This is the deck I currently use in our Multiplayer Commander playgroup. While it uses Sedris, the Traitor King as a Commander, it's not overly reliant on having Sedris in play all the time. The Commander merely acts as an enabler (or re-enabler as it stands). The deck focuses on playing creatures with "enters the battlefield" effects (as well as attacking with them), using sac engines as well as "reanimator" cards to utilize their effects over and over again.
Combo pieces always seem to find their way into my hand.
While it's entirely possible for the deck to act as a straightforward biggie beatdown deck (especially with all of the flying creatures hanging around), it does have access to some "loop" combos that I couldn't resist putting in.
Pros:
-Consists of colors with the more interesting "enters the battlefield" effects.
-Can switch over effortlessly from beatdown deck to combo deck (since most of your utility is attached to the creatures anyway)
-Can recover from boardwipes fairly easily (based on personal experience)
-While negatively affected by graveyard hate, it isn't as bad as you'd think.
-Is not overly reliant on the Commander.
-Can easily restock hand cards.
Cons:
-Rather slow in the early game.
-Reliant on mana stones.
-Affected by graveyard hate.
-Doesn't have answers to artifacts and enchantments.
Card Discussion Lands - The deck is still undergoing construction and though I'm still looking for nonbasic lands to improve the manabase, the deck works as it is now. Shizo, Death's Storehouse - doesn't really do much at first glance, since Sedris is my only viable target until I can get my hands on a Sheoldred, but I don't really lose anything since it doesn't come into play tapped and I can even ensure someone else's death by Commander damage if I use it on an opponent's Commander at the right time. Or you can make sure Ink-Eyes steals something. That's batter use. Reliquary Tower - I was hesitant at first cause the deck is rather color hungry, but with all the card draw the deck uses, the maximum hand size limit is rather daunting.
Liliana Vess - More often than not acts as a repeatable tutor.
Artifacts Ashnod's Altar - Acts as a sac engine as well as racking up any last minute Exsanguinates Blasting Station - Sac engine and win condition. At worst, can remove the smaller mana dorks. Manastones - The lack of ramp ability gets noticeable at times since a lot of the creatures are late gae fatties. Sensei's Divining Top - The ability to adapt your topdeck to the current board status is too important to pass up. Also, while this was supposed to be a budget deck, I had one lying around and there really was no reason not to use it. Deathrender - At first, I only brought in this card for an infinitely looping combo, but it actually shone in further playtests. It works with nearly every creature in the deck and combined with the card advantage brought in by River Kelpie and Dire Undercurrents, I rarely run out of ammunition for it.
It also works great in conjunction with Hell's Caretaker to the point where my upkeep gets as long as my main phase.
Enchantments Dire Undercurrents - it was a crap rare I picked up on a whim but it did fairly well as a draw engine. The discard ability was a bonus. Warstorm Surge - While meant as a combo piece, it's still capable of doling out large amounts of damage considering the frequency of creatures entering the battlefield under my control. Phyrexian Arena - a draw engine that works great if you cast it early. Even if it drops late, the card advantage it generates is still worth the constant life loss. However, the deck doesn't really have any way to remove it once you get too low so it's a risky card.
Creatures Mulldrifter - A blue EDH staple. Generates a lot of card advantage with all the recurring the deck does. Skinrender,Flametongue Kavu and Phyrexian Ingester - Creature removal attached to decently sized creatures. Sepulchral Primordial,Molten Primordial and Diluvian Primordial -Multiplayer bombs that turns your opponents' strengths against them. You have to be prepared for the hate that would come your way though. Caldera Hellion - boardwipe attached to a creature. Would probably be replaced by Massacre Wurm at some point. River Kelpie - A great source of card advantage for the deck, taking advantage of various recursion cards as well as flashback cards. Sepulchral Primordial or Diluvian Primordial alone nets around two to four card draws. Dread Slaver - one of the more questionable inclusions. I basically use him in conjunction with Warstorm Surge and a sac engine. Mortus Strider - a really questionable inclusion, this one.
