Hey everyone! I am resurrecting my original commander deck from when I first learned how to play commander. I love playing control in all formats, so the chance to play Commander and have all of my favorite cards from standards past all in the same place puts a smile on my face. My meta is pretty wide open and there is a wide range of competitiveness in the meta, most of which I feel like I can make up for in the way I play the deck not to draw the Ire of those around me. Right now I am having some issues trimming the fat a little bit, as I have a ton of card that I have fallen in love with over the years. I will have some spoilers tags below with the deck, the cards that I am least enthused about (which could be cut) and the maybeboard (cards that are in consideration, but have already hit the culling room floor).
Worth noting: I am actively avoiding tutors in this deck. I don't want to be digging up the same 10-15 cards every time with a tutor, because the games get to feel the same, and sort of boring (which is why i took this deck apart before, I was playing too many tutors in it)
I believe I am about 7 cards over so feel free to make some shavings where you can, as well as suggest whatever cards you like (budget isn't a constraint, as I have been playing legacy for a long time and have most of the commander cards for this deck... except Mana Drain, and I am not in a hurry to find one.)
Okay! Now for the good times.
Strategy: this deck is looking to be the big king control deck at the table. I want to be able to draw out games of commmander with this deck (based on the general only getting stronger as the game goes on), and I have put in here a variety of powerful answers, and value accruing cards. Cards will be listed by slot they fill in the deck list.
We are at 108 Minus the General, so we need to make 9 cuts (I will discuss my least happy with cards in the next spoiler)
The initial portion of the game sees you trying to hit land drops to get to 4, where most of your deck officially gets turned on. You do have some cheaper spells to interact with your opponents, but you start doing "powerful" things turn 4+. There are some cards that I am not super sure of, that I am just giving their initial spins, because they came out after the last time I disassembled this deck:
Dragonlord Ojutai: I am not sold on this one at all, it has a relatively weak body for commander, but being able to Anticipate on hit might provide enough value, but I also don't want to be pigeonholed into playing Minamo, when there is only one good legend to go with it (Dakkon doesn't benefit from it).
Sire of Stagnation: This card seems insane. I am trying to avoid actively Consecrated Sphinx (I get that as a spike, the card is amazing, drawing 6 off of just existing), because of the fact that I don't have a ton of instant speed spot removal spells, and if my opponents have clones, we are going to have a bad time with the Sphinx... So I would rather play something that gets advantage off my opponents taking actions they would normally want to take in a game of commander.
Gearhulks: These cards seem to have wonderful triggers, I have enough instants to support the blue one (27 is the count) and the black gearhulk gaining you a bit of life is not something to be underestimated.
Oblivion Sower: the ramp seems sweet, but I am not sure how good it will be unless I jam Rest In peace, and I would rather not nuke the graveyards while killing my own.
Summary Dismissal: Not sure if this ones upside of exiling or stopping triggers is going to be able to keep its slot.
Other than that, I think the list of cards is pretty self explanatory, but needs some cuts. Please Help out!
This spoiler is pretty self Explanatory. What I don't particularly like, and why. Probably the cards most likely to get cut, but will keep them if I get some pretty decent reasoning.
Baleful Strix: This card is a solid role player, but not much to write home about. The cantrip is nice, and the fact that it synergizes with both of my recovery lands (stronghold and academy ruins) is a big game, but it feels like I need my slots to do more in this deck (I could just be crazy).
Crucible of Worlds: I only have 8 lands that have true synergy with it (5 fetches, 3 strip mine effects) and then 3 additional lands I would want to get back (Stronghold, Ruins, Tower). It is another synergistic Role player, but if I don't have something to protect with it, or use for it, it is a giant banana...
Notion Thief: This card has always felt subpar for me, but a necessary evil. I feel like to fight the Greater Goods and Blue Draw Spells of the world you have to play the thief, but it feels like such a bad card otherwise.
