So, this deck is my favorite EDH deck to play. It was built for Multiplayer, but still does decently in most 1v1 matches. It was built Casual, but holds it's own vs many other strong competitive decks. The Major theme of this deck is simply "Multicolored cards"(yes there are non Multi-colored cards, don't be a stickler :tongue:). The multicolored cards in use all generally have two effects that are used or that I can choose from. With Cascade, Witch-maw Nephilim becomes a 5/5 swinging at your face, and next turn it can be a 9/9.
I started to collect Commander Generals about a year ago, which then turned into me wanting to use them. This deck evolved from that want into a deck that rapidly beats face with many different generals born for that task. If they weren't, then they were born for graveyards, which is what the deck does after the first couple generals don't work.
The key to this success is based mostly through the General's power and Utility, and the deck's following suit with that Utility. Cards such as Mortify can destroy a creature OR and Enchantment. This consistent ability to choose allows this deck to react to many variety of decks. Coupled with the ultimate tempo and card advantage that cascade provides, the result is a devastatingly strong reactive deck.
The General:
6/6 Trampler. That's a 4 turn clock, and 3 turns if I have Ardent Plea on the field. When it dies, it takes everything on the board with it by going to the graveyard. Do not discount that power, as this fact can be used for defense or for offense. Do they want to lose their artifact, enchantments, and creatures? Probably not.
This deck has 7-8 ways to return creatures from the graveyard to either your hand or right back to the field, so that "drawback" of letting your general hit the graveyard can now be used as a strength. Rarely will you have to pay more than 9 for Child. If they remove it from play, you are running a bunch of ramp in this deck, so you should be able to play it again. If the remove your graveyard from play, or you do, while Child is in it...well now Child is in it's command zone. Woooo.
Early Game:
Weakest point for this deck; it's a 5 color deck so what do you expect? Luckily, the lands I use understand this. Rarely am I color screwed, and by turn 3 I'm usually affecting the board. Target number one is the Land destruction deck, target 2 is the combo deck.
Mid-Game:
This deck runs around 20 ish cards that are based around removing different permanent types I deem annoying, usually creatures. Each creature this deck runs, if left unchecked, can and will become its own powerhouse. This deck thrives in the late game, so just flow with cascade, and disrupt the players that attack you.
Late Game:
Due to the Graveyard love that this deck shows, rarely do you run out of things to do on your turn. This deck runs a bunch of bomb cards, allowing you to topdeck with confidence(especially if you have Spitting Image in your graveyard).
Deceptively this deck gets ahead of other decks due to the amount of "Free" spells that you end up playing. The fact that the general is almost guaranteed to take out 2+ cards after it's first casting doesn't hurt this fact.
So long as you aren't too annoying, and aren't targeting a player too frequently, this late game is very easy to get to, and your opponents will be in some serious trouble.
2 Swamp
2 Island
2 Mountain
2 Forest
2 Plains
Nonbasic Lands
1 Command Tower
1 Pillar of the Paruns
1 Steam Vents
1 Stomping Ground
1 Blood Crypt
1 Overgrown Tomb
1 Watery Grave
1 Godless Shrine
1 Temple Garden
1 Breeding Pool
1 Hallowed Fountain
1 Sacred Foundry
1 Grasslands
1 Exotic Orchard
1 Crumbling Necropolis
1 Jungle Shrine
1 Seaside Citadel
1 Savage Lands
1 Arcane Sanctum
1 Terramorphic Expanse
1 Evolving Wilds
1 Vivid Crag
1 Vivid Creek
1 Vivid Grove
1 Vivid Marsh
1 Vivid Meadow
1 High Market
1 Volrath's Stronghold
1 Alchemist's Refuge
1 Reflecting Pool
1 Azorius Guildmage
1 Qasali Pridemage
1 Trygon Predator
1 Witch-Maw Nephilim
1 Animar, Soul of Elements
1 Edric, Spymaster of Trest
1 Artisan of Kozilek
1 Angel of Despair
1 Consuming Aberration
1 Rubblehulk
1 Deathrite Shaman
1 Desolation Giant
1 Meddling Mage
1 Firemane Avenger
1 Havengul Lich
1 Nightveil Specter
Sub-Commanders
1 Thraximundar
1 Maelstrom Wanderer
1 Karador, Ghost Chieftain
1 Prime Speaker Zegana
1 Saffi Eriksdotter
1 Aurelia, the Warleader
1 The Mimeoplasm
1 Gisela, Blade of Goldnight
1 Ruhan of the Fomori
Cascade Creatures
1 Bloodbraid Elf
1 Enigma Sphinx
1 Kathari Remnant
1 Enlisted Wurm
1 Shardless Agent
Ramp Creatures
1 Solemn Simulacrum
1 Oracle of Mul Daya
1 Bant Charm
1 Hide/Seek
1 Recoil
1 Putrefy
1 Bituminous Blast
1 Deny Reality
1 Void
1 Selesnya Charm
1 Mortify
1 Hull Breach
Card Advantage/Cascade
1 Signal the Clans
1 Ardent Plea
1 Wargate
1 Captured Sunlight
1 Violent Outburst
1 Whispering Madness
1 Wheel of Fate
1 Ancestral Vision
1 Maelstrom Nexus
1 Reforge the Soul
Mass Removal
1 Merciless Eviction
Graveyard Recursion
1 Unburial Rites
1 Dread Return
1 Life from the Loam
1 Naya Charm
Other Spells
1 Null Rod
1 Boros Charm
1 Rakdos Charm
1 Fires of Yavimaya
1 Spitting Image
So, this deck is my favorite EDH deck to play. It was built for Multiplayer, but still does decently in most 1v1 matches. It was built Casual, but holds it's own vs many other strong competitive decks. The Major theme of this deck is simply "Multicolored cards"(yes there are non Multi-colored cards, don't be a stickler :tongue:). The multicolored cards in use all generally have two effects that are used or that I can choose from. With Cascade, Witch-maw Nephilim becomes a 5/5 swinging at your face, and next turn it can be a 9/9.
I started to collect Commander Generals about a year ago, which then turned into me wanting to use them. This deck evolved from that want into a deck that rapidly beats face with many different generals born for that task. If they weren't, then they were born for graveyards, which is what the deck does after the first couple generals don't work.
The key to this success is based mostly through the General's power and Utility, and the deck's following suit with that Utility. Cards such as Mortify can destroy a creature OR and Enchantment. This consistent ability to choose allows this deck to react to many variety of decks. Coupled with the ultimate tempo and card advantage that cascade provides, the result is a devastatingly strong reactive deck.
The General:
This deck has 7-8 ways to return creatures from the graveyard to either your hand or right back to the field, so that "drawback" of letting your general hit the graveyard can now be used as a strength. Rarely will you have to pay more than 9 for Child. If they remove it from play, you are running a bunch of ramp in this deck, so you should be able to play it again. If the remove your graveyard from play, or you do, while Child is in it...well now Child is in it's command zone. Woooo.
Early Game:
Mid-Game:
Late Game:
Deceptively this deck gets ahead of other decks due to the amount of "Free" spells that you end up playing. The fact that the general is almost guaranteed to take out 2+ cards after it's first casting doesn't hurt this fact.
So long as you aren't too annoying, and aren't targeting a player too frequently, this late game is very easy to get to, and your opponents will be in some serious trouble.
Any suggestions are welcome!
u/Anon_Amarth - Fun as a zero sum game: If my opponent is having none of it, then by extension I must be having all of it.
Current Top Control Decklist
Cockatrice: Spage