Rilsa Rael, Kingpin MTG Card


Rilsa Rael offers card advantage by revealing and playing cards with dice rolls. Her ability enhances mana resources, enabling earlier high-impact plays. Rilsa’s synergies complement decks rich in instant-speed interactions.
Card setsReleased in 3 setsSee all
Mana cost
Converted mana cost5
RarityUncommon
TypeLegendary Creature — Human Rogue
Abilities Deathtouch
Power 2
Toughness 5

Text of card

Deathtouch When Rilsa Rael, Kingpin enters the battlefield, you take the initiative. Whenever you attack, target attacking creature gains deathtouch until end of turn. If you've completed a dungeon, that creature also gets +5/+0 and gains first strike and menace until end of turn.


Cards like Rilsa Rael, Kingpin

In the realm of influential MTG cards, Rilsa Rael, Kingpin carves out its own niche, but it does invite comparison with other cards in Magic: The Gathering. Cards like Thieves’ Guild Enforcer highlight these comparisons well. Both cards resonate with a rogue-themed strategy, but Rilsa Rael takes it further by enabling your creatures to become more potent with each successful attack, enhancing their ability to deal damage and disrupt the opponent’s gameplay.

Shadowmage Infiltrator is another card that shares the sneaky characteristics of Rilsa Rael. While Shadowmage Infiltrator provides consistent card advantage with its ability to draw a card each time it deals combat damage to a player, Rilsa Rael offers strategic depth, rewarding you for controlling a rogue as she grows stronger and bolsters your board presence.

When evaluating the ability to craft a rogue-focused deck, Rilsa Rael, Kingpin demonstrates its potential as a key player, offering unique advantages over cards like Thieves’ Guild Enforcer and Shadowmage Infiltrator. With the right deck and strategies, Rilsa Rael not only supports rogue synergies but also becomes an unstoppable force, making it a compelling choice for players who enjoy building around such themes.

Thieves' Guild Enforcer - MTG Card versions
Shadowmage Infiltrator - MTG Card versions
Thieves' Guild Enforcer - MTG Card versions
Shadowmage Infiltrator - MTG Card versions

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Card Pros

Card Advantage: Rilsa Rael, Kingpin is a solid option for establishing dominance with card advantage. Every time you roll one or more dice, Rilsa allows you to reveal the top card of your library and play it this turn. In games that hinge on who has more options, this ability can keep your hand replenished and provide valuable tempo.

Resource Acceleration: As a leader in the streets and alleys of Baldur’s Gate, Rilsa Rael, Kingpin thrives on growing your resources swiftly. With abilities that could generate treasure tokens, Rilsa accelerates your mana pool, letting you unleash high-impact plays earlier than expected. This advantage can put opponents on the back foot as you roll out threats or answers ahead of time.

Instant Speed: Although Rilsa Rael, Kingpin himself doesn’t operate at instant speed, his synergies often play well with instant-speed mechanics. He often encourages a deck that is rich in tricks and surprises, keeping adversaries guessing while you boost your position. Reactive plays are key in the MTG landscape, and having a commander that can capitalize on such interactions is a boon to any player.


Card Cons

Discard Requirement: Rilsa Rael, Kingpin necessitates a strategic approach as casting it requires discarding another card. This could be a setback when your hand is already dwindling, forcing you to lose potentially crucial plays just to get Rilsa on the battlefield.

Specific Mana Cost: Aligning mana resources to match the two black mana in Rilsa’s casting cost may prove tricky in multicolored decks. This demand for double black mana often results in a more stringent deck construction, potentially limiting the card’s flexibility.

Comparatively High Mana Cost: With a casting cost of three and a single black mana, Rilsa Rael, Kingpin might be at a competitive disadvantage. In today’s fast-paced games, other four-mana creatures may provide more immediate impact or possess abilities that don’t come with a discard stipulation, offering more bang for your mana buck.


Reasons to Include Rilsa Rael Kingpin in Your Collection

Versatility: Rilsa Rael Kingpin is a multifaceted card that can seamlessly blend into various rogue or theft-themed decks. Its ability to disrupt opponents while generating card advantage makes it a dynamic option for those looking to employ a control-style strategy.

Combo Potential: With Rilsa Rael’s prowess in pilfering cards from opponents, it opens up numerous combo avenues. It’s particularly potent in combination with cards that capitalize on opponent’s resources, thereby enhancing its strategic depth and synergy within the deck.

Meta-Relevance: In an environment where the use of an opponent’s strategies against them is prevalent, Rilsa Rael thrives. It aligns well with a meta shaped by mind games and resource manipulation, granting an unexpected edge over other players who may not be prepared for such tactics.


How to beat

Rilsa Rael, Kingpin introduces a unique challenge on the playing field, making her a tactical force within the criminal underbelly of the MTG multiverse. To efficiently tackle this formidable commander, players must consider strategies that disrupt or neutralize her ability to exploit the crime mechanic. This requires targeted removal, control elements, and vigilant play to prevent Rilsa Rael from snowballing into an insurmountable threat. Direct removal spells like Path to Exile or Murderous Rider help eliminate her from the battlefield before her influence takes root.

