Rhys the Redeemed Voltron: The Ultimate Glass Cannon
Rhys the Redeemed is one of the best commanders in the format due to his cheap mana cost, speed, and synergy with token swarming. This deck does not do any of that crap. Instead, it takes a completely different approach to the bipolar elf prince: balls to the walls voltron, or slapping as many auras, equipment, and pump spells to get to that sweet, sweet 21 points of commander damage against our opponents. This deck takes massive inspiration from the modern/legacy infect and boggles decklists.
Our Commander
Rhys the Redeemed is a 1/1 for one hybrid mana. His abilities are not utilized here at all, so I won't talk about them. He can dropped down turn one, and we can slap him with cheap auras and equipment on turn 2 and attack. Commander damage cannot be removed (as of the writing of this decklist), and we can steamroll our opponents rather quickly, as the slow pace of multiplayer commander games allows us to shine! However, Rhys is fragile, and needs a lot of support for this strategy to work properly, which we supply with a supply of cheap spells to protect him.
We are essentially running a glass cannon strategy and pushing it to the greatest possible limit imaginable!
Auras
One Drops
Blessing of the Nephilim - a one drop aura that gives Rhys +2/+2 due to how Rhys' colors work due to his hybrid nature. While it may seem weird to include it, the permanent power boost for the low cost allows us to smash our opponents quicker than ever before. Bonus points for great art and for referencing those 4 color "commanders" that show up from time to time.
Ethereal Armor - boosts us up for each enchantment we own, and gives Rhys first strike. It is way too good for its low mana cost, and it is an all-star of the deck. Often leads us to victory.
Frog Tongue - Gives reach and draws a card, all while boosting our enchantment count by 1.
Gryff's Boon - A power boost, evasion, and recursion all for only 1 W mana? Rancor's cousin is a great aura for this deck, allowing us to avoid blockers and deal more damage.
Hyena Umbra - The first of our totem armor cards that allow us to escape death, and cause our opponents to use more powerful removal options on us. Hyena gives first strike and the p/t boost for a cheap initial investment.
Kithkin Armor - A weirdo aura from back in the day, it gives us evasion against larger creatures, and a way to prevent damage to Rhys from ANY SOURCE of our choice. A fun card that our opponent's never see coming.
Keen Sense or Sixth Sense - Green curiosity is a fantastic card for voltron decks. It got "fixed" for Amonkhet, but is still a fantastic card. It stacks with double strike, and other effects similar to it like snake umbra.
Rancor - One of the greatest auras in all of Magic. It gives us a decent power boost, combat evasion, and free recursion if it is destroyed or Rhys is killed. If you are new to the game, I highly recommend buying some online, as they are amazing.
Spider Umbra - The second of our 1 drop totem armor auras. Reach is not as good as first strike, but the cheap investment, power boost, and the protection for our commander make it a great inclusion for the deck.
Two Drops
Alpha Authority and Canopy Cover - Hexproof is a great effect, and limiting the number of blockers or avoiding non fliers is a nice touch. Canopy Cover is better, but Alpha Authority does a nice imitation to warrant its inclusion.
Angelic Gift - This grants Rhys flight and draws us one card, while building up our enchantment count by 1. Flight is not in white, so we had to settle for this instead.
Daybreak Coronet - The requirement of having a second enchantment prevents us from playing it on turn 2. and the double white mana cost is troublesome with our balls to the walls mentality, but having 3 awesome effects for both offense and defense with a +3/+3 boost makes it worth the hassle.
Flickerform - an aura that does jack on its own, and requires the addition of 4 mana to do anything, but the ability to avoid board wipes, exile effects and other nasty business makes it a great surprise for unsuspecting opponents.
Spirit Mantle - One of the best auras from recent memory, protection from creatures allows us to avoid nearly all creature based effects, such as blocking and targeting. It is the best aura in our deck for getting to our opponent's face and kicking it in.
