Apparently, it's from the Facebook page of Top Commanders of EDH (Multiplayer). Some guy asked the page host to compare the decklist on the Facebook page to this decklist. But yeah, Duck is getting some attention.
Ramp Suppression (11):
2 Winter Orb
2 Kataki, War's Wage
2 Thalia, Guardian of Thraben
2 Thorn of Amethyst
2 Gaddock Teeg
3 Aven Mindcensor
3 Aura Shards
3 Energy Flux - strictly worse than Stony Silence and Null Rod, because it lets them still use their artifacts and that will result in game losses
3 Reclamation Sage - this is not an effective answer
3 Trygon Predator - same as sage, it's not an effective answer because it cannot deal with multiple artifacts/enchantments in short period of time, so that can result in game losses
4 Hokori, Dust Drinker - works incredibly with creatures + Derevi, allowing a one-sided lock
4 Rising Waters
4 Linvala, Keeper of Silence
Instant-Speed Control (10):
If you were running multiple tax effects you wouldn't be able to cast your own Force of Will, you can't even cast this through Gaddock Teeg, and normally not even Trinisphere there is a conflict there.
0 Force of Will -
0 Mindbreak Trap
1 Swan Song
2 Mana Drain
2 Muddle the Mixture
2 Unexpectedly Absent - This suffers from the same problems that Trygon and Sage suffer it just can't answer EDH problems effectively
3 Patron Wizard - This is an excellent counter in Derevi, theres lots of wizards, and it helps deal with multiple threats which is exactly the kind of effect Prison Derevi needs.
4 Venser, Shaper Savant - In Glix's list this effect is uness. because your opponents already will not be able to cast spells and will be stuck in locks every game by turn 3-4.
4 Glen Elendra Archmage
2 Cyclonic Rift
Draw and Selection (12):
1 Enlightened Tutor
2 Sylvan Library
2 Eladamri's Call
2 Fauna Shaman
2 Survival of the Fittest - ***Not running Loyal Retainers to get turn 3 Jin/Elesh is a huge mistake
3 Thada Adel, Acquisitor - This is a really slow and poor way to ramp and its also 3 mana, and you're better off just running other things over this. Plus this is not an effective answer to problems either, since you're relying on random luck to get an answer out of opponent's decks. That all falls back onto having a poor Prison Strategy and needing other things to keep opponent's in check.
4 Birthing Pod
4 Academy Rector - Simply not needed, and it will rarely die.
4 Bident of Thassa - Edric is simply better, being that Edric is a creature he works together with Derevi's Prison strategy, while Bident doesn't. Also Bident can't even get under Gaddock Teeg.
4 Coastal Piracy - Same as Bident another card you can cut.
5 Azami, Lady of Scrolls - Too costly and theres not enough wizards to justify running this card. There are better solutions for card draw that you have missed such as Consecreted Sphinx, or Rhystic Study.
0 Green Sun's Zenith
Ramp (9):
0 Mana Crypt
1 Sol Ring
1 Carpet of Flowers - This depends highly on someone having islands, otherwise it is a dead card. Additionally another reason that this is not good is because it doesn't ensure that you have turn 2 Derevi and it also doesn't help untap/tap permaments since it is not a Mana Dork.
1 Birds of Paradise
1 Noble Hierarch
1 Fyndhorn Elves
1 Avacyn's Pilgrim
2 Bloom Tender
3 Sword of Feast and Famine - Completely unnesscary card, when Derevi does the samething all the time consistently.
General Utility (13):
2 Umezawa's Jitte - This is just unnesscary if you were running a good Prison strategy, they wouldn't have hardly any creatures for you to worry about nor be casting spells.
2 Scavenging Ooze - Not needed if you're locking your opponents out every game, they won't be able to combo out, or get any spells past the Prison effects.
