2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • 4

    posted a message on Daxos the Returned - Enchantment Speed Bumps Galore
    I live on Nexus now
    Archival M20-accurate primer below




    Daxos the Returned

    Enchantment Speed Bumps Galore




    "The problem is that it's not just one thing. There are a lot of cards that are annoying, and none of them are terrible on their own, it's just the fact that there's always something" - an irate friend, 2018








    Foreword

    Enchantments Through the Ages


    Banned in Legacy, ladies and germs
    Once upon a time, Jimmy Cardboard was looking through his card collection. "Gee," he thought, "I sure enjoy those enchantment cards I have. I like putting The Brute on my Gray Ogre, and then he gets even bigger when I swing because of Orcish Oriflamme. I should put them all in a deck!" And as he thought, he did. Granted, his deck wasn't particularly amazing, to say the least, but this anonymous (and, quite frankly, fictitious) trailblazer set the stage for what was to come.

    The power of the enchantment is not to be underestimated. After all, Orcish Oriflamme was immediately restricted along with the Power Nine... but on a more serious note, cards such as Necropotence and Fires of Yavimaya definitely left their mark on Magic's history. Decks built around enchantments hover around somewhere on the outskirts of 60 card constructed, with legacy leylines and enchantress probably being the most established. There's also a really cool mono-white niche brew floading around modern, stalling for time with Suppression Fields, Runed Halos and Oblivion Rings until it lands a Sigil of the Empty Throne.

    The archetype also translates well to EDH. Enchantress decks, named after a long line of potent draw engines, are typically GWx. The green brings most of the enchantresses whilst white brings the bulk of the meat-and-potatoes enchantment power lifters. When the two cross, ungodly beautiful abominations like Sterling Grove, Aura Shards and Mirari's Wake are born. Blue can also contribute nice things (Rest in Peace + Energy Field says hello), making Bant arguably the best colour combination for raw enchantment strength in a deck. This was further accented when dedicated enchantment commanders were finally brought to the shard in C18. However, I'm here today to show you a path less travelled and point out the merits of an Orzhov underdog.



    Soft Enchantress Stax with Endgame

    Why Play Daxos and How to Build Him



    Hyper selectively breaking backs since 2014
    Daxos the Returned looks outclassed in just about every manner imaginable. Other Orzhov legends, such as Karlov of the Ghost Council, offer punchier decks with faster clocks. At the same time, setting out to do an enchantress deck with the fourth best colour accompanying white appears to be suicide. However, upon closer inspection, Daxos turns out to be more viable than most give him credit. Hear me out here, I'm not saying he's strictly better than GWx and the new go-to enchantress commander, just that he doesn't suck.

    First and foremost, Daxos's ability results in a good degree of potent late game inevitability. A number of enchantress decks struggle with closing out the game, especially in a way that would be considered "fair", but churning out 10/10s for three mana each after setting up a number of enchantment pieces definitely falls under properly threatening. Also, black isn't even that bad for an enchantment deck, especially one that packs its own mana sink lunch. You get access to tutors (Demonic Tutor, Razaketh, the Foulblooded), insane mana (Urborg + Coffers), draw (Bolas Rock, Necropotence) and some ridiculous constellation effects which Daxos can abuse at instant speed whenever desired (Agent of Erebos, Doomwake Giant, Thoughtrender Lamia).

    Combine Daxos's ability with what white and black have to offer and a deck builds itself - soft faux-stax, a list full of "speed bumps" such as Oppression and Rule of Law that perfectly symmetrically claw away at non-mana resources. This slows everybody down... except your commander can use all the unoccupied resources to generate a board state. Buffer the 99 with (preferably enchantment-based) draw, removal, tempo hits, recursion, pillow fort and a splash of late game and you get the perfect "fly under the radar" list.



    Daxos and Me

    The Precon Improvement Quest that Could, and Did



    "And I will love you forever..." - Dick Valentine, 2009
    Me and white, we just don't fully get along. I started my EDH adventure with a Purphoros, God of the Forge deck that ended up setting the precedent of my decks being mono-colour. The green got occupied by Patron of the Orochi, blue became a Tromokratis whilst black was Sheoldred, Whispering One. While doing all this, I just couldn't come to terms with white. I loved the colour's removal options, but the fact it was extremely soft to disruption and had just about no draw power made me unwilling to pull the trigger. I made like five distinct attempts with the fellow on the left. I steered clear of Avacyn, Angel of Hope as she felt like a cheap way out whilst bringing lots of land destruction stigma. The closest I got to a functional deck was Darien, King of Kjeldor, but he was still quite easy to disrupt.

    Then the 2015 Commander precons came out, and my friends were getting some, so I hopped on the bandwagon. Daxos caught my eye immediately - you have to combine creature and enchantment disruption to truly knock him out of the game, as otherwise the value enchantments or fat spirit tokens will be there to offer some semblance of presence. Plus, he was part white, letting me cheat the system a bit. As I was coming off my Sheoldred, Whispering One high at the time, I was more than happy to use black as the support colour it is in this deck. I picked up the precon and did something I never did before - started noodling around with card composition using bulk and binders found at the nearby LGSes, seeing what would happen. Eventually I caved in and got solid stuff from my trusty vendor. Years down the line, the deck is fully spruced up, down to a Scrubland and fetches mana base. Nevertheless, it was quite a fun journey and can be viewed in the changelog. I ended up achieving something I've wanted to do for a while - I built a list I can just pull out and play, and do things while not drawing the ire of the rest of the table.







    The Deck Ranking

    Based on a defunct Avacyn primer


    General Attributes

    • Rate1 Quick Game Likeness - quick? I'd never, good sir!
    • Rate3 Newbie Feasibility - might be uncomfortable with the symmetric non-mana resource denial at first, but it should click pretty fast
    • Rate4 Commander Dependency - Daxos and his token hordes are the most reliable way to close out games
    • Rate1 "Scare" Rating - "Daxos is so bad" - DarkSword moments before getting shrekt and ignore-listing me on Cockatrice, 2016
    • Rate4 Multiplayer Mode - needs a period of under the radar resource development not offered by 1v1, but can put up a fight if the draw is right
    • Rate3 Expensiveness - don't let the DeckStats pricegun deceive you as my build is fully decked out, while a lot of your power lifters are cheap


    Game Play Attributes

    • Rate3 Acceleration - big rather than fast; some mana rocks to smooth out the early game, and fat mana options for later on
    • Rate3 Library Searching - three unconditional tutors, plus a few more for enchantments and lands
    • Rate4 Board Control - a solid helping of removal, comes in instant, enchantment and wrath flavours
    • Rate2 Spell Control - surprisingly high for an Orzhov shell, proactive disruption via discard and Rule of Law
    • Rate4 Card Advantage - everybody discards and Rule of Laws while you churn out bodies, also sports some solid draw engines
    • Rate3 Linearity - the dying moments of a game likely include three digits of power in spirit tokens, but the journey differs every time
    • Rate1 Combo Potential - no infinites whatsoever, occasionally does silly finite stuff with Skybind + big mana or a Bolas Rock

    The Deck's Strengths



    • A derpy commander in the wrong colours, making unthreatening speed bump plays that eventually add up to a surprising amount of advantage.
    • Voltron? Storm? Reanimator? Pesky creatures, be they tall or wide? There likely is an answer somewhere in the 99, and a tutor to get it.
    • Skybind allows for all sorts of crazy stuff to happen, from the generation of an army out of nowhere to incidental stax resistance.
    • Your Bane of Progress just melted my board? Well, at least I can still make five 7/7s to compensate.
    • Incremental spell/hand disruption makes it increasingly awkward to answer your shenanigans.
    • You haven't lived until you resolve a 10+ enchantment Replenish, especially if constellation becomes involved.
    • You can put on a slow-motion Leovold + Puzzle Box impersonation with Thoughtrender Lamia.
    • Held up interaction mana but nothing worthy came? Just sink it into spirit production without missing a beat.
    • Gaining 72 life per swing while everybody else has to pay 14 per attacker only to have it die on impact? Sure, why not.
    • I have "gotten there" on the back of Daxos with Sword of Rampant Growth.

    The Deck's Weaknesses



    • There are both better enchantress commanders and better Orzhov commanders, even if Daxos offers a unique spin on the idea.
    • Doesn't have green. Just imagine Elemental Bond or Primal Rage with Daxos, not to mention the standard Gx enchantress stuff...
    • Rather slow, and fragile in the early game - if your meta clocks in around turn 4-5, you're gonna have a bad time.
    • Daxos himself is a bear, and easy to keep down if desired. You have to rely on his apparent badness and other people making splashier plays.
    • Related to the above, Keranos, God of Storms and Elesh Norn, Grand Cenobite are your natural predators. Thankfully, you have removal.
    • You have almost as bad a time against Aura Shards and Austere Command as the rest of your enchantress brethren.
    • Whilst the path varies, the typical end result is three digits of spirit token power. Nowhere near the most varied game ender on the block.
    • Some of the hate options may feed other decks at the table, such as the discard fuelling reanimator strategies.
    • Occasionally becomes rather light-hearted with its life total, whilst lifegain is quite sparse in the 99.
    • ...some games, you just don't get to play Skybind :p

    Other Commander Options


    Orzhov



    • Karlov of the Ghost Council - Daxos's accompanying commander product legend friend is an objectively stronger option, and comes with a surprising amount of explosiveness. A tuned voltron shell with some multi-trigger lifegain (think Soul Warden et al. for the low end, and Righteous Cause as the curve topper) is sure to result in a quick clock.
    • Ayli, Eternal Pilgrim - Another aggressively costed option with built in Diamond Valley and Vindicate galore. Find a sweet spot of ramp, lifegain and token production and you should be in control of most happenings soon enough. There's a cool value town/combo primer you can check out.
    • Athreos, God of Passage - Whilst people are quite liberal with their life totals, they get leery pretty quickly when something like Athreos repeatedly makes advances onto it. This makes the Orzhov God a sturdy recursion engine, making good use of all sorts of cheap utility dudes. He's seen some renewed popularity lately thanks to a Shadowborn Apostles Game Knights build.
    • Teysa, Orzhov Scion - Lends herself very well to all sorts of enter/leave the battlefield shenanigans and probably offers the greatest build flexibility of the viable Orzhov commanders. There's a solid primer on her on the forums, so go check it out if you think she might be more up your street.
    • Teysa Karlov - Teysa's newer iteration is a design that most expansion legends should aim for. There's explicit support for the set's mechanic, but it's worded robustly enough to allow for various other shenanigans. Oh yeah, and it's also in the wrong colour combo for what it supports, given reanimator's tendencies to be GBx. The conceptual parallels with Daxos are striking, and I'd likely be building her if I didn't already have this deck going on.
    • Vish Kal, Blood Arbiter - A high-end option that can convert disposable bodies into a surprise burst of ridiculous commander damage or removal. Or, better yet, the latter after the former. Combine with some sturdy recursion to make the threshold on "disposable" far more lenient.

    Enchantress


    • Tuvasa the Sunlit - Hey look, a literal actual enchantress commander! The most Daxos-like thing to exist, as you get payoff from getting your enchantment action on with her around and she comes with a game-ending outlet based on overall enchantment ground charted. Had I not sold my soul to Daxos pretty firmly way before C18 hit the shelves, I'd have almost certainly built this bugger.
    • Kestia, the Cultivator - A somewhat unusual direction for an enchantress deck, encouraging some sort of go-wide enchantment creature/aura build. When you do bust out auras in EDH, you're typically getting your voltron on and not spreading them around a field of stuff. In return, you get an asymmetric faux-Edric with a bunch of hoops to jump through to make it happen. If that's not EDH, what is?
    • Estrid, the Masked - The face card of the C18 deck is interesting and versatile, yet actually not that enchantment'y. Coming with a Replenish-like ultimate is cute and all, but it's not going to come online too reliably outside of Chain Veil combos. The plus encourages land auras, while the minus suggests a miserable wrath slog that could even potentially encroach on the MLD taboo.
    • Gaddock Teeg - A brutal, hateful little thing that warps the rules of the game. Suddenly Austere Command doesn't look as scary. Amass a dense field of low-cost value enchantments as enchantresses refuel your grip and a variably sized hatebear splash further trips up your foes.
    • Karametra, God of the Harvest - What if I told you that you could literally have an indestructible enchantment as your commander in GW? Now now, hold your horses, the actual body that it comes with encourages a different style of deck altogether, but sometimes having a bonus enchantment to proc all the value town synergies is nice enough. The dissonance between what an enchantress deck wants to do versus what a Karametra deck wants to do is something I could never get over, but she does have a nontrivial enchantress following.
    • Dragonlord Dromoka - Having an uncounterable Grand Abolisher in the command zone is quite tasty, and lends itself well to milking all those delicious enchantress synergies without unexpected turbulence. The fact she's a massive, evasive body doesn't hurt either when it comes to closing out games.
    • Uril, the Miststalker - However, in the raw closing-games-out department, nobody on this list dishes out as much damage as Uril. Enchantresses are happy to refill your grip as you serve up thick platters of cheap, potent auras (Rancor et al.), and soon enough you have a big mean hexproof one-shotting machine. Just watch out for them Fleshbag Marauders...
    • Sigarda, Host of Herons - Trades off Uril's explosiveness for not being soft to Fleshbag Marauders (and other effects of that ilk). Doesn't naturally gravitate to enchantments as heavily as her predecessor, but her staying power lets you slap down some auras on her with confidence. There's a very nice primer on the use of Sigarda as an enchantress commander with a splash of aura voltron.
    • Angus Mackenzie - Mister Fog-on-a-stick lends himself incredibly well to all sorts of extremely defensive pillow fort mayhem, usually with a good helping of enchantments. Given the fact he's in what may well be the best colour combination for this type of deck, there's nothing stopping you branching out of the pillow shell and using Angus himself as an emergency survival panic button.
    • Zur the Enchanter - Whilst the colour combination is a bit subpar from a purely enchantment perspective as green got replaced by black, the fact Zur brings a constant stream of tutoring makes him one of the most feared commanders across the whole board. Quickly assemble all sorts of nastiness, be it Rest in Peace + Energy Field, Bitterblossom + Contamination, or just Necropotence to dig unreasonably deep into your 99 for whatever you may need. See, enchantments have the potential to be pretty freaking good in this format!
    • Heliod, God of the Sun - A mono white Daxos-like oddity who can generate 2/1s for four mana. Making bodies on demand is good as it helps close out games, and enables instant speed constellation value at times that make Skybind delightfully wonky. If only the bodies and colour range could be better... oh wait, they can be, and we're here to talk about it





    Deckstats link (curve, sorted on card type etc.)

    daxosdec.decMagic OnlineOCTGN2ApprenticeBuy These Cards
    Commander
    1 Daxos the Returned

    Ramp/Land Drops
    1 Bolas's Citadel
    1 Crucible of Worlds
    1 Expedition Map
    1 Gilded Lotus
    1 Land Tax
    1 Mana Crypt
    1 Orzhov Signet
    1 Smothering Tithe
    1 Sol Ring
    1 Sword of the Animist
    1 Thran Dynamo
    1 Wayfarer's Bauble
    1 Weathered Wayfarer

    Tutors
    1 Demonic Tutor
    1 Enlightened Tutor
    1 Razaketh, the Foulblooded
    1 Vampiric Tutor

    Constellation Toolbox
    1 Agent of Erebos
    1 Cloudstone Curio
    1 Doomwake Giant
    1 Skybind
    1 Thoughtrender Lamia

    Card/Spell Economy
    1 Chains of Mephistopheles
    1 Doom Whisperer
    1 Eidolon of Rhetoric
    1 Mesa Enchantress
    1 Necropotence
    1 Oppression
    1 Phyrexian Arena
    1 Rule of Law
    1 Sensei's Divining Top
    1 Spirit of the Labyrinth

    Removal
    1 Anguished Unmaking
    1 Attrition
    1 Aura of Silence
    1 Generous Gift
    1 Grasp of Fate
    1 Path to Exile
    1 Profane Procession
    1 Swords to Plowshares
    1 Utter End

    Non-Removal Answers
    1 Authority of the Consuls
    1 Blind Obedience
    1 Flickering Ward
    1 Righteous Aura
    1 Teferi's Protection

    Combat-Related
    1 Anointed Procession
    1 Cathars' Crusade
    1 Ghostly Prison
    1 No Mercy
    1 Reconnaissance
    1 Sphere of Safety
    1 True Conviction

    Wraths
    1 Extinguish All Hope
    1 Merciless Eviction
    1 Rout
    1 Slaughter the Strong
    1 Toxic Deluge

    Recursion
    1 Brought Back
    1 Kaya's Ghostform
    1 Phyrexian Reclamation
    1 Replenish

    Lands
    1 Arid Mesa
    1 Bloodstained Mire
    1 Cabal Coffers
    1 Caves of Koilos
    1 Command Tower
    1 Deserted Temple
    1 Fetid Heath
    1 Flooded Strand
    1 Godless Shrine
    1 Hall of Heliod's Generosity
    1 Isolated Chapel
    1 Marsh Flats
    1 Nykthos, Shrine to Nyx
    1 Polluted Delta
    1 Prismatic Vista
    1 Reflecting Pool
    1 Scrubland
    1 Serra's Sanctum
    1 Tainted Field
    1 Urborg, Tomb of Yawgmoth
    1 Vault of the Archangel
    1 Verdant Catacombs
    1 Windswept Heath
    7 Plains
    7 Swamp







    The following subsections feature a sizeable list of options for each card group, including cards I currently run, cards I ran in the past and cards that will likely never grace my 99. My opinion isn't be-all, end-all, and whilst I can voice my thoughts on Humility and Contamination that doesn't mean you can't come up with some angle where they will work.

    Saving Money


    Seeing how I've been constantly toying with the list since Daxos got printed in 2015, I've managed to pick up a number of expensive utility pieces for it along the way. However, I paid quite a bit less for them than you'd have to do now as the secondary market has become even crazier than usual in 2018. The good news is that you can capture most of the deck's performance just fine without all the insane money pieces - Skybind, Doomwake Giant, Thoughtrender Lamia, True Conviction, Extinguish All Hope and Razaketh, the Foulblooded aren't going to break the bank. You'll just need to field a slightly different supporting cast. The most expensive thing that's key to the deck's functioning would be Cloudstone Curio at about 15 bucks a pop. Its flexibility is ridiculous and nothing else even attempts to replicate it.

    The easiest place to shave money are the various vanity cards, largely concentrated in the mana base - the primer 99 is fully decked out with fetches, a Scrubland, and a Crucible of Worlds to complement it with a Mana Crypt on the side. There's no denying that having this sort of setup is ideal, and occasionally Crucible can dig you out of some pretty patchy situations or get you surprising value off your progressive discard, but it's easily the most needless money sink in the list. For years, I made do with a perfectly competent mana base with more basics and a Temple of Silence, plus a different rock in place of the Crypt. However, attacking most of the other expensive multicolour lands (Reflecting Pool, Godless Shrine, Fetid Heath) can ultimately result in the deck becoming clunkier in operation as there's hardly a long list of alternative enter untapped options. If you take out the fetches, keep an eye on Brought Back - one of its operation modes is ramp, and it might become less desirable with that aspect of it turned off. The most superfluous pimp bit of all is Chains of Mephistopheles. Slot in Uba Mask immediately, or devote the space to something else entirely.

    The deck likes its mana big, and the current iteration places a lot of faith in its lands to get it there. Nykthos, Shrine to Nyx won't break the bank, and you should get it. Cabal Coffers + Urborg, Tomb of Yawgmoth are pricier, but they also form the most resilient of the big mana generators and are commonly found in Bx builds. As such, you should still be able to get decent mileage out of them if you go your separate ways with Daxos. Serra's Sanctum is mind-numbingly expensive, and only shines in enchantment decks. It's one hell of a land and gave the list a ridiculous performance boost when it was introduced, and it comes with a mighty blessing from yours truly, but it's a heck of a commitment to spend this much on a cardboard with a fraction of the utility of Urborg + Coffers. If you scale back on the big mana lands, Deserted Temple and Weathered Wayfarer may peter out a bit, keep an eye on them in testing. However, it should be noted that Daxos is very mana hungry, and you will probably need to upgrade your mana rock count to compensate. This may adversely affect performance as you will become susceptible to getting said rocks shot out from under you, sending you back to the stone age.

    Some expensive utility options are Demonic Tutor, Vampiric Tutor, Enlightened Tutor, Land Tax, Toxic Deluge, Replenish and Teferi's Protection. A benefit of forking out for the tutors is that they're ubiquitous and will always find a home anywhere you want to put them in the corresponding colours. Given the vastly inferior nature of budget options, a somewhat unconventional suggestion would be to replace them with Diabolic Revelation if forced to, trading earlier reactivity for a potent late-game blowout. A hefty X will set up an endgame to the standard of Razaketh. Land Tax is similarly utilitarian, and can lend its value hand to everything from the most comatose goodstuff to broken glass jank heaps. Toxic Deluge is probably the best wipe in the format (only really contested by Blasphemous Act), offering ridiculous play flexibility, and will also slot in effortlessly into any deck that has black in it. Replacements have to decide between reset level (Wrath of God) or alpha potential (Winds of Abandon? Plague Winds?!). Replenish's less suave younger brother Open the Vaults can stand in if need be, but will be noticeably inferior. Teferi's Protection is a super kooky one-off effect, and replacements like Faith's Reward are not even the Open to Protection's Replenish boggling gamut of possibility. As such, you may be better off using the slot for something else. Thankfully, most everything else is cheap! No Mercy is less essential and you could sub it out for some other utility/defensive enchantment of your choice. Sensei's Divining Top depends on a number of shuffle effects to truly shine, and most of this deck's shuffles have just been listed in the last few paragraphs as opportunities to save some money. Bolas Rock may also start bricking more often.

    1. Ramp/Land Drops
    Daxos is mana hungry, got to keep them lands/rocks flowing. Land-based ramp is preferred as it's harder to interact with, but some choice mana rocks, preferably of the enter untapped variety, can be a solid boost too.


