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    posted a message on Anafenza, the Hate Bear



    Anafenza loves to hate at any cost. Try to keep this deck fully stocked with all of the right answers so it can obviously hate its way to victory. The deck just tries to restrict what others can do, and win through more incremental advantages. Anafenza, the Foremost is a great General that places us firmly in the Abzan color range. Abzan has the absolute best selection of hate cards. I have been a blue mage my whole life, still am in other formats, but in Commander WBG have the greatest access to format staples.

    This list will push your threat assessment skills to the brink. But those who are up for the challenge will find out how many different approaches to winning are contained within. is a perfect general because she herself is a hate bear! We are not looking to tailor our deck to match our meta, the goal is to beat the meta. Hate Bears introduces a sense of parity, we're looking to play trump cards and totally annihilate any of their win conditions. The amount of Hate Bears is staggering, So many alternatives exist that it would be almost impossible to list them all. Being in Abzan allows us near limitless access to all of the good ones. When customizing a deck like Hate Bears it is important to keep your eye on the prize: we want to win. Warping just around hating out problematic cards is fine, as long as our game remains proactive. Having a board full of 2/1 fliers that don't do anything isn't how we achieve victory. We win by making it extremely difficult for a vast majority of archetypes to develop and board AND THEN hit them with a board full of 2/1 fliers.

    Please understand that my list will not, and probably should not, be your list. Playing Hate Bears is extremely meta dependent, without knowing exactly what your playgroup looks like - or what you're most likely to encounter - I won't be able to best protect you from every possible deck. Even the Strategy section may be very helpful for some and completely useless for others. In this writing I've done the best I can to make sure that every hate cards highlights which archetypes it is good against. This is best used as a skeleton for filling out your own Hate Bears deck.

    [Primer] status achieved 11/28/15! This is a wonderful time in my life as I've obtained my second MTGS Commander primer! This deck has special meaning to me of course because it was quite a labor intensive process to build and test the list, going through so many iterations and various configurations. It was also the first that would eventually become my preferred graphical layout for future deck techs, the first to incorporate set reviews and is really the culmination of all of my experience with this format.


    Hate Bear \heit bea(r)\ n.
    A creature with an ability that is disruptive. Usually Hate Bear refers to a 2/2 creature (a bear) with an ability, but not always. Some examples of Hate Bears are Gaddock Teeg, Ethersworn Canonist.

    Attention It is important to know that this list is part of my closed EDH meta. Giving advice and taking advice is difficult in the context of the other decks: some obvious auto-includes are well...not included. Sometimes strictly worse versions of cards are included in this deck because of balancing. Specific Meta Adjustments are discussed here.







    Reasons to play Anafenza, the Foremost:
    • You want to punish your opponents. It's the most obvious reason. You get joy and satisfaction out of seeing people not be able to play their cards.
    • You don't always have to win! Sometimes Commander can be about fun, enjoyment, politics. Having fun is a core tenant of Multiplayer games.
    • You like some variance to your games. Games play out differently from each other. Maybe some games your opponents view you as a powerful ally, some games you're the bane of their existence. It really does depend on the situation.
    Reasons to not play Anafenza, the Foremost:
    • You are impatient. This deck requires a high attention to detail. Correctly tapping lands for colored mana, paying attention to how to sequence the stack, a vast rules knowledge and near encyclopedic knowledge of every Magic card. Since we're reacting to what opponents are casting, we're trying to predict how valuable that card is for them and reacting appropriately. The list is very mana hungry, our lands need to be activated for the correct mana leaving what we need for several turns down the line. This deck should not be played by people looking for a silly casual deck.
    • You hate playing control lists. This is one of those. This deck utilizes small creatures that grow in order to overwhelm opponents. The equipment package allows for more versatility and resiliency. The control elements are different than traditional "draw-go" lists that work off inevitability and contains no counter spells.
    • You hate hard locks. This deck does need a way to win and be proactive. Dropping Living Plane with either Linvala, Keeper of Silence or Elesh Norn, Grand Cenobite. In Commander someone has to win eventually, we want to try and make it us.
    Other options for commanders:
    • Daghatar the Adamant: This is for a different type of deck completely. Not even entirely sold on him being a Commander, more of "in the 99" type. We just don't want to play to its strengths - we don't want anything with this card whatsoever.
    • Doran, the Siege Tower: This is more of a build around me than Daghatar. This is in a lot of Treefolk decks with creatures that have big butts. The concept of this card is outstanding for those wishing to build around a Treefolk tribal Commander deck!
    • Ghave, Guru of Spores: This is another build-around-me from the Commander 2011 pre-cons. That set sure influenced the way Commander is played from then on. Ghave is a righteous card, but not a leader of Hate Bears. This is for another deck entirely. Those interested in building the "counter manipulation" Commander deck need to look into this. I already have a token deck that works on the same principles.
    • Karador, Ghost Chieftain: This card was in my 99 as a powerful recursion engine that can certainly be swapped into the leadership role of this deck, no problem. Sometimes depending on how many games don't go my way - Karador does grab the reins for a game. The small converted mana cost Hate Bears are as fragile as they are annoying. You want to bring them back whenever possible.
    • Teneb, the Harvester: I hate cards that require dealing Combat Damage to trigger anything. I absolutely hate it. I will likely never built around any commander who's only effect is not controllable or accessible when I need it. Teneb is a no go.






