Right, this deck is the epitome of a one-track mind. Don't ever think about using it in competitive play, and don't ever use it twice against the same people as they'll know what to expect. But it is so hilarious when it goes off...
So yes, the basic idea of the deck is to use my many blocking enchantments (Moat, Collective Restraint, Propaganda, Web of Inertia and others) to buy me enough time. Using my tutors, stall and drawpower, the plan is to make sure I have Boseiju, Who Shelters All out on the field so I can cast my Enduring Ideal without being hindered.
At that point, it's a matter of assembling a win condition. The most common (and easy to assemble as well) is the simple Exquisite Blood + Sanguine Bond combination, which combined with Honden of Infinite Rage or Baneful Omen causes an instant-kill across the board. If that gets prevented, there are various ways to deal with the field. Dovescape prevents cards like Austere Command from ruining my fun, but also counters Enduring Ideal. Funny enough this can work out in my favor if I have a Rule of Law out along with Island Sanctuary - I'm likely to have more birds then others. Add in Humility and they can't even attack anymore. All other ways of winning are rather grindy, though Baneful Omen tends to be the fastest.
The Planeswalkers each have their uses. Chandra, the Firebrand is another way to set off the Bond combo, and can copy the first Enduring Ideal to make for a faster clock. Chandra Ablaze is a hand refresher, but is also the first card who is likely to leave this deck. Liliana Vess is an extra tutor and can help fix Baneful Omen later on. Both Jaces are there for drawpower. Sarkhan is mostly there for drawpower too, but he also offers the possibility to turn Spirit tokens on my side into Dragons, or huge threats of others into less threatening Dragons.
Basically this deck does nothing until Turn 8 (Or 7, pending mana rocks). Until that point you just lay down a few basic defenses and let others duke it out among one another.
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My Commander decks:
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
Huh, Forking it actually works? Does that also go with Chandra's -2 ability? Would that indeed mean you get it twice a turn? Because if so, blimey, that makes a few tricks a lot more interesting...
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My Commander decks:
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
I've been trying to build a deck similar to this based on Enduring Ideal interestingly enough. Copying Ideal is probably my favorite thing to do and is quite useful. Fork, Twincast, and my favorite Increasing Vengeance make the game a lot faster/better. The downside being a bit longer to get the mana together since 9 mana is quite a bit but it can be worth it.
Edit
I haven't looked at the entire list but one enchantment I find incredibly useful is Stranglehold. Stopping them from ever being able to tutor up a response or even use Fetchlands is amazing and if you can get it before you cast Ideal you slow everyone down. Stranglehold is also one of the greatest weaknesses of the deck. Debtors Knell is also a powerful choice if your meta has much in the creature department just to get the etb effects and blockers.
Oh wow, that requires some reworking, thanks Dechs.
@ Genini: I only bring this deck out online because of its surprise value. Thus, as good as Debtors Knell is, I'd rather just use RIP to make sure opponents graveyards are rendered useless.
Stranglehold, good as it is, tends to paint a target on your face. Not a place I like to be.
