Intro
Hi guys, until recently, I was focused on Duel Commander, however, I am not happy anymore with a lot of things about this format anymore. I recently moved in North America so, I assumed that jumping into Commander made sense, so I wanted to build a deck that's quite competitive but still fun.
I tried multiple commanders and had a few lessons learnt:
The importance of the commander: playing guys like Leovold or Nekusar just brings the hate and do not help building a board
The format is much more diverse than DC: this needs to be taken into consideration during the deck building process
You're not alone: threats are coming from more than one person, politics is important to the game, you don't have to respond everything yourself
Learning from those, I chose to play Kruphix which, in my opinion help in all those areas:
The Commander itself is not a major threat and gets ignored, he's also difficult to deal with (not a creature most of the time and indestructible)
Blue offers multiple ways to interact with major and diverse threats
Blue is the color of politics and green the color of growth, managing those two aspects properly will get you far in the game
Why play Kruphix, God of Mana?
You love mana
You like Gods (let's be honest, they're badass and hard to deal with)
You love generating ridiculous amount of mana
You understand that playing the long game is key to victory
You love mana
You LOVE mana
Game pace
Ramp
Tempo
Generate mana
Combo
Deck building: SHOW ME THE MANA
Deck building strategy
how to generate ridiculous amount of mana?
how do I kill?
how do I protect myself?
In my opinion, UG are the strongest colors in Commander
Blue offers diversity in handling threats and speed (flash/instant)
Green offers the ability to generate large amount to get large threats out
Jumping in the deck
Ok, I talked a lot about my philosophy and strategy here, but still haven't showed any card, so let's get started:
I saw a build like this. However, it included Metalwork Colossus (Remember Gearhulks are artifacts and reduce its CC, plus it can return to hand from grave- a good use for spare artifact when cataclysmic hits) and more importantly, Refurbish. Between tormenting voice, cathartic reunion, and Nahiri, it was a cinch to get either Gearhulk into the grave and Refurbish one out. Also including metalwork colossus can make combustible super dangerous.
I feel like this is a completely different deck, I've been thinking a bit at something like that but, this is not my game plan here. To be honest, Combustible Gearhulk is really a test slot right now, I don't know if it's gonna remain in this list.
I actually kind of gave up on Metalwork Colossus right away because he has no evasion.
With so many new interesting cards, I felt like Standard might be interesting again.
I haven't been playing Standard since Innstrad so I hope to get some help from you guys to let me know if what I'm building here seem viable.
My game plan is to control the board and finish with my planeswalker or Emrakul, the Promised End (one way or another).
There's two ways to get Emrakul out:
- Cast it
- Combustible Gearhulk (for the finish)
I have 7 permanents type and should be comfortable getting 4-5 types in the GY quite easily (Instant, Sorcery, Planeswalker, Land, Enchantment). My target for casting Emrakul is the worst case scenario, 9.
9 - 2 (Vessel of Volatility) - 2 (Chandra, Torch of Defiance) = need 5 manas (I regularly am able to cast him around turn 7).
I am playing enough planeswalker to have a consistant drop 4, drop 3 with Vessel of Volatility (with Nahiri I can protect her with a Fiery Temper on the draw discard, with Chandra, I can also get 2 manas extra to do some work).
Other interesting game changer is casting Cataclysmic Gearhul and keep:
Artifact: Cataclysmic Gearhulk
Enchantment: I have tons - whatever works
Creature: Gideon
Planeswalker: Chandra or Nahiri
That'd leave a serious board for the opponent to deal with. Also, Cataclysmic Gearhulk has Vigilance which is super useful to keep the pressure on while protecting the planeswalker.
If you wanna play Midnight Oil, you may want to add cards like Lightning Axe and Fiery Temper, that's gonna be great EOT.
The new Chandra would enable you to play Midnight Oil + Kitty on the next turn.
And I believe that if you wanna play some bounce, Aether Tradewinds is much better.
The problem is that those cards rely solely and completely on Narset. If you don't have her after you got those cards or if she doesn't survive, you end up with "dead" cards.
I agree it works well with a few cards but, I feel like at this point, it's overkill.
Oh man, I like the Storm Herd idea, I'll probably test that as soon as I find a card not so useful. I feel like it's probably just a bit overkill. It's very rare that once Narset or Storm of the Eye goes off once, you're not able to finish though.