Three Drops
Ancestral Mask - A monster of an aura, this boosts Rhys up for every enchantment on the battlefield except for itself. It is often one of the enchantments that sails us the victory, due to how many auras we slap on the field, and how many appear over the course of the game, due to how only 2 colors can effectively and consistently destroy/exile them.
Armadillo Cloak and Unflinching Courage - Armadillo Cloak and its 'fixed' cousin provide us with a power and toughness boost, along with trample and lifelink. While the two cards are worded differently in regards to life gain, in this deck, they operate the same.
Asha's Favor - I made it a rule for the deck to not include auras that only provide keyword effects and nothing else. This is the sole exception, as it provides 3 useful abilities, giving us evasion, first strike, and vigilance to hang back after attacking.
Battle Mastery - Many users of this site look down upon this card, as there are equipment and spells much better than it in the game. However, with our game plan, we do not have many options with them. Battle mastery provides double strike and raises our enchantment count by 1.
Gift of Immortality - This card allows us to essentially avoid the Commander tax by bringing Rhys back to life at the end of the turn with the aura attached to him.
Shield of the Oversoul - A phenomenal aura from Shadowmoor that gives Rhys both flying and indestructible since he is both colors. It is worth noting that if he were to lose his colors he would lose both effects and the power/toughness boost provided.
Shielded by Faith - A lamer shield of the oversoul, with a tougher cmc, but it allows us to swap it to any other creature entering the battlefield, allowing us to transfer it for politics, or to our backup guy.
Snake Umbra - Totem armor, a p/t boost, and the curiosity effect pushes this aura into "flavor town".
Vow of Wildness - A card from the forgotten vow cycle from the original commander sets. It gives us a large power and toughness boost, as well as preventing it from smacking us silly if we lose our boy Rhys.
Four and Five Drops
Angelic Destiny - +4/+4, flying, first strike, and being changed to an angel are all great effects. But the recursion to our hand if we lose Rhys is what makes this a truly great card. The art is really damn good too.
Bear Umbra - The final of our totem armor auras, Bear Umbra essentially is a mini ramp aura that allows us to cast more spells; it works very well with instants for combat tricks. It also adds to strength of a grizzly bear to Rhys.
Gigantiform - The sole 5 drop aura in the deck. This aura changes Rhys' base power and toughness to 8/8, and gives him trample. It is a late game win condition to push us to victory, turning Rhys into a 3 turn clock by itself. The kicker ability is not used here, due to the singleton format of EDH.
Equipment
Shuko and Bone saw - This pair of dinky equipment allow for quick starts; great at the beginning of the game, lame topdeck draws later on. Shuko is better because its equip cost is 0, leading to a smaller initial invesment.
Bonesplitter and Civic Saber - Both provide a +2/+0 boost to Rhys; they avoid the problem of flimsy auras, and can allow for quicker starts and faster comebacks.
Helm of the Gods - An ethereal armor effect without first strike and the boost that comes off itself. It's more permanent status on the field allows for a longer gameplan if needed.
Non-Aura Enchantments
Duelist's Heritage - A more static version of battle mastery, although it only applies to attacking creatures. We can give our opponents' creatures double strike to finish off someone else quickly.
Karmic Justice - A card with a nasty effect from the Odyssey block. If anyone destroys any of our non-creature permanents, we can snipe one of their permanents. Sacrificing does not activate this effect. If you want to be mean, blow up their lands for laughs.
Oblivion Ring - Catch-all removal for annoying non creature permanents.
Seal of Strength - Filler at this point, but it is an enchantment, so we could keep it around for ancestral mask.
Sterling Grove - Gives all other enchantments we control shroud. It doubles as a tutor, except it goes on top of our library except into our hand. Pair up with karmic justice for maximum salt.
Combat Tricks
Defiant Strike - Gives a minor power boost and digs us 1 card deeper. Good for chaining auras and other abilities in one turn.
Giant Growth and Titanic Growth - Filler at this point until I get might of old krosa and better pump spells. They push us towards that magic 21 damage, so they are not unappreciated.
