I've been thinking of building another EDH deck but I want it to work without the Commander. Two of my three decks rely on landing and sticking the Commander to really shine. The other one is a fun deck that I could use with or without the Commander. This means it's a fine random Multiplayer deck in case I'm sitting down to a table that's without EDH.
I'm guessing most aggro-based strategies would follow here. But are there any particular strategies or Commanders that really don't care about their Commander? Aside from the Super Friends, I guess.
Mono-red artifacts is pretty good at that. You can run the Planeswalker for card advantage and artifact return, or you could run bosh for game-ending damage, but if you've got lots of value artifacts in the deck you pretty much only need to pull out the commander for specific situations.
Emblem-style commanders like Derevi, gods, Oloro, or Karador are also great because they're so hard to get rid of they're practically an emblem.
Damia, Sage of Stone is a good choice. The deck functions basically the same with or without her, but she's a good value play if you run out of gas for some reason. Just put her at the head of a BUG goodstuff deck and voila.
Temur tends to do pretty well without their commander. I had a 4+ Power Matters deck for a while built around Temur Ascendancy and a few other tricks, and while the commander did work whenever it hit (Intet, the Dreamer), nothing in the deck was built around abusing her.
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My Commander decks:
Chandra, Torch of Defiance - Oops! All Chandras. Prime Speaker Zegana - Draw for Power. Pir & Toothy - Counterpalooza. Arcades, the Strategist - Another Brick in the Wall. Zacama, Primal Calamity - Calamity of Double Mana. Edgar Markov - Vampires Don't Die. Child of Alara - Dreamcrusher.
I find my arcum dagsson does just fine without its commander. There's plenty of card draw/tutoring in there and sometimes I only cast arcum to draw out people's removal.
Other than goodstuff or singletonvintage.dec, I find that hatebears is a good archetype for this. You've got a good suite of disruption and win conditions, using the commander to just augment this. I'd suggest maybe Karador, Ghost Chieftain, Athreos, god of Passage, Alesha, Who Smiles at Death, or Gaddock Teeg as some good options. Overall, something with W/x is going to help you the most.
Nice! I have built Hazezon and Anafenza as enchantress. The general...matters not.
The best part about "null set" commanders is sometimes people will put you on a particular strategy based on them. I'd imagine Hazezon gears people up for token shenanigans.
Nice! I have built Hazezon and Anafenza as enchantress. The general...matters not.
The best part about "null set" commanders is sometimes people will put you on a particular strategy based on them. I'd imagine Hazezon gears people up for token shenanigans.
Another vote for Enchantress. I run a Phelddagrif Enchantress - general doesn't really matter for this style at all. ;-(
On a side note, I also have a Group Hug Phelddagrif deck. People never know if they're getting the Hugsy Hippo or the Angry Hippo. It is always amusing to watch them try to figure it out.
Any deck I have bar Godo. They all function differently (ETB w/ Splinter/Pester combo, Spiritcraft/creature swarm, life-gain/reanimator, landfall combo), but the commander is mainly kinda there for the colour identity.
A good deck should be able to function without its win condition, if needs be. A good commander deck should not need to rely upon the commander, unless that's the entire reason for the deck. Even in Godo, I have other big hitters for the voltron package. A solid reanimator deck doesn't need a specific general, aside from colour dictating what cards you can use. Same goes for enchantress, voltron, etc.
Personally, I suggest playing around w/ Spiritcraft. It's a fun mechanic, and works very well when you have enough. You don't need a specific commander, aside from one who gets you access to the right colours (Green and white are the best, black has some useful stuff, blue and red are also good). No matter what colour combination, you can make Spiritcraft work.
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A giant dork. Who likes to eat with forks. Never used a spork.
Decks: Casual R Burn R
EDH R Godo Voltron R RUG ETB Overload RUG BW Clerics Pain and Drain BW GW Spirits!!! GW RUG Landfall Silliness RUG
I just got done theorycrafting an Enchantress deck for a buddy and I can build a budget version for around $350, a solid one for $700, and top-notch would probably run around $1400 if I wanted to run "ideal" manabase etc. There are certain core pieces you can't get around, but fortunately, if you're willing to accept MP/SP, you can get the core cards for about $150.