So I'm a Duel Commander player and I wanted to get into Multi Commander at some point as, since I just moved in North America, it is more popular than Duel Commander.
I wanted to create something fun but competitive as well. After giving it some thoughts and trial, I wanted to give Narset a try. I realize that this will draw a big target sign on my face so, I had to thing long on cards I wanted in.
Obviously, you can get the most of her from cards like Seize the Day that adds extra attack steps, unfortunately, having those cards and not Narset into play would result into dead cards, so I had to skip on them. On the other hand, extra turns are always welcome, so I tried to play as much as I could but, balancing the mana costs.
Since Narset will [probably] be a big target (at least they can try!), I wanted secondary win cons which, I found with those 3 cards:
In fact, I'm trying to make Eye of the Storm my plan A and Narset my plan B. In order to achieve that, the idea is too throw an extra turn card under Eye of the Storm and to maintain control of it with a big bunch of Instants and Sorceries in the deck (which serves well Narset).
Cards such as Cast Through Time, Sphinx-Bone Wand were added later on. In order to maintain control over Eye of the Storm in case an extra turn was put under, I wanted to play a fair amount of Instants to allow me to take the turn back (since it is the player with the latest extra turn that plays it first).
Putrid Imp is good, but I've generally been more inclined to play Greenseeker. It's a good card though, but a bit 1 dimensional. You don't need to discard that many cards, just 1-2 consistently.
Sickening Dreams is as an additional cost, so you'll sometimes get to wipe the board and discard cards, which is sick. Sometimes you'll just be blown out though.
Mikaeus, the Unhallowed is too magical Christmas land. When he works, he'll win the game the turn he resolves. But generally, when Yosei works he does that too. Meanwhile, Mikaeus is very prone to removal. If only he had undying himself
That's why we've got Saffi and Mother of Runes, Animate Dead/Sun Titan
For me Mickaeus is just too good in here not to be played.
By my side, I don't like Dredge in Karador, but after reading the topic, I had to put Darkblast in, which I didn't know before...
I also Play Elesh Norn and Terastodon which both finish the games when hit the board.
What about Thalia? She doesn't bother us a lot, first strike is pretty useful against agro, and her goodie help us a bit more against control (even more against Wydwen) decks.
Well, he is a combo of the best color of EDH for me
green gives this deck lot's of accelerators, anti-ench/anti-art etc...
black gives lots of tutors and creature removals
white gives reanimation, removals
and a combination of all these colors gives us the access to an incredible choice of a great toolbox in terms of tutors and utility creatures as you will see in the list.
Also, Karador is one (the only?) general which will always cost the same amount of mana all along the game (usualy) %B %W %G with an extremely usefull capacity.
The deck has no real weakness as far as I can see for now in my plays, I'm trying to improve it every time.
How to play it?
This deck has to be adapted to your oponent and that's what toolbox do, but in order to have it work correctly, you need tutors.
Karador takes advantage to creatures in your GY, thus Buried Alive and Entomb are two great cards to have and offers you a short and long term solutions:
- need lands? get Sakura tribe-Elder
- need an equipment? get Stoneforge
- need anti-ench/art/land? get Necrotic sliver or acidic slime
- need some kind of disrupt? get gaddok or aven or arbiter
etc...
Also, Fauna Shaman and Survival of th Fittest are there for the same reasons and we also have Birthing Pod which can make some miracles...
The decks has an extremely powerful combo : Reveillark + Karmic Guide + Viscera Seer
it allows you to bring back all the creatures from your GY, sack them all an infinite times (Necrotic Sliver & Acidic Slime are very funny when this happens) but also to draw whatever you wants (Seer scry).
And if you can't use the combo, all the 3 cards are totaly single usable and useful.
The Sun Titan, you gotta love him, especially with Pernicious Deed in your GY... he also brings back into play most of the deck (90% or so) making him an auto-in creature imo.
I also added creatures like Thrun and Great Sable Stag against Wydwen and Clique, how often they made me win...
Sav your Green Sun's Zenith! use it wisely, it can bring you a large panel of creature which will be really useful!