Groundswell - a pump spell from Zendikar; it has to be used with a land drop, so their is a limitation in that regard, but otherwise its +4/+4 for only a single G.
Invigorate and mutagenic growth - Our 2 free pump spells. Since we only care about commander damage, life gain to our opponents means nothing to us, and the phyrexian mana cost is minimal; they allow us to stack on damage, and to catch our opponents off guard. These are great with the double strike effects!
Prey's Vengeance - Another card that gives +4/+4 for only one G, but it splits it up over 2 turns. This can backfire on us if Rhys dies, then we have to target someone else's creature (I know there is a 'may' in the rules text)! Its a solid card for our aggro strategy, and it has some awesome art.
Phytoburst - Its a mean green mother from outer space! Rock Opera movie musical references aside, this is my favorite pump spell in the entire deck. We can deal 6 commander damage on turn 2, almost a third necessary for a K.O! It is a sorcery, making it clunky, but it is so damn powerful that it does not even matter!
Vines of Vastwood - An interesting pump spell from Zendikar. If we do not kick it, it gives a wider hexproof, which we can use to prevent effects from happening to our opponent's creatures, such as attaching equipment! If kicked, it gives +4/+4. The double green can be troublesome early in the game, but vines makes up for it with its hidden utility!
Tutors, Utility, and Removal
Ajani, Mentor of Heroes - The best catman ever is in this deck due to his two +1 abilities: he either buffs a creature, or digs for more auras. He cannot protect himself too well, but he provides some damn amazing value. Depending on the meta, he may just sit there and generate value, or be targeted instantly.
Divine Reckoning - One of the most underrated boardwipes in my opinion. It clears the board except for one creature, which we can just avoid due to our auras, and it has flashback, allowing for lategame usage when everyone but you forgets about it!
Enlightened Tutor and Open the Armory - The two tutors of the deck. Enlightened can fetch any artifact or enchantment, but puts it on our library. Its an instant, while open the armory is a sorcery that is more limited in its choices, but brings the selected item to our hand.
Fragmentize, Nature's Claim, and Sundering Claim - Three targeted artifact and enchantment removal spells. They were chosen for their low mana costs. N.'s claim is the best, while the other two aren't far behidn. Fragementize can whiff if their CMC is higher than 4.
Retether - If we lose a lot of our auras to the graveyard, we can get them back with this goofy card from timespiral.
Seedling Charm - Three relevant modes to choose from. I like the option to save an aura for only 1 G, and regeneration and trample are great choices as well. It is pretty old and lowkey, so people never see it coming, especially in green.
Swords to Plowshares - Best creature removal spell is the best creature removal spell. Moving on.
Three Dreams - An aura exclusive triple tutor! This is great for closing out games, but you will be targeted if your opponents have any sense of intelligence. Choose wisely!
Winds of Rath - Kills all non enchanted creatures, which is almost everyone but Rhys! The 5 mana CMC is a bit high for this deck, but it all works out!
Other Creatures
Herald of the Pantheon - Lowers enchantment costs and gives us life for them! She can really speed up the game if we play her early on.
Glistener Elf - Our backup wincon if we lose Rhys to the commander tax! I really hope your group allows infect as a win condition, otherwise he will be wasted!
Auras Faith Unbroken and Cartouche of Strength double up as a pump spell and removal. Sage's Reverie doubles up as a pump spell and some card draw. Gaea's Embrace an older Aura that many people don't know about, but it gives your creature a solid boost.
Just got back from play-testing, some multiplayer, some duel commander games. Some takeaways from tonight:
The deck is really fast. Against slow decks in duel commander games, it can get a turn 5 or 6 kill consistently, with a turn 4 kill being rare, but still possible. Beating up Kaalia of the Vast through pure speed feels really good.