    Deck by Function
    Hate Bears (by function)Magic OnlineOCTGN2ApprenticeBuy These Cards
    -=Hate Cards (18)=-
    3 Anafenza, the Foremost
    3 Aven Mindcensor
    2 Containment Priest
    6 Dragonlord Dromoka
    3 Eidolon of Rhetoric
    2 Ethersworn Canonist
    2 Gaddock Teeg
    2 Grand Abolisher
    2 Hallowed Moonlight
    3 Hushwing Gryff
    4 Linvala, Keeper of Silence
    3 Mirri, Weatherlight Duelist
    0 Nephalia Academy
    3 Peacekeeper
    2 Scavenging Ooze
    5 Sigarda, Host of Herons
    2 Spirit of the Labyrinth
    2 Torpor Orb

    -=Tax (7)=-
    3 Aura of Silence
    2 Damping Sphere
    2 Leonin Arbiter
    2 Sphere of Resistance
    2 Thalia, Guardian of Thraben
    2 Thorn of Amethyst
    3 Vryn Wingmare

    -=Spot/Mass Removal (9)=-
    2 Abrupt Decay
    3 Anguished Unmaking
    2 Assassin's Trophy
    3 Aura Shards
    1 Caustic Caterpillar
    1 Path to Exile
    3 Retribution of the Meek
    1 Swords to Plowshares
    3 Toxic Deluge

    -=Tutors (7)=-
    2 Demonic Tutor
    3 Eldritch Evolution
    1 Imperial Seal
    2 Stoneforge Mystic
    2 Survival of the Fittest
    1 Vampiric Tutor
    1 Worldly Tutor

    -=Recursion (9)=-
    3 Athreos, God of Passage
    3 Eternal Witness
    3 Immortal Servitude
    5 Living Death
    4 Meren of Clan Nel Toth
    3 Sword of Light and Shadow
    4 Teshar, Ancestor's Apostle
    0 Volrath's Stronghold
    3 Yawgmoth's Will

    -=Mana Fixing (11)=-
    1 Arbor Elf
    1 Avacyn's Pilgrim
    1 Birds of Paradise
    2 Bloom Tender
    1 Carpet of Flowers
    1 Deathrite Shaman
    1 Elves of Deep Shadow
    1 Elvish Mystic
    1 Fyndhorn Elves
    1 Llanowar Elves
    3 Sword of Feast and Famine

    -=Utility (9)=-
    2 Dark Confidant
    7 Elesh Norn, Grand Cenobite
    2 Lightning Greaves
    4 Living Plane
    3 Phyrexian Arena
    1 Sensei's Divining Top
    1 Skullclamp
    3 Sword of Fire and Ice
    3 Tymna the Weaver





    Deck by Card Type
    Hate Bears (by type)Magic OnlineOCTGN2ApprenticeBuy These Cards
    -= General =-
    1 Anafenza, the ForemostFoil