I'm also using 2 Planeswalkers, first of all Elspeth, well, I just love this version, can make an incredible job and the new Liliana, fill the GY of our creatures for Karador or removal, 3 mana is always cheap and if she can make her -6, it's really violent in Commander...
For 1v1 decks, a low curve is necessary, that's why I have only around 10-15% of cards in my deck with mana cost 4 or more, above, you'll have serious difficulties against agro decks and control decks.
How can you say Rhystic Study and Mystic Remora are not worth it when you play tax? o.0
Jumping in the deck
Ok, I talked a lot about my philosophy and strategy here, but still haven't showed any card, so let's get started:
The full list can be found there.
I'm definitely open to discussion and suggestions. This deck is so much fun and can win with any number of opponent due to the infinite combos.
I feel like this is a completely different deck, I've been thinking a bit at something like that but, this is not my game plan here. To be honest, Combustible Gearhulk is really a test slot right now, I don't know if it's gonna remain in this list.
I actually kind of gave up on Metalwork Colossus right away because he has no evasion.
With so many new interesting cards, I felt like Standard might be interesting again.
I haven't been playing Standard since Innstrad so I hope to get some help from you guys to let me know if what I'm building here seem viable.
My game plan is to control the board and finish with my planeswalker or Emrakul, the Promised End (one way or another).
There's two ways to get Emrakul out:
- Cast it
- Combustible Gearhulk (for the finish)
In order to cast it, 2 mechanics:
- sacrifice: Evolving Wilds, Vessel of Volatility, Cataclysmic Gearhulk
- discard: Lightning Axe, Geier Reach Sanitarium, Nahiri, the Harbinger, Tormenting Voice
I am playing Fiery Temper to take advantage of the discard mechanic.
I have 7 permanents type and should be comfortable getting 4-5 types in the GY quite easily (Instant, Sorcery, Planeswalker, Land, Enchantment). My target for casting Emrakul is the worst case scenario, 9.
9 - 2 (Vessel of Volatility) - 2 (Chandra, Torch of Defiance) = need 5 manas (I regularly am able to cast him around turn 7).
I am playing enough planeswalker to have a consistant drop 4, drop 3 with Vessel of Volatility (with Nahiri I can protect her with a Fiery Temper on the draw discard, with Chandra, I can also get 2 manas extra to do some work).
Other interesting game changer is casting Cataclysmic Gearhul and keep:
Artifact: Cataclysmic Gearhulk
Enchantment: I have tons - whatever works
Creature: Gideon
Planeswalker: Chandra or Nahiri
That'd leave a serious board for the opponent to deal with. Also, Cataclysmic Gearhulk has Vigilance which is super useful to keep the pressure on while protecting the planeswalker.
Here's the list:
4x Evolving Wilds
2x Geier Reach Sanitarium
8x Mountain
3x Needle Spires
7x Plains
2x Declaration in Stone
4x Tormenting Voice
Enchantment (8)
2x Oath of Chandra
2x Oath of Gideon
4x Vessel of Volatility
4x Cataclysmic Gearhulk
3x Emrakul, the Promised End
Planeswalker (9)
4x Chandra, Torch of Defiance
3x Gideon, Ally of Zendikar
2x Nahiri, the Harbinger
4x Fiery Temper
2x Lightning Axe
Opinions? Sideboard advice?
The new Chandra would enable you to play Midnight Oil + Kitty on the next turn.
And I believe that if you wanna play some bounce, Aether Tradewinds is much better.
I agree it works well with a few cards but, I feel like at this point, it's overkill.
So I'm a Duel Commander player and I wanted to get into Multi Commander at some point as, since I just moved in North America, it is more popular than Duel Commander.
I wanted to create something fun but competitive as well. After giving it some thoughts and trial, I wanted to give Narset a try. I realize that this will draw a big target sign on my face so, I had to thing long on cards I wanted in.
Obviously, you can get the most of her from cards like Seize the Day that adds extra attack steps, unfortunately, having those cards and not Narset into play would result into dead cards, so I had to skip on them. On the other hand, extra turns are always welcome, so I tried to play as much as I could but, balancing the mana costs.
Since Narset will [probably] be a big target (at least they can try!), I wanted secondary win cons which, I found with those 3 cards:
In fact, I'm trying to make Eye of the Storm my plan A and Narset my plan B. In order to achieve that, the idea is too throw an extra turn card under Eye of the Storm and to maintain control of it with a big bunch of Instants and Sorceries in the deck (which serves well Narset).
