Overview
This deck began years ago with my love of Richard Kane Ferguson's artwork. I wanted to build a RKF-art commander that could effectively run as many RKF-art cards as possible. Dakkon struck me as the best choice, particularly once I saw the possibility of using Planar Birth to ramp and Walk the Aeons to allow Dakkon to swing. Other than the general, four RKF-art cards remain: Desertion, Dissipate, Flux, and Recall.
Game Plan
Ramp, counter and/or remove major threats, and draw and discard until you can win with Dakkon beats, infinite/sufficient turns, and/or a Venser, the Sojourner emblem. Alternative win conditions include decking opponents with Blue Sun's Zenith, stealing a huge bomb with Desertion, and coping a huge bomb with Clever Impersonator. Archaeomancer plus Ghostly Flicker plus Venser, Shaper Savant can amount to a lock with enough mana. Notion Thief in response to a wheel effect or with your own Windfall often puts the game in your hands.
Present Circumstances
Up until recently I've played this deck relatively little because it can be oppressive against more casual decks. It's not exactly a cutthroat deck but it's as close to that as any of my decks get. However, with the rise of dedicated combo decks in my local meta, this deck now appears quaint. I can still interact effectively, but trying to stop one or more combo decks from going off while simultaneously attempting to keep one or more disruptive aggro decks in check can prove too much for me.
Curious Card Choices
The unusual mana base revolves around the requirements of Planar Birth. Chromatic Star provides early color-fixing and an addition Trinket Mage option. Far // Away is there as an edict effect I can search up with Merchant Scroll and still cast if off black mana; it also loops with Archaeomancer.
Faerie Trickery, Memory Lapse? I'm a little surprised you can hit all your colors with that mana base. No shocks or fetches? You could even go the snow-covered route and add Scrying Sheets.
The deck is built around Planar Birth - hence the minimal number of nonbasics. The many cards that search up basics make hitting B and W relatively easy, but the deck is mostly U and often functions okay on only Islands.
What is the combo? It looks like a cyclonic rift that hits you too.
It's a three-mana Cyclonic Rift that hits you too with Buyback.
Cast Necromancy on a Kederekt in the graveyard (can even do this at instant speed). It returns everything including Necromancy. This causes Kederekt to be sacrificed. Repeat as needed.
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I mean, you could probably go infinite given sufficient cheap mana rocks (something like Ring, Vault, Signet), but you need yet another piece to actually utilize infinite mana with.
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Tonight I managed to win a long four-player game with Walk the Aeons, Planar Birth, and eventually Venser, the Sojourner plus Archaeomancer. I kept a two-land hand with a Burnished Hart that died to a sweeper before I could activate it, so I was mana-screwed early and thus the least threatening player at the table. The deck seems to be working as intended.
Okay, here's a cute little combo I like to run - and since you have ways of indefinitely recurring lands, it has a lot of synergistic value with the rest of your deck, too: Herald of Leshrac + Zuran Orb. Herald is at ~$1.37 and the Orb is at ~$0.78, so I think they qualify for being < $10. Dakkon Blackblade wants lands. Herald of Leshrac wants to give him said lands. With enough players you can have enough lands to steal without having to succumb to the cumulative upkeep. Plus, you have many ways to protect him. If he were to leave play, just sac the lands to Zuran Orb to deprive your opponents of them. In any case, you can use the orb if you need the extra life and you can simply recover your lands.
You could also make good use of upkeep ability cards (Phyrexian Arena, Mind Unbound, etc.) to accelerate your play (since ramp is difficult in WUB) and add Paradox Haze. This allows for some insane card drawing. Also, the extra upkeep makes Herald go twice per turn. You can even copy Paradox Haze with Clever Impersonator. Value!
Another thing I'd like to recommend is Faith's Reward. It's a good way to recover after a massive board wipe plus it's a way to return lands to the battlefield. I think it's a worthy redundancy card that's also good in and of itself. It also helps recover the artifacts that you're constantly sacrificing to use their abilities. Also, if you go with a card drawing route, maybe you'd like to play as many lands as possible per turn. Not very easy in a WUB deck. So I suggest Terrain Generator.
This deck is very mana demanding like a Hummer2 demands gasoline. I know you don't want to make it as cutthroat but you do want it to become strong enough to disrupt combo-oriented builds. I feel that card drawing and acceleration is a good route to go, hence my suggestions. Drawing also provides having the responses you need at hand.
