Of Xantcha and Lore Xantcha, Sleeper Agent pays homage to one of the truly great characters from Magic's lore, introduced in the card Sleeper Agent in Urza's Saga. There is some rich lore with Xantcha, a Phyrexian newt created in the vats of Phyrexia as part of the invasion of Dominaria. She is sentenced to be executed by her overlords because she possesses free will, but is saved by Urza. The two bond, and she helps Urza invade Phyrexia, though Xantcha uses this opportunity to steal her Heartstone, which eventually becomes the core for Karn, Silver Golem. Urza comes into possession of that Heartstone when Xantcha sacrifices herself to save him, immortalized in the original art for the card Victimize. Her story arc is incredibly well-crafted, and the version we get to play in EDH is dripping with that flavor. Like a good little saboteur, she feeds us information until the opportune moment and KABOOM... we take everyone out in one gigantic shot.
Important: Rules and Interactions
Xantcha has a lot of text. And honestly, it's all very confusing for people who have never had it explained to them. So let's take it line by line:
- "As Xantcha, Sleeper Agent enters the battlefield, an opponent of your choice gains control of it."
Xantcha's effect is very similar to Clone in that it is not a triggered ability and it does not target. Basically, if Xantcha resolves, you decide which opponent will control her and she enters the battlefield under that opponent's control. She will not trigger any ETB effects on your side of the battlefield, but she will trigger any effects for your opponent. Additionally, there is no moment in time when abilities can go on the stack while she is resolving. You cannot enchant or equip her, nor can your opponents activate her ability while she is in transit. The unfortunate thing is that when that opponent leaves the game, the replacement effect that put Xantcha under that opponent's control ends, and she returns to your side of the battlefield. You can find that ruling here on the official WOTC release notes. One of the major implications of this is that creating infinite mana with Xantcha alone is not an instant win, as we will kill ourselves with her ability once we have vanquished her previous controller. Due to this, I do not run infinite mana combos in this deck.
- "Xantcha attacks each combat if able and can't attack its owner or planeswalkers its owner controls."
This is nice. Giving your opponent a 3cmc 5/5 with pseudo-haste would generally be a bad thing. However, Xantcha knows who she really serves and steers clear of not only you, but also your planeswalkers. Cool!
- "3: Xantcha's controller loses 2 life and you draw a card. Any player may activate this ability."
I strongly recommend that you not only read this line out to the table, but also explain it. Anyone at the table can pay 3 to draw a card, and the player controlling Xantcha loses 2 life. I've seen players mess up every piece of this, whether the person activating the ability tries to lose 2 life, or Xantcha's controller thinks they get to draw a card. I've even seen people kill Xantcha even when they don't control her because they just don't understand how she works. Take the time to make sure the table understand how she works.
What is this deck, and why would I play it?
The deck is a Rakdos toolbox deck that uses Xantcha's card draw ability to fill our hand with answers until the opportune moment we need to win the game. It is both proactive and reactive, using static effects to create hurdles for our opponents while holding up interaction. It's also got some tasty flavor morsels that might appeal to you if you want that out of your EDH experience.
You will like this deck if:
- You like crafting boardstates that prevent your opponents from winning.
- You like being the player everyone turns to to see if you have an answer.
- You like playing politically and making deals.
- You like killing everyone at once with a huge spell.
- You like holding up mana and drawing cards.
- You like big mana decks.
You will not like this deck if:
- You like to attack with creatures.
- You like to play from ahead.
- You like winning in a unique way every game.
- You like winning through an infinite combo.
- You have a rule against playing land destruction.
Why Xantcha?
Beyond the aforementioned flavor reasons, Xantcha helps address one of the major drawbacks of playing an answer deck by both giving you an outlet for your mana when you don't need to deploy your answers and by refueling your hand when you do. None of the other Rakdos commanders can give you access to cards, with most interacting in some way with sacrifice effects/the graveyard or direct damage. With Xantcha's help, we'll continue to hit our land drops, answer various threats and deal chip damage around the table to get everyone in range of one of our finishers.