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Legacy: TES
EDH: Grand Arbiter $tax, Freyalise Stompy, Mimeoplasm Death From the Grave
I built a The Mimeoplasm deck that worked on infect. It was agressive and while Mimeoplasm was a star, it did not not require him to win. (He just made it much easier)
Stax and Control also work wonders without commanders in play, You can alos go Red or UR artifacts. You ca alos build a swarm deck. I had a B/R Goblin deck that while was good iwthout the commander, did like having its commander in play. Same with my mono-red Purphoros, god of the forge Goblin tribal. Purphy makes great use of the swarm, but it can win without purphoros as well.
Another strategy is to use one-and-done commanders that you only really care about resolving once or twice to get their effect. Things like Zada, Hedron Grinder can be treated as if it basically turns all your cantrips into Collective Unconscious. e.g. when you're running low on cards, cast your commander and then immediately a cantrip for a total of five mana. It doesn't matter if he dies because you can just do the same thing again next time you need cards for seven mana. Prime Speaker Zegana is another example and works the same way.
I'd argue that if it does require their commander, it isn't a good EDH deck. Your deck should do just fine on its own, but really shine with your commander. It shouldn't flounder without them. Was one of the worst things getting rid of tucking generals did was encourage people to build decks that are completely reliant on having access to their commander at all times.
Surrak Dragonclaw is a fun commander to build around. Red, Blue, and Green all have fun ramp and Large creatures to play with. Nothing pisses people off more than spending 26 mana on a Genesis Wave.
[Derevi, Imperial Tactician[/c] is a very good enchantress general, who benefits the deck but is not required for the combo to go off.
My Intet, the Dreamer deck builds around her, but it can be played without her because the deck is about fetch/top of library manipulation. Control opponents tend to suspect combo coming when Intet comes into play, so avoid casting Intet while using the six mana to establish my own control would be wiser.
My Oros, the Avenger is a white weenie variant, so it could be played without him also.
I'm guessing most aggro-based strategies would follow here. But are there any particular strategies or Commanders that really don't care about their Commander? Aside from the Super Friends, I guess.
Mid-Tier:
Filthy Casual: WUBRG Jodah WUBRG WUBRG Fatties WUBRG
Emblem-style commanders like Derevi, gods, Oloro, or Karador are also great because they're so hard to get rid of they're practically an emblem.
(U/B)(U/B)(U/B) JUMP IN THE LINE, ROCK YOUR BODY IN TIME
(R/W)(R/W)(R/W) RISING FROM THE NEON GLOOM, SHINING LIKE A CRAZY MOON
(U/R)(R/G)(G/U) STEALIN' WHEN I SHOULD HAVE BEEN BUYIN'
As the pilot of Karona, False God 5c enchantress, I can agree.
Also, there are plenty of UR decks with a Storm agenda that don't need their commander to go off.
(U/B)(U/B)(U/B) JUMP IN THE LINE, ROCK YOUR BODY IN TIME
(R/W)(R/W)(R/W) RISING FROM THE NEON GLOOM, SHINING LIKE A CRAZY MOON
(U/R)(R/G)(G/U) STEALIN' WHEN I SHOULD HAVE BEEN BUYIN'
I find my arcum dagsson does just fine without its commander. There's plenty of card draw/tutoring in there and sometimes I only cast arcum to draw out people's removal.
My G Yisan, the Bard of Death G deck.
My BUGWR Hermit druid BUGWR deck.
I also run a WG trample deck using Karametra, God of Harvests, who really only provides a little bit of ramp for me.
Both rely on other cards in the deck for win conditions, in fact it is pretty rare for those decks to win via commander damage.
The best part about "null set" commanders is sometimes people will put you on a particular strategy based on them. I'd imagine Hazezon gears people up for token shenanigans.