You could also do this with a denial route just to hinder opponents while you set up your board. I like your possible inclusions of Frozen Æther, Tsabo's Web, and Back to Basics. If you do this and steal their lands with Herald of Leshrac you could basically take your sweet time to hack away at everyone with Dakkon Blackblade. Patron of the Moon could either be a good card or bad. It's super expensive to cast but allows you to put lands that you'd be constantly drawing. Plus it's a good way to pump up Dakkon as a surprise.
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I've considered Herald of Leshrac. So far I've rejected it because this deck dislikes spending seven mana during its turn. I've also tried as much as possible to avoid cards that are useless on their own, which makes Zuran Orb unappealing. Phyrexian Arena doesn't work because of the special manabase here - and for this deck I prefer instant/sorcery draw and EtB effects over value engines that will die when I blow up the world with Nevinyrral's Disk/Oblivion Stone/Perilous Vault. I'm going to do the Paradox Haze thing with an Oloro deck that's in the alternate set of seven decks I'm going to switch to eventually.
I decided to take out my beloved Journeyer's Kite and put in Recurring Insight. I might go back, but the Kite seems a little too slow these days and I wanted more draw power.
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
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1x Arcane Denial
1x Blue Sun's Zenith
1x Brainstorm
1x Cyclonic Rift
1x Desertion
1x Dissipate
1x Evacuation
1x Far // Away
1x Foil
1x Forbid
1x Ghostly Flicker
1x Lim-Dul's Vault
1x Mindbreak Trap
1x Mystical Teachings
1x Mystical Tutor
1x Quicken
1x Reality Shift
1x Reset
1x Sphinx's Revelation
1x Stifle
1x Suffer the Past
1x Swords to Plowshares
1x Thirst for Knowledge
1x Trickbind
1x Twincast
1x Vanish into Memory
1x Armillary Sphere
1x Chromatic Star
1x Expedition Map
1x Nevinyrral's Disk
1x Nihil Spellbomb
1x Oblivion Stone
1x Perilous Vault
1x Prophetic Prism
1x Sol Ring
1x Wayfarer's Bauble
Enchantment (1)
1x Land Tax
Sorcery (10)
1x Demonic Tutor
1x Flux
1x Merchant Scroll
1x Planar Birth
1x Recall
1x Recurring Insight
1x Temporal Mastery
1x Unburial Rites
1x Walk the Aeons
1x Windfall
Planeswalker (1)
1x Venser, the Sojourner
1x Archaeomancer
1x Burnished Hart
1x Clever Impersonator
1x Dreamscape Artist
1x Fatestitcher
1x Glory
1x Notion Thief
1x Phyrexian Metamorph
1x Solemn Simulacrum
1x Teferi, Mage of Zhalfir
1x Trinket Mage
1x Venser, Shaper Savant
Land (39)
1x Academy Ruins
1x Dust Bowl
29x Island
3x Plains
1x Reliquary Tower
3x Swamp
1x Thawing Glaciers
Overview
This deck began years ago with my love of Richard Kane Ferguson's artwork. I wanted to build a RKF-art commander that could effectively run as many RKF-art cards as possible. Dakkon struck me as the best choice, particularly once I saw the possibility of using Planar Birth to ramp and Walk the Aeons to allow Dakkon to swing. Other than the general, four RKF-art cards remain: Desertion, Dissipate, Flux, and Recall.
Game Plan
Ramp, counter and/or remove major threats, and draw and discard until you can win with Dakkon beats, infinite/sufficient turns, and/or a Venser, the Sojourner emblem. Alternative win conditions include decking opponents with Blue Sun's Zenith, stealing a huge bomb with Desertion, and coping a huge bomb with Clever Impersonator. Archaeomancer plus Ghostly Flicker plus Venser, Shaper Savant can amount to a lock with enough mana. Notion Thief in response to a wheel effect or with your own Windfall often puts the game in your hands.
Present Circumstances
Up until recently I've played this deck relatively little because it can be oppressive against more casual decks. It's not exactly a cutthroat deck but it's as close to that as any of my decks get. However, with the rise of dedicated combo decks in my local meta, this deck now appears quaint. I can still interact effectively, but trying to stop one or more combo decks from going off while simultaneously attempting to keep one or more disruptive aggro decks in check can prove too much for me.