Cards such as Cast Through Time, Sphinx-Bone Wand were added later on. In order to maintain control over Eye of the Storm in case an extra turn was put under, I wanted to play a fair amount of Instants to allow me to take the turn back (since it is the player with the latest extra turn that plays it first).
We then have some combos and soft combos:
Eye of the Storm + Spellshift
Eye of the Storm + Mind's Desire
Enter the Infinite + Omniscience
Eye of the Storm + Armageddon/Ravages of War + Narset (ok, a bit overkill)
Cataclysm + Blatant Thievery (if you manage to have that with Narset...)
Anyhow, I'm using some tutors for Enchantments and Sorceries to optimize all of those effects as well as a Scroll Rack.
I have a few counterspells to protect Narset and the board that are not useless if cast through Narset:
1x Academy Ruins
1x Ancient Tomb
1x Arid Mesa
1x Bloodstained Mire
1x City of Brass
1x Command Beacon
1x Command Tower
1x Flagstones of Trokair
1x Flamekin Village
1x Flooded Strand
1x Hall of the Bandit Lord
1x Hallowed Fountain
10x Island
1x Mana Confluence
1x Marsh Flats
1x Maze of Ith
1x Misty Rainforest
3x Plains
1x Plateau
1x Polluted Delta
1x Sacred Foundry
1x Scalding Tarn
1x Slayers' Stronghold
1x Steam Vents
1x Tundra
1x Volcanic Island
1x Windswept Heath
1x Wooded Foothills
Enchantment (5)
1x Cast Through Time
1x Decree of Silence
1x Eye of the Storm
1x Omniscience
1x Treachery
1x Armageddon
1x Blatant Thievery
1x Bribery
1x Capture of Jingzhou
1x Cataclysm
1x Divine Reckoning
1x Enter the Infinite
1x Expropriate
1x Gitaxian Probe
1x Idyllic Tutor
1x Mind's Desire
1x Personal Tutor
1x Ponder
1x Ravages of War
1x Razia's Purification
1x Serum Visions
1x Sorcerous Sight
1x Temporal Manipulation
1x Temporal Mastery
1x Time Spiral
1x Time Stretch
1x Time Warp
1x Tragic Arrogance
1x Walk the Aeons
Artifact (8)
1x Crucible of Worlds
1x Expedition Map
1x Grim Monolith
1x Knowledge Pool
1x Mana Vault
1x Scroll Rack
1x Sol Ring
1x Sphinx-Bone Wand
1x Boros Charm
1x Brainstorm
1x Capsize
1x Cryptic Command
1x Enlightened Tutor
1x Frantic Search
1x High Tide
1x Jace's Ingenuity
1x Lightning Helix
1x Long-Term Plans
1x Mana Drain
1x Mystic Confluence
1x Mystical Tutor
1x Opt
1x Peek
1x Reiterate
1x Remand
1x Spelljack
1x Spellshift
1x Sunder
1x Swords to Plowshares
1x Warleader's Helix
Planeswalker (1)
1x Jace, the Mind Sculptor
I've had some ridiculous games until now with wins coming from absolutely nowhere and always a ton of fun (at least for me).
Comments and suggestions are welcome.
That's why we've got Saffi and Mother of Runes, Animate Dead/Sun Titan
For me Mickaeus is just too good in here not to be played.
By my side, I don't like Dredge in Karador, but after reading the topic, I had to put Darkblast in, which I didn't know before...
I also Play Elesh Norn and Terastodon which both finish the games when hit the board.
What about Thalia? She doesn't bother us a lot, first strike is pretty useful against agro, and her goodie help us a bit more against control (even more against Wydwen) decks.
Sun Titan/Peacekeeper is actually really sick O.O
+ Greenseeker
Skinrender works on black/artifact creatures.
Why choosing Karador?
Well, he is a combo of the best color of EDH for me
green gives this deck lot's of accelerators, anti-ench/anti-art etc...
black gives lots of tutors and creature removals
white gives reanimation, removals
and a combination of all these colors gives us the access to an incredible choice of a great toolbox in terms of tutors and utility creatures as you will see in the list.