The deck is OK in multiplayer games: I was playing against randoms, so they had your typical "game sense", and did not target me at all. I may have to switch the deck to be for duel commander only, as that is a faster paced game. The deck's speed is it's main benefit; the slow pace of multiplayer actively hurts it, especially killing 3 opponents instead of just one.
Rhys the Redeemed is one of the best commanders in the format due to his cheap mana cost, speed, and synergy with token swarming. This deck does not do any of that crap. Instead, it takes a completely different approach to the bipolar elf prince: balls to the walls voltron, or slapping as many auras, equipment, and pump spells to get to that sweet, sweet 21 points of commander damage against our opponents. This deck takes massive inspiration from the modern/legacy infect and boggles decklists.
Our Commander
Rhys the Redeemed is a 1/1 for one hybrid mana. His abilities are not utilized here at all, so I won't talk about them. He can dropped down turn one, and we can slap him with cheap auras and equipment on turn 2 and attack. Commander damage cannot be removed (as of the writing of this decklist), and we can steamroll our opponents rather quickly, as the slow pace of multiplayer commander games allows us to shine! However, Rhys is fragile, and needs a lot of support for this strategy to work properly, which we supply with a supply of cheap spells to protect him.
We are essentially running a glass cannon strategy and pushing it to the greatest possible limit imaginable!
Auras
One Drops
Blessing of the Nephilim - a one drop aura that gives Rhys +2/+2 due to how Rhys' colors work due to his hybrid nature. While it may seem weird to include it, the permanent power boost for the low cost allows us to smash our opponents quicker than ever before. Bonus points for great art and for referencing those 4 color "commanders" that show up from time to time.
Ethereal Armor - boosts us up for each enchantment we own, and gives Rhys first strike. It is way too good for its low mana cost, and it is an all-star of the deck. Often leads us to victory.
Frog Tongue - Gives reach and draws a card, all while boosting our enchantment count by 1.
Glaring Aegis - A better holy strength. Taps a creature and gives Rhys a big butt, effectively avoiding lightning bolt and anger of the gods. Its a socrery speed combat trick, but I believe it does its job very well.
Gryff's Boon - A power boost, evasion, and recursion all for only 1 W mana? Rancor's cousin is a great aura for this deck, allowing us to avoid blockers and deal more damage.
Hyena Umbra - The first of our totem armor cards that allow us to escape death, and cause our opponents to use more powerful removal options on us. Hyena gives first strike and the p/t boost for a cheap initial investment.
Kithkin Armor - A weirdo aura from back in the day, it gives us evasion against larger creatures, and a way to prevent damage to Rhys from ANY SOURCE of our choice. A fun card that our opponent's never see coming.
Keen Sense or Sixth Sense - Green curiosity is a fantastic card for voltron decks. It got "fixed" for Amonkhet, but is still a fantastic card. It stacks with double strike, and other effects similar to it like snake umbra.
Rancor - One of the greatest auras in all of Magic. It gives us a decent power boost, combat evasion, and free recursion if it is destroyed or Rhys is killed. If you are new to the game, I highly recommend buying some online, as they are amazing.
Spider Umbra - The second of our 1 drop totem armor auras. Reach is not as good as first strike, but the cheap investment, power boost, and the protection for our commander make it a great inclusion for the deck.
Two Drops
Alpha Authority and Canopy Cover - Hexproof is a great effect, and limiting the number of blockers or avoiding non fliers is a nice touch. Canopy Cover is better, but Alpha Authority does a nice imitation to warrant its inclusion.
Angelic Gift - This grants Rhys flight and draws us one card, while building up our enchantment count by 1. Flight is not in white, so we had to settle for this instead.
Daybreak Coronet - The requirement of having a second enchantment prevents us from playing it on turn 2. and the double white mana cost is troublesome with our balls to the walls mentality, but having 3 awesome effects for both offense and defense with a +3/+3 boost makes it worth the hassle.
Flickerform - an aura that does jack on its own, and requires the addition of 4 mana to do anything, but the ability to avoid board wipes, exile effects and other nasty business makes it a great surprise for unsuspecting opponents.
