Skip to content
Angrath, the Flame-Chained
Art by Raymond Swanland

Featured Deck · Monday, June 22, 2026

Angrath's Discard & Drain Control

Angrath, the Flame-Chained

3 manaBlackRedDiscard & Drain Control
Angrath, the Flame-Chained
100 cardsWildcards13402917

Decklist

Deck Guide

Why Play This Deck

Angrath, the Flame-Chained is the most punishing planeswalker commander in the Rakdos color pair. His +1 is a repeatable engine that strips a card from every opponent and drains 2 life simultaneously — in a three-opponent pod that is 6 life and 3 cards stripped per rotation, compounding every single turn. Unlike creature commanders who fold to a single removal spell, Angrath rebuilds loyalty quickly and demands an immediate answer or he spirals out of control. The deck surrounds him with the deepest discard package available in Brawl — Thoughtseize, Duress, Inquisition of Kozilek, Agonizing Remorse, Deep-Cavern Bat, Davriel, and Oppression — so opponents are constantly resource-starved while you operate from a full grip. The gameplan is brutally simple: strip hands, protect Angrath, drain life totals to zero. This is the correct shell for players who want to win through attrition and card advantage rather than combat math.

Play Summary

The deck operates across three clean phases. In the early game (turns 1–3), deploy one-mana discard spells — Thoughtseize, Duress, Inquisition of Kozilek — to identify the table's threats and surgically remove the most dangerous cards. Ramp with Arcane Signet, Mind Stone, Coldsteel Heart, and Dark Ritual to accelerate toward Angrath on turn 3 or 4. Deep-Cavern Bat and Bloodtithe Harvester provide early board presence while generating additional discard value. In the mid-game (turns 4–7), Angrath comes online and the +1 loop begins. Each activation strips a card and drains life from every opponent. Oppression, Davriel, and Liliana of the Veil layer additional discard pressure so opponents are drawing one card per turn and immediately discarding it. Use Angrath's −3 to steal the most threatening creature on the board — anything with mana value 4 or greater stays under your control permanently. Protect Angrath with the deck's 15 targeted removal spells and hold boardwipes in reserve for emergencies. In the late game (turns 8+), close with Angrath's −8 — opponents' graveyards are packed from all the forced discard, making this a one-shot kill against one or more players. Alternatively, Liliana Dreadhorde General's −7 or a resolved Invoke Despair backed by Sheoldred the Apocalypse closes the game through pure life drain. Victimize and Agadeem's Awakening provide resilient recovery after any boardwipe.

Key Synergies

This is the deck's signature lock. Oppression forces every opponent to discard whenever they cast a spell. Angrath's +1 strips another card at the start of each of your turns. Davriel drains 2 life from any opponent who has one or fewer cards in hand at the start of your upkeep. With all three in play, opponents draw one card per turn, immediately discard it to Oppression when they try to cast it, and lose 2 life to Davriel for being empty-handed — all while Angrath drains another 2 life on top. Most opponents are completely locked out of the game within two or three turns of this combination resolving.

Angrath's +1 forces every opponent to discard a card each turn. Aclazotz draws you a card for each card an opponent discards, turning Angrath's +1 into a draw-three in a three-player pod. Kroxa escapes from the graveyard — which fills rapidly from all the forced discard — and forces yet another discard and life loss on entry. The three cards form a self-sustaining engine: Angrath strips hands and fills graveyards, Aclazotz refills yours, and Kroxa loops back from the graveyard to keep the pressure going.

Dreadhorde Invasion creates a growing Zombie Army token each upkeep and drains 1 life whenever it attacks. Immersturm Predator is a flying Vampire Dragon that exiles cards from graveyards to put +1/+1 counters on itself — it grows every turn opponents discard, and its sacrifice outlet converts stolen or expendable creatures into power. The Meathook Massacre drains each opponent whenever any creature dies and gains you life when opponent creatures die. Together these three cards convert the deck's discard and sacrifice activity into a steady stream of life drain that closes games without needing combat.

The tutor and recursion package gives the deck exceptional consistency. Diabolic Intent sacrifices a Dreadhorde Invasion token, a stolen creature, or a Witch's Oven Food token to search for any card — effectively a free Demonic Tutor in this shell. Insatiable Avarice doubles as a one-mana tutor or a three-mana draw-three depending on which Spree modes you pay. Grim Tutor finds any card at instant speed. Victimize sacrifices one expendable creature to return two powerful threats from the graveyard simultaneously — after a boardwipe, this single card can rebuild your entire board in one turn.

Heart of Kiran is a 4/4 flying vigilance Vehicle that can be crewed by removing a loyalty counter from any planeswalker you control. Angrath at five starting loyalty can crew Heart of Kiran without spending a creature, giving you an aerial attacker the turn Angrath lands while Angrath retains enough loyalty to +1 on the following turn. Liliana Dreadhorde General creates a 2/2 Zombie whenever any creature you control dies, meaning every sacrifice — including creatures stolen by Angrath's −3 — replaces itself with a blocker. Her −4 forces each opponent to sacrifice two creatures, and her −7 is a game-ending bomb that destroys all non-Zombie creatures and returns all Zombie creatures from all graveyards.

Opening Hand

The ideal opening hand contains three to four lands including at least one black source, one piece of early hand disruption (Thoughtseize, Duress, or Inquisition of Kozilek), one mana accelerant (Arcane Signet, Coldsteel Heart, Mind Stone, or Dark Ritual), and one threat or payoff card. The single most important factor is a black source on turn one — the entire early game runs on black mana. Mulligan any hand with zero black sources unconditionally. Mulligan any hand with fewer than two lands unless it contains Dark Ritual and a one-mana discard spell, which is a keep on the play. Hands with Thoughtseize plus Dark Ritual are premium keeps even on five cards — stripping the table's best card on turn one while deploying a mana rock is worth a card disadvantage. Interplanar Beacon is a notable keep condition: if you have two or more planeswalkers in hand, Beacon generates loyalty counters every time you cast one, dramatically accelerating Angrath's ultimate. Reliquary Tower is a keep-sweetener alongside any draw engine — Black Market Connections, Phyrexian Arena, or Aclazotz will have you holding eight-plus cards by turn five, and Tower ensures none are wasted.

Mana Curve

0
12
1
23
2
15
3
6
4
5
5
2
6
1
7+

64non-land cards · mana value distribution