    -= Creature (35) =-
    1 Arbor ElfFoil
    1 Athreos, God of PassageFoil
    1 Avacyn's PilgrimFoil
    1 Aven MindcensorFoil
    1 Birds of ParadiseFoil
    1 Bloom Tender
    1 Caustic CaterpillarFoil
    1 Containment Priest
    1 Dark Confidant
    1 Deathrite Shaman
    1 Dragonlord DromokaFoil
    1 Eidolon of Rhetoric
    1 Elesh Norn, Grand Cenobite
    1 Elves of Deep Shadow
    1 Elvish MysticFoil
    1 Eternal WitnessFoil
    1 Ethersworn Canonist
    1 Fyndhorn ElvesFoil
    1 Gaddock Teeg
    1 Grand Abolisher
    1 Hushwing Gryff
    1 Leonin ArbiterFoil
    1 Linvala, Keeper of SilenceFoil
    1 Llanowar ElvesFoil
    1 Meren of Clan Nel Toth
    1 Mirri, Weatherlight DuelistFoil
    1 Peacekeeper
    1 Scavenging OozeFoil
    1 Sigarda, Host of Herons
    1 Spirit of the Labyrinth
    1 Stoneforge MysticFoil
    1 Teshar, Ancestor's ApostleFoil
    1 Thalia, Guardian of Thraben
    1 Tymna the WeaverFoil
    1 Vryn WingmareFoil

    -= Enchantment (6) =-
    1 Aura of Silence
    1 Aura Shards
    1 Carpet of Flowers
    1 Living Plane
    1 Phyrexian Arena
    1 Survival of the FittestFoil

    -= Artifact (10) =-
    1 Damping SphereFoil
    1 Lightning GreavesFoil
    1 Sensei's Divining TopFoil
    1 SkullclampFoil
    1 Sphere of Resistance
    1 Sword of Feast and FamineFoil
    1 Sword of Fire and IceFoil
    1 Sword of Light and ShadowFoil
    1 Thorn of Amethyst
    1 Torpor OrbFoil

    -= Sorcery (8) =-
    1 Demonic Tutor
    1 Eldritch EvolutionFoil
    1 Immortal ServitudeFoil
    1 Imperial SealFoil
    1 Living DeathFoil
    1 Retribution of the Meek
    1 Toxic Deluge
    1 Yawgmoth's WillFoil

    -= Instant (8) =-
    1 Abrupt Decay
    1 Anguished UnmakingFoil
    1 Assassin's TrophyFoil
    1 Hallowed MoonlightFoil
    1 Path to ExileFoil
    1 Swords to PlowsharesFoil
    1 Vampiric Tutor
    1 Worldly Tutor

    -= Land (32) =-
    3 PlainsFoil
    2 ForestFoil
    2 SwampFoil
    1 Bayou
    1 Bountiful Promenade
    1 Brushland
    1 Command Tower
    1 Exotic OrchardFoil
    1 Fetid Heath
    1 Gaea's CradleFoil
    1 Godless Shrine
    1 Isolated ChapelFoil
    1 Mana Confluence
    1 Marsh Flats
    1 Nephalia AcademyFoil
    1 Overgrown TombFoil
    1 Reflecting Pool
    1 Sandsteppe CitadelFoil
    1 Savannah
    1 Scrubland
    1 Sunpetal GroveFoil
    1 Temple GardenFoil
    1 Urborg, Tomb of Yawgmoth
    1 Verdant Catacombs
    1 Volrath's Stronghold
    1 Windswept Heath
    1 Wooded Bastion
    1 Woodland CemeteryFoil













      This card will effect your opponents,
      if not devastate them.
    • Aven Mindcensor: Tutors are in mostly every single deck to get consistency. Even something like Path to Exile becomes stronger because you're no longer giving away tempo to your opponents. Fetch Lands become inconsistent. Survival of the Fittest can turn into sheer card disadvantage for our opponents. It is important to know that this only effects our opponents. This may be the only card we need to beat a all-in turn 3 combo deck that cannot assemble their pieces at all.
    • Best Against: Any deck that runs Tutors, Combo, Control, Pillowfort, Ramp, Reanimator, Toolbox/Blink