Narset Transcendent: The deck is more than 50% non hits, and there are a lot of counterspells, which doesn't synergize with her minus.. Ultimate is super-powerful, but could just be irrelevant.
Oblivion sower: From above comment, I don't know how much effect this is going to have on the game if I tap out for it, and if I do that, horrible, horrible things could happen. All in all not excited about this card.
Dragonlord Ojutai: The upside of casting Anticipate every turn is awesome, but there are so many ways to create a flying blocker in commander, that you aren't guaranteed to hit, which drops the value of this card significantly.
Summary Dismissal: I don't know if the fact that it can eliminate triggers is going to do enough to be worth being a 1 for 1. Would have to be used in response to a game winning play, but has a very unique effect. At face value this card doesn't wow me, and could be on the block.
Overwhelming Intellect: There are a ton of big creatures in commander, but 6 mana for this beast is such a large investment. It will be great on eldrazi or terastadon etc, but rough when having to counter eternal witness..
1 Emeria Shepherd (would require more plains, which would be tough)
I wanna thank the Commander/EDH community here in advance for any help you can provide! This deck is one I am glad to get back together, and am Ready to get back into action! Thank you for helping me get it fighting fit.
Woah, this couldn't be better timed - I was just perusing the forums for esper control ideas.
Personally, I'd probably keep Baleful Strix. I don't want to subscribe to the 'it's good, put it in everything', but well... it's good, put it in everything. You could probably replace it with something generally more synergistic, or cut it if you're up against a lot of token decks, but there's so much value packed into that little guy.
Notion Thief is essentially an instant that occasionally leaves behind a chump blocker (it's a 3/1 without inherent protection). I've mixed feelings about it too, it clogs up my hand in the early game, but later it can lead to some crazy blowouts... I don't really know.
I could see cutting Narset, she doesn't synergize optimally and you'll probably rarely hit her ult (although she does start at six). On the other hand, Rebounding a Bribery sounds amazing.
Overwhelming Intellect is often the first counterspell I cut from my control decks. The effect can be great, but I generally end up holding up six mana to counter a 3 mana combo piece. It's good, but I often wish I just had a Counterspell or Dissolve. Also, not the best for protecting something I played on my turn and want to stick around.
Fated Retribution feels like the most cuttable wrath (unless you're seeing a lot of superfriends decks). Black Sun's Zenith hits indestructible creatures and Akroma's Vengeance is pretty versatile, but Retribution is 7 mana, requires 3 white (less of problem with your mana base than mine, but hey), hits fewer card types, and has a great upside... provided you tap out on your turn. Just my opinion, though.
This is the antithesis of what you asked for, but if you end up keeping Ojutai, I'd throw in Thassa as well. She allows for better Ojutai options, secures your draws, and ensures Ojutai and Dakkon always get through.
Hope this helped, love the deck. Cheers!
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Worth noting: I am actively avoiding tutors in this deck. I don't want to be digging up the same 10-15 cards every time with a tutor, because the games get to feel the same, and sort of boring (which is why i took this deck apart before, I was playing too many tutors in it)
I believe I am about 7 cards over so feel free to make some shavings where you can, as well as suggest whatever cards you like (budget isn't a constraint, as I have been playing legacy for a long time and have most of the commander cards for this deck... except Mana Drain, and I am not in a hurry to find one.)
Okay! Now for the good times.
Strategy: this deck is looking to be the big king control deck at the table. I want to be able to draw out games of commmander with this deck (based on the general only getting stronger as the game goes on), and I have put in here a variety of powerful answers, and value accruing cards. Cards will be listed by slot they fill in the deck list.