Spirit Mantle - One of the best auras from recent memory, protection from creatures allows us to avoid nearly all creature based effects, such as blocking and targeting. It is the best aura in our deck for getting to our opponent's face and kicking it in.
Three Drops
Ancestral Mask - A monster of an aura, this boosts Rhys up for every enchantment on the battlefield except for itself. It is often one of the enchantments that sails us the victory, due to how many auras we slap on the field, and how many appear over the course of the game, due to how only 2 colors can effectively and consistently destroy/exile them.
Armadillo Cloak and Unflinching Courage - Armadillo Cloak and its 'fixed' cousin provide us with a power and toughness boost, along with trample and lifelink. While the two cards are worded differently in regards to life gain, in this deck, they operate the same.
Asha's Favor - I made it a rule for the deck to not include auras that only provide keyword effects and nothing else. This is the sole exception, as it provides 3 useful abilities, giving us evasion, first strike, and vigilance to hang back after attacking.
Battle Mastery - Many users of this site look down upon this card, as there are equipment and spells much better than it in the game. However, with our game plan, we do not have many options with them. Battle mastery provides double strike and raises our enchantment count by 1.
Gift of Immortality - This card allows us to essentially avoid the Commander tax by bringing Rhys back to life at the end of the turn with the aura attached to him.
Shield of the Oversoul - A phenomenal aura from Shadowmoor that gives Rhys both flying and indestructible since he is both colors. It is worth noting that if he were to lose his colors he would lose both effects and the power/toughness boost provided.
Shielded by Faith - A lamer shield of the oversoul, with a tougher cmc, but it allows us to swap it to any other creature entering the battlefield, allowing us to transfer it for politics, or to our backup guy.
Snake Umbra - Totem armor, a p/t boost, and the curiosity effect pushes this aura into "flavor town".
Vow of Wildness - A card from the forgotten vow cycle from the original commander sets. It gives us a large power and toughness boost, as well as preventing it from smacking us silly if we lose our boy Rhys.
Four and Five Drops
Angelic Destiny - +4/+4, flying, first strike, and being changed to an angel are all great effects. But the recursion to our hand if we lose Rhys is what makes this a truly great card. The art is really damn good too.
Bear Umbra - The final of our totem armor auras, Bear Umbra essentially is a mini ramp aura that allows us to cast more spells; it works very well with instants for combat tricks. It also adds to strength of a grizzly bear to Rhys.
Gigantiform - The sole 5 drop aura in the deck. This aura changes Rhys' base power and toughness to 8/8, and gives him trample. It is a late game win condition to push us to victory, turning Rhys into a 3 turn clock by itself. The kicker ability is not used here, due to the singleton format of EDH.
Equipment
Shuko and Bone saw - This pair of dinky equipment allow for quick starts; great at the beginning of the game, lame topdeck draws later on. Shuko is better because its equip cost is 0, leading to a smaller initial invesment.
Bonesplitter and Civic Saber - Both provide a +2/+0 boost to Rhys; they avoid the problem of flimsy auras, and can allow for quicker starts and faster comebacks.
Helm of the Gods - An ethereal armor effect without first strike and the boost that comes off itself. It's more permanent status on the field allows for a longer gameplan if needed.
Non-Aura Enchantments
Duelist's Heritage - A more static version of battle mastery, although it only applies to attacking creatures. We can give our opponents' creatures double strike to finish off someone else quickly.
Karmic Justice - A card with a nasty effect from the Odyssey block. If anyone destroys any of our non-creature permanents, we can snipe one of their permanents. Sacrificing does not activate this effect. If you want to be mean, blow up their lands for laughs.
Oblivion Ring - Catch-all removal for annoying non creature permanents.
Seal of Strength - Filler at this point, but it is an enchantment, so we could keep it around for ancestral mask.
Sterling Grove - Gives all other enchantments we control shroud. It doubles as a tutor, except it goes on top of our library except into our hand. Pair up with karmic justice for maximum salt.