    • Containment Priest: As highlighted in the Tips and Tricks section, Commander has a foundation in cheating creatures into play. Kaalia of the Vast is entirely based around cheating the mana system by getting huge, evasive, oppressive creatures into play. The list of things that Containment Priest can stop is exhaustive. Being how effective Priest is at just shutting those decks off is worth including and should be among our first considerations when talking about Hate Bears. You could potentially exile a win condition like Deadeye Navigator + Palichron. Obzedat, Ghost Council, Ghost Council of Orzhova, Lin Sivvi, Defiant Hero, Sedris, the Traitor King, Grenzo, Dungeon Warden, Mayael the Anima, Kaalia of the Vast, Teneb, the Harvester, Chainer, Dementia Master, Reya Dawnbringer, Braids, Conjurer Adept cannot play around Containment Priest. Priest effects us as well.
    • Best Against: Any deck that cheats things into play, Reanimator, Toolbox/Blink


      Rule of Law effects help us slow things down
    • Dragonlord Dromoka: This protects our creatures from instant speed removal and end step Vampiric Tutor, but it's large mana cost probably pushes it out of range from when you're likely to see those spells. Being that Dromoka is a creature, it makes it more susceptible to board wipes and removal. The way this deck is built currently we have a focused on creature recursion, and protection swords. Unlike Dosan the Falling Leaf, it is not a double edged sword in the sense that you'll be helpless to flash in creatures or remove permanents on your opponents turns. This will allow them to just go off unless you can Sacrifice it in time. Dromoka is a big battleship that can turn sideways.
    • Best Against: Aggro, Combo, Control, Lifegain, Ramp, Storm, Tokens, Toolbox/Blink, Voltron

    • Eidolon of Rhetoric / Ethersworn Canonist: Our Rule of Law effects are pretty universally successful in stopping nearly all strategies. Narset, Enlightened Master wins by playing a million free spells, these cards prevent that. Canonist will allow them to play mana rocks and whatever sort of Artifact combos they want. Overall these two creatures are more annoying than they are a complete hindrance. Canonist falls victim to both Creature AND Artifact removal. Eidolon falls victim to both Creature AND Enchantment removal.
    • Best Against: Aggro, Combo, Control, Ramp, Storm, Tokens, Toolbox/Blink, Voltron


      The absolute best Hatebear, hands down.
    • Gaddock Teeg: This is worth building around just by itself. GW is nothing to spend for being able to shut off nearly every archetype. Since it does so much, it most likely to be shut down quickly, suiting him up with sword then Lightning Greaves is necessary. We want it to be a tutor target for us and a way to win after we've stabilized. This protects us greatly from board wipes, besides nearly all of them being over 4 CMC (Wrath of God ), our boardwipe Toxic Deluge comes in under it.
    • Best Against: Aggro, Combo, Control, Lifegain, Pillowfort, Ramp, Reanimator, Stax, Storm, Tokens, Toolbox/Blink, Voltron

    • Grand Abolisher: Like Eidolon of Rhetoric / Ethersworn Canonist restricting the things our opponents can do on our turn is vital for a prolonged game. Grand Abolisher is almost the complete package in Commander. We don't want to be vulnerable to combat tricks or any type of flash shenanigans (Prophet of Kruphix). It also prevents Rings of Brighthearth + Basalt Monolith or Power Artifact + Grim Monolith infinite combos that Storm decks use - although they are not likely to kill someone not on their turn.
    • Best Against: Combo, Control, Storm

    • Hallowed Moonlight: Following my Magic Origins set review, Moonlight is another Containment Priest that also shuts down tokens. Degenerate Prossh decks that take advantage of the infinite combo with Food Chain are quickly shut down. Mostly any reanimator deck and spells are going to be negated (Toolbox/Blink decks too are going to be weakened greatly. Karmic Guide is one of the most played creatures according to EDHREC. Mikaeus, the Unhallowed + Triskelion? Gone. Kiki-Jiki, Mirror Breaker + anything? Done-zo. With these 2 card combos being so prevalent in the format we'd be foolish to not play Hallowed Moonlight.
    • Best Against: Any deck that cheats things into play, Reanimator, Tokens, Toolbox/Blink