CAUTION: One huge weakness
Xantcha is fairly strong as a commander, but not being in control of her can be very difficult to deal with. I've included some utility lands to help mitigate this, but once you give Xantcha's reins over to another player, you are at their mercy. Instead of taking 5 free damage by swinging at a player with no blockers, they may choose to run her into an opposing 6/6. This becomes even more devastating when any number of your opponents have sac outlets, as Xantcha becomes a major liability. Try to give her to UGW. Opposing BRx decks are quite risky. I once gave her to a fellow Rakdos player, who promptly cast Victimize, returning two huge monsters. I was obviously bummed about getting blown out, but the flavor win was real, as Xantcha was sacrificed by a card bearing her likeness.
Cards by Category
Most of our spells fall into a generalized category, and sometimes straddles multiple categories. There is a redundancy to some of these effects so that hopefully you will have access to one in order to put up some barriers to victory while you sculp your hand.
The deck largely wants to control the game with hurdles and spot removal, building up mana and refilling the hand as necessary, until it can tutor up a way to win at the opportune moment. This strategy relies on chip damage via Xantcha activations, attacks, and some incremental damage from our various punishing effects. Once the window opens, we need a tutor to go get the win.
No deck would be complete without a few generically good cards. I find that a couple of these slots are interchangeable and could be anything. The one exception is Heartstone, which will remain in the deck forever as a flavor win. Plus, it really makes a huge difference in drawing copious amounts of cards. Just be forewarned that all creatures have their ability activation costs reduced, so this could get dicey for you. Don't run it out into danger. Other generically good cards include Sensei's Diving Top and Vedalken Orrey, which basically make any deck better so long as they can fit into the deck. With our 6 fetchlands, Top is a very good filterer, while Orrey just has the game on easy mode. Finally, Word of Seizing is a pet card of mine that leads to some pretty hilarious stories. It can be just an expensive Act of Treason, but it can also save your life or even interrupt a player comboing off.
A note on Land Destruction
It is well known in EDH circles that land destruction occupies a controversial space. Personally, I find it to be just one of the tools that have been given to us by the game designers, which we can use to our benefit. This deck in particular runs numerous ways to take advantage of a mana starved table, not the least of which is Xantcha's activated ability. Add to that the fact that land-based ramp is often the best strategy to play, and I feel fully justified in packing some mass land destruction. However, it is important to have the "LD" conversation with your playgroup before you sleeve up spells that destroy more than a single land. I always have Incendiary Command and Strip Mine on hand to replace these cards in case of a more casual playgroup. Your mileage may vary.
A note about combat
I've seen various Xantcha builds that include augmenting her into some kind of Voltron that you don't control. I think this is a trap. Yes, she swings each turn, and 5 damage does add up. However, it's hard enough to kill someone with commander damage when you actually choose who the commander attacks, much less when another person is controlling that commander.
I do include certain lands, however, to protect Xantcha in combat so that I can continue drawing cards with her. Both Shinka and Shizo allow you to interact with Xantcha and make her harder to block or kill. Mystifying Maze is also a nice threat of activation against someone who might be tempted to block and kill Xantcha, as you can threaten to send her over to that commander. Maze of Ith can simply save her at the cost of tapping, which is useful in a pinch.
Conclusion
I find the deck to be very entertaining throughout the game. Of course, winning with a giant X spell isn't necessarily all that glamorous, but I take pleasure in embodying the sleeper agent role, constructing obstacles for my opponents, slowly whittling their life totals down until they leave themselves vulnerable to a vicious thrust. On top of that, I get to play with one of my favorite characters from lore, building in some nice flavor with the Heartstone pictured on her C18 card, and her future self, Karn Liberated. I also enjoy running a fairly unique deck in terms of Rakdos generals.
Opponent to my left is playing Mimeoplasm. The opponent to his left is playing Phenax. The opponent to his left (my right) is playing Muldrotha. Holy graveyards, Batman! Side note: this is why my list runs 4 pieces of grave hate.
I spend my first couple of turns setting up mana, casting Xantcha on turn 5 with an activation available. On the Mimeoplasm player's turn 5, he slams a Consuming Aberration, which has already gotten beefy thanks to an early Altar of the Brood from the Phenax player, plus some serious self-mill from both Muldrotha and Mimeoplasm. He smacks Phenax down to 35 with my Xantcha. On the Phenax player's turn, he also drops a Consuming Aberration and passes, tapped out. Muldrotha does some stuff and it comes to my turn.
