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Showcase: Ingris Stingerquill – Turning a Wide Table into an Assault

An article showcasing Ingris Stingerquill, one of the new Sphinxes from Reality Fracture.

rakdos, burn, reality fracture, sphinx, commander, showcase, edh, cedh, commander

Rakdos has never been particularly interested in fighting fair. Black and Red are happy to sacrifice their own resources, throw disposable creatures into combat, and turn a seemingly modest advantage into a lethal burst of damage. In Commander, that philosophy often takes the form of aggressive creature decks, sacrifice strategies, or gameplans that burn opponents out before they can stabilize. With Ingris Stingerquill, however, the usual rules of combat become considerably more dangerous.

Ingris rewards every creature you send into combat by dealing damage to each opponent, thus every attacker becomes an extra source of damage, and every token you produce represents another point of pressure against the entire table.

This deck takes that ability and abuses it with a collection of token generators, damage amplifiers, sacrifice outlets, and combat payoffs. It builds a crowd of smaller threats and makes every part of that crowd matter. The result is a Rakdos deck that can overwhelm opponents through combat while also dealing enough noncombat damage to make blocking an incomplete answer.

Every Attacker Counts

The foundation of the deck is simple: increase the number of creatures attacking, then increase the damage each of those creatures can generate.

Ingris Stingerquill costs only three mana, making it relatively easy to establish early. Its attack trigger applies to every creature you control that attacks, regardless of whether that creature survives combat or successfully deals its regular combat damage. An opponent can block your smallest Goblin, but the attack trigger still happens. A token can be sent into an unfavorable exchange and still contribute damage to every opponent before it disappears.

That distinction changes how the deck approaches combat. In a traditional go-wide strategy, an army of 1/1 tokens can become ineffective when opponents establish a wall of blockers. With Ingris, those same tokens retain value even when combat damage is unlikely to get through. Your opponents still have to consider the damage generated by each attacker, and blocking every creature can become an unattractive proposition when other effects are amplifying that damage.

Ingris also gives the deck a mana sink that matters at different stages of the game. Its four-mana activation creates a 2/2 Wizard Soldier Cadet and gives your creatures haste until end of turn. The token immediately increases the number of creatures available to attack, while the haste can help newly deployed creatures participate in the same turn. If the game slows down and you have spare mana, the commander can keep adding threats without requiring any other card.

This list is built to exploit this repeatable pressure. Instead of filling every slot with expensive finishers, it plays numerous cards that produce creatures over time, create multiple bodies at once, or make those bodies more threatening. Once Ingris is on the battlefield, those creatures becomes a direct threat to everyone’s life total.

Building a Crowd of Attackers

Krenko, Mob Boss is one of the deck’s most explosive token makers. Given a chance to tap repeatedly, Krenko can turn a couple of Goblins into an enormous army. Krenko, Tin Street Kingpin takes a more combat-oriented approach, growing as it attacks and producing Goblin tokens based on its power. Both versions help you stablishing a board in different ways.

Legion Warboss, Searslicer Goblin, Howlsquad Heavy, Siege-Gang Lieutenant, and General Kreat, the Boltbringer keep giving us a steady supply of expendable Goblin tokens so that we never run out . Howlsquad Heavy is specially powerful because it can give our Goblins haste once we reach Max Speed.

Loyal Apprentice supplies extra creatures in the form of flying Thopter tokens during combat as long as you control your commander. Jadar, Ghoulcaller of Nephalia provides another repeatable source of bodies, creating a Zombie when you have no creature with decayed. Lagomos, Hand of Hatred is yet another expendable token maker, while also giving us access to tutoring via a requirement that is quite easy to fulfill in this deck.

Bitterblossom and Bitterbloom Bearer offer ways to produce more tokens in the form of flying Faeries, while Grave Titan can establish a substantial board of Zombies. Tempt with Vengeance is particularly flexible, allowing you to create a large number of hasty Elemental tokens when you have the mana available. The tokens may be temporary, but under Ingris, temporary attackers can be more than enough.

Every Creature Matters

Ingris rewards attacking, but the deck doesn’t want to wait until combat to start dealing damage. Several of its strongest cards punish opponents just by getting creatures on the field.

Impact Tremors deals damage to each opponent whenever a creature enters the battlefield under your control. Purphoros, God of the Forge offers a more powerful version of that effect, dealing two damage to each opponent whenever another creature enters under your control. These cards mean that creating tokens can damage the table before those tokens ever attack.

This is where the deck becomes especially difficult to evaluate by looking only at its battlefield. A token generator may appear to produce a handful of small creatures, but with both Tremors and Purphoros in play, each new body also represents a separate burst of damage. If Ingris is present as well, those creatures can later attack to deal additional damage to every opponent.

