Cromat: Designed as a fun exercise in thinking outside of the Commander box. The goal is simple, have a varied and reactive deck for most types of situations. The goal is not to combo out, fill the board with threats or be a control deck by any means, it has very many glaring holes in it's ability to achieve victory. What it is however, is a deck with answers - even when you might not need or want them. It plays an active political role and manages to achieve a good bit of fun besides the occasionally wildly inconsistent results.
It is important to know that this list is part of my closed EDH meta. Giving advice and taking advice is difficult in the context of the other decks: some obvious auto-includes are well...not included. Sometimes strictly worse versions of cards are included in this deck because of balancing. Specific Meta Adjustments are discussed here.
About the Deck
The deck construction has a few basic principles I like to adhere to:
"Choose one -"
"Choose two -"
- Lorwyn Command cycle is too mana single color intensive.
Anything that gives you a choices.
- I've been trying to steer away from Putrefy and Mortify as I feel they sort of violate the spirit of what I'm going for.
Creatures with multiple activated abilities.
- Cards that only power themselves up, like Warden of the First Tree have been excluded.
- Level-up Cards have been excluded.
Due to the color requirements, 5-color Lands, Mana rocks and whatever else gets me an edge is included.
The deck is not a powerhouse by any means, but it certainly has answers for mostly everything. It should be used mostly as a political deck. Once your friends and opponents see it in action once, they'll likely leave you alone from then on. It's not that its incapable of winning - but that's not its purpose. The land base is very slow. Save for a turn 1 Amulet of Vigor mostly everything comes into play tapped. I added several alternative win conditions. I've also cut several black cards, with even more coming soon as sets introduce new Modal spells and creatures.
The original version of it was 20-Guildmages, 10-Guildgates, every split card and some other things filling in gaps. While I was putting the finishing touches on one of my decks, I had some cards left over and revisited this concept. I tightened it up, got rid of some dead weight. As with every deck I make, I leave some things out. That's why I post! I don't know every card ever printed, I don't know every interaction or synergy I could be missing. Heck, I don't even know if my card evaluation skills are on point. Please provide feedback if you like the list.
Cromat's "Modal Madness"