    Separated from Skybind at birth
    • Black Market - Creatures die all the time in EDH, so this thing piles on the counters hard and fast in most scenarios. However, it also costs five mana to set down, making it quite slow in providing you with its benefit. In addition to that, it forces you to expend more mana in your main phase than you'd typically want to. Still a solid option though.
    • Check Bolas's Citadel - Oh, Bolas Rock. Sticking this thing is akin to flipping on turbo mode, just sit back and watch as the deck accrues an insane amount of advantage off the top. All the shuffle and topdeck manipulation effects (Sensei's Divining Top, Doom Whisperer) present in the 99 double up as handy ways to keep the gravy train going. You know you're a crazy card when Necropotence plays support for you, and Top offering up a sorcery speed Yawgmoth's Bargain is similarly bonus perk territory rather than main feature. Try to land some lifegain with this around to keep going unharmed. Wins games quickly if unanswered, puts you in an incredibly solid position even if blown up.
    • Burnished Hart - The perfect derpy turn three "look at me guys I'm a silly deck I'm not a threat" play, and later on has the potential to become a massive value house with Skullclamp and some sort of recursion engine. The fact it's land ramp is lovely as well. However, it does take six mana to get two lands out of it, and if you split it across turns then you run the risk of somebody being a dingus and offing the Hart before it's payoff o'clock.
    • Chromatic Lantern - While the fact it makes all your colour woes go away with the flick of a wand is wonderful, its mana cost of three is not. Sequences a bit awkwardly in the early game, and doesn't provide a tremendous payoff later on either. Still a hell of a rock, and the more colours you have the more you should be running this.
    • Commander's Sphere - The free cycling works well with repeatable recursion. However, the fact it's ultimately a typical three-drop rock makes its position in the rock waiting list hierarchy not that good, especially as there are a few two-drop options (e.g. Talisman of Hierarchy) that are kicking around on the bench.
    • Check Crucible of Worlds - Given the full seven fetches and bits of symmetric discard, Crucible offers a hefty helping of value. Pitch a land to Oppression and then play it to circumvent the disadvantage in yet another way, keep on recurring that fetch to make land drops you otherwise wouldn't have been able to, protect your big mana lands, just all around good times.
    • Endless Horizons - Whilst the filtering and extra land supply are nice, the card is asking for trouble and will often eat removal, leaving all the lands you dug up in exile. And, to top it all off, it just grabs plains. We're a two-colour shell, and whilst plains have the potential for some nice synergies (Emeria, the Sky Ruin, Emeria Shepherd) the limitation pushes this into "almost certainly not worth it" territory.
    • Check Expedition Map - Digs up the big mana lands. Seeing how the list's idea of a good time features said big mana lands tapping for much mana, this is a pretty good fit in here.
    • Fellwar Stone - A solid two-drop mana rock, but Orzhov Signet is less reliant on what your opponents brought to the table and there's only so much space a late game mana flood deck can devote to two-drop mana rocks.
    • Firemind Vessel - Check it out, they glued Charcoal Diamond and Marble Diamond together. It's a pity this comes in tapped, as otherwise it'd actually be a serious contender for a slot in here.
    • Check Gilded Lotus - Super sturdy rock, three coloured mana that takes us from 5 to 8 opens up a lot of possibilities (or just hastens spirit production). Best pals with Skybind, as it flops back onto the battlefield untapped. You'll rarely be unhappy to see this.
    • Hedron Archive - Two Mind Stones glued together is quite useable, probably more so than the original and definitely more so than the triple edition. Pity about it being out of Sun Titan reach.
    • Check Land Tax - A ridiculous value engine. Seeing how there's only so much land ramp here, there will almost certainly be someone at the table with more land than you (at least in the early-mid game), and this allows you to keep your hand buffered with basics at your disposal. Don't go for any of the balanced knock-offs like Gift of Estates though.
    • Check Mana Crypt - Eternal Masters dipped the price enough for me to hop onto the wagon, and now I own this crazy EDH status symbol. Please be wise and don't follow in my footsteps, especially now that the required monetary investment has boomeranged back into the absurd.
    • Mana Vault - We're not really racing to any high-CMC play here, and those sort of decks are where this mana rock shines.
    • Mind Stone - Another classic cycling mana rock, but this time producing colourless mana and actually requiring a mana investment to crack. Still pretty solid, but the deck prefers its mana coloured.
    • Orzhov Cluestone - Strictly worse than Commander's Sphere, and we're already not running that.
    • Check Orzhov Signet - Phenomenal colour fixing is what makes this slide in in spite of being a two-drop. Comes in untapped, provides both colours, absolutely stellar.
    • Check Smothering Tithe - A very interesting card, as its payoff tends to scale with how well your opponents are doing. If everyone's drawing very little and diligently paying you off, you'll probably manage to eke out advantage off having a command zone mana sink without the treasures. If someone just ripped a Scapeshift and drew a bonkers grip with Tatyova, Benthic Druid, that's a wall of mana to jump-start responsive action from. In a regular EDH turn cycle, you're likely to get a few tokens off everyday things.
    • Check Sol Ring - Well, duh. We may be coloured-hungry, bur not to the point where we'd say no to a Sol Ring.
    • Solemn Simulacrum - The fact the guy's payoff is immediate, and there's a second value helping when he dies, makes him marginally preferable to Burnished Hart. Plus, sometimes you get to flicker him with Skybind a bit for extra lands.
    • Star Compass - Probably the best of the CIPT two-drop rocks as it's just about always both colours.
    • Starfield Mystic - While the enchantment medallion is nice, the fact he doesn't assist body making in the slightest is suboptimal. Probably best to devote the slot to something that just flat-out makes mana instead.
    • Check Sword of the Animist - Sword of Rampant Growth is a natural fit for a shell like this. Fun, unthreatening pokes with a 3/3 or 4/4 get completely neglected as you slowly amass a ridiculous land count, and soon enough you've got mana out the wazoo and everybody is scratching their head how you got there.
    • Talisman of Hierarchy - A two-drop rock that not only doesn't come in tapped, but offers you both colours for the meagre investment of a single life point. The first include you should be making if you decide to add more cheap rocks.
    • Check Thran Dynamo - Pay four mana to permanently gain three colourless. While this deck may prefer its mana coloured, the net total boost single-handedly carrying the list into a very comfortable spot of operation is quite desirable.
    • Check Wayfarer's Bauble - A tiny, unassuming land ramp spell that colour fixes like a champ. Worth a slot in most decks not running green.
    • Check Weathered Wayfarer - Like a repeatable Expedition Map, this thing is worth its weight in gold with a mana base filled with big mana producers and some utility options.
    • Worn Powerstone - the "balanced" Sol Ring's CIPT downside is something the deck isn't particularly keen on, but it did good work when I ran it.

    2. Tutors
    Somewhere within the 99, a card likely lurks that can answer whatever is going on right now.


    Nab Mana Crypt turn one, nab a game-ender turn ten
    • Academy Rector - Allocating four mana for a crummy 1/2 seems like a bad deal... until she dies. Then you get whatever you need out of your deck at instant speed and with no counter window, allowing for some cheeky unforeseen responses that wrench enemy plays as they happen. Cards like this are evidence that Urza Block was initially meant to be enchantment-themed, and by golly is it sad that they got sidetracked from that vision. Pity about sacrifice effects being very scarce in the 99, making the timing of her ability sit more in the hands of your opponents than your own.
    • Beseech the Queen - Seeing how we're two-colour, BBB is not a given. That makes this a fiddlier Diabolic Tutor that forces us to reveal what we get. One for the mono-blacks, I'm afraid.
    • Dark Petition - You're not super likely to hit spell mastery, as the instants and sorceries are quite scarce. Better stick to low-cost options that work reliably.
    • Check Demonic Tutor - We're in black, there's literally no (non-monetary) reason not to run this. A stupidly awesome tutor that has your back at any stage of the game.
    • Diabolic Intent - This seems like a fantastic deal until you realise that it's sorcery speed and the creature you're most likely to be sacrificing to this cost you three mana to make. Suddenly Diabolic Tutor looks better, and that's not really something you'd consider running, would you?
    • Diabolic Revelation - The hyper mana intensive top-end tutor that always sits in the back of your mind when you brew a deck, but then you never end up running it. Ironically, its main purpose seems to be dismissing all sorts of other gimmicky high-end tutors as you realise this would do the job better. A perfectly valid consideration in more budget builds.
    • Check Enlightened Tutor - The white part of the Mirage tutors gets to dig up an artifact or enchantment. How handy for us!
    • Grim Tutor - If you're lucky enough to own one, slot it in. Digging up anything for one more mana than Demonic Tutor and some life loss is still horribly powerful.
    • Idyllic Tutor - Only one mana more than Demonic Tutor, but that one mana ends up mattering a whole lot as Daxos costs three, and then mana becomes very important for play making. It lacks the flexibility of the unconditional tutors (which can be used early to help set up a good mana base) or the stupidity of Raz, often relegating it to grabbing Skybind or other situation-appropriate game-ending haymaker late in the game.
    • Liliana Vess - Repeated Vampiric Tutoring sounds tempting, but being a decent planeswalker gets you squished in EDH land. As such, five mana for a single Vampiric Tutor? Not worth it, as we can't guarantee she'll be protected (especially in the sky).
    • Open the Armory - The aura/equipment range seems limited at first, but you could run a nice toolbox for this to hit within the deck - Lightning Greaves for survival, Sword of Rampant Growth for ramp, Flickering Ward for "Daxos storm" building or protection, Darksteel Mutation for solid removal, Skullclamp for draw and Animate Dead for resurrection for the modern salaryman. Not bad for a two mana white spell.
    • Plea for Guidance - Sounds like a great idea until you recall Diabolic Revelation, and then recall you don't run that, and then you still don't run that. See, like I said when I discussed Diabolic Revelation, its main boon is dismissing other expensive tutor options that look like they're playable.
    • Check Razaketh, the Foulblooded - Probably the most game-ending card in the deck, if you have the real estate to support him. Daxos makes this fellow read " 1 mana white mana black mana , pay 2 life: Demonic Tutor". That's pretty damn good, even if it comes with the steep overhead of being an eight drop. The possibilities are kind of silly, but that's pretty much the joy of repeated easy tutoring on a stick. Don't forget your Skullclamp for extra rub-ins if you have it.
    • Scheming Symmetry - Ridiculously good in two-headed giant games, a very risky tool otherwise. Sure, you could try to politics your way around it, or give it to the guy who's behind, but a free Vampiric Tutor handed out to an opponent is not where you want to be. Don't forget the sorcery speed - a nontrivial amount of the strength of Enlightened Tutor/Vampiric Tutor stems from their instant nature.
    • Sidisi, Undead Vizier - A phenomenal tutor engine in decks that can guarantee her bouncing back and forth between the graveyard and the battlefield. This is not one of those decks.
    • Check Vampiric Tutor - Black shows the Mirage tutors how it's done. One mana and two life are a pittance in EDH land, and your next topdeck is set to whatever you want. Lovely stuff.

    3. Constellation Toolbox
    Enchantments hit the battlefield, stuff happens. Daxos makes this work at instant speed.


    World's Second Best Daxos Engine
    • Check Agent of Erebos - Selective graveyard hate. We keep our things for recycling later if so desired, but the guy who just tried to pull a reanimation number gets nothing. Good day, sir!
    • Angelic Chorus - The first of what I'll call "honorary members of the constellation toolbox", in that they don't formally have constellation but they trigger in a similar fashion in this list. This one gets us life off bodies entering on our side of the fence, and whilst it's nifty there are stronger options to run in the 99, especially as it requires an upfront investment of five mana.
    • Check Cloudstone Curio - Another honorary member of the constellation toolbox, it's the second dumbest engine piece in the deck after Skybind. The bodies Daxos makes are both creatures and enchantments, allowing you to protect most of your board against removal if needed. Also, if you get some cheap enchantments, you can bounce them off each other to build "Daxos storm" in a heartbeat. However, my favourite use has to be resetting ETB things or making symmetric hate asymmetric. Sponge up Oppression or Rule of Law back to your hand in the end step of the guy just before you, do your thing, replay them, pass. A mainstay of enchantress decks for a reason, and we get to add a whole new layer of dumb to the equation.
    • Court Street Denizen - One more honorary constellation card, works as a mini-Skybind by allowing instant speed creature tapdown. Very fragile though, as it's just a bear like our commander. And, unlike our commander, we can't guarantee this will keep coming back.
    • Check Doomwake Giant - A repeatable board thinner and the absolute bane of all sorts of swarm/weenie/token/small-creature-tribal decks everywhere. True, it likely won't eat that fat Eldrazi sitting diagonally across from you, but it does make the board considerably more manageable.
    • Dreadbringer Lampads - Offers intimidate to one creature. Not particularly handy, especially given the investment cost, and yet another pang at not having green as that got the far superior Primal Rage for a fraction of the mana.
    • Grim Guardian - Cheap, but the one-life ping isn't likely to matter all that much in the grand scheme of things. Running things just because they are cheap isn't the best idea, and the constant life trickle may pull aggro.
    • Harvestguard Alseids - Damage is but one of many ways to mess up a creature in EDH. As such, more versatile protection options should take priority over this one.
    • Check Skybind - This card could get its own section. What doesn't it do? Flick your own lands/rocks for more mana (multi-mana all-stars Serra's Sanctum, Cabal Coffers, Nykthos, Shrine to Nyx and Gilded Lotus love this). Flick an opponent's lands to keep them off mana. Flick any problematic nonenchantment permanent you don't want them to have right now. Flick things in the end step before a turn to have the things be absent for a whole turn (good against planeswalkers in particular). Flick away a fat attacker coming at you. Flick away a blocker you don't want them to have. Flick the target of a kicked Rite of Replication. Flick things for ETB value. Flick Daxos away from removal or a wrath. Keep flicking that Nevinyrral's Disk so it doesn't go pop. Flick away Cloudstone Curio as you return this to your hand in response to a Bane of Progress. Flick your own lands to get Land Tax/Weathered Wayfarer online if needed. Flick the stax piece that's freezing the game shut and continue with your day unimpeded, possibly the only one to truly do so. Flick a loaded Everflowing Chalice and get kicked out from the table. It's like a wonderfully busted and far less goodstuff value Roon of the Hidden Realm that can target far more things and is only constrained by your mana pool. Whatever is going on, you're likely to have some degree of interaction with Skybind. The card will surprise you time and time again, I keep finding myself using it in new ways just as I thought I exhausted its potential.
    • Check Thoughtrender Lamia - Costs a whopping six mana, but completely shatters the game if left unanswered. Soon enough, all of your foes' hands are gutted, and if you can muster three mana per player then you can strip whatever they draw just as they draw it as you get priority in their draw step. I am yet to lose a game that I've managed to reduce to that state, as everybody is stuck trying to topdeck an instant speed answer to the situation, and those don't always come. Just remember to beat down on the guys who are more likely to answer you first when you manage to land in this realm.
    • Underworld Coinsmith - Cheap, but also rather underwhelming. The subtle lifegain trickle is not going to make huge splashes, and paying two mana to slug everybody for one seems like a waste when compared to paying three mana for a growing spirit token.

    4. Card/Spell Economy
    Daxos offers spirit making as a useful way to offload mana. Keep people off cards/spells to further amplify this fact, and make it more difficult to interact with you. But yeah, don't shake a stick at actually drawing some cards yourself either, or manipulating your topdeck for maximum gain.


    Worn Powerstone, turn? Make five spirits in your end step
    • Arguel's Blood Fast - A handy card dispenser that can be used to refuel whenever, including after a surprise wrath that left you with a lot of open mana that you held up for interaction or body creation. The fact it's the cheapest to play of the Greed variants leads to a smoother early game experience (although this class of effect is largely a late-game ordeal), and the panic button Diamond Valley flip could help you stay afloat the one time it ever happens.
    • Azor's Gateway - The pre-flip form is an unassuming exile-loot engine. Smooth out any stage of the game, cashing in any silver bullets that may be unneeded, whenever a stray bit of mana hangs around. And if you get it to flip, the cries of geegmas will come pouring in. Not bad for something that comes down for two mana. It should be noted that the feelbad when this gets offed close to flip time is soul-crushing though.
    • Bottomless Pit - The fact it eats a random card makes for some pretty nasty disruption and can lead to fantastic random wrenching of opponents' game plans. Don't forget it also affects you, so if you have something particularly bombastic in your hand aim to get it out sooner rather than later.
    • Cabal Conditioning - There's not that much high CMC stuff running around in the 99, I'm afraid. As such, this probably won't magically gut everybody else's hand like a Myojin of Night's Reach would.
    • Check Chains of Mephistopheles - The cutting edge draw denial card, as with this on the field the only source of hand size increase becomes your draw for the turn. Gets sidestepped by Necropotence, like all the other draw control options brought up later. Uba Mask puts on a pretty close impression of this, and is even meaner in some ways because it also mauls the draw step. You should probably run that instead.
    • Creeping Dread - Another discard outlet, but it needs to live all the way around the board to get any value and costs four mana on top of that.
    • Disciple of Bolas - The window of opportunity where he shines the brightest is very narrow, as you need to have a fat disposable token. If you have a fat disposable token, you're probably doing okay.
    • Check Doom Whisperer - A surprisingly flexible bugger, can either function as a faux-Top in more established game/board states or offer pretty deep dig in dire times. Gets silly with lifegain, albeit possibly in a slightly winmore fashion. The bits of the deck that can reach the graveyard don't mind either.
    • Check Eidolon of Rhetoric - Rule of Law in creature form. Seeing how the effect is bonkers in this deck, there's no reason to not run him. The fact he's got four toughness is also pretty handy at dodging the occasional bolt.
    • Erebos, God of the Dead - The fact that this Greed variant comes on a cute anti-lifegain hatebear body makes surprisingly little difference, and the body part isn't super easy to get online.
    • Graveborn Muse - Daxos is a zombie, so this is essentially a double Phyrexian Arena. Splash in Agent of Erebos and it gets tripled, but there's no way to go higher than that without outside help.
    • Greed - The fact it's cheaper to activate than Erebos/Blood Fast makes this preferable in the late game scenarios where these cards really come online. However, as a trade-off, that's literally all this thing does.
    • Kaya, Ghost Assassin - A swiss army knife of a card, with the main use being a wonderful swing in card resources (draw vs. everybody else ditching one). Fits right into the trickle of discard tactic that the deck has going while slightly refuelling the grip as well. The other options are nothing to shake a stick at, with the 0 being a nice way to keep the -2 going.
    • Larceny - We're not going wide enough to make this as dumb as it has the potential to be. Parting with five mana for this doesn't help either, we're probably better off sticking with more reliable options.
    • Check Mesa Enchantress - Granting cantrips to a third of the deck is pretty good in terms of keeping the grip topped up with options. Gets kind of silly with Cloudstone Curio or Flickering Ward. Plus hey, what's an enchantress deck without an enchantress?
    • Mind Slash - Paying four mana to repeatedly eat creatures instant speed (Attrition) is perfectly serviceable, but the same mana commitment for a single shot of targeted sorcery-speed discard is less enticing.
    • Mindslicer - A lovely hand gutter, but he's not an enchantment and there's not enough sacrifice outlet density to ensure he'd work. Having control over when his effect fires is critical, as he doesn't work well as a defence-duty rattlesnake blocker.
    • Myojin of Night's Reach - A one-shot no-questions-asked asymmetric hand gut, typically hobbles the opponents enough to let you get a solid leg up on the game before they stabilise. If you open him in the starting grip, the plan becomes to rush him out pronto, and there's no shame in tutoring for mana rocks to make it happen. A bit of a letdown if encountered later, especially if the rest of the deck got some discard going already.
    • Necrogen Mists - Whilst it may be lacking the wonderful random aspect of Bottomless Pit, it's still a card dribble that depletes resources over time. That's fewer cards for everybody to play, fewer ways to answer you, and more advantage gained through spirit tokens.
    • Check Necropotence - I mean, it's Necropotence. Keep yourself constantly topped up, whether you have a draw lock down or not, and if you dip too low life-wise you've hopefully drawn some way of getting some life gain online. The fact it's an enchantment is just gravy. Wonderful, fitting, experience-granting gravy.
    • Check Oppression - Don't forget to play this as the last spell of the turn you play it. People like playing spells, and this forces them to assess what to pitch with frightening regularity and may lead to some misplays in your favour. Or, if you dungoof, some misplays in someone else's favour. This card is only second to Thoughtrender Lamia for discard-based disruption, as even a draw-happy shell is constantly gutting itself to do things.
    • Painful Quandary - Take the prior effect, add two more mana to make it asymmetric as per current Magic design, and let the foes make a choice - lose five life unless you drop a card. People tend to be very light-hearted with their life totals, and may only realise quite a bit down the line that they shouldn't have just handed out all those life points to the Quandary triggers. On the other hand, if they choose to pitch cards, they stifle themselves like under Oppression. Wonderfully lose-lose.
    • Check Phyrexian Arena - Draw an extra card at the cost of one life each turn. Simple and awesome. Just about every deck that runs black and isn't lightning-fast can be seen sporting a copy of this little ditty.
    • Read the Bones - A solid draw spell, but the list evolved towards continuous card economy value. If you were to insert a cheap one-shot, this would probably be the preferable one.
    • Check Rule of Law - Everybody only gets one spell a turn now. May not seem like a big deal at first, but it adds up over time, and even the hyperactive Ux player juggling instants in other players' turns like nobody's business will probably want to play more than one spell at some point as well. Just about every deck is wrenched by this to some degree... whilst you just keep pumping out fat spirits to run people over with.
    • Check Sensei's Divining Top - A virtual card advantage superbeast, especially given the amount of shuffling in the deck and the forecast length of the games. A cool way to sink excess mana trimmings (including during pre-Daxos early game awkwardness) in return for added planning depth. Works quite nicely with the discard elements of the list in a vacuum, unlike Scroll Rack.
    • Skullclamp - Good ole 'clamp provides more value in this shell than one would actually expect. When on one experience counter, dispenses as many 2 mana white mana black mana Divinations as you need, when higher up just slam it on a blocker and let it ride. Nevertheless, it's not quite as efficient at netting the cardboard as it is in a more sacrifice-heavy deck, often leaving a lot of the payoff decisions to your foes.
    • Check Spirit of the Labyrinth - A modern-day recreation of Chains of Mephistopheles on a hatebear. The hatebear is, regrettably, woefully soft to a ridiculous number of things (being a 3/1 gets you killed quite a bit easier than a 1/4). Still, the combo with widely understood casting impediments is real, keeping people's options at bay. Doesn't get along with Mesa Enchantress, but you can just hold whichever one you didn't play in your hand for a change of pace when the first one gets answered. Keep in mind Necropotence gets around this limitation.
    • Uba Mask - Hello there, fine individual, once the turn you drew the card in is over you shall permanently lose access to said card. Impedes hand size development like a boss, the discard pieces quickly slide way up the annoyance scale, and Skybind in the draw step can keep them off what they drew if you'd rather they didn't get it. Also doesn't hurt that Necropotence is completely unfazed by this as well, just like the other options of a similar nature mentioned earlier.
    • Vilis, Broker of Blood - Each time you lose life, you get that much cardboard. That's awesome! People punching you get you a fat grip! Your life sinks get you a fat grip! Once the rose-tinted glasses come off, the dude appears to bear a lot of conceptual similarity to No Mercy, which stops non-alpha strikes into you. Have we ever entertained the thought of running Dread, a six mana body version of this? No, we have not. So would we add two more to the cost to get the occasional nonsense draw stream when this synchronises with a life sink outlet? Probably not. I'm sure he'll find plenty of other homes.
    • Words of Waste - I just deprived myself of a card, so all you guys should too. Fair and balanced. Works well in conjunction with the draw amplifiers if more cards need stripping.
    • Yawgmoth, Thran Physician - Looks like a hell of an include at first glance. Then you remember Greed exists and you don't run that, and this effectively costs three mana per card. True, you can use it to slurp cards in response to a wipe, but it seems quite inefficient otherwise. The proliferate is not too shabby either, but it's ultimately a mixture of two okay modes on a four drop non-enchantment. Big Ole Raz this is not.