      The most important card in Commander
    • Hushwing Gryff / Torpor Orb: Right around the time of Commander formats rise to the top we started seeing more and more creatures with spells stapled onto them. Suddenly most creatures with “enters the battlefield” effects generate card advantage. These creatures were also easy to abuse with bounce, blink, and reanimation. They are easy to tutor, so many older cards that weren't good because creatures weren't good became unbelievable With Wizard's R&D pushing creatures so far how do we deal with them? Well we've got to assume that anything that hoses EtB effects is going to be powerful in its own right. Hushwing Gryff may be more fragile than Torpor Orb, casting it in response to an EtB creature allows you to beat their card advantage and future abuse. Does it shut us down? Yes. But we areally running a very low number of EtB creatureses. But it is a flier that holds a sword, and is vital in our war against value decks of all varieties. If Primeval Titan or Sylvan Primordial were unbanned tomorrow, we have the answer.
    • Best Against: Aggro, Combo, Control, Lifegain, Ramp, Reanimator, Tokens, Toolbox/Blink

    • Linvala, Keeper of Silence: Unlike Hushwing Gryff, kitchen table favorite and birthing pod outcast Linvala effect is not symmetrical, so it does not prevent our creatures from having access to their abilities, all while turning off opposing Level-up creatures and any Mana Dorks (like Elves). This turns off MANY of the cards in Roon, Sedris and Zedruu completely. It does not stop Unearth though, because it is not an activated ability of a creature on the battlefield, it is an activated ability of a card in their graveyard. Since we run Mana Dorks now, we can run more aggressive artifact hate.
    • Best Against: Aggro, Ramp, Reanimator, Toolbox/Blink, Voltron


      Solid anti-discard technology
    • Nephalia Academy: Library of Leng in the form of a land. It really protects against decks trying to target our hands to disrupt combo pieces or remove our hate bears. The constant wheel effects found in Nekusar, the Mindrazer decks are nullified simply out of our land drop.
    • Best Against: Combo, Control, Stax

    • Peacekeeper: This is especially harmful to creature based and token decks. 1W during out upkeep prevents creature, flying, trample, double strike or anything else, doesn't matter. Peacekeeper protects our life total and it is a creature for reanimation purposes.
    • Best Against: Aggro, Tokens, Reanimator, Voltron

    • Sanctum Prelate: This is the missing piece of a creature-heavy deck that focuses on punishing decks that don't rely creatures. But the big question still lingers: Is Sanctum Prelate really Chalice of the Void that can hold a sword? Firstly, Prelate only deals in the realm of non-creature spells. This lets us play around it in particular, the same way we play around Gaddock Teeg. It gets Recursion with our package. However Chalice of the Void is an artifact, and is better geared at shutting down decks in Legacy and Vintage. What separates them is that Sanctum Prelate for 1WW you simply choose a number, instead of needed the required mana to pay for xx. The ability to just choose an integer reduces the mana intensity by a degree that makes it highly playable. Also, Chalice of the Void counters the spell, Sanctum Prelate, like Nevermore, prevents it from being cast at all. All of that adds up to a complete victory and a necessary inclusion. Checks all of the boxes. This is best against every type of deck.
    • Best Against: Aggro, Combo, Control, Lifegain, Pillowfort, Ramp, Reanimator, Stax, Storm, Tokens, Toolbox/Blink, Voltron

    • Scavenging Ooze: Anti-Graveyard all-star Scavenging Ooze makes its long awaited appearance instead of Night Soil, Necrogenesis, Withered Wretch or Nezumi Graverobber. The Ooze is very good, but not overpowered, tech we're looking to include in our meta. The G activation cost keeps us honest, makes us carefully consider when to activate it and how much mana to leave open. Withered Wretch is the better version of this effect as it has a 1 activation cost. The lifegain on Scavenging Ooze is minimal, the fact that it grows can be extremely helpful.
    • Best Against: Reanimator, Storm