At this point, the Abberations are 34/34's. With a spell, either one can kill me. So I make a deal with the Mimeoplasm player, asking him if he will kill the Phenax player if I remove his Abberation. He agrees, so I pay 7 mana for a Meteor Golem, or as I call him, baby Karn, who lands on the Abberatioin with a resounding THUD. Mimeoplasm keeps up his end of the bargain, and kills Phenax.
On my following turn, I pay another 7 mana for Karn Liberated, who downticks to exile the remaining Abberation. Eventually, I finish off both Muldrotha and Mimeoplasm together with a giant Exsanguinate which killed the Mimeoplasm player and brought Muldrotha to single digits. Xantcha returned to the battlefield under his control, dealing the final 6 points of damage, powered partly by the Heartstone.
What was really nice was how interested my opponents were in the lore behind my deck while I dispatched them.
Winning with flavor is in fact winning! You think the 4th player for the next Un-set will be Vorthos, Magic Historian? It'd probably be a 1/1 Legendary Creature - Human Gamer that costs 2WW and has "4: Search your library for a legendary permanent and put it in your hand. Shuffle your library afterwards."
That seems like some great politics. Considering your deck doesn't technically use its commander you were probably flying real low on the radar compared to your opponents. That's what I love about decks like this with unassuming generals. Is this your most recent victory or most recent match overall?
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
This was my most recent victory. I played a match with Xantcha today, but alas I fell short of victory!
And while she is never in play on my side (unless things have gone wrong), she certainly does factor in the outcome by drawing me cards and smashing opponents... thanks to other opponents! There is definitely some “under the radar” stuff because the deck often plays without much of a boardstate, holding up interaction. Open mana is always a nice deterrent, and if we don’t need to use an answer, drawing a card or two is a great way to dump the mana.
Do you have ways to deal with opponents returning control of Xantcha? Using effects from cards like Homeward Path, Trostani Discordant, etc. could be a bit troublesome.
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
The main way is to just kill her as needed. One thing that is also important to consider is that playing Xantcha early is not necessarily preferable. I generally only do it if I do not have another card draw engine set up like Phyrexian Arena, Theater of Horrors or Outpost Siege. I always prefer to land her after the first board wipe and with enough mana to activate her at least one time.
In the game I mentioned, I did play her early, but that was because going against 3 mill/graveyard decks, I wanted to get a clock going and hold up interaction like Rakdos Charm as necessary (which I ended up using later in the game to fizzle an Animate Dead).
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern RBGLiving EndRBG
EDH UFblthpU BRXantchaRB BGVarolzGB URWZedruuWRU
To post a comment, please login or register a new account.
Of Xantcha and Lore
Xantcha, Sleeper Agent pays homage to one of the truly great characters from Magic's lore, introduced in the card Sleeper Agent in Urza's Saga. There is some rich lore with Xantcha, a Phyrexian newt created in the vats of Phyrexia as part of the invasion of Dominaria. She is sentenced to be executed by her overlords because she possesses free will, but is saved by Urza. The two bond, and she helps Urza invade Phyrexia, though Xantcha uses this opportunity to steal her Heartstone, which eventually becomes the core for Karn, Silver Golem. Urza comes into possession of that Heartstone when Xantcha sacrifices herself to save him, immortalized in the original art for the card Victimize. Her story arc is incredibly well-crafted, and the version we get to play in EDH is dripping with that flavor. Like a good little saboteur, she feeds us information until the opportune moment and KABOOM... we take everyone out in one gigantic shot.
Important: Rules and Interactions
Xantcha has a lot of text. And honestly, it's all very confusing for people who have never had it explained to them. So let's take it line by line:
- "As Xantcha, Sleeper Agent enters the battlefield, an opponent of your choice gains control of it."
Xantcha's effect is very similar to Clone in that it is not a triggered ability and it does not target. Basically, if Xantcha resolves, you decide which opponent will control her and she enters the battlefield under that opponent's control. She will not trigger any ETB effects on your side of the battlefield, but she will trigger any effects for your opponent. Additionally, there is no moment in time when abilities can go on the stack while she is resolving. You cannot enchant or equip her, nor can your opponents activate her ability while she is in transit. The unfortunate thing is that when that opponent leaves the game, the replacement effect that put Xantcha under that opponent's control ends, and she returns to your side of the battlefield. You can find that ruling here on the official WOTC release notes. One of the major implications of this is that creating infinite mana with Xantcha alone is not an instant win, as we will kill ourselves with her ability once we have vanquished her previous controller. Due to this, I do not run infinite mana combos in this deck.