Nice setup, reminds me of my own Sedris EDH deck. I had a spare Deathrender once upon a time, I may just dig it up and stick it in. Never really thought about how much synergy it had. Also good to see someone else running the good old Chronarch.
Anywho, I have just a couple of suggestions:
Twilight's Call- Not as good as Living Death in my opinion, but two graveyard dumpers are better than one. It helps that you have Izzet Chronarch in there, as when he bounces out of the 'yard you can just pull Twilight's Call or Living Death back to your hand in case someone wraths your field.
Traumatize- If nothing else, this is what gets my deck rolling. A turn 5 (or even earlier) Traumatize followed by a Twilight's Call or Living Death always leads into something good.
Mystic Retrieval- Useful if someone countered one of your recursion spells or you Traumatize something useful.
Mesmeric Orb- If you're going a hardcore self-mill route, this is the card to use. Also fills your opponents' graveyards up with creatures to steal.
Void Maw- One of the best ways to control your opponents' creature recursion without harming your own. With all the sac stuff you got you could make this guy a huge threat.
Abusing ETB effects
Deck
This is the deck I currently use in our Multiplayer Commander playgroup. While it uses Sedris, the Traitor King as a Commander, it's not overly reliant on having Sedris in play all the time. The Commander merely acts as an enabler (or re-enabler as it stands). The deck focuses on playing creatures with "enters the battlefield" effects (as well as attacking with them), using sac engines as well as "reanimator" cards to utilize their effects over and over again.
Combo pieces always seem to find their way into my hand.
While it's entirely possible for the deck to act as a straightforward biggie beatdown deck (especially with all of the flying creatures hanging around), it does have access to some "loop" combos that I couldn't resist putting in.
Pros:
-Consists of colors with the more interesting "enters the battlefield" effects.
-Can switch over effortlessly from beatdown deck to combo deck (since most of your utility is attached to the creatures anyway)
-Can recover from boardwipes fairly easily (based on personal experience)
-While negatively affected by graveyard hate, it isn't as bad as you'd think.
-Is not overly reliant on the Commander.
-Can easily restock hand cards.
Cons:
-Rather slow in the early game.
-Reliant on mana stones.
-Affected by graveyard hate.
-Doesn't have answers to artifacts and enchantments.
Deck List:
1 Sedris, the Traitor King
Creatures - 29
1 Sepulchral Primordial
1 Skinrender
1 Iron Myr
1 Mortus Strider
1 Flayer of the Hatebound
1 Hell's Caretaker
1 Dread Slaver
1 Phyrexian Ingester
1 Caldera Hellion
1 Siege-Gang Commander
1 Flametongue Kavu
1 Mulldrifter
1 Clone
1 Felhide Spiritbinder
1 Emrakul's Hatcher
1 Rune-Scarred Demon
1 Fleshbag Marauder
1 Izzet Chronarch
1 River Kelpie
1 Nevermaker
1 Diluvian Primordial
1 Ink-Eyes, Servant of Oni
1 Molten Primordial
1 Corpse Connoiseur
1 Disciple of Bolas
1 Deadeye Navigator
1 Murderous Redcap
1 Skeletal Vampire
1 Tower Geist
1 Dread Return
1 Buried Alive
1 Footsteps of the Goryo
1 Makeshift Mannequin
1 Terminate
1 Frantic Search
1 Torrent of Souls
1 Exsanguinate
1 Ghostly Flicker
1 Forbidden Alchemy
1 Split Decision*
1 Living Death
1 Breakthrough
Artifacts - 10
1 Ashnod's Altar
1 Blasting Station
1 Talisman of Dominance
1 Izzet Signet
1 Everflowing Chalice
1 Rakdos Signet
1 Talisman of Indulgence
1 Dimir Signet
1 Deathrender
1 Sensei's Divining Top
Enchantments - 5
1 Dire Undercurrents
1 Warstorm Surge
1 Necromancy
1 Phyrexian Arena
1 Animate Dead
1 Liliana Vess
Lands - 41
1 Terramorphic Expanse
1 Halimar Depths
1 Thespian Stage
1 Evolving Wilds
1 Grixis Panorama
1 Jwar Isle Refuge
1 Reliquary Tower
1 Akoum Refuge
1 Crumbling Necropolis
1 Shizo, Death's Storehouse
1 Watery Grave
10 Swamp
12 Island
8 Mountain
*Just for fun
Card Discussion
Lands - The deck is still undergoing construction and though I'm still looking for nonbasic lands to improve the manabase, the deck works as it is now.