Agate Instigator and General Kreat, the Boltbringer add another source of damage to the creature-entry plan. Together, these effects mean that the deck can pressure opponents through several overlapping triggers rather than relying on a single attack step.

Enduring Courage contributes to the aggressive plan by increasing the power of your creatures as they enter as well as giving them all haste. That makes token production more relevant to combat damage as well as to the deck’s direct-damage gameplan. Samut, Hazoret's Champion is yet another way to give all your creatures haste at the low cost of 2 mana.

All of these effects compound. Token production creates more creatures, these creature trigger cards that deal direct damage, then those creatures can attack and trigger Ingris even if they don’t connect. When several of these effects are active at once, a single token can threaten a decent portion of the table’s remaining life.

Turning Small Damage into Lethal Damage

Once the deck has established its pieces, damage amplification is what transforms steady pressure into a certain kill.

Torbran, Thane of Red Fell increases the damage that your red sources deal to opponents and their permanents. Solphim, Mayhem Dominus doubles noncombat damage from sources you control to opponents and their permanents.

City on Fire takes the idea even further by triplicating damage from sources you control. Its convoke ability also makes it easier to cast in a deck that expects to control a wide board of creatures. Although it is a substantial investment, the payoff can be immediate: every damage trigger becomes even more powerful.

There is a useful distinction between these effects. Torbran increases qualifying red damage by a fixed amount. Solphim doubles noncombat damage, so it particularly rewards the effects that trigger when creatures enter. City on Fire is a broader multiplier, affecting both combat and noncombat damage from your sources. These effects also overlap, which means Torbran adds 2 damage, Solphim doubles it to 4, and City on Fire can triple it to 12, an absurd amount of damage coming from what it was (just 1).

Within Range provides another way to convert a wide attack into a large life-total swing. It enters by creating two 1/1 red Warrior tokens, immediately giving the deck more creatures to work with. Its attack trigger then makes each opponent lose life equal to the number of creatures attacking them. That effect rewards the same wide-board strategy as Ingris, but it does so by draining life rather than dealing damage. This distinction matters because life loss isn’t damage and therefore isn’t increased by damage multipliers such as Solphim or Torbran.

Hellrider adds yet another layer, dealing damage to a player or planeswalker whenever a creature you control attacks. With a wide board, that can turn a single combat step into a series of additional damage triggers. The deck doesn’t need every attacker to connect; it needs enough creatures to declare attacks that all these effects can begin working together.

Attacking Without Losing the Army

A go-wide deck must be careful not to exhaust its own resources. Sending every creature into combat can expose your life total, while a well-timed sweeper can erase several turns of setup. This list includes ways to make attacking safer and to turn creatures into value even when the battlefield is about to change.

Dolmen Gate is particularly useful because it prevents damage that would be dealt to your attacking creatures. It lets you send a wide board into combat with much less concern about losing creatures to blockers. Since Ingris rewards the act of attacking, you can sometimes make profitable attacks even when the defending player has a large board.

Kardur, Doomscourge forces opponents to attack other players when it enters, and it also takes advantage of attacking creatures dying by turning them into more damage.

The deck’s equipment and protection pieces help keep its most important creatures alive. Lightning Greaves and Swiftfoot Boots protect Ingris from targeted removal, while Hexing Squelcher makes your spells uncounterable and gives your other creatures ward, making it a must-answer against more controlling decks.

Turning Creatures into Cards and Damage

The deck’s disposable creatures also support a sacrifice package, giving you ways to extract value when tokens are no longer needed or when an opponent threatens to remove them.

Goblin Bombardment is one of the clearest examples. It lets you sacrifice a creature to deal one damage to any target. That means tokens can become direct damage even if they never attack, and creatures targeted by removal can produce value before they leave the battlefield. When combined with token generators, Bombardment provides a repeatable outlet that gives your army flexibility that only Rakdos allows.

Skullclamp is another excellent fit. Many of the deck’s tokens have only one toughness, so equipping them can turn a disposable creature into two cards when it dies. Those cards can help you find the next token generator, damage amplifier, or removal spell. Village Rites and Deadly Dispute provide additional ways to sacrifice a creature for cards, with Deadly Dispute also producing a Treasure.

Black Market Connections offers a flexible source of cards, creatures, and Treasure tokens, letting you choose the resource that matters most on a given turn. Unexpected Windfall helps replenish your hand while producing Treasure, and Professional Face-Breaker rewards successful combat by providing Treasure and access to the top of your deck if needed. In a deck that expects to attack frequently, Face-Breaker can help convert pressure into the resources needed to keep going.