- "Xantcha attacks each combat if able and can't attack its owner or planeswalkers its owner controls."
This is nice. Giving your opponent a 3cmc 5/5 with pseudo-haste would generally be a bad thing. However, Xantcha knows who she really serves and steers clear of not only you, but also your planeswalkers. Cool!
- "3: Xantcha's controller loses 2 life and you draw a card. Any player may activate this ability."
I strongly recommend that you not only read this line out to the table, but also explain it. Anyone at the table can pay 3 to draw a card, and the player controlling Xantcha loses 2 life. I've seen players mess up every piece of this, whether the person activating the ability tries to lose 2 life, or Xantcha's controller thinks they get to draw a card. I've even seen people kill Xantcha even when they don't control her because they just don't understand how she works. Take the time to make sure the table understand how she works.
What is this deck, and why would I play it?
The deck is a Rakdos toolbox deck that uses Xantcha's card draw ability to fill our hand with answers until the opportune moment we need to win the game. It is both proactive and reactive, using static effects to create hurdles for our opponents while holding up interaction. It's also got some tasty flavor morsels that might appeal to you if you want that out of your EDH experience.
You will like this deck if:
- You like crafting boardstates that prevent your opponents from winning.
- You like being the player everyone turns to to see if you have an answer.
- You like playing politically and making deals.
- You like killing everyone at once with a huge spell.
- You like holding up mana and drawing cards.
- You like big mana decks.
You will not like this deck if:
- You like to attack with creatures.
- You like to play from ahead.
- You like winning in a unique way every game.
- You like winning through an infinite combo.
- You have a rule against playing land destruction.
Why Xantcha?
Beyond the aforementioned flavor reasons, Xantcha helps address one of the major drawbacks of playing an answer deck by both giving you an outlet for your mana when you don't need to deploy your answers and by refueling your hand when you do. None of the other Rakdos commanders can give you access to cards, with most interacting in some way with sacrifice effects/the graveyard or direct damage. With Xantcha's help, we'll continue to hit our land drops, answer various threats and deal chip damage around the table to get everyone in range of one of our finishers.
CAUTION: One huge weakness
Xantcha is fairly strong as a commander, but not being in control of her can be very difficult to deal with. I've included some utility lands to help mitigate this, but once you give Xantcha's reins over to another player, you are at their mercy. Instead of taking 5 free damage by swinging at a player with no blockers, they may choose to run her into an opposing 6/6. This becomes even more devastating when any number of your opponents have sac outlets, as Xantcha becomes a major liability. Try to give her to UGW. Opposing BRx decks are quite risky. I once gave her to a fellow Rakdos player, who promptly cast Victimize, returning two huge monsters. I was obviously bummed about getting blown out, but the flavor win was real, as Xantcha was sacrificed by a card bearing her likeness.