Shizo, Death's Storehouse - doesn't really do much at first glance, since Sedris is my only viable target until I can get my hands on a Sheoldred, but I don't really lose anything since it doesn't come into play tapped and I can even ensure someone else's death by Commander damage if I use it on an opponent's Commander at the right time. Or you can make sure Ink-Eyes steals something. That's batter use.
Reliquary Tower - I was hesitant at first cause the deck is rather color hungry, but with all the card draw the deck uses, the maximum hand size limit is rather daunting.
Liliana Vess - More often than not acts as a repeatable tutor.
Artifacts
Ashnod's Altar - Acts as a sac engine as well as racking up any last minute Exsanguinates
Blasting Station - Sac engine and win condition. At worst, can remove the smaller mana dorks.
Manastones - The lack of ramp ability gets noticeable at times since a lot of the creatures are late gae fatties.
Sensei's Divining Top - The ability to adapt your topdeck to the current board status is too important to pass up. Also, while this was supposed to be a budget deck, I had one lying around and there really was no reason not to use it.
Deathrender - At first, I only brought in this card for an infinitely looping combo, but it actually shone in further playtests. It works with nearly every creature in the deck and combined with the card advantage brought in by River Kelpie and Dire Undercurrents, I rarely run out of ammunition for it.
It also works great in conjunction with Hell's Caretaker to the point where my upkeep gets as long as my main phase.
Enchantments
Dire Undercurrents - it was a crap rare I picked up on a whim but it did fairly well as a draw engine. The discard ability was a bonus.
Warstorm Surge - While meant as a combo piece, it's still capable of doling out large amounts of damage considering the frequency of creatures entering the battlefield under my control.
Phyrexian Arena - a draw engine that works great if you cast it early. Even if it drops late, the card advantage it generates is still worth the constant life loss. However, the deck doesn't really have any way to remove it once you get too low so it's a risky card.
Creatures
Mulldrifter - A blue EDH staple. Generates a lot of card advantage with all the recurring the deck does.
Skinrender,Flametongue Kavu and Phyrexian Ingester - Creature removal attached to decently sized creatures.
Sepulchral Primordial,Molten Primordial and Diluvian Primordial -Multiplayer bombs that turns your opponents' strengths against them. You have to be prepared for the hate that would come your way though.
Caldera Hellion - boardwipe attached to a creature. Would probably be replaced by Massacre Wurm at some point.
River Kelpie - A great source of card advantage for the deck, taking advantage of various recursion cards as well as flashback cards. Sepulchral Primordial or Diluvian Primordial alone nets around two to four card draws.
Dread Slaver - one of the more questionable inclusions. I basically use him in conjunction with Warstorm Surge and a sac engine.
Mortus Strider - a really questionable inclusion, this one.
Anywho, I have just a couple of suggestions:
Twilight's Call- Not as good as Living Death in my opinion, but two graveyard dumpers are better than one. It helps that you have Izzet Chronarch in there, as when he bounces out of the 'yard you can just pull Twilight's Call or Living Death back to your hand in case someone wraths your field.
Traumatize- If nothing else, this is what gets my deck rolling. A turn 5 (or even earlier) Traumatize followed by a Twilight's Call or Living Death always leads into something good.
Mystic Retrieval- Useful if someone countered one of your recursion spells or you Traumatize something useful.
Mesmeric Orb- If you're going a hardcore self-mill route, this is the card to use. Also fills your opponents' graveyards up with creatures to steal.
Void Maw- One of the best ways to control your opponents' creature recursion without harming your own. With all the sac stuff you got you could make this guy a huge threat.
UBRGwendlyn, Grixis Wheel 'n DealUBR
BGSavra, Golgari Land Sac'nBG