2 Luminarch Ascension - Hugely mana intensive card, that requires mana to make tokens. It's also conditional and that you must take no damage. If you were running strong creatures already and you only need a couple on the board, you'd be doing fine.
3 Eternal Witness - With effective an effective prison control in effect, no one will be casting much removal to stop you, so you don't need this either.
3 Daring Thief - same thing as Jite
3 Stonybrook Schoolmaster - This card you don't need either if you have good cheap creatures already that are good by themselves, and this is just makes tokens and offers no other ultility
4 Garruk Wildspeaker - Completely unneeded when you have Derevi. You also don't need sword of feast and famine at all. Those 2 cards are just wasting card slots.
4 Nature's Will - Same as Garruk and Swords of Feast
4 Opposition - Why would you need this if you have Derevi, or a Hokori in effect? Its completely unnesscary
4 Surgespanner - clunky card, totally unneeded when you've got locks in effect, no one is casting anything anyways
5 Tezzeret the Seeker
5 Prophet of Kruphix
5 Reveillark - same as Eternal Witness you don't even need this, and Derevi is extremely resilent already
Make attacking worthwhile (7):
1 Serra Ascendant - You need creatures with ultiilty to stop combos/threats/removal
3 Spawnwrithe - same as Serra a cut
3 Mirror Entity - You don't need pumps if you have locks in place, you can easily just kill them off with your creatures and a Elesh.
3 Brimaz, King of Oreskos - same as Mirror
3 Beastmaster Ascension - same as Mirror
6 Sun Titan - See what I wrote for Eternal Witness, and Revilark
Infi Combo (1):
5 Body Double - You don't need this or any infinite combos if you just kill them with a lock and combat damage
Land (36): You run way too many lands for Derevi you will have too much mana and not enough Nonlands. Also fetchlands, Duals, Gold Lands, Ultility Lands, in that order. You even skipped out on Gaea's Cradle, running too many basic lands, and you also have too many tapped lands which are useless. Don't run Strip Mine that hurts you 3x more than it would ever hurt your opponents.
My friend wants to bring a U/w Heroic to his FNM and I want to join him. It's going to be my first time going and I decided to make R/w Aggro but I'm not great in deck-building. Any ideas for the deck and tips in FNM? I don't know the meta of the FNM, I'm going to assume it's the popular decks. If I have to pay a little more, then so be it.
Say that you're playing on one table and you're up against four other players that consist of mostly control commander players and maybe a few combo/aggro players. I've been told that aggro decks don't last long in multiplayer. So does that mean combo and control multiplayer Commander have a better chance on being the last person alive? I need some ideas to play in my local shop. More leaning towards the control and combo decks (if the general consensus says that combo can survive for a good amount of time). My budget I'm willing to set aside is $200-$250, might push it to $300 if I have to.
What do you guys think of the Facebook post?