Moreover, since Rilsa Rael thrives on criminal activities, hindering those through specific countermeasures like graveyard hate with cards such as Relic of Progenitus, or employing instant-speed interaction to disrupt her partners in crime can prove to be an effective strategy. Counterspells also play a pivotal role by denying the key spells that capitalize on the crime mechanic. Being proactive in removing her network and adapting to a playstyle that prioritizes control over aggression will significantly reduce Rilsa Rael’s ability to dominate the game.


BurnMana Recommendations

Mastering the nuances of MTG takes dedication and a keen understanding of the game’s ever-evolving meta. Rilsa Rael, Kingpin is a fascinating card that complements strategies involving dice rolling and treasure tokens, reshaping the battlefield in your favor. This commander favors the bold and resourceful, rewarding intricate play with card and resource advantage. As the game progresses, the power of such a commander only grows. Integrating Rilsa into your deck invites a playstyle of cunning and unpredictability. Curious to discover the full potential of Rilsa Rael’s commanding presence? Dive deeper with us and expand your MTG prowess.


Where to buy

If you're looking to purchase Rilsa Rael, Kingpin MTG card by a specific set like Commander Legends: Battle for Baldur's Gate and Commander Legends: Battle for Baldur's Gate, there are several reliable options to consider. One of the primary sources is your local game store, where you can often find booster packs, individual cards, and preconstructed decks from current and some past sets. They often offer the added benefit of a community where you can trade with other players.

For a broader inventory, particularly of older sets, online marketplaces like TCGPlayer, Card Kingdom and Card Market offer extensive selections and allow you to search for cards from specific sets. Larger e-commerce platforms like eBay and Amazon also have listings from various sellers, which can be a good place to look for sealed product and rare finds.

Additionally, Magic’s official site often has a store locator and retailer lists for finding Wizards of the Coast licensed products. Remember to check for authenticity and the condition of the cards when purchasing, especially from individual sellers on larger marketplaces.

Below is a list of some store websites where you can buy the Rilsa Rael, Kingpin and other MTG cards:

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Printings

The Rilsa Rael, Kingpin Magic the Gathering card was released in 1 different sets between 2022-06-10 and 2022-06-10. Illustrated by 2 different artists.

#ReleasedNameCodeSymbolNumberFrameLayoutBorderArtist
12022-06-10Commander Legends: Battle for Baldur's GateCLB 2932015NormalBlackMicah Epstein
22022-06-10Commander Legends: Battle for Baldur's GateCLB 5502015NormalBlackMicah Epstein
32022-06-10Commander Legends: Battle for Baldur's GateCLB 4392015NormalBlackMark A. Nelson

Legalities

Magic the Gathering formats where Rilsa Rael, Kingpin has restrictions

FormatLegality
CommanderLegal
LegacyLegal
PaupercommanderRestricted
OathbreakerLegal
VintageLegal
DuelLegal

Rules and information

The reference guide for Magic: The Gathering Rilsa Rael, Kingpin card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.

Date Text
2022-06-10 A player who currently has the initiative may take the initiative again. This causes that player to venture into Undercity again, but does not cause them to have multiple initiative designations.
2022-06-10 If the player with the initiative leaves the game, the active player takes the initiative at the same time that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order takes the initiative.
2022-06-10 If you aren’t in a dungeon when instructed to venture into Undercity, you will put Undercity into the command zone and move your venture marker to Secret Entrance (the first room).
2022-06-10 If you’re already in a dungeon when instructed to venture into Undercity, you move to the next room of that dungeon. If you are already in the last room, you will complete that dungeon and start Undercity. This is true whether you’re already in Undercity or any other dungeon.
2022-06-10 In a Two-Headed Giant game, if both players on a team deal combat damage to the player that has the initiative at the same time, the player with the initiative will choose the order of the triggered abilities. Then, as those abilities resolve, one team member takes the initiative (and ventures into Undercity) and then the other team member does the same. The last player to take the initiative keeps it until the initiative changes again.
2022-06-10 Only one player can have the initiative at a time. As one player takes the initiative, any other player that had the initiative ceases to have it.
2022-06-10 Similarly, when instructed to venture into Undercity, you can’t start a dungeon that isn’t Undercity.
2022-06-10 The initiative is a designation a player can have. A player with the initiative designation is said to “have the initiative.” The initiative carries two inherent rules. First, whenever a player takes the initiative, and at the beginning of the upkeep of the player with the initiative, that player ventures into Undercity. Second, whenever one or more creatures a player controls deal combat damage to the player who has the initiative, the first player takes the initiative. Also, some abilities will refer to having the initiative and provide other benefits.
2022-06-10 There is no initiative in a game until an effect instructs a player to take the initiative. Once a player is instructed to do this, they have the initiative until another player takes the initiative.
2022-06-10 You cannot venture into Undercity unless instructed to do so, either because you have the initiative at the beginning of your upkeep or because you take the initiative. Notably, if you aren’t in a dungeon and an effect instructs you to venture into the dungeon (not venture into Undercity), you can’t start Undercity.