Also, Karador is one (the only?) general which will always cost the same amount of mana all along the game (usualy) %B %W %G with an extremely usefull capacity.
The deck has no real weakness as far as I can see for now in my plays, I'm trying to improve it every time.
How to play it?
This deck has to be adapted to your oponent and that's what toolbox do, but in order to have it work correctly, you need tutors.
Karador takes advantage to creatures in your GY, thus Buried Alive and Entomb are two great cards to have and offers you a short and long term solutions:
- need lands? get Sakura tribe-Elder
- need an equipment? get Stoneforge
- need anti-ench/art/land? get Necrotic sliver or acidic slime
- need some kind of disrupt? get gaddok or aven or arbiter
etc...
Also, Fauna Shaman and Survival of th Fittest are there for the same reasons and we also have Birthing Pod which can make some miracles...
The decks has an extremely powerful combo :
Reveillark + Karmic Guide + Viscera Seer
it allows you to bring back all the creatures from your GY, sack them all an infinite times (Necrotic Sliver & Acidic Slime are very funny when this happens) but also to draw whatever you wants (Seer scry).
And if you can't use the combo, all the 3 cards are totaly single usable and useful.
The Sun Titan, you gotta love him, especially with Pernicious Deed in your GY... he also brings back into play most of the deck (90% or so) making him an auto-in creature imo.
I also added creatures like Thrun and Great Sable Stag against Wydwen and Clique, how often they made me win...
Sav your Green Sun's Zenith! use it wisely, it can bring you a large panel of creature which will be really useful!
I'm also using 2 Planeswalkers, first of all Elspeth, well, I just love this version, can make an incredible job and the new Liliana, fill the GY of our creatures for Karador or removal, 3 mana is always cheap and if she can make her -6, it's really violent in Commander...
For 1v1 decks, a low curve is necessary, that's why I have only around 10-15% of cards in my deck with mana cost 4 or more, above, you'll have serious difficulties against agro decks and control decks.
If you see anything I may have forgotten, lmk.
1 Phyrexian Tower
1 Flagstones of Trokair
1 Murmuring Bosk
1 Scrubland
1 Savannah
1 Bayou
1 Command Tower
1 Reflecting Pool
1 Temple Garden
5 Swamp
6 Forest
4 Plains
1 Overgrown Tomb
1 Mistveil Plains
1 Dust Bowl
1 Wasteland
1 Volrath's Stronghold
1 Isolated Chapel
1 Sunpetal Grove
1 Woodland Cemetery
1 Godless Shrine
1 Marsh Flats
1 Verdant Catacombs
1 Windswept Heath
1 Bojuka Bog
1 Acidic Slime
1 Vampire Hexmage
1 Saffi Eriksdotter
1 Scavenging Ooze
1 Stoneforge Mystic
1 Qasali Pridemage
1 Necrotic Sliver
1 Kitchen Finks
1 Mother of Runes
1 Knight of the Reliquary
1 Weathered Wayfarer
1 Green Sun's Zenith
1 Entomb
1 Buried Alive
1 Birthing Pod
1 Demonic Tutor
1 Eladamri's Call
1 Survival of the Fittest
1 Grand Abolisher
1 Thrun, the Last Troll
1 Great Sable Stag
1 Gaddock Teeg
1 Gaea's Herald
1 Aven Mindcensor
1 Vengevine
1 Doran, the Siege Tower
1 Abyssal Persecutor
1 Fiend Hunter
1 Skinrender
1 Fleshbag Marauder
1 Bone Shredder
1 Pernicious Deed
1 Vindicate
1 Putrefy
1 Mortify
1 Maelstrom Pulse
1 Dismember
1 Go for the Throat
1 Beast Within
1 Dark Confidant
1 Yavimaya Elder
1 Sakura-Tribe Elder
1 Sylvan Library
1 Phyrexian Arena
1 Kodama's Reach
1 Cultivate
1 Bitterblossom
1 Sun Titan
1 Reveillark
1 Karmic Guide
1 Viscera Seer
1 Animate Dead
1 Skullclamp
1 Sword of Light and Shadow
1 Sword of Feast and Famine
1 Sword of Fire and Ice
1 Umezawa's Jitte
1 Liliana of the Veil
1 Elspeth, Knight-Errant