      Finisher and great sword holder
    • Sigarda, Host of Herons: Totally blanks Cataclysm. Tells Butcher of Malakir and Grave Pact to take a hike. Smokestack? More like Do-nothing-stack! The anthology of Hate Bears is so vast that generally speaking; Something exists for what ails you. Sacrifice is entering the format more and more often as a way to get around Hexproof/Shroud and Indestructibility. Many cards are selected over more efficient versions because of the Sacrifice clause. This is piece for building a wall between us and our opponents ability to answer us.
    • Best Against: Control, Stax

    • Spirit of the Labyrinth: Having problems with Azami, Lady of Scrolls drawing their entire deck before casting Laboratory Maniac for the easy win? These cards are designed to stop that. Really, any deck that is drawing far more than their fair share of cards *cough*Consecrated Sphinx*cough*. I implore anyone, beg in fact, please consider using these cards in your deck before "banning" any cards from your play group. It is so easy to be reactionary and ban things, but just being able to answer them effectively gets them looking elsewhere for options. Meta gaming is part of playing Magic, I think house banning deprives players of an aspect of that they're meant to experience.
    • Best Against: Aggro, Combo, Control, Pillowfort, Ramp, Stax, Storm, Toolbox/Blink



      Welcome to my house.
      Baby, pay the tax now.
    • Aura of Silence: This card was in the 99 for a very, very long time. The ability to Disenchant later as goes on is great. It also really slows down any decks trying suit up their commander with a million enchantments. For those concerned by a relative inability to counteract Voltron commanders this takes away their efficient Auras. I don't think it's that oppressive and can be included in any W deck, even if you aren't going to build around it.
    • Best Against: Control, Lifegain, Pillowfort, Ramp, Stax, Voltron

    • Leonin Arbiter: Arbiter is a stronger effect than Aven Mindcensor but the drawback is it gives your opponents the option. Giving your opponents an option is generally not good because based on the situation any opponent can pick what benefits them the most. But 2 is not a trivial amount of mana. On the positive side it requires mana to pay for it (instead of Life).
    • Option Against: Combo, Reanimator, Stax

    • Sphere of Resistance: This just taxes everything right off the bat. Unlike Thalia, Guardian of Thraben/Vryn Wingmare this just taxes everything large or small. This added value means that in the earliest phases of everyone is pushed back 1 turn - and as goes long it starts to mean less but is still annoying. That makes this card valuable against all strategies really, everyone uses mana to cast spells so lets tax it. In combination with our other mana increasers we get a nice board stall going for awhile until we can find our finishers.
    • Best Against: Aggro, Combo, Control, Pillowfort, Ramp, Stax, Storm, Toolbox/Blink, Volton

    • Thalia, Guardian of Thraben / Vryn Wingmare / Thorn of Amethyst: Taxing opponents is very good at early portions of . It is difficult to justify the mana expense when you cannot. The problem with taxing is ultimately it doesn't STOP them from casting anything. Is it super important for them to resolve? Well they will pay it. We're really punishing decks that hope to resolve multiple spells per turn to Storm kill you or Combo into a total victory. I do like how these creatures only effect non-creature spells so it does not hurt us as greatly, and all but Thorn of Amethyst can attack.
    • Best Against: Combo, Control, Storm, Tokens, Toolbox/Blink, Voltron



      Balancing the meta: The savior incarnate.
    • Abrupt Decay: Auto-include in just about any Hate deck if you're in a semi-competitive meta like mine. It hits most major threats in the format (Food Chain), it has a reasonable cost, and it can't be countered. Given that 2 new decks have been entered into my meta, and that both of them run counters - Abrupt Decay is a necessary and often looked upon as a group savior.

    • Anguished Unmaking: This card has also permeated my WB builds. It is an instant speed version of Vindicate sans lands. The fact that it does not hit lands is arguable made up for in the fact that it is instant speed. Unlike Vindicate it also exiles. Since this was spoiled in Shadows of Innistrad I knew it would be valued monetarily and simply brilliant in Commander. I do prefer it to Return to Dust because of the flexibility. While hitting 2 targets would be nice, hitting creatures or planeswalkers is the added value. It is clear I have assigned a high value on this card and see it as being an important piece of technology. These cards are lumped together because they represent similar versions of the same effect. Hitting lands does give an edge to Vindicate if I was up against the wall and 1 card had to go.