6 Prossh, Skyraider of Kher
Creatures
1 Elvish Mystic
2 Jade Mage
2 Golgari Guildmage
2 Wight of Precinct Six
2 Sakura-Tribe Elder
3 Wood Elves
3 Stronghold Assassin
3 Scarland Thrinax
3 Dungrove Elder
3 Quagmire Druid
3 Terra Ravager
3 Sprouting Thrinax
3 Hua Tuo, Honored Physician
4 Purphoros, God of the Forge
5 Endrek Sahr, Master Breeder
5 Xenagos, God of Revels
6 Spinebiter
6 Flameblast Dragon
6 Deathbringer Thoctar
7 Stalking Vengeance
7 Hunted Troll
7 Chancellor of the Forge
7 Fell Shepherd
7 Hamletback Goliath
7 Lord of the Void
7 Engulfing Slagwurm
8 Craterhoof Behemoth
1 Tempt with Vengeance
2 Clan Defiance
2 Mizzium Mortars
2 Diabolic Intent
3 Gaze of Granite
3 Spoils of Victory
4 Diabolic Tutor
5 Mass Mutiny
9 Blasphemous Act
Instant
2 Volcanic Geyser
2 Signal the Clans
2 Geth's Verdict
3 Jund Charm
Enchantment
3 Food Chain
3 Vile Requiem
5 Blood Rites
6 Enslave
Artifact
1 Sol Ring
2 Armillary Sphere
2 Carnage Altar
2 Swiftfoot Boots
3 Darksteel Ingot
3 Hammer of Purphoros
3 Strata Scythe
3 Ashnod's Altar
3 Trepanation Blade
3 Plague Boiler
4 Slate of Ancestry
4 Bonehoard
4 Quicksilver Amulet
7 Spine of Ish Sah
1 City of Brass
1 Overgrown Tomb
1 Command Tower
1 Woodland Cemetery
1 Akoum Refuge
1 Dragonskull Summit
1 Temple of the False God
1 Kazandu Refuge
1 Savage Lands
1 Opal Palace
1 Grim Backwoods
1 Kessig Wolf Run
1 Rogue's Passage
1 Golgari Rot Farm
1 Golgari Guildgate
1 Jund Panorama
1 Evolving Wilds
1 Stomping Ground
1 Rakdos Guildgate
1 Rootbound Crag
1 Rupture Spire
6 Swamp
6 Mountain
7 Forest
I like some feedback on this deck, try to suggest cards under $20 please unless the card is essential to the deck.
4 Grand Arbiter Augustin IV
Creatures
2 Gilded Drake
3 Aven Mindcensor
3 Wall of Denial
3 Thassa, God of the Sea
4 Archaeomancer
4 Solemn Simulacrum
4 Phyrexian Metamorph
4 Glen Elendra Archmage
4 Aura Thief
4 Academy Rector
4 Venser, Shaper Savant
5 Mulldrifter
6 Frost Titan
6 Sun Titan
6 Consecrated Sphinx
7 Elesh Norn, Grand Cenobite
Enchantment
1 Land Tax
2 Blind Obedience
2 Greater Auramancy
3 Ghostly Prison
3 Propaganda
3 Detention Sphere
3 Rhystic Study
3 Aura of Silence
5 Enchanted Evening
10 Omniscience
Sorcery
3 Cleansing Meditation
3 Dream Cache
4 Replenish
4 Wrath of God
4 Supreme Verdict
6 Austere Command
6 Terminus
7 Temporal Mastery
0 Pact of Negation
1 Enlightened Tutor
1 Mystical Tutor
1 Path to Exile
1 Swords to Plowshares
1 Condemn
1 Orim's Chant
1 Brainstorm
2 Disenchant
2 Cyclonic Rift
2 Arcane Denial
2 Memory Lapse
2 Remand
2 Negate
2 Mana Leak
2 Counterspell
3 Long-Term Plans
3 Hinder
3 Spell Crumple
3 Render Silent
3 Sphinx's Revelation
4 Fact or Fiction
Artifacts
0 Lotus Petal
1 Sol Ring
2 Talisman of Progress
2 Sphere of Resistance
2 Winter Orb
2 Isochron Scepter
2 Lightning Greaves
4 Jace, Architect of Thought
5 Tamiyo, the Moon Sage
5 Venser, the Sojourner
Lands
1 Adarkar Wastes
1 Azorius Chancery
1 Temple of Enlightenment
1 Command Tower
1 Glacial Fortress
1 Hallowed Fountain
1 Sejiri Refuge
1 Nimbus Maze
1 Seachrome Coast
1 Tolaria West
1 Halimar Depths
1 Boseiju, Who Shelters All
1 High Market
1 Maze of Ith
1 Reliquary Tower
1 Strip Mine
9 Island
7 Plains
This deck idea belongs madhatter00o, I just used his deck and his budget options to make substitutions.
Please consider the Grand Prix Boss Sligh deck I posted to the $100 Section to update the Rabble Red. I think it's a great update to it.