Another vote for Enchantress. I run a Phelddagrif Enchantress - general doesn't really matter for this style at all. ;-(
On a side note, I also have a Group Hug Phelddagrif deck. People never know if they're getting the Hugsy Hippo or the Angry Hippo. It is always amusing to watch them try to figure it out.
A good deck should be able to function without its win condition, if needs be. A good commander deck should not need to rely upon the commander, unless that's the entire reason for the deck. Even in Godo, I have other big hitters for the voltron package. A solid reanimator deck doesn't need a specific general, aside from colour dictating what cards you can use. Same goes for enchantress, voltron, etc.
Personally, I suggest playing around w/ Spiritcraft. It's a fun mechanic, and works very well when you have enough. You don't need a specific commander, aside from one who gets you access to the right colours (Green and white are the best, black has some useful stuff, blue and red are also good). No matter what colour combination, you can make Spiritcraft work.
Decks:
Casual
R Burn R
EDH
R Godo Voltron R
RUG ETB Overload RUG
BW Clerics Pain and Drain BW
GW Spirits!!! GW
RUG Landfall Silliness RUG
I guess Spiritcraft is also budget-oriented since all of the 'bomb' cards are terrible outside of the Spiritcraft niche.
Mid-Tier:
Filthy Casual: WUBRG Jodah WUBRG WUBRG Fatties WUBRG
Serra's Sanctum
Argothian Enchantress
Mesa Enchantress
Eidolon of Blossoms
Enchantress's Presence
Sterling Grove
Greater Auramancy/Privileged Position
Sigil of the Empty Throne
Wild Growth/Utopia Sprawl and the like
Earthcraft/Sacred Mesa combo
Earthcraft/Squirrel Nest combo
Enlightened Tutor/Idyllic Tutors
I just got done theorycrafting an Enchantress deck for a buddy and I can build a budget version for around $350, a solid one for $700, and top-notch would probably run around $1400 if I wanted to run "ideal" manabase etc. There are certain core pieces you can't get around, but fortunately, if you're willing to accept MP/SP, you can get the core cards for about $150.
EDH: Grand Arbiter $tax, Freyalise Stompy, Mimeoplasm Death From the Grave
(U/B)(U/B)(U/B) JUMP IN THE LINE, ROCK YOUR BODY IN TIME
(R/W)(R/W)(R/W) RISING FROM THE NEON GLOOM, SHINING LIKE A CRAZY MOON
(U/R)(R/G)(G/U) STEALIN' WHEN I SHOULD HAVE BEEN BUYIN'
Stax and Control also work wonders without commanders in play, You can alos go Red or UR artifacts. You ca alos build a swarm deck. I had a B/R Goblin deck that while was good iwthout the commander, did like having its commander in play. Same with my mono-red Purphoros, god of the forge Goblin tribal. Purphy makes great use of the swarm, but it can win without purphoros as well.
UB Vela the Night-Clad BUDecklist
WBG Ghave, Guru of Spores GBW
WUBRGThe Ur-DragonWUBRGDecklist
UBBreya's Toybox (Competitive, Combo)WR
RGodzilla, King of the MonstersG
-Retired Decks-
UBLazav, Dimir Mastermind (Competitive, UB Voltron/Control)UB
"Knowledge is such a burden. Release it. Release all your fears to me."
—Ashiok, Nightmare Weaver
EDH Decks:
WUBOloro, Combo ControlWUB
UBOona Reanimator ComboUB
BRGProssh, Eater of the Blue MageBRG
UBRGrixis StormUBR
Rebuilding Jenara (stealyourstuff.dec)
Pauper Deck:
UBInspired SirenUB
My Intet, the Dreamer deck builds around her, but it can be played without her because the deck is about fetch/top of library manipulation. Control opponents tend to suspect combo coming when Intet comes into play, so avoid casting Intet while using the six mana to establish my own control would be wiser.
My Oros, the Avenger is a white weenie variant, so it could be played without him also.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs