grinding Station
- 1 Lion's Eye Diamond
- 1 Lotus Petal
- 1 Mana Crypt
- 1 Mana Vault
- 1 Mox Amber
- 1 Mox Diamond
- 1 Mox Opal
- 1 Relic of Legends
- 1 Sensei's Divining Top
- 1 Sol Ring
- 1 Springleaf Drum
- 1 The One Ring
- 1 Wishclaw Talisman
Lands (25)
- 1 Ancient Tomb
- 1 Arid Mesa
- 1 Badlands
- 1 Blackcleave Cliffs
- 1 Blightstep Pathway // Searstep Pathway
- 1 Blood Crypt
- 1 Bloodstained Mire
- 1 City of Brass
- 1 City of Traitors
- 1 Inventors' Fair
- 1 Luxury Suite
- 1 Mana Confluence
- 1 Marsh Flats
- 1 Mines of Moria
- 1 Mountain
- 1 Phyrexian Tower
- 1 Polluted Delta
- 1 Scalding Tarn
- 1 Spire of Industry
- 1 Sulfurous Springs
- 1 Swamp
- 1 Urborg, Tomb of Yawgmoth
- 1 Urza's Saga
- 1 Verdant Catacombs
- 1 Wooded Foothills
Creatures (15)
- 1 Birgi, God of Storytelling // Harnfel, Horn of Bounty
- 1 Braids, Arisen Nightmare
- 1 Dockside Extortionist
- 1 Dualcaster Mage
- 1 Goblin Engineer
- 1 Goblin Matron
- 1 Goblin Welder
- 1 Greedy Freebooter
- 1 Imperial Recruiter
- 1 Impulsive Pilferer
- 1 Magda, Brazen Outlaw
- 1 Orcish Bowmasters
- 1 Ragavan, Nimble Pilferer
- 1 Simian Spirit Guide
- 1 Walking Ballista
Enchantments (4)
I'm pretty confident that the core of this deck wants to look basically like this and that any variations won't dramatically change how the deck plays. There's room to tweak exactly which combos you're playing, or otherwise adjust some of the weaker cards in any of the categories or move things around, playing more or fewer cards in any category; the next best card in each category is about as good as the worst card I'm currently playing, and the worst is about as good as the second worst, so there's a lot of room to fine tune, but I think this is a pretty reasonable starting point.
Conclusion
I've been curious about Rakdos Turbo decks before, but never enough to build one, but I think this set of commanders is particularly appealing compared to the other options. I don't have a lot of experience playing turbo decks, and this deck is new to me, so I would expect that there's a good chance that more Final Fortune effects are probably right and stuff like that. If it goes well, I'm sure I'll have updates on it later, otherwise, there are always more things to try.