1x Arcane Lighthouse
1x Barren Moor
1x Blighted Fen
1x Blood Crypt
1x Bloodstained Mire
1x Bojuka Bog
1x Cabal Coffers
1x Canyon Slough
1x Command Tower
1x Desert of the Fervent
1x Desert of the Glorified
1x Dragonskull Summit
1x Forgotten Cave
1x Grave Cairns
1x Luxury Suite
1x Maze of Ith
6x Mountain
1x Myriad Landscape
1x Mystifying Maze
1x Rakdos Carnarium
1x Scavenger Grounds
1x Shinka, the Bloodsoaked Keep
1x Shizo, Death's Storehouse
1x Smoldering Marsh
1x Sulfurous Springs
4x Swamp
1x Temple of Malice
1x Temple of the False God
1x Urborg, Tomb of Yawgmoth
1x Wooded Foothills
1x Burnished Hart
1x Crypt Ghast
1x Demon of Dark Schemes
1x Harsh Mentor
1x Kaervek the Merciless
1x Keldon Firebombers
1x Massacre Wurm
1x Meteor Golem
1x Neheb, the Eternal
1x Rampaging Ferocidon
1x Solemn Simulacrum
1x Zo-Zu the Punisher
Artifacts - 13
1x Ankh of Mishra
1x Expedition Map
1x Fellwar Stone
1x Heartstone
1x Hedron Archive
1x Mind Stone
1x Nihil Spellbomb
1x Rakdos Signet
1x Sensei's Divining Top
1x Sol Ring
1x Talisman of Indulgence
1x Thought Vessel
1x Vedalken Orrey
Enchantments - 10
1x Black Market
1x Outpost Siege
1x Painful Quandary
1x Pestilence
1x Phyrexian Arena
1x Polluted Bonds
1x Sulfuric Vortex
1x Theater of Horrors
1x War's Toll
1x Wound Reflection
1x Blasphemous Act
1x By Force
1x Chain Reaction
1x Damnation
1x Demonic Tutor
1x Exsanguinate
1x Gamble
1x Languish
1x Mana Geyser
1x Read the Bones
1x Torment of Hailfire
1x Toxic Deluge
1x Vandalblast
1x Wildfire
Instants - 11
1x Bedevil
1x Chaos Warp
1x Comet Storm
1x Curtains' Call
1x Electrodominance
1x Hero's Downfall
1x Rakdos Charm
1x Sudden Spoiling
1x Terminate
1x Vampiric Tutor
1x Word of Seizing
Planeswalker - 1
1x Karn Liberated
Cards by Category
Most of our spells fall into a generalized category, and sometimes straddles multiple categories. There is a redundancy to some of these effects so that hopefully you will have access to one in order to put up some barriers to victory while you sculp your hand.
Ramp
Land-based Ramp: Myriad Landscape/Temple of the False God/Urborg, Tomb of Yawgmoth+Cabal Coffers
1cmc ramp: Sol Ring
2cmc ramp: Fellwar Stone/Mind Stone/Rakdos Signet/Talisman of Indulgence/Thought Vessel
3+cmc ramp: Burnished Hart/Hedron Archive/Solemn Simulacrum/Crypt Ghast/Black Market/Neheb, the Eternal/Mana Geyser
Card Draw
Hedron Archive/Outpost Siege/Phyrexian Arena/Theater of Horrors/Read the Bones
Board Wipes
Blashpemous Act/By Force/Chain Reaction/Damnation/Languish/Pestilence/Toxic Deluge/Vandalblast/Wildfire/Demon of Dark Schemes/Massacre Wurm
Spot Removal
Bedevil/Chaos Warp/Curtains' Call/Electrodominance/Hero's DownfallRakdos CharmTerminate/Meteor Golem
Win Condition Hurdles
Anti-Land Ramp: Ankh of Mishra/Keldon Firebombers/Zo-Zu the Punisher/Polluted Bonds
Anti-Graveyard: Nihil Spellbomb/Scavenger Grounds/Rakdos Signet/Bojuka Bog
Anti-Life Gain: Sulfuric Vortex/Rampaging Ferocidon
Anti-Token: Rampaging Ferocidon/Massacre Wurm/Demon of Dark Schemes/Rakdos Signet
Anti-Infinite Combo: Harsh Mentor/Kaervek the Merciless/Rampaging Ferocidon/Painful Quandary/Sudden Spoiling
Anti-Counterspell: War's Toll
Win Conditions
Tutors: Vampiric Tutor/Demonic Tutor/Gamble
Note: Sometimes you'll tutor for mana, and that's OK.
Win Conditions: Comet Storm/Exsanguinate/Torment of Hailfire/Wound Reflection
It's certainly possible to win via other means, especially if our opponents do some of the hard work for us and knock each other out. However, most games end in a win when we put a Torment of Hailfire on the stack where X=20.
Generically Good Cards
A note on Land Destruction
It is well known in EDH circles that land destruction occupies a controversial space. Personally, I find it to be just one of the tools that have been given to us by the game designers, which we can use to our benefit. This deck in particular runs numerous ways to take advantage of a mana starved table, not the least of which is Xantcha's activated ability. Add to that the fact that land-based ramp is often the best strategy to play, and I feel fully justified in packing some mass land destruction. However, it is important to have the "LD" conversation with your playgroup before you sleeve up spells that destroy more than a single land. I always have Incendiary Command and Strip Mine on hand to replace these cards in case of a more casual playgroup. Your mileage may vary.