6 Dakkon Blackblade
Card Advantage/selection (16)
1 Sensei's Divining Top
2 Snapcaster Mage
2 Baleful Strix
2 Impulse
3 Forbidden Alchemy
3 Esper Charm
3 Painful Truths
3 Phyrexian Arena
3 Crucible of Worlds
3 Trinket Mage
3 Sphinx's Revelation
4 Fact or Fiction
4 Notion Thief
4 Narset Transcendent
5 Future Sight
8 Dig Through Time
General Utility (11)
1 Nihil Spellbomb
1 Elixir of Immortality
2 Animate Dead
2 Cyclonic rift
2 Phantasmal Image
4 Sower of Temptation
4 Venser, Shaper Savant
4 Solemn Simulacrum
4 Clever impersonator
6 Oblivion Sower
6 Dragonlord Silumgar
Finishers (7)
5 Bribery
5 Dragonlord Ojutai
6 Sire of Stagnation
6 Noxious Gearhulk
6 Torrential Gearhulk
6 Sorin, Grim Nemesis
8 Ugin, the Spirit Dragon
1 Sol Ring
3 Chromatic Lantern
Counterspells (14)
1 Swan Song
2 Negate
2 Counterspell
2 Disdainful Stroke
4 Dismiss
4 Insidious Will
4 Summary Dismissal
4 Cryptic Command
4 Rewind
4 Glen Elendra Archmage
5 Mystic Confluence
5 Force of Will
6 Draining Whelk
6 Overwhelming Intellect
Spot Removal (9)
1 Swords to Plowshares
1 Path to Exile
2 Disenchant
3 Vindicate
3 Anguished unmaking
3 Hero's Downfall
4 Barter in Blood
4 Return to Dust
4 Utter End
Mass Removal (12)
4 Supreme Verdict
4 Wrath of God
5 Tragic Arrogance
5 Rout
6 Terminus
6 Merciless Eviction
6 Planar cleansing
6 Austere command
6 Akroma's Vengeance
7 Fated Retribution
8 Decree of Pain
2x Black Sun's Zenith
0 Urborg, tomb of Yawgmoth
0 Drowned Catacomb
0 Isolated chapel
0 Glacial Fortress
0 Fetid heath
0 Mystic Gate
0 Sunken ruins
0 Reflecting Pool
0 Command Tower
0 Watery Grave
0 Hallowed fountain
0 Godless Shrine
0 Sunken Hollow
0 Prairie Stream
0 Underground Sea
0 Tundra
0 Scrubland
0 Polluted Delta
0 Flooded Strand
0 Marsh Flats
0 Misty Rainforest
0 Scalding Tarn
4 Island
3 Plains
2 Swamp
0 Wasteland
0 Strip Mine
0 Tectonic Edge
0 Volrath's Stronghold
0 Academy Ruins
0 Reliquary Tower
We are at 108 Minus the General, so we need to make 9 cuts (I will discuss my least happy with cards in the next spoiler)
The initial portion of the game sees you trying to hit land drops to get to 4, where most of your deck officially gets turned on. You do have some cheaper spells to interact with your opponents, but you start doing "powerful" things turn 4+. There are some cards that I am not super sure of, that I am just giving their initial spins, because they came out after the last time I disassembled this deck:
Dragonlord Ojutai: I am not sold on this one at all, it has a relatively weak body for commander, but being able to Anticipate on hit might provide enough value, but I also don't want to be pigeonholed into playing Minamo, when there is only one good legend to go with it (Dakkon doesn't benefit from it).
Sire of Stagnation: This card seems insane. I am trying to avoid actively Consecrated Sphinx (I get that as a spike, the card is amazing, drawing 6 off of just existing), because of the fact that I don't have a ton of instant speed spot removal spells, and if my opponents have clones, we are going to have a bad time with the Sphinx... So I would rather play something that gets advantage off my opponents taking actions they would normally want to take in a game of commander.
Gearhulks: These cards seem to have wonderful triggers, I have enough instants to support the blue one (27 is the count) and the black gearhulk gaining you a bit of life is not something to be underestimated.
Oblivion Sower: the ramp seems sweet, but I am not sure how good it will be unless I jam Rest In peace, and I would rather not nuke the graveyards while killing my own.
Dragonlord Silumgar: Steal Planeswalkers ??? Profit?
Summary Dismissal: Not sure if this ones upside of exiling or stopping triggers is going to be able to keep its slot.