Combat Tricks
Defiant Strike - Gives a minor power boost and digs us 1 card deeper. Good for chaining auras and other abilities in one turn.
Giant Growth and Titanic Growth - Filler at this point until I get might of old krosa and better pump spells. They push us towards that magic 21 damage, so they are not unappreciated.
Groundswell - a pump spell from Zendikar; it has to be used with a land drop, so their is a limitation in that regard, but otherwise its +4/+4 for only a single G.
Invigorate and mutagenic growth - Our 2 free pump spells. Since we only care about commander damage, life gain to our opponents means nothing to us, and the phyrexian mana cost is minimal; they allow us to stack on damage, and to catch our opponents off guard. These are great with the double strike effects!
Prey's Vengeance - Another card that gives +4/+4 for only one G, but it splits it up over 2 turns. This can backfire on us if Rhys dies, then we have to target someone else's creature (I know there is a 'may' in the rules text)! Its a solid card for our aggro strategy, and it has some awesome art.
Phytoburst - Its a mean green mother from outer space! Rock Opera movie musical references aside, this is my favorite pump spell in the entire deck. We can deal 6 commander damage on turn 2, almost a third necessary for a K.O! It is a sorcery, making it clunky, but it is so damn powerful that it does not even matter!
Vines of Vastwood - An interesting pump spell from Zendikar. If we do not kick it, it gives a wider hexproof, which we can use to prevent effects from happening to our opponent's creatures, such as attaching equipment! If kicked, it gives +4/+4. The double green can be troublesome early in the game, but vines makes up for it with its hidden utility!
Tutors, Utility, and Removal
Ajani, Mentor of Heroes - The best catman ever is in this deck due to his two +1 abilities: he either buffs a creature, or digs for more auras. He cannot protect himself too well, but he provides some damn amazing value. Depending on the meta, he may just sit there and generate value, or be targeted instantly.
Divine Reckoning - One of the most underrated boardwipes in my opinion. It clears the board except for one creature, which we can just avoid due to our auras, and it has flashback, allowing for lategame usage when everyone but you forgets about it!
Enlightened Tutor and Open the Armory - The two tutors of the deck. Enlightened can fetch any artifact or enchantment, but puts it on our library. Its an instant, while open the armory is a sorcery that is more limited in its choices, but brings the selected item to our hand.
Fragmentize, Nature's Claim, and Sundering Claim - Three targeted artifact and enchantment removal spells. They were chosen for their low mana costs. N.'s claim is the best, while the other two aren't far behidn. Fragementize can whiff if their CMC is higher than 4.
Retether - If we lose a lot of our auras to the graveyard, we can get them back with this goofy card from timespiral.
Seedling Charm - Three relevant modes to choose from. I like the option to save an aura for only 1 G, and regeneration and trample are great choices as well. It is pretty old and lowkey, so people never see it coming, especially in green.
Swords to Plowshares - Best creature removal spell is the best creature removal spell. Moving on.
Three Dreams - An aura exclusive triple tutor! This is great for closing out games, but you will be targeted if your opponents have any sense of intelligence. Choose wisely!
Winds of Rath - Kills all non enchanted creatures, which is almost everyone but Rhys! The 5 mana CMC is a bit high for this deck, but it all works out!
Other Creatures
Herald of the Pantheon - Lowers enchantment costs and gives us life for them! She can really speed up the game if we play her early on.
Glistener Elf - Our backup wincon if we lose Rhys to the commander tax! I really hope your group allows infect as a win condition, otherwise he will be wasted!
DeckList : To be completed!
1 Rhys the Redeemed
1 Command Tower
17 plains
16 Forest
1 Glistener Elf
Lands
Rogue's Passage for unblockability.
Opal Palace for some added free pump.
Auras
Faith Unbroken and Cartouche of Strength double up as a pump spell and removal.
Sage's Reverie doubles up as a pump spell and some card draw.