    5. Removal
    Orzhov is incredible at removing things, and removing things is good. Comes in enchantment flavour too!


    "Watoosh" - Nondescript Wahey Planeswalker, 2016
    • Act of Authority - Perma-exiles an artifact or enchantment on ETB, and sticks around to boost devotion/enchantment count. Can be passed on if something REALLY needs to go, or help dismantle a fort as you got for a lethal blow, or do disgusting things with Cloudstone Curio.
    • Check Anguished Unmaking - The gold standard in non-cEDH removal, three mana, instant speed, hits anything that isn't a land, and it exiles. Well, the life loss of three isn't ideal, but it's something that can be survived. Ridiculous card, and sure to be a staple in anything WBx for years to come.
    • Check Attrition - Sacrificing dudes for repeated removal is a great deal when your commander is a dude dispenser. Don't forget to slip Skullclamp onto your bullet, if you have it, for maximum cheddar.
    • Check Aura of Silence - A multi-purpose bugger that can act as taxation or a one-off nuke. A surprisingly large number of decks will be somewhat perturbed by the former, as just about everyone has some artifacts/enchantments they want to get out.
    • Ayli, Eternal Pilgrim - Looks like a wonderful value engine at first glance, as she can gain you life and then turn bodies into Vindicates. Now, take a step back and assess the condition on the Vindicate. Sinking six mana (as you need the body) isn't that bad, but you have to be at 50. This is not trivial to do as the shell isn't particularly lifegain-centric. As such, you're probably going to have to expend a massive chunk of resources to crawl to 50 off her Diamond Valleys. Not ideal.
    • Banishing Light - A less abusively worded Oblivion Ring. As such, you're probably better off running the original on the off-chance a synergy where you can abuse the triggers arises, like you having a Cloudstone Curio.
    • Cage of Hands - A Pacifism which you can freely recycle to get more value and help build "Daxos storm" if needed. Looks great on paper, but the mana investment is just too high for what it is.
    • Cast Out - Is worded as tame as the above variant, but the flash makes it reasonable. Combine with Cloudstone Curio to potentially reset the removal to a more needed target at instant speed.
    • Council's Judgment - A wonderfully dumb political spell that can end up generating tremendous value and sneak around hexproof. However, it is sorcery speed. Seeing how I'm enchantment tribal, if my removal is sorcery speed then it's an enchantment. The non-enchantment options have to be well-costed instants. Maybe it'll worm its way into the deck at some point...
    • Crush Contraband - Slurp two targets for the price of one card! Not too shabby. I prefer my removal to be more hit-all, just in case, but this is perfectly runnable.
    • Darksteel Mutation - Any problem creature becomes an irrelevant insect. Great tool to lock down commanders, and responds to Open the Armory as well if you've got that toolbox going on. Note the interaction with Doomwake Giant - whilst it may be desirable to eat a fat Eldrazi, you're not going to get as much value as hoped for if it goes on a commander (as the commander instantly dies, and the goal is to keep him out of reach of the player).
    • Despark - The low cost and exile are desirable, the CMC stipulation a bit less so. Sometimes you need to slurp a low cost synergy piece, and then this does nothing. Still, at least it has the decency of taking out stereotypical haymakers on the cheap.
    • Faith's Fetters - Four mana to freeze a permanent shut without sending it off the board is not a bad option to have, but it's not quite as potent at nullifying commanders as Darksteel Mutation and exiling most anything else is perfectly acceptable.
    • Fiend Hunter - Abusively worded creature removal on a dude. Possibly good with a sacrifice outlet or Skybind, I guess, but probably not worth the hoop jumping given the reliability of other options.
    • Force of Despair - While being a one-card answer to nonsense such as Avenger of Zendikar or whatever Genesis Wave barfs out is pretty nice, the extremely narrow usage window is not.
    • Check Generous Gift - Beast Within is a shoe-in in anything running Gx. This is a white version of that, and similarly shoe-in.
    • Check Grasp of Fate - Whilst the wording might be tame, the card is tremendous value. You hit a thing per player, so you're likely to amass a super fat amount of value under this enchantment, and then you can use the value belonging to other players to deter people from blowing the Grasp up. It usually works.
    • Hero's Downfall - Pops a creature or a planeswalker, but we are WB so we have access to stronger options.
    • Journey to Nowhere - One mana less than Oblivion Ring and featuring a more limited range. However, the two separate triggers are there for your potential shenanigans.
    • Mortify - This was okay until Utter End and Anguished Unmaking largely obsoleted it.
    • Oblivion Ring - The problem with O-Ring is that it doesn't handle the problem in a permanent manner, and if removed the threat comes right back. It's a single target, so you can't politics your way around it like Grasp of Fate. This hurts particularly bad if this happens through some sort of Austere Command. However, the screwy wording makes the thing stay exiled when you die, and allows for Cloudstone Curio shenanigans. It's still lurking on the outskirts.
    • Check Path to Exile - No, you may not have that creature, but you can have a Rampant Growth instead. Not much to say about this one-mana treasure that hasn't been said a thousand times before.
    • Prison Term - The possibility to flip this onto new creatures makes this one of the finer Arrest variants. However, commanders are better kept down with Darksteel Mutation, and everything else is better removed in a more permanent fashion.
    • Check Profane Procession - While it may cost a bit more to activate than Attrition, it fires in a chump-independent manner, exiles, doesn't care about the blackness or lack thereof of the target, and once it flips you get to make active use of what you got rid of. This makes it act as a bit of an insurance policy for things going south, making it good for the deck's overall well-being.
    • Quarantine Field - Would require a tremendous mana investment to get Grasp of Fate tier value, and even then it's likely to not be as symmetrical (as some people are naturally more threatening than others) and more likely to get removed. Do not want.
    • Return to Dust - Solid two-for-one for four mana, but only at sorcery speed. Crush Contraband would probably be preferable.
    • Seal of Cleansing - A really good value piece of artifact/enchantment removal, but I've currently got enough in the 99 (Aura of Silence plus all the hit-all stuff).
    • Seal of Doom - While the same old recursion shtick as always can make this be a wonderful value house, there's only so much creature removal a deck can hold. It was in the list for a long time and always performed fine.
    • Soul Snare - It's cheaper than the above, but it comes with the drawback of only hitting creatures attacking you. Potent rattlesnake? Yes. But sometimes things need to go boom and waiting for them to attack you isn't going to do you any favours. Also, you'll still eat lovely, lovely annihilator triggers and things of that nature.
    • Stasis Snare - The more expensive, non-abusively worded Journey to Nowhere has one major thing going for it, and that is flash. Such a small change, but results in a surprising degree of flexibility, especially when coupled with Cloudstone Curio. It's not the strongest card around, but I missed it sometimes before they printed Cast Out.
    • Check Swords to Plowshares - Giving a land too generous for you? Fine, here's an even more "fair" option where you just hand out some life instead. Same story as Path, ridiculously good, run anywhere Wx.
    • Teysa, Orzhov Scion - While the value looks real, take a step back once more. Our bodies cost three mana to make and it would take one hell of a resource expenditure to get things going with this lady, even including the 1/1 flyers on the rebound. Decks built around her make better use of her unquestionable goodness.
    • Temporal Isolation - Another charming flash option, this one neutering damage on a dime. Slap this on a voltron commander or something like Nekusar for much chagrin, or even just a fat beater if needed.
    • Check Utter End - Two blocks before there was Anguished Unmaking, there was this. And this is still pretty darn feisty and slots into the 99 automatically.
    • Vindicate - Both Anguished Unmaking and Utter End are blatant heirs to this. Largely obsoleted by Generous Gift.

    6. Non-Removal Answers
    All sorts of proactive protection, tempo hits and hate cards that don't really fit into the other categories. Miscellaneous tech ho!


    Daxos is not home right now, can I take a message?
    • Check Authority of the Consuls - The value this pulls in over the course of a game is incredible. The CIPT clause makes it more difficult to put up defences, hoses hasty beats, and even incidentally turns off some infinite combos. The life gain is nothing to sneeze at either. And all this for a meager one mana!
    • Check Blind Obedience - Costs one more mana than Authority of the Consuls to tweak the lifegain mechanic and add a CIPT clause on artifacts. The extort is nothing to sneeze at either, in particular if Bolas Rock comes out to play. Pretty solid low-cost utility.
    • Cho-Manno's Blessing - The flash makes this an instant-speed faux-counterspell or surprise blocker shield. Pretty decent. Works well with Cloudstone Curio.
    • Contamination - The commander is a token engine, so it must be great to run this massively fair and fun card, no? No. You'd essentially need to go heavy on the rocks to sustain token production under the lock without dwindling your board away, and that opens up a whole slew of problems. Plus, it shuts off your big mana lands. As such, you'd have to pursue an entirely different game plan.
    • Check Flickering Ward - Protection from a colour is a woefully underrated thing, if placed correctly you turn off the most likely avenue of spot removal and/or enable Daxos to act as a fearless blocker. And if a wrath hits the table, you just soak it right back to your hand. Or, if you're bored, you cast it over and over again to build "Daxos storm", which can get silly if you also happen to have Skybind. But what doesn't get silly with Skybind, really. Or you can draw a bunch of cards with Mesa Enchantress. Good times are likely to be had.
    • Gideon's Intervention - A piece of proactive shutdown coupled with an on-board damage preventer for a versatile answer. If you need your Nevermores ASAP, you're better off running the original, but in more benign applications when you don't feel like dumpstering someone's game you'll be able to get some sort of reactive use out of this when you draw it.
    • Humility - Whop it down at an inopportune moment for you and you lose the game. Whop it down at an inopportune moment for the others and you likely just won said game. Turns off a ludicrous number of things, including Daxos, so if you want to run it you should probably build around it heavily by including more token generation in your 99. Might be worth your while, but I feel it belongs more in equipment-based decks or contraptions that go super wide.
    • Karmic Justice - Theoretically an attempt to deter removal, in practice it usually turns out to be a Vindicate that they trigger with a removal spell. Does nothing against exile though, and the fact they get to be the ones in control of when the Vindicate goes off makes this rather subpar in the end.
    • Kismet - Authority of the Consuls/Blind Obedience continued, this time with lands as well! Every now and then I entertain the thought of running this in the 99, and I have a sixth edition copy (current rules wording) waiting for the time I follow through.
    • Leyline of Sanctity - If there's a lot of targeted stuff flying around in your meta, this is a really good shield to put up to make it go away. In all honesty though, what sort of targeted stuff would even need this sort of shield?
    • Leyline of the Void - I feel I'm set for grave hate with Agent of Erebos. If you feel you need more, slot this in.
    • Lightning Greaves - Snap them on and Daxos can't be hit by spot removal. Offers occasional bursts of value, such as allowing an extra surprise attacker to put pressure on someone.
    • Martyr's Cause - A sacrifice outlet that prevents damage. Pretty good at neutering fireballs or making Daxos not die to Keranos, but explicitly requires bodies to sacrifice to function. Righteous Aura handles the non creature-shield part of the deal just fine in a sacrifice-independent manner.
    • Mother of Runes - The fact the ability can shield any creature is nice, the fact it's once per turn cycle, does nothing against wraths and is prone to summoning sickness is not.
    • Nevermore - Proactively shut off any sort of nastiness. Typically it gets aimed at a particularly painful commander, but I've shut off all sorts of spells with it.
    • Null Chamber - Add one more mana and get twice the value if you can spin it right politically. It usually blows up in my face though, as in spite of valiant attempts I have the political grace of roadkill.
    • Rest in Peace - All graveyards go poof forever. Lovely until you realise this turns off your recursion options, which can turn the game around out of nowhere. Might still be worth your while if grave decks are super prevalent in your meta.
    • Check Righteous Aura - For a white and two life, anything coming your way gets absorbed. Turn off voltrons, fireballs, even the occasional too-fat swinger. Just setting this down discourages a lot of stuff from coming your way, and on top of that it's more versatile than a typical pillow fort deterrent.
    • Runed Halo - Somewhere between a Nevermore and a Temporal Isolation, disable an annoying creature or telegraphed spell/ability from hosing you. Not quite as back-breaking as a well-placed Nevermore or as flexible and out of the blue as a Temporal Isolation, leading to it often getting outperformed in the roles it sets out to fulfil. Gideon's Intervention pulls a decent impersonation of this if needed.
    • Solemnity - Aha, a way to stop all the counter shenanigans happening in commander. Including your own, while you're running an experience counter commander. Well then, nothing to see here, move along.
    • Stony Silence - Handily shut off all artifacts... including your mana rocks. Daxos is mana hungry, and the rocks that are in the list do heavy lifting. No touchy.
    • Swiftfoot Boots - The equip cost makes them cooperate a little less smoothly with a quickly played Daxos, and you can likely devote only so many slots to this sort of stuff anyway.
    • Check Teferi's Protection - What the hell is this even and where does this fit? A one of a kind bizarro cardboard that leads to wonky interaction with everything from Cyclonic Rift to Exsanguinate. Holding up three mana for this will make you feel about as safe as you ever will playing this list, and then if it turns out to not be necessary and you're not paranoid about Rift you can just sink the mana into a body.

    7. Combat-Related
    General category for everything that makes it less pleasant to swing into you or makes you swing better into others.


    You paying 21 per attacker?
    • Akroma's Memorial - I'd actually consider this a little if it were an enchantment. However, as an expensive artifact that doesn't nearly automatically win the game on resolution, it's more of a winmore/clincher than a valid boon to the deck.
    • Check Anointed Procession - Twice the spirit friends, twice the fun! Surprisingly more than a mere token doubler, as it grants a surprising amount of flexibility with play/body sequencing in the early game. Plus hey, doubling any future army generation also scales pretty well into the late game. Also works with Smothering Tithe, a fact I may have forgotten a few times.
    • Archangel of Tithes - Acts as a mini Ghostly Prison on defence, and can opportunistically help your guys get through. However, the WWW cost is ugly on a four drop, and she's a creature. There's enough enchantment-based stuff that does similar things.
    • Archetype of Courage - Mass first strike makes swinging into you a pain, but the fact it's on a body is a double-edged sword. In turn, Knighthood doesn't feel like it does enough early on because the lack of a body. An uneasy sort of effect in the end.
    • Archetype of Finality - Mass deathtouch is nice (especially when combined with the fellow above), but not at six mana. Compare to True Conviction.
    • Aurification - Disincentivises swinging into you as the creatures become walls... until this is removed. Which is not all that hard to do. Not the sharpest tool in the shed.
    • Check Cathars' Crusade - While often associated with extreme go-wide strategies, the Crusade also offers quite a bit of utility in this shell. The ability to generate meaningful amounts of power regardless of experience counter state works great as both an offensive and defensive tool, helping you close out games early or get back on the horse after a shaky Daxos hate start. Stock up on the tokens though, the logistics are a bit on the wild side due to our incremental body generation.
    • Cover of Darkness - And for my next trick, my spirit army will get fear. Not ideal, as black and artifact (even black artifact!) creatures exist, but very solid nevertheless for a two-drop. Slot it in if you want help with connecting.
    • Crackdown - A wonderful lid to slam down onto a tapped board. Out of nowhere, all that glorious EDH fat is frozen shut as you retain access to your wall of 8/8s as they're part white. True, there may be some other part-white stuff at the table, but this is likely to heavily skew the board state in your favour when it resolves, and it works together wonderfully with Authority of the Consuls. Even if played on curve with nothing around, it acts as means to persuade the EDH fat to stay untapped, i.e. not attacking. That's still pretty good for you.
    • Crawlspace - Throttles the total number of things that can come your way, but isn't an enchantment. The experience counters need to come from somewhere, and this doesn't offer something absolutely necessary to merit its inclusion.
    • Dictate of Heliod - The flash makes this a +3/+3 to your spirit army out of completely nowhere. Can potentially turn a game on its head from thin air, but just plain power/toughness boosting like that is best left to decks that don't anthem up their main source of damage by playing more varied effects.
    • Eldrazi Monument - The flying, anthem and wrath nope'ing are tasty, but the sacrifice and non-enchantment'ness are not. On top of that, the sacrifice is not a choice, so a well-placed piece of disruption courtesy of your opponent may see you trying to race this thing in an attempt to keep your board alive. Far from ideal.
    • Ethereal Absolution - A mini Elesh Norn, Grand Cenobite with some grave hate tacked on because yes. Brutal in Humility builds, but too costly for our operation here.
    • Ethereal Armor - Something becomes huge and first strike'y... and then what? Trample is not really a thing, you're likely to get chumped. You kill people by going wide with decent-size bodies, not tall. Doesn't feel like it merits a slot in spite of its good level of enchantment-matters synergy.
    • Check Ghostly Prison - Pillow fort is another soft form of stax, as your foes have to actively expend resources to try to damage you. Two mana per swinger may not seem like much, but it does add up across most stages of the game and your opponents may find their game plan warped by this tax if they choose to go after you. The fact it's a three drop doesn't hurt either.
    • Gossamer Chains - The fact it keeps bouncing itself to your hand to be replayed is lovely, but the trade-off comes in the narrowed window of potency when compared to more "global" pillow fort effects or even something like Righteous Aura.
    • Helm of the Gods - An Ethereal Armor variant that lacks the first strike, but greatly makes up for it with its equipment nature. Swing with it, then put it on a blocker.
    • Hissing Miasma - An interesting class of black pillow fort, should keep token swarms at bay. However, the Ghostly Prison-style cards in the list already keep token swarms at bay just fine, and Doomwake Giant keeps token swarms down altogether, so it gets heavily outgunned in the main thing it has to offer. Let's not kid ourselves, nobody's going to hesitate to take a point of life off themselves if they want to smack you with a Worldspine Wurm.
    • Intangible Virtue - Whilst the extra pump is nice, the card pales in comparison to Reconnaissance with its vigilance spreading to non-token creatures, and a magical combat death prevention bubble firmly in place to help you get the most out of your creatures.
    • Koskun Falls - The original Ghostly Prison from Homelands. See, Homelands was useful! The tapping of a creature in the upkeep is an unfortunate cost to have, though, as this falls off and dies if somebody wraths the board.
    • Marchesa's Decree - A Hissing Miasma variant that introduces monarchy to the game. Cantrips never hurt anybody, and the crown subsequently bouncing around the table may keep some attention away from you. However, I found that to not be the case for some crazy reason - once people slap me to get the crown and realise I'm punchable, they keep at it. Might just be a local quirk, there have been reports of it working differently in other settings.
    • Mystic Barrier - This can sometimes handily wrench game plans of opposing decks by forcing them out of where they want to attack (Marchesa comes to mind) and/or protecting you from things you don't want to get hit by. Other times, you have fat armies on your left and right. Its inconsistency makes it not merit the five mana price tag.
    • Check No Mercy - The main leg up that this has over Aurification is that the creatures die on impact. True, it does nothing against indestructibility, but on the whole it's a far more solid option to set down as just removing the enchantment doesn't fix the effects it's had.
    • Noble Purpose - The white counterpart of Larceny is a pseudo-lifelink granter that stacks with actual lifelink. More reliable at gaining you life than Angelic Chorus, but at one mana more we get True Conviction, which just eats this for breakfast. Probably not worth the five mana investment, even if it stacks with the Conviction.
    • Check Reconnaissance - A lovely little combat-related mess, grants all your stuff vigilance as you can pull the guys who deal damage out of combat after damage but before combat is over. Also, you can remove disadvantageously blocked fellows from combat before they fall. And all of this wonderful offensive/defensive nonsense, useful at any stage of the game, for one mana!
    • Check Sphere of Safety - Takes the idea Ghostly Prison had and knocks it out of the park. Don't forget that your spirits also count for the total. I routinely manage to slam down enough enchantment total that people physically cannot afford to swing into me. Or if I'm not quite so lucky (yet), the tax typically is so fat out of the gate that it heavily maims their entire turn to try to do something to me with even one creature.
    • Check True Conviction - This card wins games almost as well as Thoughtrender Lamia. All of a sudden the spirit horde slams twice as hard and gains you ridiculous amounts of life. The first game I drew it after putting it in, I was on single digits against an opponent on three digits. I momentarily stabilised and two turns later he was dead while I was the one on triple digits. I don't run much life gain or plain pump, but this is the best of the best and can do things beyond belief even when played on a modest board of small spirits.

    8. Wraths
    Sometimes stuff needs to go boom. Often this is followed by you rebuilding at a disproportionate pace.


    And then the calls of geegmas came pouring in
    • Austere Command - The flexibility is delightful, and I'd imagine myself most often using it to eat big-CMC creatures and artifacts. However, Merciless Eviction is a similar sort of effect that exiles, and you can only run so many wipes.
    • Consulate Crackdown - Vandalblast is a no-brain include in the vast majority of decks with red in them. This is white's Oblivion Ring-flavoured take on the idea. Usually the wiping will be asymmetric, but at the same time it's quite probable that the deck that got hurt the most by this happening will have the hardest time removing it. You can usually politics a bit to keep it alive, similar to Grasp of Fate.
    • Damnation - No need to splurge on this thing as we also have access to white options. Thankfully, the original commends a tiny fraction of this card's price tag, and it's still not part of the 99 as there are more synergistic wrath options available.
    • Dusk // Dawn - Daxos is a bear, so he gets to live through this mass destruction of everything hill giant and above. If your spirits were caught in the explosion, you can rebuild quickly. The aftermath thing may be value every now and then as well. Slightly preferable to the other effects of this kind (Retribution of the Meek, Citywide Bust) due to the more stringent criteria, but largely outclassed by Slaughter the Strong.
    • Elspeth, Sun's Champion - Once all the fat is trimmed from the board with a resounding clang, you momentarily flood it with a fresh batch of spirits. The plus is handy as well, as three 1/1s a turn can be put to some use. Skullclamp/Razaketh, the Foulblooded fodder, chump blockers, Grave Pact buffer... and the ult has won me an awkwardly gummed up game or two as well.
    • Check Extinguish All Hope - A card that feels tailor made for this deck. True, the wrath lacks a no-regeneration clause as it's a new offering, but it still usually wins games on the spot when used as an alpha strike enabler. Obviously can also be used in less advantageous board states to avoid getting melted.
    • Check Merciless Eviction - Mass exile is even more effective than a mass destroy, and the wide array of choices mean that you'll usually find a way to make this hurt the table quite a bit. The fact the list doesn't crutch on rocks quite as hard as it used to means that the artifact mode isn't quite as suicidal as it may seem.
    • Check Rout - You get a Wrath of God for 5 which you can optionally flash in for 7. The flashing is a very valid line of play here as we often hold mana to interact with people that we can subsequently convert into spirits if interaction turned out to be unneeded. Incredible for punishing (or, better yet, following up expertly baited) horribly overextended plays out of nowhere.
    • Single Combat - If undisrupted, you scrape the board clean, stop it from rebuilding, and have dibs on poking people with spirits largely unimpeded if desired. If someone pops Daxos with this on the stack, that's you keeping a spirit token, missing a turn of experience buildup no matter what, and everyone else having priority in rebuilding. I don't live life dangerously enough to try this.
    • Check Slaughter the Strong - Guess what natively comes with four or less power? Daxos. The most ruthless board unclogger from all the "big dudes must die" options.
    • Check Toxic Deluge - Probably the best damn wrath in the format. The life loss is not ideal, but the variable degree of debuffing makes up for that. Eats all sorts of indestructible nonsense, and can potentially be used later on as a faux Extinguish All Hope to leave your swarm standing. Plus hey, three mana.
    • Tragic Arrogance - The beauty of life is that you get to make all the choices, but the fact that it gobbles up your enchantment state is typically far from ideal.
    • Winds of Abandon - The ultimate alpha setup, as for six the foes are all ripe for the killing while your board is completely untouched. However, you'd best hope you're actually killing them this turn, as otherwise those extra lands you just handed out will probably help them get back into the game quickly.
    • Wrath of God - An oldie but a goodie. Good old unconditional wiping of the board clean for a very sensible cost of 4.