A note about combat
I've seen various Xantcha builds that include augmenting her into some kind of Voltron that you don't control. I think this is a trap. Yes, she swings each turn, and 5 damage does add up. However, it's hard enough to kill someone with commander damage when you actually choose who the commander attacks, much less when another person is controlling that commander.
I do include certain lands, however, to protect Xantcha in combat so that I can continue drawing cards with her. Both Shinka and Shizo allow you to interact with Xantcha and make her harder to block or kill. Mystifying Maze is also a nice threat of activation against someone who might be tempted to block and kill Xantcha, as you can threaten to send her over to that commander. Maze of Ith can simply save her at the cost of tapping, which is useful in a pinch.
Conclusion
I find the deck to be very entertaining throughout the game. Of course, winning with a giant X spell isn't necessarily all that glamorous, but I take pleasure in embodying the sleeper agent role, constructing obstacles for my opponents, slowly whittling their life totals down until they leave themselves vulnerable to a vicious thrust. On top of that, I get to play with one of my favorite characters from lore, building in some nice flavor with the Heartstone pictured on her C18 card, and her future self, Karn Liberated. I also enjoy running a fairly unique deck in terms of Rakdos generals.
RBGLiving EndRBG
EDH
UFblthpU
BRXantchaRB
BGVarolzGB
URWZedruuWRU
Opponent to my left is playing Mimeoplasm. The opponent to his left is playing Phenax. The opponent to his left (my right) is playing Muldrotha. Holy graveyards, Batman! Side note: this is why my list runs 4 pieces of grave hate.
I spend my first couple of turns setting up mana, casting Xantcha on turn 5 with an activation available. On the Mimeoplasm player's turn 5, he slams a Consuming Aberration, which has already gotten beefy thanks to an early Altar of the Brood from the Phenax player, plus some serious self-mill from both Muldrotha and Mimeoplasm. He smacks Phenax down to 35 with my Xantcha. On the Phenax player's turn, he also drops a Consuming Aberration and passes, tapped out. Muldrotha does some stuff and it comes to my turn.
At this point, the Abberations are 34/34's. With a spell, either one can kill me. So I make a deal with the Mimeoplasm player, asking him if he will kill the Phenax player if I remove his Abberation. He agrees, so I pay 7 mana for a Meteor Golem, or as I call him, baby Karn, who lands on the Abberatioin with a resounding THUD. Mimeoplasm keeps up his end of the bargain, and kills Phenax.
On my following turn, I pay another 7 mana for Karn Liberated, who downticks to exile the remaining Abberation. Eventually, I finish off both Muldrotha and Mimeoplasm together with a giant Exsanguinate which killed the Mimeoplasm player and brought Muldrotha to single digits. Xantcha returned to the battlefield under his control, dealing the final 6 points of damage, powered partly by the Heartstone.
What was really nice was how interested my opponents were in the lore behind my deck while I dispatched them.
RBGLiving EndRBG
EDH
UFblthpU
BRXantchaRB
BGVarolzGB
URWZedruuWRU
That seems like some great politics. Considering your deck doesn't technically use its commander you were probably flying real low on the radar compared to your opponents. That's what I love about decks like this with unassuming generals. Is this your most recent victory or most recent match overall?
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
And while she is never in play on my side (unless things have gone wrong), she certainly does factor in the outcome by drawing me cards and smashing opponents... thanks to other opponents! There is definitely some “under the radar” stuff because the deck often plays without much of a boardstate, holding up interaction. Open mana is always a nice deterrent, and if we don’t need to use an answer, drawing a card or two is a great way to dump the mana.
RBGLiving EndRBG
EDH
UFblthpU
BRXantchaRB
BGVarolzGB
URWZedruuWRU
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
In the game I mentioned, I did play her early, but that was because going against 3 mill/graveyard decks, I wanted to get a clock going and hold up interaction like Rakdos Charm as necessary (which I ended up using later in the game to fizzle an Animate Dead).
RBGLiving EndRBG
EDH
UFblthpU
BRXantchaRB
BGVarolzGB
URWZedruuWRU