Gaea's Embrace an older Aura that many people don't know about, but it gives your creature a solid boost.
Jalira, Master Polymorphist | Endrek Sahr, Master Breeder | Bosh, Iron Golem | Ezuri, Renegade Leader
Brago, King Eternal | Oona, Queen of the Fae | Wort, Boggart Auntie | Wort, the Raidmother
Captain Sisay | Rhys, the Redeemed | Trostani, Selesnya's Voice | Jarad, Golgari Lich Lord
Gisela, Blade of Goldnight | Obzedat, Ghost Council | Niv-Mizzet, the Firemind | Vorel of the Hull Clade
Uril, the Miststalker | Prossh, Skyraider of Kher | Nicol Bolas | Progenitus
Ghave, Guru of Spores | Zedruu the Greathearted | Damia, Sage of Stone | Riku of Two Reflections
1 Rhys the Redeemed
Backup Squad
1 Blight Mamba
1 Monastery Mentor
0 Kor Spiritdancer
Pump
1 Bonesplitter
1 Civic Saber
1 Helm of the Gods
1 Rancor
1 Gryff's Boon
1 Spider Umbra
1 Hyena Umbra
1 Blessing of the Nephilim
1 Mortal Obstinacy
1 Ethereal Armor
1 Daybreak Coronet
1 Spirit Mantle
1 Shield of the Oversoul
1 Armadillo Cloak
1 Unflinching Courage
1 Snake Umbra
1 Empyrial Armor
1 Battle Mastery
1 Cartouche of Strength
1 Boar Umbra
1 Faith Unbroken
Protection
1 Vines of Vastwood
1 Blossoming Defense
1 Sylvan Safekeeper
1 Mother of Runes
1 Canopy Cover
1 Alpha Authority
1 Sterling Grove
1 Swiftfoot Boots
1 Heroic Intervention
1 Swords to Plowshares
1 Rest in Peace
1 Torpor Orb
1 Cursed Totem
1 Grasp of Fate
1 Oblivion Ring
Tutors
1 Enlightened Tutor
1 Steelshaper's Gift
1 Green Sun's Zenith
Draw
1 Skullclamp
1 Keen Sense
1 Sixth Sense
1 Kor Spiritdancer
1 Argothian Enchantress
1 Sram, Senior Edificer
1 Sylvan Library
1 Mesa Enchantress
1 Verduran Enchantress
1 Enchantress's Presence
1 Eidolon of Blossoms
1 Sage's Reverie
1 Replenish
1 Retether
Fast Mana
1 Elvish Spirit Guide
1 Lotus Petal
1 Chrome Mox
1 Mox Diamond
1 Mana Crypt
1 Sol Ring
1 Wild Growth
1 Utopia Sprawl
1 Exploration
1 Birds of Paradise
1 Arbor Elf
1 Herald of the Pantheon
1 Pendlehaven
1 Eiganjo Castle
1 Okina, Temple to the Grandfathers
1 Serra's Sanctum
1 Dryad Arbor
1 Centaur Garden
1 Command Tower
1 Horizon Canopy
1 Brushland
1 City of Brass
1 Mana Confluence
1 Razorverge Thicket
1 Savannah
1 Temple Garden
1 Land Grant
1 Windswept Heath
1 Wooded Foothills
1 Marsh Flats
1 Arid Mesa
1 Verdant Catacombs
1 Misty Rainforest
1 Inkmoth Nexus
1 Yavimaya Hollow
3 Plains
6 Forest
The deck is really fast. Against slow decks in duel commander games, it can get a turn 5 or 6 kill consistently, with a turn 4 kill being rare, but still possible. Beating up Kaalia of the Vast through pure speed feels really good.
The deck is OK in multiplayer games: I was playing against randoms, so they had your typical "game sense", and did not target me at all. I may have to switch the deck to be for duel commander only, as that is a faster paced game. The deck's speed is it's main benefit; the slow pace of multiplayer actively hurts it, especially killing 3 opponents instead of just one.