    9. Recursion
    Pick up the fallen pieces and keep going like nothing happened.


    Balance Level - Urza Block
    • Angelic Renewal - A one-off death shield for two mana. Not as shabby as one would expect, as it can protect Daxos from a mishap.
    • Animate Dead - The best of the reanimation enchantment variants that responds to Open the Armory. Mentioning it here as that's a good toolbox to maintain in a Daxos deck, and you may desire a reanimation aura.
    • Argivian Find - A one-shot recursion of any artifact or enchantment back to your hand for a measly investment of one mana. Reasonable if I say so myself.
    • Auramancer - Lose some range, gain some CMC, but also pick up a body. Compensate with added value with some outside help, as it works well with both recursion and the standard "engines" (Skybind, Cloudstone Curio).
    • Check Brought Back - If encountered early, line up a Rampant Growth (or two!) by popping this after you fetch. If encountered later, just hold it as a shield for any key pieces holding up your contraption. What a flexible card.
    • Debtors' Knell - Repeatedly probe graveyards for choice creature cuts. Once upon a time, a guy had Winter Orb going with a ton of mana rocks and was drawing loads off a Jin Gitface. Another guy had a Mindslicer in his graveyard. I repeatedly gunned down the Jin with an Attrition, keeping him off cards, until he couldn't do it anymore. I then rode some other sweet graveyard value ponies to victory. Nothing else in this list, or most of my other lists, would have won that game. Whilst this may not be as game-ending as its CMC would like it to be, the steady Daxos-independent trickle of value is a decent thing to have access to in the 99.
    • Emeria Shepherd - A member of the general Sun Titan family, with its recursion being triggered by landfall. While not quite as reliable as the Titan on her own, a number of synergy pieces peppered in through the 99 make her take off and do all sorts of fun things, be it whipping out Rule of Law at an inopportune time during an opponent's turn, buffering your hand with discard fodder, or just being able to reach the high-CMC game-ending haymakers that the original Titan can't touch.
    • Check Kaya's Ghostform - An Angelic Renewal variant that works against exile and is cheaper. You get the con of it being an aura, but most of the time you were going to put it on Daxos anyway. Not a bad way to get a super cheap experience counter.
    • Necromancy - If I ever add a one-off reanimation spell, it will probably be this due to potential instant-speed shenanigans.
    • Check Phyrexian Reclamation - It comes down for one mana and makes sure Daxos never costs more than five. Simple as that. The fact it can recur other fallen creatures every now and then is just gravy.
    • Open the Vaults - A more balanced version of the card below, I'm not quite as keen on it even if it also returns my artifacts as others also get to have their stuff back.
    • Check Replenish - Let's not beat around the bush, stuff will land in your graveyard. The enchantments can be countered, destroyed, discarded, milled, whatever. And then you land a single glorious Replenish and they all fly back onto the field. Only in Urza Block, ladies and germs. If it resolves, your chances of losing the game dramatically decrease, and if you have constellation stuff in the graveyard or on the field you may have just sealed the deal right then and there. Holding it for a fat graveyard is not always the play - I've used it to literally just get back a Darksteel Mutation, and that won me the game too.
    • Silent Sentinel - The fact it doesn't care about CMC is lovely, but the fact you have to wait for an attack isn't. Sun Titan and Emeria Shepherd are both preferable.
    • Skull of Orm - Kind of like an Auramancer dispenser, but without a body. Horrendously expensive mana wise, so you're probably okay by the time you get to use it. Also, don't forget that at similar mana per activation you could get Planar Portal and Ring of Three Wishes.
    • Starfield of Nyx - It's a trap! Due to layers, this nopes all your tokens. Even if it didn't, you don't want to animate all your important enchantments as it's far easier to sweep the board from creatures. Stay away! Unless you're consciously running it to do disgusting things with Grave Pact variants! But then how do you win! Exclamation point!
    • Sun Titan - Not much can be said about this guy that hasn't been said already. Works well with a lot of the discard/fetching/value present in the list, and even picks up Serra's Sanctum if somebody cracks a Strip Mine. His only con is that he can't do anything about a fallen Skybind, Thoughtrender Lamia, True Conviction or any other high cost game ender, whilst some of the inferior options can. He more than makes up for it by putting on a weird ramp face with fetches though. Served diligently for many years.
    • Treasury Thrull - Swinging with a non-vigilant 4/4 is considerably worse than swinging with a vigilant 6/6, let alone a flying 4/4. You're going to have trouble keeping this fellow alive to get maximum value out of him.

    10. Lands
    At the foundation of every reasonably playable deck sits a reasonably playable mana base. We're missing out on a lot of good lands as we're an enemy pairing, but you can still piece together something pretty sensible. My build runs a Scrubland and all the fetches as I've gradually pulled out all the stops for a pet deck that's been around since 2015, but for the longest time I made do with a setup that topped out on a Godless Shrine and Fetid Heath.


    "Wow so OP ban pls" - bad guy playing Gaea's Cradle, 2016
    • Bojuka Bog - It slides in, somebody's graveyard slides out. Don't forget you can re-use it with Skybind and Cloudstone Curio (although the latter is admittedly pretty shoddy).
    • Check Cabal Coffers - The trick to running Coffers in a non-mono-black list is to not treat it as a land drop per se. That seems to work, somehow, and Coffers becomes this weird sort of acceleration or filtering play you make when needed or you run out of other lands. Getting three swamps, enough to make this effectively tap for one, isn't too hard with the duals, fetches and basic acquisition. And after that, if you land Urborg, Tomb of Yawgmoth, things get funny.
    • Cascading Cataracts - It's a potent mana fixer late game, once you have a torrent of mana off Serra's Sanctum or something of the sort, but its clunkiness in the early/mid game make it difficult to run.
    • Check Caves of Koilos - Why yes, occasionally paying a life to get a colour of mana I need right then and there is perfectly fine, good sir, I'll take it.
    • City of Brass - However, having to always front that life is not ideal and I'd rather not be forced to do it. Save it for the 3+ colour constructs.
    • Check Command Tower - 2+ colour commander deck? Check. Even more auto-include than Sol Ring.
    • Concealed Courtyard - Drops the ball the split second you have enough lands to cast Daxos. If anything, we're more likely to stomach a tap land in the very early turns, and this is going to actively get in the way at any later stage of the game. No thank you.
    • Check Deserted Temple - A tried and true mono-black staple, where it untaps Cabal Coffers (and sometimes Nykthos, Shrine to Nyx) for stupid mana. Gee, what could it untap here? We have both of those, we have Serra's Sanctum, plus sometimes Profane Procession flips. So maybe we should run it? You're a freaking genius, you idiot!
    • Eiganjo Castle - Incidentally protects Daxos every now and then, comes in untapped, so worth a slot. There are only so many good utility lands, so the basic count isn't too endangered.
    • Exotic Orchard - Shines when there are more colours in the deck, as similar to Fellwar Stone we're at the mercy of the deck choices of the rest of the table. Better to pack your own lunch.
    • Check Fetid Heath - An unsung hero in the land department, can convert a mana of one colour to two mana of the other colour. Works solidly with Skybind and Serra's Sanctum as it turns a Sanctum white into two black and you can flicker both the Sanctum and the Heath away from the spirit ETB triggers. Army in a can mode is go, even if no other big mana is present!
    • Flagstones of Trokair - Cute minor land destruction protection, but we're not running any shenanigans that would enable it to be truly silly. No need to dig into the basic count for this.
    • Check Godless Shrine - The flexibility is nice. You can slide it in tapped if the opportunity presents itself, or shock yourself if you need the mana right here, right now. But you know that already, shocks are everywhere.
    • Check Hall of Heliod's Generosity - An Academy Ruins for enchantments, offering recursion of key pieces at the relatively low opportunity cost of a colourless land. Skybind will never die! Unless you exile it, I guess. But then does it even count as dying? Still, run this bad boy.
    • Check Isolated Chapel - Another unsung hero in two-colour decks, what a wonderful land cycle. They lose some shine as more colours come into the equation, but at two they're perfect. The shadow lands with the inverse of this ability don't do nearly as much for me.
    • Karn's Bastion - Proliferate can hit experience counters, which is pretty cool. However, if things are working, you'll have other stuff to do. If things are not working, you can likely spend that mana on trying to get back on track.
    • Kor Haven - A good balance of reasonably costed Maze of Ith-style function with actually giving mana. Unfortunately, the mana is colourless whilst the deck is coloured-hungry, so for now I'm not running it.
    • Check Marsh Flats - Run the fetches if you have them, especially if you have the fetchable duals and Crucible of Worlds to go along with them. The mana base can be perfectly functional without them though, they do improve the experience a bit but are more of a vanity item than anything.
    • Meteor Crater - An absolutely adorable land that can tap for both colours quite easily, but can occasionally trip you up as you have nothing on board and your play (which would turn this on) wants this land to actually produce mana.
    • Mirrodin's Core - Kooky budget fixing, but we don't need to commit that hard to the multi-colour cause. Another one of those lands that's better in builds with more colours in their identity, with a budget list spanning the full rainbow spectrum being where I'd place this.
    • New Benalia - The original scryland! The value these things bring to the table is well worth the CIPTness, especially as it also gives off a bad deck construction vibe that gets people to inherently focus you less. Feel free to skip it if it doesn't speak to you, but I've gotten great value out of it and it only got axed when I needed room for the fetches.
    • Check Nykthos, Shrine to Nyx - We tend to develop a fat board state with heavy devotion, so Nykthos is a natural match. Complements Serra's Sanctum wonderfully, as you can use some of the Sanctum's white mana to activate this for black devotion.
    • Orzhov Basilica - Karoos are where I draw the line in terms of what I run. True, you can spin it as card advantage, but they're asking for trouble. One Strip Mine, or even just an opportunistic bounce effect later, the tempo slug will be painfully apparent.
    • Check Prismatic Vista - A Marsh Flats that can't get duals. Still pretty good, and works just as well with Crucible of Worlds.
    • Check Reflecting Pool - Incredible in 2+ colour. This is 2+ colour. Hence stick it in here. True, it can't offer you a colour of mana you can't make, and this will occasionally rear its head, but most of the time you'll have at least one land granting white or black respectively.
    • Ruptured Spire - Another budget land for decks of many colours, but we're fine and don't have to ask for its help.
    • Scoured Barrens - Just about strictly the best two-colour tapland cycle as it gains you a life. Shying away from taplands though, as having a mana base that just about always comes in untapped does wonders to the pacing of plays of an already slow deck.
    • Check Scrubland - Let the urge to make a dad joke about Daxos being a scrub commander flow through you. I mean, like all the other fat money cards on the list, if you have it, by all means put it in. Nevertheless, this is about as vanity as it gets, with very little functional return for your monetary investment.
    • Check Serra's Sanctum - The one most broken beyond belief land in the deck. Nykthos, Shrine to Nyx has the decency to at least require an upfront investment of two mana to do something, Cabal Coffers is a story unto itself. This doesn't care. This just taps for bonkers amounts of mana and things get stupid. Things get even more stupid with Skybind, of course, but that's the norm. If you don't have one, and you're drawn to the enchantment side of the force, consider getting one. Unfortunately, the reserved list buyouts have driven this fellow's price tag way out there.
    • Silent Clearing - Daxos likes mana, you're not saccing this for cards any time soon. As such, this is pretty much just a City of Brass variant, and we're not running those as we're not quite that colour-fiddly while simultaneously aiming for longer games.
    • Strip Mine - Pop goes the land weasel. While there's the potential for recursion with Crucible of Worlds, the lack of extra land drops per turn makes this reasonably safe from abuse. Nevertheless, the ability to neuter problematic lands is a good thing to have available somewhere within the 99.
    • Check Tainted Field - The perks of being in black is that you get this neat unconventional dual cycle. Only comes online when there's a swamp around, but there are nine of those, seven fetches to get them, and an Urborg, Tomb of Yawgmoth. Netting one swamp is far easier than netting a load to make Cabal Coffers work, and we run that bad boy, so the overwhelming majority of the time you won't be stuck with this making colourless.
    • Temple of Silence - More scryland utility. This one's even better, as it makes both colours of mana on demand. The temples have easily asserted a spot in EDH land, and seeing how this is a two colour deck (of an enemy pairing, too!), it's a solid include.
    • Check Urborg, Tomb of Yawgmoth - Everything is swamps now. If you've got a Weathered Wayfarer, Sword of Rampant Growth or something, it's fine to shift your focus to Plains now and rush out a party invite for Cabal Coffers.
    • Check Vault of the Archangel - As True Conviction taught us, lifelink is a really good thing to have. Deathtouch is also a good thing to have. Let's put them both on a utility land then.





    Deck Strategy in Shellnut



    • The majority of the deck's games end on the back of spirit tokens generated by Daxos.
    • The spirits become permanently "anthemed" whenever you cast an enchantment, allowing you to focus your actions on all sorts of proactive and reactive lines of play. At the same time, your game-ending inevitability softly clicks up in the background.
    • You're in it for the long haul, and you know it. Take it slow, slide under the radar. Don't pull a turn three Skybind unless you can feel the aura of the Gods of Magic shining down upon you. And even then, check three times.
    • However, even though your game plan involves the turns likely going into double digits, you're not entirely useless in the early game. Hurl removal judiciously, earning some brownie points from the rest of the table.
    • If you get your paws on a draw, non-Thoughtrender Lamia discard or Rule of Law variant enchantment, aim to get them out ASAP. Not quite "before Daxos" quick usually, but quick enough to hopefully catch everybody with their pants down and make adjusting a bit more difficult. They also tend to bait removal, making follow-up plays more secure.
    • Daxos is just a bear, it's easy to kill him. If you smell a game where he's gonna die time and time again, try to get some protection for him out of the 99. If that's not gonna work, sculpt your mana base, play Daxos and immediately cast an enchantment without passing priority. That'll set up a counter to milk for value once everybody whittles down their options a bit.
    • If there's something permanently messing up Daxos's day (think Elesh Norn, Grand Cenobite, Linvala, Keeper of Silence or something), you're WB, you have removal, use it. There are quite a few answers to stuff in this deck.
    • Only go for a game-warping power play when you have the real estate to support it. There's usually no point to chasing out Skybind or Thoughtrender Lamia when you just used everything on your board to make them happen. Someone will kill them and you will cry. And it will be all your fault.
    • One game-ending power play that doesn't need much support is Bolas Rock. A legion of spirits that you can lifelink up to mitigate the cost helps, as do various topdeck editors. You're likely to encounter both as you go along.
    • It's easy to maximise damage output from your spirits - use all your mana to make them a turn ahead, and then play actual enchantments to anthem them up on your turn and swing with higher impact. Just a very basic thing to keep in mind if you don't explicitly need an enchantment down at a given moment.
    • Getting wrathed is not ideal, but the easily accessible spirit swarm lets you rebuild to some extent. True, losing all your value enchantments to Austere Command is going to hurt, but you still have the power to churn out bodies on tap. The thing that hurts the most is mana denial.
    • Given the slow, incremental nature of the spirit growth and the largely unthreatening enchantment plays, your wins often feel like luck to the rest of the table. Do not ruin their illusion. Repeatedly ride the scary decks' coattails to victory.

    1. Early Game (Turns ~1-4)


    Darn it, I'm starting to run out of big mana lands to fetch
    Before you begin playing, you need a hand of some sort. The deck isn't sculpted for crutch reliance on anything in particular, so the main thing you have to pay attention to is mana. You should ideally have three lands in the starting grip, or two and a cheap rock. Three mana is where you become alive as that's how much Daxos costs, whilst around five to six is a good amount to have in the early mid game to start working on things. You also want some enchantments, obviously, of the low to medium CMC variety. As awesome as True Conviction is, if that's how you plan to get Daxos his first counter then you're gonna have a bad time most games. If you open a flexible hand with versatile tutor/removal/ramp pieces but no enchantments, you can probably get away with keeping it as well. There are plenty of enchantments in the 99, so you're likely to pull some up at some point. If you get a grip like that, don't chase Daxos out onto the field prematurely unless you need someone to pony Sword of Rampant Growth into battle.

    Once the actual game commences, immediately slip under the radar. In the overwhelming majority of games this should be trivial to do, as you're WB. Other decks might explode out of the gate while you take a leisurely stroll and set up some basic stuff like the occasional mana rock. Orzhov savours the moment, apparently. However, if other people are threatening a very quick kill, you have a fair share of instant speed removal with broad applications. Sometimes one of your enchantment speed bumps may prove absolutely lethal to a particular strategy (Rule of Law's a common culprit, as are Nevermore variants if you've got 'em), if that is the case then feel free to invite them to the party. Try to trip your rapid foes up it a window of opportunity presents itself. If it doesn't, shrug it off and shuffle up for the next game. After all, you're only a fringe WB enchantress deck, there's only so much you can do.

    If nobody explodes and doesn't get contained, continue your derpy early plays. You've got the impact of a kitten holding a carrot. Try to hold off casting enchantments until you have Daxos out to make the most of them, but feel free to set down all sorts of artifact/creature utility. Nothing says "I'm a silly deck, don't mind me" like a turn two Sword of Rampant Growth, which Daxos then carries to battle at someone turn four. Something else that also tends to throw people off you is following a turn three Daxos with a turn four non-enchantment, like three-drop artifacts (preferably off Thran Dynamo). I guess it's something to the effect of "wait, so you built a Daxos deck, and you don't even sling enchantments?" going into action. I'm not saying you should prioritise those over actually getting experience onto Daxos every single time, but it's a subtle ploy that sometimes lets you slide a bit further under the radar.

    Your main early game goal is to ramp a bit, if possible, and crank Daxos out. This should be easy to do, as he costs three mana. If the coast is clear (stronger decks drawing attention, or nobody particularly removal-trigger-happy), feel free to churn him out turn three without backup. If you can sense that he's going to die, sculpt your board a little bit more and plop him onto a field with more mana, followed by holding priority and casting a cheap enchantment. This will get a single counter on him, making his spirit generation work at any point thereafter. This is of utmost importance in a game where Daxos will be difficult to keep around, as if a window of opportunity presents itself you need to be able to slide him in with little notice and go as wide as possible.

    All in all, the early game is a time of little glamour for the deck, and you should consider it done when you have an experience counter on Daxos, with Daxos preferably on the field to make use of it. Hopefully your board also includes some mana acceleration or land fetching. Weathered Wayfarer is likely going to be doing work all game long, as you're unlikely to outramp green unless you keep getting that Sword of Rampant Growth value in addition to constantly hitting your regular land drops. You should appear a bit behind everybody else, and that's a good thing. Your time will come, and you need to lay low while you're at your weakest.

    2. Mid Game (Turns ~5-9)


    Who needs cards anyway, am I right?
    Things are starting to look up. You have some mana to work with, you have a grip full of relatively low cost stuff (the deck's curve tapers off heavily after 3), and it's time to lay down some speed bumps and defensive measures. All of this should ideally be done with Daxos on the field, but if you can't get him to stick and he's becoming prohibitively expensive then it's okay to miss some experience counters to "help" others start shooting blanks. You can also help him stick with Flickering Ward from time to time.

    When sequencing the enchantments in your hand, keep a few things in mind - how optimally are you using your mana? How badly do you need the enchantment down? Do you need to generate some presence with spirit tokens? Balance all of the above out as best you can as you chain your plays. Typically, if you're in the possession of a spell disruption outlet that isn't Thoughtrender Lamia, you should set it down as quickly as possible. This way, you start actively digging into your opponents' options and lines of play, often leading them to prioritising developing their own boards over trying to answer you. After all, there's not all that much for them to answer - some random suboptimal commander, possibly a few spirits, a couple of enchantments of varying levels of annoying. Some people will snap and remove these speed bumps. You're okay with that - that's less removal for your game-enders further down the line. If the spell disruption outlet sticks, that's more and more incremental advantage for you with each go around the table as you potentially drum up the spirit attendance rate.

    The second order of business is explicit card advantage stuff for you. Slapping down a Phyrexian Arena is good, as having more options is good. Just keep in mind that usually others having less options is even better when sequencing these. Card quality also fits here - Doom Whisperer is a good way to ensure you'll get what you need going forward, and tossing spare mana at Top is never a bad idea. After that come all sorts of defensive measures. There's not a lot of pillow fort here, but it's some of the best there is, and deterring swings into you until it's too late is a good thing to do. People won't want to pay your Ghostly Prison tax, lose a swinger to No Mercy or just have all their effort blanked by a Righteous Aura. That should buy you time to continue setting up all sorts of other speed bumps, which should be applied as needed. If there's a Xenagod, you'll likely want to plop down that Authority of the Consuls ASAP. If someone's doing graveyard shenanigans, eating the graveyard with Agent of Erebos becomes the name of the game. You have a wide variety of answers in the deck and a decent helping of tutors to help you find them.

    Of course, don't forget about the stuff you started on in the early game. Diligently punch people with the Sword of Rampant Growth, amassing your lands. Play out more mana rocks, as some of the best ones are quite top-heavy. Sneak out some of the big-mana lands and flirt with recursion if needed. Cloudstone Curio makes for good removal protection, and can make the spell disruption wonderfully asymmetric if desired. Continue to apply removal where needed, as things that more or less incidentally hamper your game plan are likely to arise. A good wrath isn't bad either. Don't get completely lost in the enchantment moment as you have the capacity to interact with others around you, and you probably should. Hold back some panic button removal if you expect Aura Shards.

    The end goal of the mid game is a reasonably functional board with a sizeable mana pool, some good midrange enchantments and decently sized spirits. Ideally your opponents will have been stifled a bit by now through some spell availability disruption, but simultaneously their plays should have been splashier than yours, drawing attention away from your developing board. Time to put the developed potential to use and try to run away with the game.

    3. Late Game (Turns ~10+)


    Easiest katka of my life
    The transition from mid to late game usually has more to do with your mana pool, spirit size and impact of the spirits hitting the board than with any particular single play. It's the result of small incremental advantages adding up, leading to a huge amount of potential for the plays referred to as game-ending to work with, making them more likely to succeed in their game-warping ways. Some games you sneak in a Skybind turn four. Some games you drown people in 12/12 spirits without extending beyond 4 CMC of the enchantments you play.