These cards are just as important because the deck doesn’t want to run out of gas after its first wave of attackers. If opponents stabilize or clear the battlefield, drawing more cards and producing more tokens lets you rebuild. And if your board is already large, sacrifice effects give you another way to finish opponents without relying exclusively on combat.

Removal, Ramp, and Closing the Game

The deck still needs to function as a Commander deck, not just a collection of synergies. Its removal suite includes Abrade, Bedevil, Chaos Warp, Feed the Swarm, and Terminate, giving it answers to creatures and troublesome permanents. Blasphemous Act provides a way to reset a dangerous battlefield, while Rakdos Charm offers flexibility against graveyards, artifacts, and creature-heavy opponents.

For mana, Sol Ring, Arcane Signet, Rakdos Signet, and Talisman of Indulgence help accelerate the early turns. Dark Ritual and Jeska's Will provide explosive bursts of mana, while the deck’s dual lands and utility lands help ensure it can cast spells from both colors.

Great Train Heist can give you an extra combat step after setting up all your pieces, turning a single turn into a definitive win. Throne of the God-Pharaoh can also punish opponents for allowing your creatures to become tapped, making them lose life depending on the number of tapped creatures you control at the end of your turn.

The deck’s closing plan is deliberately layered. It can overwhelm opponents with combat damage, or open its path to victory with direct damage with triggers from creatures entering, attacking, or even dying. Opponents that prepare for one route may still find themselves exposed to another.

Check out the decklist here:

Ingris
by Glacius
TCGplayer $2203.66
Commander
Aggro
Burn
Tempo
10 mythic
48 rare
17 uncommon
25 common
0
1
2
3
4
5
6+
Commander
Instants (12)
1
Dark Ritual
$4.99
1
Village Rites
$0.99
1
Abrade
$0.35
1
Deadly Dispute
$0.79
1
Rakdos Charm
$0.79
1
Terminate
$0.79
1
Bedevil
$0.69
1
Chaos Warp
$0.69
Sorceries (5)
1
Feed the Swarm
$0.49
1
Jeska’s Will
$47.99
1
Blasphemous Act
$1.99
Artifacts (12)
1
Sol Ring
$2.79
1
Skullclamp
$7.49
1
Arcane Signet
$0.79
1
Dolmen Gate
$37.99
1
Fellwar Stone
$1.49
1
Rakdos Signet
$3.49
1
Swiftfoot Boots
$3.49
1
The Fire Crystal
$11.99
Enchantments (6)
1
Whip of Erebos
$12.99
1
Impact Tremors
$4.49
1
Bitterblossom
$37.99
1
Within Range
$0.79
1
City on Fire
$14.99
Lands (35)
7
Mountain
$2.45
7
Swamp
$2.45
1
Arena of Glory
$11.99
1
Blazemire Verge
$17.99
1
Bojuka Bog
$2.79
1
Command Tower
$0.69
1
Exotic Orchard
$0.49
1
Graven Cairns
$3.49
1
Haunted Ridge
$1.49
1
Luxury Suite
$12.99
1
Tainted Peak
$1.99
1
Blood Crypt
$9.99
1
Raucous Theater
$17.99
1
Mount Doom
$10.99
1
Phyrexian Tower
$42.99
100 Cards
$753.52

Closing Thoughts

Ingris Stingerquill gives Rakdos an unusual way to turn creature production into pressure against the entire table. Each creature becomes a source of damage, each token generator expands the reach of the commander, and every damage amplifier makes the same board exponentially more dangerous.

The deck’s strength lies in how its pieces overlap. Token makers supply attackers; Impact Tremors and Purphoros, God of the Forge turn creature entry into damage; Ingris Stingerquill rewards attacking; Solphim, Mayhem Dominus, Torbran, Thrane of Red Fell, and City on Fire amplify the damage; and sacrifice outlets like Goblin Bombardment ensure that creatures can still contribute when combat isn’t an option. That collection of engines gives the deck multiple ways to turn a wide battlefield into a lethal one.

This is a Rakdos deck in one of the most purest ways. The creature types are flexible, the individual bodies are often expendable, and the real threat is what happens when all those small effects begin resolving together.

With Ingris leading the charge, the question isn’t whether every creature can survive combat. It’s how much damage the table can withstand before the swarm becomes too large to ignore.

If you would like to see another deck showcasing one of the new Hexhaven Sphinxes check out this article: Denzilore Fatehold: The Elder Sphinx Who Sees All and Grows Stronger for It

And if you would like to see another Rakdos deck but based around storming off, check out this article: Showcase: Kuja, Genome Sorcerer – Rakdos Burn

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