Private Mod Note
():
Rollback Post to RevisionRollBack
My Commander decks:
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
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1 Atogatog
The card it's all about:
1 Enduring Ideal
1 Moat
1 Propaganda
1 Ghostly Prison
1 Honden of Cleansing Fire
1 Honden of Infinite Rage
1 Honden of Life's Web
1 Honden of Night's Reach
1 Honden of Seeing Winds
1 Island Sanctuary
1 Gravity Well
1 Privileged Position
1 Sterling Grove
1 Collective Restraint
1 Sphere of Safety
1 Web of Inertia
1 Rest in Peace
1 Arcane Laboratory
1 Omniscience
1 Awakening Zone
1 Baneful Omen
1 Copy Enchantment
1 Dissipation Field
1 Dovescape
1 Downdraft
1 Energy Field
1 Humility
1 Exquisite Blood
1 Sanguine Bond
1 Greater Auramancy
1 Karmic Justice
1 Leyline of Anticipation
1 Lightmine Field
1 Meishin, the Mind Cage
1 Mirri's Guile
1 Sylvan Library
1 Mist of Stagnation
1 Mystic Decree
1 War Tax
1 Sunken Hope
1 Standstill
1 Rule of Law
1 Rhystic Study
1 Jace, Memory Adept
1 Jace, the Mind Sculptor
1 Chandra, the Firebrand
1 Chandra Ablaze
1 Sarkhan the Mad
1 Demonic Tutor
1 Diabolic Tutor
1 Grim Tutor
1 Increasing Ambition
1 Diabolic Revelation
1 Vampiric Tutor
1 Imperial Seal
1 Expedition Map
1 Sol Ring
1 Chromatic Lantern
1 Coalition Relic
1 Darksteel Ingot
1 Manalith
1 Fellwar Stone
1 Gilded Lotus
1 Badlands
1 Bayou
1 Plateau
1 Savannah
1 Scrubland
1 Taiga
1 Tropical Island
1 Tundra
1 Underground Sea
1 Volcanic Island
1 Blood Crypt
1 Breeding Pool
1 Godless Shrine
1 Hallowed Fountain
1 Overgrown Tomb
1 Sacred Foundry
1 Steam Vents
1 Stomping Ground
1 Temple Garden
1 Watery Grave
1 Boseiju, Who Shelters All
1 Reflecting Pool
1 Exotic Orchard
1 Command Tower
2 Forest
3 Swamp
3 Plains
3 Island
So yes, the basic idea of the deck is to use my many blocking enchantments (Moat, Collective Restraint, Propaganda, Web of Inertia and others) to buy me enough time. Using my tutors, stall and drawpower, the plan is to make sure I have Boseiju, Who Shelters All out on the field so I can cast my Enduring Ideal without being hindered.
At that point, it's a matter of assembling a win condition. The most common (and easy to assemble as well) is the simple Exquisite Blood + Sanguine Bond combination, which combined with Honden of Infinite Rage or Baneful Omen causes an instant-kill across the board. If that gets prevented, there are various ways to deal with the field. Dovescape prevents cards like Austere Command from ruining my fun, but also counters Enduring Ideal. Funny enough this can work out in my favor if I have a Rule of Law out along with Island Sanctuary - I'm likely to have more birds then others. Add in Humility and they can't even attack anymore. All other ways of winning are rather grindy, though Baneful Omen tends to be the fastest.
The Planeswalkers each have their uses. Chandra, the Firebrand is another way to set off the Bond combo, and can copy the first Enduring Ideal to make for a faster clock. Chandra Ablaze is a hand refresher, but is also the first card who is likely to leave this deck. Liliana Vess is an extra tutor and can help fix Baneful Omen later on. Both Jaces are there for drawpower. Sarkhan is mostly there for drawpower too, but he also offers the possibility to turn Spirit tokens on my side into Dragons, or huge threats of others into less threatening Dragons.
Basically this deck does nothing until Turn 8 (Or 7, pending mana rocks). Until that point you just lay down a few basic defenses and let others duke it out among one another.
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
Enduring Ideal is great. Did you know you can Fork it for two per turn? How about Paradox Haze to give you four per turn?
Pristaxcontrombmodruu!
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
Yep. And Paradox Haze can increase that count again. Chandra's ability counts, too.
Pristaxcontrombmodruu!
Edit
I haven't looked at the entire list but one enchantment I find incredibly useful is Stranglehold. Stopping them from ever being able to tutor up a response or even use Fetchlands is amazing and if you can get it before you cast Ideal you slow everyone down. Stranglehold is also one of the greatest weaknesses of the deck. Debtors Knell is also a powerful choice if your meta has much in the creature department just to get the etb effects and blockers.
@ Genini: I only bring this deck out online because of its surprise value. Thus, as good as Debtors Knell is, I'd rather just use RIP to make sure opponents graveyards are rendered useless.
Stranglehold, good as it is, tends to paint a target on your face. Not a place I like to be.
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.