Other than that, I think the list of cards is pretty self explanatory, but needs some cuts. Please Help out!
This spoiler is pretty self Explanatory. What I don't particularly like, and why. Probably the cards most likely to get cut, but will keep them if I get some pretty decent reasoning.
Baleful Strix: This card is a solid role player, but not much to write home about. The cantrip is nice, and the fact that it synergizes with both of my recovery lands (stronghold and academy ruins) is a big game, but it feels like I need my slots to do more in this deck (I could just be crazy).
Crucible of Worlds: I only have 8 lands that have true synergy with it (5 fetches, 3 strip mine effects) and then 3 additional lands I would want to get back (Stronghold, Ruins, Tower). It is another synergistic Role player, but if I don't have something to protect with it, or use for it, it is a giant banana...
Notion Thief: This card has always felt subpar for me, but a necessary evil. I feel like to fight the Greater Goods and Blue Draw Spells of the world you have to play the thief, but it feels like such a bad card otherwise.
Narset Transcendent: The deck is more than 50% non hits, and there are a lot of counterspells, which doesn't synergize with her minus.. Ultimate is super-powerful, but could just be irrelevant.
Oblivion sower: From above comment, I don't know how much effect this is going to have on the game if I tap out for it, and if I do that, horrible, horrible things could happen. All in all not excited about this card.
Dragonlord Ojutai: The upside of casting Anticipate every turn is awesome, but there are so many ways to create a flying blocker in commander, that you aren't guaranteed to hit, which drops the value of this card significantly.
Summary Dismissal: I don't know if the fact that it can eliminate triggers is going to do enough to be worth being a 1 for 1. Would have to be used in response to a game winning play, but has a very unique effect. At face value this card doesn't wow me, and could be on the block.
Overwhelming Intellect: There are a ton of big creatures in commander, but 6 mana for this beast is such a large investment. It will be great on eldrazi or terastadon etc, but rough when having to counter eternal witness..
Akroma's Vengeance, Fated Retribution, Black Sun's Zenith: I have too many sweepers I think, and I am not sure which one has to get cut. All have their upsides and downsides.
Here are cards that I have sitting in front of me that might make the cut one day, but today isn't that day:
I wanna thank the Commander/EDH community here in advance for any help you can provide! This deck is one I am glad to get back together, and am Ready to get back into action! Thank you for helping me get it fighting fit.
Personally, I'd probably keep Baleful Strix. I don't want to subscribe to the 'it's good, put it in everything', but well... it's good, put it in everything. You could probably replace it with something generally more synergistic, or cut it if you're up against a lot of token decks, but there's so much value packed into that little guy.
Notion Thief is essentially an instant that occasionally leaves behind a chump blocker (it's a 3/1 without inherent protection). I've mixed feelings about it too, it clogs up my hand in the early game, but later it can lead to some crazy blowouts... I don't really know.
I could see cutting Narset, she doesn't synergize optimally and you'll probably rarely hit her ult (although she does start at six). On the other hand, Rebounding a Bribery sounds amazing.
Overwhelming Intellect is often the first counterspell I cut from my control decks. The effect can be great, but I generally end up holding up six mana to counter a 3 mana combo piece. It's good, but I often wish I just had a Counterspell or Dissolve. Also, not the best for protecting something I played on my turn and want to stick around.
Fated Retribution feels like the most cuttable wrath (unless you're seeing a lot of superfriends decks). Black Sun's Zenith hits indestructible creatures and Akroma's Vengeance is pretty versatile, but Retribution is 7 mana, requires 3 white (less of problem with your mana base than mine, but hey), hits fewer card types, and has a great upside... provided you tap out on your turn. Just my opinion, though.
This is the antithesis of what you asked for, but if you end up keeping Ojutai, I'd throw in Thassa as well. She allows for better Ojutai options, secures your draws, and ensures Ojutai and Dakkon always get through.
Hope this helped, love the deck. Cheers!