    The only cards in the 99 that effectively usher in the late game all on their own are Razaketh, the Foulblooded and Bolas Rock. When the former is combined with Daxos, the pair spits out repeatable instant speed Grim Tutors whenever desired, and the beauty of Big Ole Raz is that he also works perfectly fine with whatever is around when he resolves. I imagine that he won't be your first play, and there will be some bodies kicking around for him to chew up if needed. Even if someone predictably wraths the moment he hits, you just sac your board to him, untap with a sculpted as hell grip and have the win in the bag. And if Big Ole Raz gets to stay around unimpeded, that's a constant stream of whatever you need for a very meagre cost, entirely defeating the randomness of a 99 card singleton format. You have your whole answer toolbox at your fingertips, Teferi's Protection, all of your big mana, the standard power lifters... I'm sure you'll figure out a functional path to victory.

    Meanwhile, Bolas Rock is the deck's speed cheat code, allowing you to sidestep a lot of development states and barf a board out of nowhere. In theory, this thing bricks when you hit land when you can't play a land anymore. In practice, you run a ton of shuffles and topdeck editors, so you can often find a way to keep going. It's not uncommon to pour 20-30 life into this and accrue an absolutely insane, effectively game ending board state off this thing. It helps to have a little army of spirits when you get this thing online, as the life loss can add up. This way, you can secure some lifelink, heal back up, and keep going like nobody's business. The topdeck tutors are a pretty solid synergy here, and get True Conviction quite often. Sensei's Divining Top becomes a sorcery speed Yawgmoth's Bargain. And the funny thing is that it's mainly used to skim dead stuff off the top in this form! Necropotence can play a similar support role. Bolas Rock is truly bananas in the shell, strapping a turbo boost to the game and making you feel like you're running a "proper" deck for a moment.

    There's a certain five-drop enchantment that will probably show up, likely sooner than later, when you start going ham with either of those two (it's typically my second Big Ole Raz tutor, right after Serra's Sanctum). Skybind is a world of its own, a card that makes the deck come online and do insane stuff it otherwise wouldn't have the power to do. From the moment Skybind hits the field, whenever something you care about happens, think about how you could apply the flicker to improve your situation. You can bounce your own mana rocks/lands for extra mana, you can bounce other people's mana rocks/lands to fence them off mana, you can flicker anything on the field that isn't an enchantment. It opens up a ridiculous number of possibilities that can't all be written up. The card will surprise you time and time again. One of its nicer uses is that if you're trying to recuperate from a rough start and Daxos getting hated out, it enables you to easily protect him once you get him back on the field. The single experience counter, which you made sure you put on Daxos, makes sure you can flicker him as soon as he hits. A good rule of thumb is to get Skybind on the field when you'll have at least three extra mana so it can double as Daxos protection, regardless of the roughness of the start. If you add Cloudstone Curio to the mix, your stuff becomes just about impervious to removal. You can Curio enchantments back to hand if needed, and Skybind the Curio away in a similar fashion.

    Other plays that could be classified as game-ending scale in power with the mana total you have available. If you have big mana rocks and/or multi-mana lands, then Skybind can break these in a ridiculous manner. Doomwake Giant will repeatedly unclog the board, making the battlefield miserable for your opponents' creatures. Thoughtrender Lamia can very quickly bring the game to a screeching halt, as your opponents are stuck topdecking... and then you get priority in their draw step, make a spirit and the constellation trigger implores them to discard what they just drew. They can respond and play the card if it's an instant, of course, but that still heavily dictates when they're allowed to make plays and what plays get through. I'm yet to lose a game where I managed to stick a Lamia for long enough to gut people's hands. It's as oppressive as the deck ever gets. True Conviction bases off critical mass alone and doesn't screw with your opponents' board/card states, but it's a similarly must-answer threat the moment it lands in the vast majority of cases. Extinguish All Hope also turns from a cute overcosted wrath to an avenue for a game-ending alpha strike.

    Another thing that can usher in the resource discrepancy representative of the late game is a well-placed burst of recursion. There's something incredibly exhilarating about sneaking in a Replenish and dumping back 10+ enchantments that were answered through various means at all stages of the game. This gets understandably more insane if the constellation big hitters are also involved. Whilst less flashy, a constant stream of value off Crucible of Worlds/Phyrexian Reclamation can be yet another avenue for accruing advantage.

    And that's about it. Ideally, you slid under the radar early, then set down some speed bumps to slow people down and answered some problems, only to end it all in a flurry of huge spirit tokens which may or may not have caused hilarious flickering, board wipes, graveyard exiling and hand gutting. Sometimes you get caught in the crossfire of "proper" decks, but that's okay. After all, this is a format about doing whatever you want, and the times you manage to cruise to victory on the back of a suboptimal commander in a suboptimal colour combination for the deck archetype (happens more often than you'd think) earns you a very healthy helping of swag points.




    Kudos



    • Ebline - Gradually hammering me into a rudimentary template of a sensible deck builder and pilot, his knowledge matched only by his patience.
    • Dominicus - More helpings of EDH zen, including the value of the discard suite and letting go of compulsive commander protection. All this in the face of finding Daxos boring. Thanks, man.
    • Greendawg - Enduring various configurations of the deck in testing, and magicking up this nifty new banner.
    • Damnosus - The original MTGS Daxos partner in crime, helping me see cards in a new light. Well, everything except Humility. Sorry not sorry Wink
    • The thread regulars (in particular lyonhaert and Tev) - Offering a constant presence to bounce ideas off of, keeping me motivated to have the deck strive for its best possible version even when opportunities to sling cardboard are sparse. Feels nice to not be rambling into air. WyvernSlayer slapped the "deal with it" glasses onto Daxos.
    • Everybody not mentioned who provided their opinions/feedback at any point of the time-space continuum, or even made it down here. You rock!







    Where applicable, the deck change header is clickable to take you to the relevant discussion post in the thread.

    The Quest Begins!





    Initial Overhaul



    Initial Overhaul Continues


    23.01.2016 Changes



    22.02.2016 Changes



    04.03.2016 Changes



    09.03.2016 Changes



    16.03.2016 Changes



    19.03.2016 Changes



    26.03.2016 Changes



    31.03.2016 Changes



    14.04.2016 Changes



    18.04.2016 Changes



    Thanks Wizards!



    10.07.2016 Changes



    25.08.2016 Changes



    25.09.2016 Change




    Posted in: Multiplayer Commander Decklists
  • 2

    posted a message on Feather, the Redeemed - Weaponised Jankmas Incarnate
    I live on Nexus now
    Archival M20-accurate primer below




    Feather, the Redeemed

    Weaponised Jankmas Incarnate



    Coming soon to an EDH table near you!








    Foreword

    Harry Boros and the Quest for EDH Relevance


    Disregard subtlety, deliver punching to face
    The original Ravnica block broke a ton of ground, setting up a bunch of general colour pair tropes that often impact other planes to this very day. Prior to RAV, there were all of three legends between all five enemy colour pairs. The first set of the block brought us Agrus Kos, Wojek Veteran and Razia, Boros Archangel, and these early designs ended up setting the tone for a lot of Boros to follow - linear, combat-centric aggro. This sort of setup can do work in various 40 and 60 card formats, but things get a bit dicey if you have multiple people at 40 life to take care of.

    Thing is, EDH Boros was always largely stuck trying to bring the same straight-faced aggro, warts and all, to a format renowned for straight-faced aggro not working. While you could set up some value engines, e.g. Land Tax + Scroll Rack, they were quite scarce and far fiddlier to get online than what the other colours would get. Your creatures would scale poorly as time went on, you'd struggle to stay topped up, you'd spend most of your time fearing a wipe, and you'd field a somewhat predictable deck helmed by a relatively same'y combat-centric legend. That, or you'd field some spin on mono white misery with red largely on support, ending up inferior to hatebear decks in other colours. All this would add up to Boros becoming the red-headed stepchild of the format, more likely to be brought up in jest than actual consideration.

    Since EDH became a thing, these voices from the community were heard in R&D. Red got exile-draw, be it from its own deck or nicking options from opponents, and a needed catch-all. White got some anti-wipe tech and Smothering Tithe, but its Achilles' heel of card advantage was addressed rarely and situationally. Occasional attempts at more diverse Boros legends were made. It's oddly fitting that the first resounding success at this would happen on Ravnica.



    A Feather Phenomenon

    Embodying the Spirit of EDH



    I made Balduvian Rage spike for no reason!
    War of the Spark previews rolled around, featuring all sorts of organic EDH-ready nonsense at all rarities. However, in spite of the return of proliferate and tons of planeswalkers, the dominant new deck on EDHREC became Feather, the Redeemed. She is a very elegant design, helping shore up the colour pair's card advantage deficiency in a unique, interesting way.

    The main constituents of a Feather deck are the recyclable spells, which can be used as many times per turn cycle as there are players at the table. The bread and butter of those are going to be draw/scry effects, allowing you to rip through your deck in search of anything else you may want. Another important group is various interaction instants to keep Feather alive, as she's the one that turns a heap of sub-limited garbage into a weird humming engine. Once those are in place, you can explore various synergies. Some of the protection options flicker creatures, so you can double those up as value generators and milk ETBs. Feather's a reasonably buff winged beater, so you can go for some pump effects and kill people off via voltron damage. All those Heals need to be pointed somewhere, so you can run various heroic targets to get extra benefits from your casting. You can also treat the casting itself as means to an end, keeping your curve negligible and looking for further payoff there.

    I opted for a very mana-rich, card advantage/selection focused, cast-heavy shell as I believe its engine and payoffs to be the most well-rounded of the bunch in a multiplayer EDH pod. I still retain the strongest elements of the three remaining directions, trying to keep the build utilitarian unless crazy mana payoffs are on the horizon. I'm consciously avoiding hatebears in the interest of table-wide enjoyment.



    Boros and Me

    Waiting for Feather



    What's the problem? I don't have these so you don't need them either
    My relationship with Boros was always a bit different than the established EDH standard, as an Aurelia, the Warleader has been part of my playgroup since its inception in 2014. The deck was always quite well positioned, as we're not particularly wipe-heavy. Some of my earliest EDH memories are me trying to set up an Ant Queen swarm before being overrun with Hero of Bladehold value. I sometimes dabbled in RWx myself, even papering out one of those dabbles at some point, but would often find myself in blitzkrieg or hatebear territory. Neither of those were ultimately fun to pilot or play against, and the decks would wilt away with time.

    I got a pretty bad new-deck itch not long before WAR, having realised that I had managed to create one surviving build in the prior three years. I dredged up Iroas, God of Victory, i.e. the chicken's way to do Boros, and got to work. The end result was functional, but quite derivative of the aforementioned Aurelia. While I got to do stuff like Tilonalli's Summoner the other list couldn't pull off, I didn't feel any connection to it. And then Feather got spoiled. I have a track record of liking strange commanders in the wrong colours, and I immediately saw this as a weird blue-less cast machine. There's no denying Feather would be better with access to blue's entire arsenal, but this impediment is part of what makes the deck oddly fun for me.

    Fun fact - as mentioned, I wasn't the only one to get drawn in by Feather's charm. Half an hour after I finished brewing my initial take on her the morning after her reveal, the friend who made the thread's banner notified me of some pieces starting to spike in the USA. As such, I quickly pounced and picked up the mandatory shell ingredients on the cheap without even properly assessing the deck in action first. And then the deck turned out to work. Lucky!







    The Deck Ranking

    Based on a defunct Avacyn primer


    General Attributes

    • Rate3 Quick Game Likeness - should fit snugly within a mid power meta, has done turn 7 tablekills on good draws
    • Rate3 Newbie Feasibility - "Hey kid, point these instants at creatures you own and turn the bird sideways at people"
    • Rate4.5 Commander Dependency - without Feather, the list becomes a bunch of underwhelming sub-limited garbage only rescuable by a Zada variant
    • Rate2 "Scare" Rating - most of your mid-game plays are small and unassuming, but there is a flurry of them
    • Rate3 Multiplayer Mode - an interesting tradeoff - in 1v1 you can voltron easier, but in multiplayer you milk your spells more effectively
    • Rate1 Expensiveness - Heal tribal, the core of the deck is dirt cheap; expensive utility/support pieces result in moderate performance improvement


    Game Play Attributes

    • Rate4 Acceleration - ridiculous mana build-up via rocks, land ramp, various engine options to milk extra value from both, and Phyrexian Altar
    • Rate3 Library Searching - a bunch of conditional options, with nearly all being multi-use in some form or other
    • Rate2 Board Control - a few staple removal spells, plus a bit of potentially reusable ETB control
    • Rate3.5 Spell Control - a smattering of protection instants designed to repeatedly keep your key creatures alive
    • Rate4 Card Advantage - very sturdy scry/draw dig when the deck "comes online", recycles crappy instants like a boss even when flailing
    • Rate3 Linearity - recycling card advantage instants will be a constant, but you can win in many different ways
    • Rate3 Combo Potential - Paradox Engine + Isochron Scepter + rocks usually happens after a hefty Zada top-up

    The Deck's Strengths



    • A cast spam deck in Boros! With actual card advantage! What's not to love?
    • Various synergy pieces (ETB, voltron, heroic, cast payoff) with the spell package lead to surprisingly varied games.
    • A weird, almost draw-go control play experience - hold up interaction mana, devote spare resources to card advantage.
    • Ridiculous Zada, Hedron Grinder possibilities - protect your entire board with the white shield spells, plus the standard draw out the wazoo thing.
    • Repeatedly shredding super cheap instants makes for kooky Paradox Engine/Phyrexian Altar abuse scenarios.
    • Monastery Mentor is, arguably, the best cast spam swarmer in the entire game. A true army in a can for this deck, a great payoff for being in white.
    • A fun way to make the most of the stack as you try to fiddle with the various triggers/copies to milk maximum value.
    • The wall of protection instants necessary to keep the deck afloat doubles up value by granting your game plan relative immunity.
    • Occasionally assembles a Paradox Engine + Isochron Scepter infinite that wins the game on the spot.
    • I've won through an Ajani Steadfast emblem with a wall of 1/1s, and not even a wipe could stop me!

    The Deck's Weaknesses



    • Boros cuteness aside, lacks blue - you'd get a healthy dollop of extra cast spam payoff to work with.
    • Very commander dependent, there's a reason Heal was only present in eight pre-Feather EDH decks on EDHREC.
    • Relies on key non-creature pieces for game-ending explosiveness, and the deck can only offer a modicum of protection for them.
    • Probably won't manage to hang with the big dogs, even if you ram in the hatebears.
    • The protection suite is necessary for ensuring the deck's functioning, but stuff like Ephemeral Shields isn't the highest impact when you're uncontested.
    • Even if doubling up protection spells for combat defences, your board state is often quite meagre if you don't get a 1/1 swarm.
    • The 1/1 swarm won't help a lot if trample comes around. Refer to Monastery Mentor and Phalanx Leader for X/X swarm assembly instead.
    • Will probably taper off in performance a bit if you try to focus on one of the synergy elements due to lack of card pool depth.
    • The potential Feather-reusable control options (which I don't run) are quite variable in their returns, ranging from do-nothing to borderline oppressive.
    • Sometimes induces mild salinity by milking Heal over and over again, while the protection serves its purpose and makes it hard to disrupt.

    Other Commander Options


    Boros



    • Depala, Pilot Exemplar - The first instance of a Boros legend explicitly granting card advantage out of the command zone. Unfortunately, dwarves did not test particularly well as white's potential characteristic race and fell to the wayside after Kaladesh block, so wanting to get value out of the ability has you picking for scraps in two sets' worth of cards. At least new vehicles show up every now and then.
    • Firesong and Sunspeaker - The first Boros legend incentivising you to look into spells rather than creatures. You cram your deck full of Hour of Devastation style effects, repeatedly mow the board, and use the resulting wicked life total to fuel Aetherflux Reservoir or Treasonous Ogre. Still struggles with Boros value related matters though.
    • Aurelia, the Warleader - Nothing says Boros smash like an extra combat out of the command zone. The most popular Boros commander serves as a handy way to double up on the destruction power of your forces, and works super well with all sorts of on-combat triggers (think Hero of Bladehold for a double trouble package of the two most desirable ones) that Boros is so fond of.
    • Iroas, God of Victory - The coward's way out of Boros, Iroas ensures your aggro swarm retains more relevance as the game goes on. Turns out having a wide board with menace is pretty good for pressuring people, and the fact nothing dies lets you turn various jank like Tilonalli's Summoner sideways and milk value with impunity. That, or you can just Starstorm everything after attacks.


    Cast Spam


    • Zada, Hedron Grinder - The go-to option for targeted cantrip abuse. Go wide via means such as Siege-Gang Commander, set Zada down, rip a cheap cantrip, repeat, have trouble differentiating your hand from your deck. It's not uncommon for General Tazri to be a five colour surrogate for getting Zada online outside the constraints of mono red.
    • Shu Yun, the Silent Tempest - The most conceptually similar option to Feather, is often found running various cheap evasive/pumping scries/cantrips. Feather is a tempting include in this deck's 99, as getting repeatable Shadow Rift action sounds pretty good. Naturally gravitates towards voltron due to the sheer efficiency of the commander's combat pump.
    • Talrand, Sky Summoner - Having a kickass Young Pyromancer variant out of the command zone is pretty good for getting cast payoffs. Mix up some cheap cantrips with more potent draw and whatever permission you feel like, leading to a rock solid shell of a deck. As a trade-off, you're stuck in blue and blue only.
    • Niv-Mizzet, Parun - The best Niv is a fierce value engine off cheap casts, so you can take the overall ideals of Talrand but go even lower to the ground and add a touch of red support. Now each 1/2 drop instant in your hand is the equivalent of Defiant Strike/Shelter in Feather, while probably doing something else relevant! I'm pretty sure you can ram it full enough of stuff where not getting the spell back won't really hurt you. Let's be honest, you'll probably be looking for a Curiosity effect with all the dig Wink


    Multiplayer Scaling


    • Marchesa, the Black Rose - A ridiculous Grixis powerhouse that can set up a value engine that pops off in each other player's turn. Combine a sac outlet with some +1/+1 counter shenanigans and you can get all sorts of ETB/death payoffs going like nobody's business. There's also a cute modular variant that makes active use of artifact creatures.
    • Shirei, Shizo's Caretaker - A crappier version of the above. True, you can usually get more creatures in circulation as you don't have to worry about +1/+1 counter stuff, but you're restricted to tiny dudes. That, and if someone pops Shirei then your plan goes to hell, whereas Marchesa can typically hide in the 'yard and shrug it off. Oh yeah, and it's mono black too. Nevertheless, Shirei has some devotees.
    • Ephara, God of the Polis - Ephara's clause incentivises you to pop out flash creatures and/or mana sink tokens each turn. There's no harm in a bit of Sacred Mesa or Whitemane Lion action to keep the card draw going. You could argue that this makes her the most similar to Feather of this bunch, as you can sink a bit of mana in each opponent's turn for an extra card if the right pieces come alone. Being a Theros god is pretty handy for survival purposes too.
    • Patron of the Orochi - Nearly a Seedborn Muse out of the command zone, you get to untap all your forests and green creatures in everybody else's turns. A game plan with tons of mana sink activated abilities is a natural complement to the ability. If this seems up your street, check out my primer on him. For now enough alternate options, time to get back to Feather!





    Deckstats link (curve, sorted on card type etc.)

    Boros Spells!Magic OnlineOCTGN2ApprenticeBuy These Cards
    Head Honcho
    1 Feather, the Redeemed

    One Drop Cantrip Club
    1 Bandage
    1 Crimson Wisps
    1 Defiant Strike
    1 Expedite
    1 Heal
    1 Niveous Wisps
    1 Panic

    Assorted Recyclable Spells
    1 Ajani's Presence
    1 Apostle's Blessing
    1 Boros Charm
    1 Eerie Interlude
    1 Ephemeral Shields
    1 Ephemerate
    1 Faith's Shield
    1 Fists of Flame
    1 Gods Willing
    1 Liberate
    1 Long Road Home
    1 Otherworldly Journey
    1 Psychotic Fury
    1 Shelter
    1 Sheltering Light
    1 Stand Firm

    Rampano
    1 Boros Signet
    1 Chrome Mox
    1 Dowsing Dagger
    1 Gilded Lotus
    1 Mana Crypt
    1 Mox Amber
    1 Mox Diamond
    1 Paradox Engine
    1 Phyrexian Altar
    1 Smothering Tithe
    1 Sol Ring
    1 Springleaf Drum
    1 Sword of Feast and Famine
    1 Talisman of Conviction
    1 Unwinding Clock

    Cast Friends
    1 Aetherflux Reservoir
    1 Akroan Crusader
    1 Aria of Flame
    1 Burning Prophet
    1 Guttersnipe
    1 Mirrorwing Dragon
    1 Monastery Mentor
    1 Phalanx Leader
    1 Scroll of the Masters
    1 Vanguard of Brimaz
    1 Young Pyromancer
    1 Zada, Hedron Grinder

    ETB Brigade
    1 Duergar Hedge-Mage
    1 Goblin Matron
    1 Imperial Recruiter
    1 Kor Cartographer
    1 Mangara of Corondor
    1 Recruiter of the Guard
    1 Solemn Simulacrum
    1 Stoneforge Mystic

    Goodstuff
    1 Blasphemous Act
    1 Enlightened Tutor
    1 Generous Gift
    1 Isochron Scepter
    1 Path to Exile
    1 Sunforger
    1 Swords to Plowshares

    Lands
    1 Ancient Den
    1 Arid Mesa
    1 Battlefield Forge
    1 Bloodstained Mire
    1 City of Brass
    1 Clifftop Retreat
    1 Command Tower
    1 Flooded Strand
    1 Great Furnace
    1 Mana Confluence
    1 Marsh Flats
    1 Mistveil Plains
    1 Plateau
    1 Reflecting Pool
    1 Reliquary Tower
    1 Rugged Prairie
    1 Sacred Foundry
    1 Scalding Tarn
    1 Sunbaked Canyon
    1 Windswept Heath
    1 Wooded Foothills
    5 Mountain
    8 Plains







    The following subsections feature a sizeable list of options for each card group, including cards I currently run, cards I ran in the past and cards that will likely never grace my 99. My opinion isn't be-all, end-all, and whilst I can stray away from flicker value town or heroic tribal, that doesn't mean you can't come up with some angle where they will work.

    Saving Money


    In the deck attributes section, I made the claim that Feather's a very budget-friendly commander. I then proceeded to thrust a thousand plus dollar list at you. I am fully aware of the cognitive dissonance of these two, but ultimately most of the expensive cards serve as various utility pieces or win accelerators. The core that makes Feather tick is the various cheap as hell instants, plus cheap cast payoff. You'll be ok if you can't get the more expensive options, and I'll go over everything that's even slightly cuttable now.

    The first point of trimming is the vanity mana base. I pulled the trigger on fetches and Mana Crypt during more affordable times, and feel fine proxying them in anything I build as I own one of each. Take 'em out, take Mox Diamond and Plateau out while you're at it. That's two thirds of the deck's cost gone, with negligible performance loss. Sure, it'd be cool to have perfect dual access for colour purposes and Duergar Hedge-Mage reliability, but you'll live Wink Keep everything Reflecting Pool tier and cheaper, untapped lands help the deck work. Sunbaked Canyon is cash money because of artificial scarcity, and it's not like we'll use its Canopy nature as the deck likes its mana and draws effortlessly. Mana Confluence is a bit debatable, but should stick with you in future EDH adventures, which makes it a sensible purchase if you get around to it. Slot in some basics, maybe the Karoo or Temple. There are some other expensive rocks lurking in here. Chrome Mox and Mox Amber are both pretty cool, but you'll be perfectly ok if you just put in two-drop tap rocks instead. Coldsteel Heart, Star Compass, Marble Diamond and Fire Diamond (sorted on priority) should have you covered for however many slots you may want to swap. You could also consider Myr, if need be.

    Taking out further expensive utility options will result in some level of performance hit to the deck, but its core engine will still be in place so it should be ultimately okay. Maybe a bit slower, maybe a bit less consistent, but still functional. A lot of the money cards synergise with each other, and can be taken out as package deals.
    • Paradox Engine is extremely strong in the shell and starts the countdown from the second it lands on the table, but it also tends to die on sight against experienced opponents. Plus, every now and then you actually scry it to the bottom when given the chance to, as you just don't have the rock infrastructure in place to support it! If you take it out, Isochron Scepter loses its combo applications, but may still be worth keeping around for its sturdy utility.
    • Sword of Feast and Famine is a great mana boost, but comes with a massive price tag. Stoneforge Mystic grants you access to it, along with a few other choice equipments, and loses a bit of sheen with one of its best payoffs gone. Both are pretty solid in the format, but not quite ubiquitous staples.
    • The Recruiter friends are even narrower, only getting you small creatures, but help the deck find whatever nefarious weenie it may need at a particular time. Monastery Mentor is wicked good in the shell, but a rare sighting outside it. If these guys go, Phyrexian Altar becomes harder to get online, so you can consider offing it as well.
    By now we're left with ubiquitous format all-stars in Smothering Tithe, Path to Exile and Enlightened Tutor. I'd recommend picking the first two up, they'll be fantastic here and will live anywhere Wx you may venture to going forward. The Tutor actually loses quite a bit of sheen if you take out the artifact power lifters, so you can save a bit of moolah on it in that case. However, it is a similarly universal include in the EDH realm.

    So what would one do with all these opened slots? An angle that works pretty okay for game closing is voltron, and you can add some more support for it to try to compensate for the various avenues to victory the expensive options may have offered. There's O-Naginata, a very cool bit of equipment that costs a pittance and kicks Feather up to six power realms. Leering Emblem gives Feather double super prowess, and should make turning her into a two/three turn clock quite easy. You can slot in some additional voltron support instants in Titan's Strength, Invigorated Rampage or Brute Force. They're not currently in the shell as most of them only pump Feather without offering any additional value, and unlike protection pump isn't important enough to merit value-less spells in the current build. You could explore the other Feather synergy directions. You could, and probably should, put in Sphinx-Bone Wand. Heck, I should probably be running that in here. The world's your oyster, and you shouldn't end up with a clunker of a deck.

    Protecting Feather


    Another thing brought up in the deck attributes is that the list is very commander dependent. There's no debating that - without Feather around, all the value instants just happen once and go away forever. Turns out Heal isn't an EDH staple for a reason. As such, it becomes imperative to run various interaction options to ensure Feather's survival through whatever the opponents may try to throw her way. There are five broad classes of interaction effects that Boros has access to - flickering of the end-of-turn or immediate varieties, protection, indestructibility and regeneration. Let's see how these match up against each other when compared in a number of common EDH adversities, plus a few bonus utility categories:


    The clear winner is end-of-turn flicker due to its ability to dodge all of the outlined interaction scenarios. After that, things become a bit more situational. Indestructibility beats all damage/destruction, succumbing to -X/-X (Toxic Deluge, Tragic Slip), exile (Merciless Eviction, Duplicant) and bounce (Cyclonic Rift). However, damage/destruction are pretty common in the format - most non-white spot removal and tons of popular wraths utilise it. Regeneration is like a strictly crappier indestructibility due to a no regeneration clause present on a number of older removal options. Insta-flicker does literally nothing against wipes, but shields against everything targeted. Protection blanks everything targeted that has a colour, but most representatives of the category are soft to the occasional Duplicant. To compensate, it offers shielding against damage wipes, which we can actually use ourselves to good effect while choosing our own wraths. A few of the options (Apostle's Blessing, Faith's Shield) come with slightly more diverse abilities, shielding non-creature permanents from harm in dire straits. This is not a bad mode to have - somehow, there's always a piece of spot removal that makes an appearance the split second Paradox Engine hits the board. Protection also comes with kooky evasion opportunities, while flickers offer ETB re-use potential.

    The choice of interaction ultimately comes down to the shell. You're probably running the end-of-turn flickers no matter what. If you're after a more ETB build, it makes sense to pursue the insta-flickers en masse. However, outside those decks, the insta-flickers are quite overcosted for what they offer. Both protection (Gods Willing) and indestructibility (Sheltering Light) have one-drops that also scry on top of doing whatever they do. That's pretty cool - you still get to milk some value out of them if you don't need them for survivability purposes. There's also a two-drop protection cantrip (Shelter). By contrast, insta-flicker offers two one-drops (and a two-drop) that do nothing else, plus a three-drop cantrip. As such, I have only adopted Ephemerate and have devoted my other slots to protection and indestructibility options.

    1. One Drop Cantrip Club
    The One Drop Cantrip Club is really not that hard to get into - you need to cost one mana, be an instant, target a creature and draw a card. Everything else is optional, which leads to some of these really bringing their existence into question.


    Present in eight pre-Feather EDH decks
    • Check Bandage - Draws the card immediately, might occasionally actually do something. It's not super common, but sometimes there's some damage flying around from various sources and plus one butt grants your dude survival.
    • Check Crimson Wisps - It's weird to see an instant just granting haste, even if it cantrips as well. I imagine the instant part is there so that you can cash it in for a card if you don't need it anymore in the end step before your turn, but it's still just a weird combination of things.
    • Check Defiant Strike - Hey check it out, this one actually does something! Adding a power to Feather speeds up her clock and stacks with various other buffs.
    • Check Expedite - Crimson Wisps 2.0, this time without the reddening as it's not part of a cycle that changes the target's colour. This came out around the same time as Zada, Hedron Grinder. That can't have been a coincidence Wink
    • Check Heal - Ahh, one of the ancient cantrips that only drew you the card next turn. That's actually not that bad a drawback to have, you can cast this in the end step of your turn if you're sitting over hand size to avoid pitching, and still get your cardboard reward in the next upkeep. Comes with the same hyper situational plus one butt clause as Bandage.
    • Needle Drop - Dammit card, you went too far on the uselessness scale and can't be fit in. The target has to be legal at the time of casting, i.e. you can't just point this at an unharmed Feather, have the spell shrug and give you a card.
    • Check Niveous Wisps - Another member of the Crimson Wisps cycle, this one was presumably meant to be used defensively. Well guess what, we're tapping our own creatures with it! Can get a bit dangerous with Zada variants on account of stripping your ability to block. In that case, just pop in main two before your turn and again in the end step before you untap. That should still be plenty of cardboard for you to work with. Still, the least good of the ones that actually draw you the card immediately.
    • Check Panic - The least good one overall. Nets you a delayed card, Heal style, but unlike its white equivalent the hyper restrictive cast timing means you can't even hide it away in the end step for value. I guess it can sometimes help you get through, but then you don't get it back.
    • Renegade Tactics - What are you doing in here? Shoo! The sorcery nature means you only pop this once a turn cycle, whereas all the instants above can net you a card per player in the pod. Just more efficient, really. Plus this doesn't really do anything interesting either, it's literally a sorcery speed Panic.
    • Rile - This applies to you too, sorry. Not an instant, less value, less good. Go live in some enrage decks or something.

    2. Assorted Recyclable Spells
    Everything that Feather will reliably pick up that isn't part of the One Drop Cantrip Club lives here. The section is largely dominated by super cheap protection options and scry machines, as casting them for casting's sake is easy to accomplish while simultaneously feeding your synergy pieces and solidifying your game plan via card filtering.


    He protecc, he draw, he cook, he clean, eh doesnt afraid of anything
    • Acrobatic Maneuver - Oh you sly cardboard, trying to tempt me into running you by stapling draw onto an insta-flicker. You cost three though. Go away. I'm sure enough ETB-minded decks will run you.
    • Adamant Will - It offers some amount of pump and indestructibility, but costs two. Probably an okay include in a voltron build.
    • Check Ajani's Presence - One mana, indestructibility, tiny pump. Also comes with strive to sink more mana into protecting a few key pieces from a wipe. I'd say that qualifies as pretty desirable.
    • Alley Evasion - Picking up to hand is not the best form of protection as you still have to reinvest the mana into recasting. However, it can still be better than just losing the thing, and it comes with the response range of end-of-turn flicker. Coming with the modality of a tiny pump means you could probably do worse than this.
    • Check Apostle's Blessing - Due to how mana-hungry the deck is, you'll just about always front the two life for this and treat it as a one drop. Protecting your artifacts is a cool secondary clause to have, as there are pretty dumb engines in there (Paradox Engine, Phyrexian Altar, Scroll of the Masters, Sunforger) that are good to keep around. You don't get it back in that case, unfortunately. The fact you can actually grant protection from artifacts is also sometimes relevant against stuff like Duplicant.
    • Aurelia's Fury - The good is that this can hurt quite a lot if you're handily built up mana wise and have nothing better to do. The bad is you'll probably have something better to do, and its minimal use case is four mana to ding someone for one and silence them. Ultimately not the best for this shell. Fun fact - it was this card's spike that got me to pull the trigger on papering this out half an hour after finishing my initial brewing.
    • Balduvian Rage - Another Feather staple that I've been sceptical of. Sure, it draws you a card, but you have to sink four mana into it to get Brute Force/Titan's Strength oomph return from this. That's not where you want to be. Also, the "attacking" clause means that in spite of being an instant, it only nets you one card per turn cycle. Not the best. Skip this one.
    • Blessed Alliance - So this is essentially a four mana repeatable Celestial Flare. That seems like a lot of mana for that sort of effect, especially as once you reveal it people will probably start playing around it.
    • Check Boros Charm - A lovely modal powerhouse, the card lives in this section as it can repeatedly give Feather double strike. The deck is happy to make use of each of the options - wipe protection is good, and is fantastic on Isochron Scepter. If Paradox Engine comes around as well, you can use the face-bolt to kill the table. What a card!
    • Brute Force - Getting three power pump for one mana is not too shabby, single-handedly turning Feather into a four-turn clock. However, it does nothing else and as such is absent from the build. Perfectly reasonable include in a voltron shell.
    • Carom - Two mana is more than one, so the two mana cantrips have to actually do something to merit inclusion. This... targets two creatures. That's cool if you've got a bit of a heroic thing going on, but it also comes with the downside of not being Zada'able. It should also be noted that you can occasionally boop mana chickens and various other x/1's into the dirt with this.
    • Chandra's Ignition - Would you look at that, a Feather-recyclable wipe! The fact it goes off the target's power means it's a bit conditional in its rate of return, ranging from an annoying do-nothing tickle to oppressive board melting.
    • Cloudshift - A solid cheap protection spell, juking all forms of targeting and potentially reusing ETB effects. Obsoleted by Ephemerate.
    • Dawn Charm - Another modal weirdo, this time offering regeneration along with some surprisingly interesting alternate options. Unfortunately, the base mode of a two mana regeneration shield just isn't good enough to slot this in.
    • Check Eerie Interlude - Hey look, end-of-turn flicker for the whole family! Save your entire non-token board from a wipe, re-use a shedload of ETBs, just go ham. Very solid insurance plan for the deck.

    • Beautiful modal flexibility
    • Electrodominance - Sink a ton of mana, kill your own guy, flash something out. I'm not really seeing the benefits of this, as whatever you're flashing out would have to be a panic sorcery speed bit of control to be worth it. You want to set down the synergy pieces explicitly in your turn to get maximum value out of them over the go of turns around the table. Plus, like with Aurelia's Fury, I just haven't found the need for an X finisher, and this is worse than the Fury at that job.
    • Check Ephemeral Shields - The convoke means this will usually be free to cast. Even having only Feather herself out means you get a discount of one if you hold her back. Turns out that free indestructibility is pretty darn good, and can also be doubled up for firing off various cast synergies for absolutely no cost.
    • Check Ephemerate - Insta-flicker is perfectly acceptable at one mana, as it still shields from anything targeted and can be used to get extra value off ETBs. Many a game has been spent flicking Depression Automaton over and over again, stripping basics out of the deck like nobody's business. The rebound makes this marginally preferable to Cloudshift due to the potential of milking a smidge more value.
    • Check Faith's Shield - A bare-bones protection spell which is a largely crappier take on Apostle's Blessing. It's not common for us to want to protect a non-artifact, non-creature thing, and there's no anti-artifact clause. Still, it offers one-time emergency shielding of key artifacts from harm, so it's worth it. I'm yet to have the weird global clause kick in. It should be noted that if you're below five life, this still targets and you get it back.
    • Fall of the Hammer - Similar story to Chandra's Ignition, fluctuates between do-nothing and crazy ugly.
    • Fell the Mighty - Another Feather-recoverable wrath. This time around, it's the equivalent of Retribution of the Meek, unless you get some perma-pump going on Feather. In which case it probably won't accomplish a lot. Add in the five cost, think I'll pass on this one.
    • Check Fists of Flame - In a vacuum, +2/+0 and a card for two mana. With some extra cantrips going 'round, more power, i.e. a better Feather clock. With Zada out, a faux-Hoof game ending slam that needs to be answered on the spot. Seems okay.
    • Gird for Battle - Not too shoddy a one drop, hits two guys and perma-pumps them. Probably worth some consideration if you're going deep on heroic.
    • Check Gods Willing - Hey cool, not only does this shield my stuff from harm, you get to scry 1 on top of that. This means you can toss this around even if absolutely nothing is going wrong and get decent returns from it.
    • Grapeshot - Seems like a cool match on paper - this deck casts a flurry of instants, so this will make a flurry of pings. Aim the original at Feather, get this back. However, individual turns don't tend to be extremely stormy, and this would force you to commit more resources than you'd otherwise probably want to in your turn to get some amount of payoff out of this. And then the amount of payoff isn't even going to be that big.
    • Impact Resonance - Another one of those super variable damage spells. Guess it's fun to piggyback off other players' actions if it's not your go, while having it be a Fall of the Hammer-like in your own turn. That, and you get to spread the damage around.
    • Intimidation Bolt - Feather absorbs a literal bolt to the face, your opponent's creatures look at each other in bewilderment and refuse to swing. Boros gets to have a Constant Mists now. If only this didn't cost three...
    • Invigorated Rampage - Another solid voltron option, +4 is the magic number. Suddenly Feather kills people in three swings. Plus on top of that you get multi-target potential. Unfortunately, it costs two mana and does nothing on the whole protection/cardboard get plan.
    • Justiciar's Portal - Sorry, insta-flicker, you cost two, you don't get to live here. Go find someone with Siege-Gang Commander.
    • Launch the Fleet - You don't tend to frontal people too hard here, unless you're sitting on a gigantic swarm that got buffed out of 1/1 realms. Even then, it's an inefficient way to go wider given you already went pretty wide to get there in the first place. Would the strive be of potential relevance to heroic builds, or would the mana cost prove prohibitive?
    • Check Liberate - End-of-turn flickers have been deemed state-of-the-art protection, and this is an end-of-turn flicker at two. We can live with that.
    • Check Long Road Home - Would you look at that, another end-of-turn flicker. This one has the decency of netting an extra +1/+1 counter, which marginally improves Feather offensively. It can also potentially be used to get problematic blockers out of the way, but then you won't get it back.

    • Laugh all you want, this goes deep and gets the job done
    • Magnetic Theft - Attach Sunforger instant speed, slightly cheat mana cost on other equipments as well. We don't crutch super hard on Sunforger though, and this card is literally dead when there are no equipments around. To the cute drawer it goes.
    • Mortal's Ardor - Getting lifelink on a swole Feather is not a bad way to pad out your life total. Might merit consideration in a voltron build.
    • Orim's Thunder - Repeatable artifact/enchantment removal, as you zing your own guy with the kicker. Costs four to do that though, and you do have to zing the guy.
    • Check Otherworldly Journey - Strictly worse than Long Road Home, Hisoka's Defiance exists! Wink
    • Check Psychotic Fury - Would you look at that, it gives you double strike and it cantrips! Unfortunately the target has to be multi-coloured, so no Zada'ing this all over your whole team.
    • Razor Barrier - Essentially an Apostle's Blessing without the Phyrexian mana cheat. The only other protection option for artifacts.
    • Reckless Rage - Not too shabby a removal spell. If you stack it main two and end step, you can ram eight damage onto something. That should be enough to take out most targets. Feather may have trouble sucking up two shocks though, so you'll need a friend of some sort to eat the second one in that case. Or an indestructibility spell. Or some pump. There are options. If your meta's about small utility build-around commanders, this could potentially lock most of a table off their game plan.
    • Repel the Darkness - Pay three mana to ground an attacker and get a card. Not that bad, especially if there's some choice fat to keep tied up, but it's still a bit on the pricey side for the deck. Intimidation Bolt would probably ultimately be better.
    • Samut's Sprint - Plus two oomph and scry one. The haste will probably be less relevant. Not a bad little pump/filtering option.
    • Seismic Shift - Feather-recyclable land popping. At four mana again. I somehow don't think Craterize being far from an EDH staple is related to it not returning to your hand after you're done with it.
    • Seize the Day - Four mana, extra combat. Stacks with double strike. Voltron-centric builds may consider it.
    • Check Shelter - Oh cool, a cantrip stapled onto a two-drop colour protection spell. I'll take one please. Thank you.
    • Check Sheltering Light - Like Gods Willing, but for indestructibility. Value town!
    • Spawning Breath - Paying two mana for a mana sac chicken that makes colourless is not super amazing. Comes online a bit with Zada, but then you have way better things to be doing with Zada if I'm to be honest.
    • Check Stand Firm - Minuscule pump, scry 2. Don't underestimate the scry, going deep in search of stuff you actually want in your hand is rock-solid value.
    • Temur Battle Rage - The surprise trample (which you'll probably get if you're going voltron) can help gib people out of nowhere. Same shtick of not doing anything non-pump that's keeping it out of my list.
    • Titan's Strength - A respectable +3 oomph, plus a scry 1 stapled on there for some reason. Card filtering while solidly advancing the clock sounds pretty good to me.
    • Twinflame - Create a sorcery-speed copy of an ETB creature. Loses whatever protection value flickers bring to the table to potentially insta-frag the table with Dualcaster Mage. Seems a bit situational for this shell's purposes.
    • Valorous Stance - Two mana for indestructibility without any perks may not be ideal, but the thing's modal. If need be, this doubles up as a removal spell and slurps something massive on the other side of the board.

    3. Rampano
    In spite of an extremely lean and mean curve, the deck's a bottomless pit of mana consumption. Each of those one-drop instants actually secretly costs one per player in the pod, if you let it, and your grip keeps growing. That means mana! Unfortunately most Boros ramp comes in the form of rocks, with whatever available land ramp scarce and quite costly for the returns, while we're striving for streamlined resource expenditure. However, the rock heaviness comes with the upside of letting us run Paradox Engine and Unwinding Clock for payoff.


    Okay, who's the mana chicken this turn?
    • Check Boros Signet - The nicest fixing cycle will obviously have its representative in the list, given its two-drop, untapped nature. Two-drop rocks lead to a turn three Feather with protection (be it bluffed or real), which sounds pretty good. The fact this comes in untapped is super nice later on as well, as it's a net cost of one on the turn you play it. Its only drawback comes in the mandatory RW payout, while sometimes the list may want slightly different combinations of the colours. That's a bit of a nitpick though, I have to admit.
    • Burnished Hart - While the land ramp is nice, the hefty mana price tag is not. Add zero recursion potential and you get a pass.
    • Check Chrome Mox - We can usually spare an early card from hand for this, as we'll be refuelling at a dizzying pace soon enough. Obviously trivialised if encountered later on, as a ginormous grip is bound to have something that would go into the bin otherwise. A nice kick up the early game's butt, speeding proceedings up a notch.
    • Commander's Sphere - Three drop rocks don't enable that nice line of play I described in the Boros Signet write-up, while being the same net expenditure as a CIPT two-drop rock if done later. As such, I'm not running any. True, they usually try to bribe you with all colour access, but that's not extremely vital for the deck's needs. This one at least has the decency of cycling itself if someone rips a Vandalblast.
    • Coldsteel Heart - While any colour access would be preferable, the fact this is a Make-A-Diamond is pretty good for fixing you on the fly. Add this one first when stripping out my needlessly money options.
    • Check Dowsing Dagger - You expend the net cost of a Thran Dynamo, potentially split across early turns, and you get a Thran Dynamo-tier payoff in coloured land form. The fact it's triple mana of a single colour means you'll probably use this for advancing your board in your turn, but still nothing to sneeze at. The plants are irrelevant given Feather's wings. Staple early game Stoneforge Mystic target.
    • Fellwar Stone - The come into play untapped nature is nice, the conditional colour payoff is not. The turn three vacuum scenarios are here to stay.
    • Fire Diamond - A sturdy two-drop rock, taken out early in the deck's life to make room for more busted options. Perfectly playable.
    • Check Gilded Lotus - Here I am, ragging on Commander's Sphere for costing three, and then I have the audacity to ram this? No matter how you spin it, this is a ridiculous mana burst. Similarly to the Sword of Lotus Flip land, this generates a uniform chunk of mana and will often be used on main phase stuff. Single-handedly fuels Paradox Engine. Also pretty silly with Unwinding Clock. It's just good.
    • Gold Myr - Hey look, it's a dude that taps for mana. Not super keen on these guys, as they die to both creature and artifact disruption, but they could work in a budget build.
    • Iron Myr - The same but in red.
    • Lotus Petal - While I talk about early game efficiency and trying to land a Feather with some protection mana up, I don't think we're quite desperate enough to shuffle a treasure token into the deck to try to get there. Sustained mana is good, the deck wants all the resources it can guzzle.
    • Check Mana Crypt - Given the deck's coloured thirst, you can skip this here easier than most other places. That's not to say having a second Sol Ring is bad or anything, mind you. It helps play various permanents, and is stupid helpful when barfing out the Paradox Engine setup off a gigantic Zada draw.
    • Marble Diamond - Same story as its Fire equivalent, 100% playable. You should probably replace some of my cash money rocks with these. Like the one above.
    • Check Mox Amber - But Rumpy, this does nothing without Feather out! While I agree, astute reader, this is also the case for the rest of the deck. As such, being able to sneak this in out of nowhere turn three and drop a Feather with protection seems pretty good. Obviously useful outside this isolated blip as well.
    • Check Mox Diamond - A set of 100 drawn hands revealed this to be higher variance than a simple two-drop rock, but over half the starting hands ended up generating more value. Similar to all other Moxen, the drawback becomes negligible once you're already doing well. In it goes.

    • How's abouts we burn some of them 1/1s for mana instead?
    • Mox Opal - The same crunch that proved the Diamond's superiority over a two-drop rock yielded seven hands (out of a hundred) where the Opal came online early.
    • Check Paradox Engine - This thing is a windmill slam in here, given the negligible curve, draw potential and rock heaviness. Upon resolving, you cast something and pass priority with the untap trigger on the stack. If nobody responds, you probably win before the turn is over. If someone tries to pop it, you can still milk insane value off it before it goes away. There are even Isochron Scepter tablekill combos, and it also does a pretty convincing stupid with five mana in rocks and a Sunforger. While Pengine is quite overrated in most decks, offering some sensible, finite amount of nondeterministic value, here it is quite close to the apocalypse monstrosity the EDH community seems to perceive it as.
    • Check Phyrexian Altar - One of the cast spam payoffs the deck is flooring is making dudes. Seeing how most instants in here cost 1, you suddenly get the possibility of shredding through your entire hand at the cost of using the freshly generated bodies for mana rather than gumming. Not quite as insane as Pengine, but still incredibly powerful mana generation that tends to rocket you ahead like mad.
    • Primal Amulet - The cost reduction is largely irrelevant as your spells rarely venture out of the 1 territory. The spell copying is okay, the most exciting usage would be to double up on removal, pointing the original at one of your own creatures and the copy at the actual desired target. No high-impact spells to be found here, and getting an extra plonk of cantrip isn't ultimately that relevant given the investment and setup. Oh yeah, and if you copy a modal spell you don't get to reselect the mode either.
    • Pyromancer's Goggles - Like the above, but you skip the buildup and only get red out of it. A ton of spells are white, a lot of those are one cost. No thanks.
    • Runaway Steam-Kin - The red in the deck mainly lives in costlier permanents rather than hyper cheap instants, so this isn't going to charge as reliably as you'd imagine. That, and you're probably using the triple red blob on permanents.
    • Check Smothering Tithe - There's a reason this thing is taking EDH by storm. Its weird rubber-band dynamic ramps you up against people who are drawing cards, i.e. by extension doing stuff, scaling with the degree of their card advantage. The ever-hungry mana guzzler that is this shell will happily accept these treasures and grind them into cards, scries and avoiding death.
    • Check Sol Ring - This is an EDH deck without any sort of stipulations. Sol Ring gets stuff done.
    • Check Springleaf Drum - A weird faux-Mox Amber, can come down early and whip something into being a mana chicken to get some juice out. Not a bad thing to have around as you get Feather out. Super efficient to get out later in the game, unlike most of the conventional non-Mox rocks.
    • Star Compass - While you're being a little risky by only getting the colours of basics you already have, you should be able to ensure a set of each with relative ease. That failing, it still almost always taps for something and costs two. Slot this in right after Coldsteel Heart when ripping out the vanity rocks.
    • Check Sword of Feast and Famine - Given the solid draw, you should be making land drops quite consistently. As such, this becomes a massive mana burst upon connecting with Feather. The synergy with Sword of Lotus Flip is real.
    • Sword of the Animist - Given the list's track record of getting turn 7 tablekills on a good draw, this is just too slow to merit an inclusion. Sword of Rampant Growth thrives on grindy games where it can be milked for mad value. Here it'll take three swings before it fetches lands tapping for the equivalent of Sword of Lotus Flip, and even then the Lotus Flip would have immediately come into play untapped and provided extra mana in all those other turns up to then.
    • Check Talisman of Conviction - Probably the best of the two-drop rocks in here, as it comes in untapped and offers you either colour of mana for the relatively negligible cost of a life total ding.
    • Thran Dynamo - Spending four mana on three colourless on tap is just not somewhere the list wants to be. That said, the Dynamo is a phenomenal rock (as shown by measuring stuff against it), just not in this shell.
    • Thought Vessel - The lack of a hand size clause and two-dropness are nice, the colourless on tap is not.
    • Treasonous Ogre - Unfortunately, the deck tends to shred more white than red instants. Not worth the mana investment.
    • Check Unwinding Clock - Another way to get some extra value out of the rocks. Nowhere near as baller as Pengine or even Phyrexian Altar, but still pretty solid. The deck will take all the mana it can, and a solitary rock is enough to get this to make Thran Dynamo tier mana in a four man pod. I run the artifact lands for the sole purpose of getting them untapped with this.
    • Wayfarer's Bauble - A lovely turn one play leading into a land-ramped turn three Feather with protection mana. Later on, a three mana expenditure for a tapped land. Worse mana efficiency than two-drop rocks in a deck hellbent on mooching every droplet of mana it can.

    4. Cast Friends
    An umbrella category for all sorts of stuff that benefits from you spamming spells. These guys get stuff done, and will likely form the backbone of your victories.


    I think it's perfectly fair to draw 45 cards for two mana
    • Check Aetherflux Reservoir - Not as efficient a game-ender as Guttersnipe, but compensates in various other areas. A typical mid-game setup will see you gaining somewhere in the ballpark of 20 life per turn cycle off this. However, the healing does come with the flexibility of not just shredding face, it can help you absorb beatstick meatshots, or act as a political tool to get people off your back once you charge up to 50. It is also pretty darn fun, messing with the stack to get maximum benefit from this - this thing only checks how many spells you've cast on trigger resolution, so you can keep responding and create a mountain of spells, which then grants you the total spells cast in life per trigger.
    • Akroan Conscriptor - Having Threatens on demand for targeting is not too bad. You can nick a thing and then Path it, getting some land and disproportionately pissing off your opponent. For some reason steal and sac has always been more salinity inducing than just straight spot removal. Probably not worth it at five mana though, given how conditional this is to get online.
    • Check Akroan Crusader - A one-drop that makes fellow chumps if targeted. I mean, all those Heals have to go somewhere, and making bodies that can be used for various tasks seems like a pretty good idea.
    • Anax and Cymede - The global pump and trample are nice, the fact it fades away as the turn ends is a bit less so. Phalanx Leader may skimp out on the trample, but his benefits are longer lasting.
    • Check Aria of Flame - Don't get spooked by the life gain, it ultimately matters very little. Your four man pod at full health will go down from 17 casts, while Sphinx-Bone Wand would cost a whopping four more and get the job done two spells sooner. As a trade-off, you stop being able to smack creatures.
    • Check Burning Prophet - One of those unsung hero cards. Super cheap to play, decent body that doesn't fall over to a stiff breeze, stapling a scry onto everything non-creature you do is fantastic at sculpting a line of play, and she even temporarily grows with each cast!
    • Electrostatic Field - An off-brand Guttersnipe that only hits half as hard. Personally, I haven't found these one damage ticklers to be particularly impactful, only devoting a slot to the original, but maybe these will be up your alley.
    • Firebrand Archer - Gains the full non-creature range for pinging, at the cost of the smallest butt. x/1's tend to perish easier in EDH land than x/4's.
    • Check Guttersnipe - Mowing each opponent for two off each recyclable spell you cast adds up pretty quick once you get off the ground. He makes for a more effective clock in a multiplayer pod than Aetherflux Reservoir, given how the deck tends to ration out its spells, but "only" shreds face.
    • Leering Emblem - Feather now has double super prowess. It shouldn't be too hard to turn her into a two/three turn clock with this thing, especially once you get set up a bit.
    • Mindmoil - A pretty good way to recklessly mow through your deck if looking for stuff in a pickle. Every spell you play ships your hand to the bottom and draws you a replacement set of cards. Don't forget you can hide whatever you want to keep in exile, but if you are trying to preserve multiple cards you have to respond to the trigger and stash them in unison. The five mana overhead does this no favours either.
    • Check Mirrorwing Dragon - Oh would you look at that, they printed a Zada that also discourages opposing spot removal. Because spreading your spells to your whole board for wrath immunity, ridiculous draw or whatever else wasn't enough. The possibility that someone will get funny and cast something beneficial on the Mirrorwing exists, and could be amusing. I don't feel that Sarkhan's Triumph is worth running for this guy alone though.
    • Check Monastery Mentor - Probably the best cast spam board gum variant in the game, making a flood of dudes with prowess. Build up a sufficient legion, turn them sideways, cast a couple of instants and someone may be staring down lethal off a one-card army in a can. Also pretty good on defence, what with the monks' potential to grow and guzzle attackers. The tokens also come out when you play rocks, in case you weren't sold yet.

    • 12, 13, 14... what comes after 14?
    • Myth Realized - This thing racks up counters pretty easily, but then becomes a gigantic vanilla beefslab. The deck's not good at helping it connect.
    • Ojutai Exemplars - A versatile modal cast payoff, can tap down problematic creatures or insta-flicker itself out of spot removal. I can imagine scenarios where the lifelink is also okay. An interesting card, but doesn't really offer anything game-warping enough to merit its four mana investment.
    • Check Phalanx Leader - The Heals of the world now permanently anthem your team. Understandably baller with 1/1 swarmers, but still pretty damn good even if it's just Feather around. I've grown a small board of utility pieces to the point it survived a Blasphemous Act.
    • Precursor Golem - A shoddy Zada imitation that merely triples your aimed spells. It also takes all its friends with it when offered a solitary piece of opposing spot removal if unprotected, and nips any flicker swarm considerations in the bud. Oh yeah, and it comes with a five mana price tag.
    • Purphoros, God of the Forge - A harder to remove Guttersnipe that goes ham off ETBs. Has a similar synergy level to Phyrexian Altar coming online, so not too bad. In fact, if you get multiple token producers, they stack. Ultimately I've preferred Guttersnipe's steady payoff and increased tutor response, but Purph's nevertheless a valid consideration. Gets better if you include ETB swarm too.
    • Pyre Hound - One of those dudes that beefs up when you cast spells, but this one has the decency of growing via +1/+1 counters and comes with trample. Will become a massive evasive beefslab soon enough.
    • Check Scroll of the Masters - It's cheap, so it can come out early or slip in easily late and start racking up the counters. See four spells (once again, artifacts count here) and Feather can now be a three turn clock on demand, nothing else needing to happen. And things will keep happening, mind you! Very potent voltron angle card that can also optionally offer its boost to other creatures. Most of the time you'll point this at Feather though, and we both know it.
    • Shrine of Loyal Legions - Kind of like the above, but for dude making. A lot of the shreddable instants are white, so this should rack up counters, and then you can pop it for a dude burst. However, having a constant stream of dudes rather than a single pent-up swarm comes with a number of play flexibility upsides. The main pro of this I see is it can survive a board wipe unimpeded. However, it also falls over to sneaky spot removal if you tap out too far and can't pop it in response.
    • Sphinx-Bone Wand - The definition of inevitability. Play a spell, click up the wand, whack something. By the time this thing hits 15 you've amassed enough damage to clean out a four-man pod, plus you get the flexibility of bombing key creatures if they're more important than the game-end clock. However, it does come with a staggering seven mana price tag that is nontrivial in most game states.
    • Tenth District Legionnaire - While not quite as good at scry-spam as Burning Prophet, as she hogs the targeting, the Legionnaire still offers solid value and grows gigantic in the process. A massive vanilla beefslab isn't likely going to do too much harm on the offence, but it does make for a convincing argument to avoid being punched. Her main problem is she ultimately sits quite low on the targeting priority chain, likely to be outstripped by body makers or ETB value.
    • Tethmos High Priest - There are a few useful sub-3 CMC creatures in the list, but I'm not sure if it's worth devoting a slot to having the potential of picking them up via targeting. One for the heroic setups, I'd imagine.
    • Torchling - A kind-of Akroan Conscriptor, as you point your removal at it and redirect it somewhere else. You still got the Feather trigger, so you get to recycle said removal. I'd say the Conscriptor has more overall utility, and he was already written off.
    • Check Vanguard of Brimaz - This Akroan Crusader variant makes cats with vigilance, which is also pretty cool. A gummed board a day keeps the swingers away.
    • Veilstone Amulet - Each spell you cast now grants your whole team hexproof. However, the deck's inherently quite good at protection, so this would often be largely redundant. In the few cases where this would actually be relevant, i.e. keeping the Amulet with some card advantage/filtering instants, you'd open yourself up to getting it shot out from under you, severely perturbing your game plan. Tempting, but ultimately best left out.
    • Check Young Pyromancer - True, the tokens are less impressive than Monastery Mentor's monks, but the Pyromancer is one cheaper to get out and still produces the same number of bodies without hogging targeting.
    • Check Zada, Hedron Grinder - A marginally cheaper and more tutorable spell-spreading option, losing the ability to radiate back spot removal. Still absolutely ridiculous - If left unattended, especially with some tokens around, will draw the deck in no time at all while ensuring the board lives through whatever happens.

    5. ETB Brigade
    Creatures that do useful things upon entering play have a huge presence in EDH. Feather offers the potential to recycle flicker spells, getting more value out of these options. I've kept my choices pragmatic to the core, but you could go deeper here and augment your flicker suite to match.


    So who we gettin' out, boss?
    • Angel of Serenity - Hits the field, three creatures get O-Ringed. Also potentially recycles stuff out of your graveyard. Can result in permanent removal if you flicker it in response to the exile trigger because of the wonky old wording.
    • Boreas Charger - Nets you some Plains upon leaving the battlefield, and only if someone has more lands than you. Don't think it's necessary here.
    • Chancellor of the Forge - A high-end swarm option that doubles your board's size each time it hits. Sounds like a good way to cap off an ETB token spam build.
    • Check Duergar Hedge-Mage - Comes in, pops an artifact and an enchantment, land situation permitting. Close to a strictly better Reclamation Sage. Good removal options are appreciated. This definitely qualifies.
    • Duplicant - Comes in, pops a creature. Deserves a mention as it responds to Imperial Recruiter and Reveillark.
    • Check Goblin Matron - We many not be particularly gobbo heavy, but this gets both Guttersnipe and Zada. Sounds like a good mini-toolbox to access.
    • Check Imperial Recruiter - As luck would have it, you can get most anything you need with this, even a Zada if you're cool with doing it via Goblin Matron. So yeah, having your entire deck's worth of various synergy/utility creatures at your disposal sounds like a pretty good deal for gameplay consistency.
    • Karmic Guide - Get a dude back. Renowned for doing silly things with Reveillark if there's a sac outlet around, but I don't feel that Boros is the best place for this sort of thing.
    • Keldon Firebombers - Shrink everyone back to three lands. May be worth it to choke out aggressive green ramp, as you've got rocks to fall back on.
    • Knight-Captain of Eos - An ETB swarm variant that comes with a built in Fog. Recycle him to get more fogs. More ways to avoid dying!
    • Knight of the White Orchid - A two-drop that gets a land on entry! What's not to love? Namely, an opponent has to have more lands than you. As such, this is not actually a legit two-drop, but rather a turn 3+ play done before you pop out a land. That, and it runs out of steam if flicked into oblivion. At some point you'll out-land your opponents and then this does nothing. I'd rather add a couple more mana and run...
    • Check Kor Cartographer - ...this guy. Costs four, but doesn't have any weird timing clauses that make him stop doing the thing. Having a Plains as a clause is pretty good, by the way - nets you duals, Mistveil Plains. Pretty handy effect to have on tap in a mana hungry deck, especially one that can occasionally flicker him.
    • Lumbering Battlement - The flagship ETB value milker. Now all your single-target flicks act as faux-Eerie Interludes. Probably makes sense to run him if you go deep on this sort of stuff.
    • Luminate Primordial - Pop a creature per foe. Doesn't need stack shenanigans to do its thing, unlike Angel of Serenity, but in compensation forces you to spread the removal around.
    • Check Mangara of Corondor - Rumpy, what are you doing, this isn't an ETB dude! Fair point, but it does circumvent its own limitations if flicked, so it gets to live here! The lack of immediate effect is not ideal, but Mangara is cheap to set down and makes for a potent rattlesnake once online. Occasionally you can haste him up with Crimson Wisps or something to catch people off guard, and he chainsaws the board like crazy with Paradox Engine. A cool mind game card in a deck that thrives on however many layers of "what if" it can generate.
    • Meteor Golem - Comes in, whatever you desire gets clonked. Very good flexibility, to the point where you're willing to consider the seven mana price tag given its mild promise of repeated value.
    • Pia and Kiran Nalaar - Another swarm option worth mentioning on account of producing winged board gum.
    • Check Recruiter of the Guard - Imperial Recruiter, but toughness based. The point still stands as none of the shell's targets become invalidated by this change. Flexibility! Consistency! Good!
    • Reveillark - As mentioned when discussing Karmic Guide, this guy doesn't do anything particularly noteworthy from a combo perspective in Boros. In a vacuum, recurs two of the things that the Recruiter friends can reach. Not sure if worth it at that tier of mana investment.
    • Check Solemn Simulacrum - Hey look, a second Kor Cartographer effect. Guess we can survive it not grabbing non-basics as it isn't limited to Plains. Very common flicker sinks, these guys.
    • Check Stoneforge Mystic - Nabs Sunforger and a few mana-centric utility options. The deck likes Sunforger and mana. Sounds like a pretty good match.
    • Tyrant of Discord - Maul a random land and some number of nonlands, scaling with the difference between the land pool and other permanents. Flicker for intensified unpleasantness.
    • Wall of Omens - A cheap cantrip chicken. Can be used to turn flickers into cards instead. Not too shabby.

    6. Goodstuff
    All sorts of solid cards that don't fit into any of the previous categories. They help the list function. A more responsible me would run more of those. Current me can't hear him over cantrip spam.


    Fill in the gaps in the instant suite
    • Aven Mindcensor - Shuts off your opponents from searching their libraries. That's pretty good in the format - fetches and ramp spells become iffy, Demonic Tutor becomes a sorcery speed Impulse.
    • Check Blasphemous Act - This dukes it out with Toxic Deluge for best wipe in the format. We don't get to have the latter, but we'll make do with the former just fine. Usually comes out for one and unconditionally resets the overwhelming majority of the board, while we protect our key pieces via anything non-Ephemerate as it's damage. Sneaky!
    • Blood Moon - Could be quite easily supported by the shell if the mana base went more back to basics. That and the rocks should be sufficient, while potentially hosing some foes big time.
    • Chain Reaction - Another solid damage wipe, which makes it good for us to easily shelter our stuff.
    • Chaos Warp - Hit literally anything you may need, flip something random which will probably be less troublesome than what you shunted with this. At least that's the usage principle, bring out in case of emergency.
    • Containment Priest - Hoses various play cheating, but is a bit of a nonbo in here as it also hates on flicker protection. Proceed with caution.
    • Eidolon of Rhetoric - Everybody only gets one spell a turn. You get one spell in everybody else's turns as you pop one of your instants. I'd say stay away from this, as it will still throttle you pretty hard. While you may not get too hurt by only juggling one instant, what do you now do with all the advantage it helped you get? I guess you can nominally point an end-of-turn flicker at him and go ham, but you're gonna hurt outside those moments.
    • Check Enlightened Tutor - There are various artifact power lifters in the deck, capable of ending the game. Seems pretty decent to be able to get the cream of the crop to the top of the deck when you need it.
    • Elspeth, Sun's Champion - Your stuff is small, so it lives through the wipe. The plus is a nontrivial board gum. Solid stuff.
    • Gamble - Trawl the deck for something, drop a random cardboard. In principle, the thing you get should be what you want/need most, so the random discard should be theoretically bearable.
    • Check Isochron Scepter - A bit of value, a bit of combo piece. While you may theoretically recycle instants with Feather, a bit of caution never hurt anyone. Fail case scenario you put on one of the recyclable instants and don't worry about getting blown out in response to popping it. Good case scenario you put on some instant you'd otherwise have lost on cast when used for its designated purpose (Swords, Path, the previous include, you get my point). The absolute nuts involve Boros Charm. Repeatedly shielding your entire board from destruction is very solid, and if Paradox Engine comes around you get to instantaneously melt the whole table.
    • Check Generous Gift - White Beast Within, automatic shoe-in. Plus, it's good to have a Sunforger'able bit of hit-anything removal.
    • Land Tax - I find I draw/filter cards reliably enough to not have land drop problems at most stages of the game.
    • Linvala, Keeper of Silence - Freezing activated abilities of creatures is a pretty effective hate strategy at a variety of EDH tables. The Llanowar Elves in the horrid junk heap do nothing, as do Arcum Dagsson and Captain Sisay. These sort of effects are probably the way to go if trying to milk every last drop of competitiveness out of Feather. But then, why not just go towards a better colour setting and embrace the hatebears?

    • Rock? Game ender? Utility? Got you covered
    • Oblation - Another instant speed problem solver, this one giving out two cards rather than a random flip. I'd say on average a random flip is more benign than two cards though. And a 3/3 is even more benign than either of these.
    • Past in Flames - Due to the way Feather is worded, flashbacked targeted spells still get recycled. As such, you can pick as much stuff up from your 'yard as your mana will let you. Twice - this has flashback too! I ran this for a while and never once cast it though. Be more responsible than me and keep this as backup.
    • Check Path to Exile - While you can nominally be cute and turn some of your token swarm into repeatable Rampant Growths, this is still ultimately a removal spell first and foremost. The cute mode is pretty cute though.
    • Pyroblast - Gives you a one shot no thank you to countermagic, which none of the deck's bucket of protection spells do anything against. Can be idly recast targeting some dude for no discernible effect of its own, triggering any on-cast synergies for spare mana.
    • Slaughter the Strong - A solid board gut that keeps Feather around, plus you can maybe flick some other stuff out of harm's way.
    • Spirit of the Labyrinth - Everybody only gets one card a turn. You get bonus cards from cantrips in other people's turns. Still a bit iffy, as it shuts down juggling multiple cantrips or Zada setups where you draw 90% of your deck. Can also be unreliably turned off via end-of-turn flicker, Eidolon of Rhetoric style.
    • Check Sunforger - This thing lives here out of lack of a better category. This is one of the hype spikes I actually agree with to some extent, but I don't think it's quite as spammable as people seem to believe. You put this on Feather, you have a three-turn clock, and you sit back and observe the situation. If somebody tries to do something you otherwise can't answer - go dig out an answer. If you're missing a cantrip and have the mana to support one - go get one. If an opening presents itself to move Feather up to a 14-per-hit monstrosity, you can also summon double strike. Plus you have the standard removal lines and Mistveil Plains that are well-treaded paths.
    • Check Swords to Plowshares - Now that's one you're probably quite unlikely to use for its nominal recyclable purpose. Still, a staple piece of removal for a reason.
    • Vandalblast - Five mana to asymmetrically wreck all artifacts is a strong play. You could run it, it's a solid option.
    • Wear // Tear - A one-shot Duergar Hedge-Mage on a card. Unfortunately doesn't work like that if Sunforgered out. If that's your jam, consider Crush Contraband.
    • Wheel of Fortune - Everybody drops their hands and picks up a fresh seven. A red staple for a reason, as wheels are one of the few ways to refuel in the colour. I ran it early in the deck's life, and it was very good in the early turns if you didn't have anything particularly interesting to do. You'd barf your hand of all the rocks and stuff, not even bother with Feather and wheel. However, if encountered later on, it'd just get ignored and dropped to hand size. It's probably a responsible include, like Past in Flames.

    7. Lands
    Being an enemy pair is rough, as we miss out on loads of ally-only cycles. You can easily save a lot of money and shave all the fetches + OG dual and still retain functionality. There's not much wiggle room for colourless lands, you're usually stuck funnelling them into non-instant plays in your main phase. There's only so much of that you can do while holding protection.


    Look at me, I untap with Unwinding Clock! Extra Heals for everyone!
    • Check Ancient Den - The artifact lands respond to Unwinding Clock. That's quite cool for trying to milk extra spells in other people's turns.
    • Check Arid Mesa - The OG dual + fetches is the perfect mana base setup, helps make Duergar Hedge-Mage marginally more reliable and reaches Mistveil Plains easier. Probably not worth the moolah if you don't have access to it already though.
    • Check Battlefield Forge - The painlands are a good cycle, as you can save your life total if you don't need the coloured or ding yourself for one if you do. You'll probably be doing a nontrivial amount of dinging in this shell.
    • Boros Garrison - Boros was archetypically so card advantage starved it'd deliberately keep running the karoo in higher quality mana bases because of the trickle of value it offers. Well, we don't need it anymore!
    • Check City of Brass - Mandatory dinging is a bit less desirable than having the option to just generate a colourless, but realistically the deck is fast enough to not care about this too much. And hey, fixing!
    • Check Clifftop Retreat - The checklands are great, as you're quite likely to have something with an appropriate basic type kicking around. Auto-include in two-colour mana bases.
    • Check Command Tower - 2+ colour EDH deck? Yes? In it goes.
    • Exotic Orchard - The land version of Fellwar Stone, and just like the original rock it's probably better to just ensure you've got the colours on your own than hope your opposition brings them to the table for you.
    • Gemstone Caverns - A turn zero choice of Chrome/Diamond Mox, if you happen to open this and not go first. Otherwise a colourless land, which we're trying to avoid like the plague. This is how we're far more likely to encounter the card.
    • Check Great Furnace - The red artifact land, offers the same benefits as the white one. Okay, fine, it offers marginally fewer benefits as more spammable spells are white, but it's still pretty good.
    • Inspiring Vantage - Fastlands have no place in the majority EDH. If anything, most decks will stomach an early tapped land instead of something that turns into a guildgate turn four. Why oh why couldn't they have picked one of the other incomplete cycles to fill out in enemy colours in KLD...
    • Check Mana Confluence - City of Brass 2.0. Once again, the mandatory dinging is not the best, but the colour access is worth it.
    • Check Mistveil Plains - Well-known Sunforger tech, allowing you to recycle popped instants. We're also sporting a few ETB tutors, so it could also potentially help get some equipment or reachable creature out again. Plus it comes with a land type, so it can be summoned at your leisure via a fetch or Kor Cartographer.
    • Check Plateau - Ain't we lucky, we get to have the cheapest dual!
    • Check Reflecting Pool - A land I'd argue is just about as mandatory as Command Tower in any 2+ colour mana base. True, there are corner cases where you're outright lacking a colour and then this does nothing to help, but it's still very sturdy in the majority of scenarios.
    • Check Reliquary Tower - The deck's only colourless land is devoted to having no hand size. We can survive a solitary colourless land, and getting to keep an ever-growing hand of nonsense is not a bad avenue to various ridiculously explosive plays if sufficient synergy pieces come along. Ultimately, the opportunity cost of a land slot is pretty low for this possibility.
    • Check Rugged Prairie - The filter lands are another great cycle, and help you traverse colour screw waters quite convincingly. The masters set reprint of the enemy pairs made them a lot more affordable. One of the few perks of being in enemy colours, I guess. Marginally crappier than normal in here because the deck likes single mana allotments, but you can work around this minor drawback.
    • Check Sacred Foundry - The sun rises in the east, capers are inedible, and shocklands are good and should be ran if possible.
    • Strip Mine - While the ability to take out key lands is nice, ultimately it's not worth another colourless land entering the pool.
    • Check Sunbaked Canyon - Essentially yet another City of Brass, as I can't see this being ripped for cards too often. Still, it's another land that gives us both colours, which is what we're quite keen on. In it goes.
    • Temple of Triumph - Tap lands are not really where the deck wants to be. The scry could maybe be useful in the early game, but later on you should have enough card advantage/filtering going on that this won't help you a lot. Still, you could consider it if you're doing the sensible thing and shaving the dual + fetches setup, and don't feel comfortable with a sea of basics.





    Deck Strategy in Shellnut



    • The deck's primary aim is to get out Feather and start ramming cheap card advantage/filtering instants over and over again, sculpting a grip and a game plan.
    • Said game plan can be quite varied. There are various paths to victory in the deck. You can Guttersnipe/Aria/Lazor people out. You can drown people in dudes. You can clonk people for 21 with Feather. All this is aided by ridiculous mana mediated by Paradox Engine, and to a lesser extent Phyrexian Altar. Piece something together from whatever shows up.
    • Scry is good. Scry allows you to ship undesirable draws to the bottom and make your cantrips give you productive stuff you actually want. If you have the mana to support them, make active use of your scry options to milk card quality. A good general scry-dig priority list in a game state vacuum would be locating a cantrip or two, then some solid cast payoff, wrapping up with any game-ending haymakers when you have the real estate to support them.
    • If in doubt, even the slightest bit of it, hold up interaction mana to the point of letting it go to waste in the end step before your untap. Keeping Feather alive is a priority, and can lead to some interesting mind games with your opponents with regards to what you choose to let them know about. Experienced foes will usually just leave you alone.
    • Even if you get caught with your pants down in some exchange, it's not the end of the world. The opposition probably had to actually use cards, probably in multiples, to make it happen. There's only so much spot removal they run. You should be able to bounce pack in a bit.
    • You're not particularly removal heavy. You have a few staple instants, a solitary creature wipe, and a bit of ETB destruction that you can recycle via flicker. You can assist in solving some emergencies and try to keep yourself alive through dire straits, but will be far from fun police.
    • Mana makes the deck go round. You look at the 99's innards, you see the 1 cmc instant tribal and overall nonexistent curve, and find out in action soon enough this is capable of guzzling any amount of mana you can throw at it. Each of those one-drop instants can be cast in every player's turn, and the cantrips will quickly bring new friends to the party. All while holding up the vital interaction mana. Get your rocks out and look for other mana opportunities.
    • Being rock-heavy is quite painful on the surface. However, repeatable cantrips tend to get you consistent land drops, and there are a few avenues in the deck (Kor Cartographer/Depression Automaton + flicker, Sword of Lotus Flip) to get land mana. Getting your rocks shot out from under you is annoying, but not typically game-ending.
    • Given the various cast triggers the list has on offer, it's good to pay attention to the stack and try to maximise your value. You can respond to various individual triggers, spells, copies, what have you, and try to get maximum benefit from everything. Quite a fun thing sometimes, particularly with Aetherflux Reservoir. At the same time, the bigger the unresolved stack the harder you can get blown out by something like Cyclonic Rift...
    • Sunforger is mainly used as a toolbox addition here. Don't spam it every single time you can, even sitting idly on Feather helps out with her clock. Rip it when you explicitly need something. The deck does not run spells that are worth sinking five mana into every turn.
    • The game-ending artifacts are good to keep around. A few of the protection spells (Apostle's Blessing, Faith's Shield) come with emergency clauses to act as shields for them too. You won't get them back then, but they will prevent an instance of spot removal on them. This should hopefully suffice, given sufficient game-ending girth.

    1. Early Game (Turns ~1-3)


    *audible whip cracking*
    The very first thing you do in a game is acquire a hand of some sort. Feather's not that picky in this regard. You're looking for 3-4 coloured mana spread between rocks and lands, some sort of value spell (scry will do in a pinch) and ideally some level of protection, especially against inexperienced foes. If you get that, you're fine. Some sort of cast payoff or tutor wouldn't hurt either. If the draw luck is not with you and you're missing some of these, you'll probably still survive. Mana's the most important component - getting stiffed on coloured before you run out Feather is very unfortunate, and you should only consider hands with two or fewer coloured sources if they offer a bunch of early action that will keep you busy before you run Feather out. That means your Young Pyromancers, Burning Prophets, Scroll of the Masters, you get the drill. You might have noticed I haven't mentioned Sol Ring or Mana Crypt. They're good here, as you have non-Feather plays to make as well, but they're far from their usual snap keep selves as they don't explicitly help you get your commander out.

    The early game should play itself automatically after that. Your main focus is ramping a bit, be it via rocks or a Depression Automaton variant, so that you are able to play Feather quickly with some mana held up for interaction. Chasing Feather out with no protection, be it bluffed or real, will often lead to her eating removal and slow you down. This is where you sequence around your rocks and other sources of ramp, and can even consider popping a Recruiter Friend on an ETB ramp option. This becomes particularly appealing if you're sitting on a flicker spell - not only will you be able to get more lands out of the Depression Automaton variant once Feather lands, you can get something else with the Recruiter later. There are also some less conventional options in Springleaf Drum or Mox Amber that do nothing before you cast Feather, but work just fine for the extra mana purpose once she's around. You can also chase out the cheap synergy pieces, if you have them. However, if given a choice between a Young Pyromancer and a rock enabling a protected Feather the next turn, you should probably go for the rock. The deck's swath of cheap instants are dead weight without her around, and only start doing their thing once you get your commander out.

    There's not a lot you can do if someone explodes out of the gate. You've got Path/Swords, but those may be insufficient to stop a particularly feisty kaboomboom. There's also Duergar Hedge-Mage, who might be a reasonable emergency popper. At times like these the fetches and dual really shine, as you should be able to have at least one (usually both) of the modes online pretty quickly. Generous Gift may be held if you smell something going super crazy, but will more often be done sorcery speed after untapping in those sort of scenarios. Look, there's no beating around the bush - you're not a particularly removal-heavy deck, and your interaction is limited. And that's okay. You probably shouldn't be running Feather at a table where games end turn three anyway, if I'm to be honest :p

    Your early game is very one-track. You get the ramp out, you get Feather out with protection mana up. This typically happens turn three, but there's nothing wrong with taking a while to play out a Depression Automaton for extra mana beforehand. Some super nut draws do it turn two sometimes, but are not common. The deck needs the commander to function. As such, we have now acquired the commander, are signalling to the world we can keep her alive (whether we actually can is a different matter entirely), and are ready to move on to the mid game.

    2. Mid Game (Turns ~4-6)


    Hey ho, hey ho, a-swarmin' we shall go
    It's now approximately turn four. You played Feather, the turns went around the table, you held up interaction mana, nothing came, and it's back to yours. Alternately, something came and you stopped it with much panache, impressing the rest of the board and notifying them of your protective prowess. One way or the other, things are okay. Time to get cooking with gas!

    The protection aspect of the deck is vital to reliably keeping it online. Picture casting Feather only to have her die over and over again. Some good all those cantrips/scries in your hand will do. That's not the best. As such, you need to always hold, or at the very least bluff, protection for Feather. One mana will suffice. That's where Gods Willing, Sheltering Light and a few others reside. Staying in control of Feather being on the board is important, and can lead to various cat and mouse mind games with the opposition. Some of the protection spells come with added value, so you can pop a Gods Willing to get a scry with some spare mana. Now your opponents are notified that you can blank spot removal, and have to play around it. Use Ajani's Presence to minimally speed up Feather's clock? That Wrath of God won't take her out. This tends to ultimately lead to you being left alone and not interacted with outside wipes when playing against opponents experienced against the deck. "He'll have something to stop it, just don't mess with him." This is where the bluff element comes in - you can sometimes get away with not having protection at all against those foes, and as long as that token mana is waiting they'll leave you be. The only time you should feel ok using it is in main two before your turn with everyone tapped out. You can try greeding it in less inviting circumstances, but don't say I didn't warn you if someone rips a funny on you in response.

    The second order of business comes in various cast synergy friends and other value pieces worth getting out. You need payoff. While you'll eventually be casting an impressive flurry of spells with frightening regularity, card advantage for card advantage's sake won't get you too far if nothing is happening as you rip it. Board gummers like Monastery Mentor help ensure you have some board presence that deters free swings into you. Being able to chump, maybe even trade with, anything coming your way will dissuade attacks reasonably well. Non-board payoff, such as Burning Prophet or Scroll of the Masters, is also pretty good to have around. The cumulative value these sort of cards bring to the table is very handy in trying to close out the game later. Thankfully, most are pretty cheap to cast.

    At this point, you should still have some mana left. Probably not a dizzying amount, but a few pips of pocket change. This is where you start spamming the value spells. Cantrip a bit, scry a bit, try to find some good payoff to work into your board. Or mana, if you're short. Anything you need, really. For now this is not means unto itself, but you can invest heavier in this if you find yourself lacking payoff. Each of those one-cost cantrips you have does not actually cost one. It can secretly cost as much as you have opponents, as you can pop it in everyone else's turn (remember to do this in main two, Marchesa/Roon style, so you get it back in the following end step). As such, it's very easy to have a small value suite stretch a long way if given the opportunity to, or roll back the expenditure and devote mana to furthering your board state. Ultimately this flexibility is what allows Feather to scale well into multiplayer, so make use of it when you have the resources to. Another important thing to keep track of is what your opponents know about your hand for another cat and mouse element. Let's say you've opened Heal, and have been using that for card acquisition. A couple Heals in you find yourself an Expedite. That's objectively better as you get the card immediately! However, your opponents are not aware of you having that card, so unless you have the resources to start slinging both around keep showing them the Heal.

    Everything else you do around now is a bit more variable. If you get given ways to improve your mana setup, try to work those in as mana's just a good thing to have. Sometimes you can use some ETB value, sometimes you can recycle it via flickers. If you get some Feather voltron options and folks are open, by all means spend a couple mana to rough them up a bit more. You can mooch extra value from protection spells by making your chumps impervious in combat, saving your precious hit points for a later turn. The deck does stuff. Do the stuff.

    As the mid game progresses, you should have found some decent synergy pieces and slowly started moving your resources towards juggling spells around. Your token horde gets bigger, your Scroll of the Masters is starting to fill up, and your scrying priorities change a bit. Whereas previously you were probably looking for these synergy pieces, now you're trying to find something with enough kick to it to just end the game in short order.

    3. Late Game (Turns ~7+)


    Pass priority with the untap on the stack. Anybody got anything?
    By now your mana pool should be impressive, you should hopefully have some well-humming synergy on board, and you're trying to bring it home. Some games you won't even need to reach out to an end game play as you'll incidentally count to 20 with a Guttersnipe that came out early, or just keep ramming Fists of Flame and Psychotic Fury to two-shot a guy at a time. Incidental voltron kills are particularly common in 1v1 games. However, in a multiplayer pod, you'll often find yourself pining for a high-impact setup that will really allow you to kick things into overdrive.

    The most reliable way to close out the proceedings is to acquire a way to machine gun spells. Paradox Engine is super good at that, given the rock heaviness and negligible curve of the deck. You suddenly churn through your entire instant collection for free, probably picking up some new members along the way, and can keep doing it in everybody else's turns if necessary. Some more silly Pengine interactions are Isochron Scepter, which leads to infinite casts with at least two untappable mana, and Sunforger, which is a bit greedier, and not explicitly infinite, at five. The ideal thing to slip under the Scepter is Boros Charm, as in the mid game it can act as a repeatable wrath shield while offering table shredding potential off the seldom EDH-used bolt mode when going off with Pengine. In a pinch, stick some sort of cantrip/scry on there, dig your way to a Guttersnipe/Aria of Flame/Aetherflux Reservoir and get it on the field. Even if you're about to deck yourself, you can still win this - rip a Scepter copy, resolve the untap trigger and relevant cast payoff from the game-ender, and respond to the spell by repeating the thing again. Your foes shall be dead soon enough. The Sunforger setup allows you to go dig up as many instants from your deck as you feel like and cast them. While technically not infinite, this should result in a back-breaking repeatable value explosion that should close out the proceedings in no time flat. Probably right then and there if you have Guttersnipe/Aria of Flame/Aetherflux Reservoir or a way to get then. Good ole gobbo/mini-wand/lazors, they're sure doing a lot of work in these combo'esque endgame setups, eh? Another machine gun setup involves swarm capabilities and Phyrexian Altar. While not as explosive as Pengine, and lacking either of the two grand finale finishes, it allows you to trade board development for barfing your entire hand over and over again. This should let you dig for whatever you may need to properly end the game.

    Another closing time usher comes in Zada variants. Suddenly your Expedites nab you as many cards as you have bodies. Combine that with a little spare mana and you should be able to pick up most of your deck in short order, especially if there's some swarm around. There's another neat trick to maximising Zada'd cantrip returns with a swarm maker (e.g. Monastery Mentor) around - cast whatever you can spare to go as wide as you can, and then pile on your cantrips, allowing the swarm triggers to resolve but keeping the Zada copy trigger on the stack. Once you run out of cantrips, resolve them one at a time. Maybe you'll find more ways you can use to increase your swarm or draw further cards along the way? This may seem like unnecessary levels of faff, given the draw potential of just normally casting the cantrips, but the more cards you see the better. Another cool thing you can do is copy a scry spell, resolve the copies one at a time, shipping stuff to the bottom until you find something you want, and respond with a cantrip. Then draw a swath of cards with the one you want in there, and you still have some scry left over when that's done. This may seem like basic stuff, but the deck's pretty good at getting you to pay attention to every last trigger and spell on the stack to milk maximum value from everything. Another good thing the Zadas do is spread your protection board-wide, which should make you near impervious to interaction, helping your odds of closing things out in your favour. One way or another, a Zada on the board will typically deposit you in the Pengine combo realm soon enough.

    Sometimes the mid game value engines will run away with stuff on their own. Go wide enough with Monastery Mentor and a few spells shredded in your turn may well translate to lethal on someone. Non-Mentor wides can use Phalanx Leader to buff up. Scroll of the Masters quite easily gets itself into two-shot range, and it's conceivable for it to hit 18 and single-handedly make Feather a one-shotter. Something will typically happen. You'll keep shredding the casts, digging your way through the deck, and assemble something. And it'll be fun. And won't feel stereotypical Boros at all.




    Kudos



    • Ebline - Continued feedback throughout the deck's development, and surviving me keeping the mana-centric equipment :p
    • Greendawg - Enduring various configurations of the deck in testing, magicking up a cool banner, and alerting me of Aurelia's Fury spiking.
    • Carthage - Providing a number of spot-on card suggestions, some of which I'm still processing in my roundabout way.
    • Dominicus - Reinforcing me in my choice to run copious amounts of dirt cheap protection, and hopefully coming around to the various swarm synergies.
    • darrenhabib - Getting me to write up the primer swiftly to slide under his multi-primer emporium, and offering solid formatting assistance.
    • Everybody not mentioned who provided their opinions/feedback at any point of the time-space continuum, or even made it down here. You rock!







    Where applicable, the deck change header is clickable to take you to the relevant discussion post in the thread.

    The Quest Begins!



    09.04.2019 Changes



    10.04.2019 Changes



    13.04.2019 Changes



    14.04.2019 Changes



    15.04.2019 Change



    16.04.2016 Changes



    18.04.2019 Changes



    28.04.2019 Change



    05.05.2019 Changes



    09.05.2019 Change



    15.05.2019 Changes



    MH1 Changes



    04.06.2019 Change

    Posted in: Multiplayer Commander Decklists
  • 1

    posted a message on Sheldon's Thoughts on infinite combos
    Oh wow, this again, except under the guise of "wide-eyed casual goes out into casual terror waters, gets mauled". Every single time one of these comes up (combos are bad, stax are bad, your ad here is bad), it pretty much boils down to the fact people dislike losing, even if they claim otherwise. My Daxos the Returned is inherently relatively unpleasant, what with the Oppressions and the Rule of Laws, but my meta minds it less than my Feather, the Redeemed that avoids messing with the game. Why? One of those is much better at cleaning house quickly (even though "quickly" is around turn 8).

    That said, public EDH mileage may vary. Wildly. I hit up an LGS a few weeks ago, and watched as two guys struck a deal - guy A won't punch guy B for some number of turns if guy B lets guy A's commander resolve. Guy A casts the commander, guy B plonks down Desertion immediately. This was within 10 seconds of finishing up the deal. I saw red, threw all my resources at taking guy B out, and fell over to guy A on the backswing. Given the uncertain nature of the social interaction, building to win is the most reliable way to get something out of a public game, which leads to the rise of various ugly decks that aren't quite cEDH. The best way to get joy out of the format is to cultivate a local meta, which you can then communicate with to inbreed it to whatever standard you desire.
    Posted in: Commander (EDH)
  • 2

    posted a message on Marchesa, the Aggro Rose
    The cEDH facsimile is a pretty good description. I recognise a group of "casual terrors", a general umbrella term for commanders that built competently will annihilate a casual pod, but have no game if actual cEDH were to show up. I'd actually include Marchesa in that category :p However, your build is relatively benign. Turns out you can do some interesting things with the commander, as evidenced by your take or an artifact-heavy spin (plushpenguin's list, or a severely depowered variant of it cruising around in my meta).
    Posted in: Multiplayer Commander Decklists
  • 1

    posted a message on Shifting Ceratops (GLHF)


    Lard is lardy
    Posted in: The Rumor Mill
  • 1

    posted a message on End of an Era
    A quick note with regards to image sizing - there's an imgsize tag that does just that.
    Posted in: Commander (EDH)
  • 4

    posted a message on Kykar, Wind's Fury (Command Zone)


    Hey look, it's a thing in the same general ballpark of Feather, previewed by the same guys.
    Posted in: The Rumor Mill
  • 1

    posted a message on Ephara, God of the Polis - Flash Hatebears
    The Sunforger point holds true for most sensible removal you could run in that shell. In my case, I could Isochron Scepter it for even more Fun Times TM. Plus it protects Paradox Engine. Dammit :p I won't let you besmirch Panic though, it may be a crap one-mana do-nothing instant with a hyper restrictive casting window, it may actively hamper the creature you cast it on, but it draws a card.

    Okay, enough Feather-related hijacking, sorry about that. I'd imagine Mox Diamond will probably be fine here, once you get a nice draw engine going you should be sitting on multiple lands in hand. It is quite high variance though, so you might have just ended up on the butt end of it the first time you crossed paths with it. You acknowledge Mistmeadow Witch as super slow, but it also does horrible things to people if you score a Containment Priest, so there's that?
    Posted in: Multiplayer Commander Decklists
  • 1

    posted a message on Feather, the Redeemed - Weaponised Jankmas Incarnate
    Yeah, Feather will have her devotees. My list's here to stay. I don't make primers lightly - the last one was in 2016, for a deck I consider my signature build. Also, seriously, just goldfish them. I was entirely convinced Mox Diamond was a devastatingly bad idea until I just sat down and pulled up hand after hand, comparing the Diamond to a two-drop tap rock. Or just skip it - it's not a night and day tier of difference, and the monetary investment is nontrivial.
    Posted in: Multiplayer Commander Decklists
  • 1

    posted a message on Chainer — In the Darkness of Dreams
    Note Yawgers says "up to one". My complete layman idea of how sacrifice decks work has me wanting a copy :p
    Posted in: Multiplayer Commander Decklists
  • To post a comment, please or register a new account.