Curious Card Choices
The unusual mana base revolves around the requirements of Planar Birth. Chromatic Star provides early color-fixing and an addition Trinket Mage option. Far // Away is there as an edict effect I can search up with Merchant Scroll and still cast if off black mana; it also loops with Archaeomancer.
Potential Inclusions
The Mesmeric Orb/Basalt Monolith combo to put all basic lands on the table - probably too cute.
Mirror-Mad Phantasm, which was in the list previously - see above.
Back to Basics, with or without Frozen Æther and/or Tsabo's Web.
More Time Walks. I'd consider going all-in on extra turns if I could afford a Temporal Manipulation and Capture of Jingzhou, but lawl no. Time Warp, however, is an option.
Budget
Please don't suggest any card over $20-30. I'm unlikely to add anything over $10.
Faerie Trickery, Memory Lapse? I'm a little surprised you can hit all your colors with that mana base. No shocks or fetches? You could even go the snow-covered route and add Scrying Sheets.
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The deck is built around Planar Birth - hence the minimal number of nonbasics. The many cards that search up basics make hitting B and W relatively easy, but the deck is mostly U and often functions okay on only Islands.
I'm also considering including the Kederekt Leviathan/Necromancy combo.
Misc. EDH Stuff: Commander Cube | Zombies (Horde)
Resources:Commander Rulings FAQ | Commander Deckbuilding Guide
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It's a three-mana Cyclonic Rift that hits you too with Buyback.
Cast Necromancy on a Kederekt in the graveyard (can even do this at instant speed). It returns everything including Necromancy. This causes Kederekt to be sacrificed. Repeat as needed.
Currently Playing:
Legacy: Something U/W Controlish
EDH Cube
Hypercube! A New EDH Deck Every Week(ish)!
Misc. EDH Stuff: Commander Cube | Zombies (Horde)
Resources:Commander Rulings FAQ | Commander Deckbuilding Guide
Follow me on Twitter! @cryogen_mtg
Currently Playing:
Legacy: Something U/W Controlish
EDH Cube
Hypercube! A New EDH Deck Every Week(ish)!
I'm additionally considering picking up a Phyrexian Metamorph for Academy Ruins synergy - and there's always Mindslaver too if I want to go there. Currently Academy Ruins is mainly for recurring board wipes with Oblivion Stone and Nevinyrral's Disk.
I'm considering putting in a Phyrexian Metamorph for general utility and to go with Academy Ruins.
You could also make good use of upkeep ability cards (Phyrexian Arena, Mind Unbound, etc.) to accelerate your play (since ramp is difficult in WUB) and add Paradox Haze. This allows for some insane card drawing. Also, the extra upkeep makes Herald go twice per turn. You can even copy Paradox Haze with Clever Impersonator. Value!
Another thing I'd like to recommend is Faith's Reward. It's a good way to recover after a massive board wipe plus it's a way to return lands to the battlefield. I think it's a worthy redundancy card that's also good in and of itself. It also helps recover the artifacts that you're constantly sacrificing to use their abilities. Also, if you go with a card drawing route, maybe you'd like to play as many lands as possible per turn. Not very easy in a WUB deck. So I suggest Terrain Generator.
This deck is very mana demanding like a Hummer2 demands gasoline. I know you don't want to make it as cutthroat but you do want it to become strong enough to disrupt combo-oriented builds. I feel that card drawing and acceleration is a good route to go, hence my suggestions. Drawing also provides having the responses you need at hand.
You could also do this with a denial route just to hinder opponents while you set up your board. I like your possible inclusions of Frozen Æther, Tsabo's Web, and Back to Basics. If you do this and steal their lands with Herald of Leshrac you could basically take your sweet time to hack away at everyone with Dakkon Blackblade.
Patron of the Moon could either be a good card or bad. It's super expensive to cast but allows you to put lands that you'd be constantly drawing. Plus it's a good way to pump up Dakkon as a surprise.
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Misc. EDH Stuff: Commander Cube | Zombies (Horde)
Resources:Commander Rulings FAQ | Commander Deckbuilding Guide
Follow me on Twitter! @cryogen_mtg
Also have you tried Sun Titan? Double white isn't great for you but there are loads of great interactions in that deck with him.
In Progress
GBIshkanah, Grafwidow ~ BWGRTymna the Weaver & Tana, the Bloodsower ~ UGRashmi, Eternities Crafter ~ RGAtarka, World Render
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!