    • Caustic Caterpillar: So many infinite combos start and end with some kind of broken Artifact or Enchantment. Up and down this list I've preached the importance of stopping infinite combos your opponents might have in an effort to well...actually win a game. I found a list of common 2 card infinite combos that will work with opponents Commanders. Azami, Lady of Scrolls and Mind Over Matter, Sharuum the Hegemon and Intuition, Arcum Dagsson and Rings of Brighthearth, Hanna, Ship’s Navigator and Mindslaver, Teferi, Mage of Zhalfir and Knowledge Pool, Prossh, Skyraider of Kher and Food Chain, Narset, Enlightened Master and Proteus Staff, Jarad, Golgari Lich Lord and Phyrexian Devourer, Niv-Mizzet, the Firemind and Curiosity, Mikaeus, the Unhallowed and Triskelion. Notice as you look at this list you see Artifacts and Enchantments as catalysts for plenty of combos. Caustic Caterpillar will stop those combos dead in their tracks by removing the pieces that make them work. It gets around Torpor Orb and Hushwing Gryff, which gives it an advantage over Reclamation Sage. It's a creature, so we can recur it and tutor for it easily, which gives it an edge over Nature's Claim. There's also the fact that it's a sacrifice effect, which can be important in a deck with Meren of Clan Nel Toth and Athreos, God of Passage, who want creatures to die.
    • Best Against: Combo , Control, Lifegain, Pillowfort, Ramp, Stax, Toolbox/Blink, Voltron

    • Living Death: When paired with our general Anafenza, the Foremost this can be a one-sided affair. Living Death also serves an interaction with Eternal Witness and a sac outlet. It's drawbacks are negated by Hushwing Gryff or a timely Containment Priest. Those little interactions actually put Living Death beyond the threshold of cute card interactions to desirable card interactions. There are several situations where Living Death may be bad, but usually forced sacrifice is preferable to destroy and less desirable than exile. It is cheap and as stated previously, can be manipulated for our benefit.

    • Maelstrom Pulse: This is our protection from tokens insurance policy. To be completely honest, one of the reasons I converted this from Mono-W Linvala, Keeper of Silence to WBG Anafenza, the Foremost is because of this card. I absolutely love it. Sorcery speed hurts it somewhat but we're getting a Severe the Bloodlines that hits practically anything. The elegance of playing Maelstrom Pulse along side Vindicate is why I play Abzan. This also doubles as a hate card.
    • Best Against: Aggro, Tokens

    • Path to Exile / Swords to Plowshares: I lumped these two efficient removal spells together because they've been talked about in my Oloro deck tech and eventually my Roon deck tech. When the deck size restriction begins to manifest itself, slowly the more narrow cards begin to disappear. Those decisions all start with Path to Exile and Swords to Plowshares as auto-includes and trickle down. W instant speed removal that exiles threats is just too good to pass up. Maybe targeted removal in Commander isn't the best, but we're not talking about either of these cards. If you only run 2 targeted removal spells in white, these are them.


    • Hidden gem for bears decks.
    • Retribution of the Meek: Wrath effects and sweeper spells are very, very useful tools for controlling boards and making sure that one player doesn’t get out of hand. A typical Commander game will have a few terrifying monsters that need to be killed. Retribution in this deck is beneficial because we run so many low power creatures for incremental advantage. The only time this really backfires is when Elesh Norn, Grand Cenobite is on the battlefield because she buffs them into range of being blown up, and she's over 4 power. If you think of it as being a sweeper like Wrath of God she wouldn't survive it anyway.
    • Recommended by Honor Basquiat.
      Best Against: Aggro, Tokens

    • Toxic Deluge: The ability to destroy Indestructible or Hexproof/Shroud creatures, no matter how large or numerous, for 3 cmc is very above the curve. It's better than mostly all of its contemporaries in the mana cost department. This scales like nothing else in the sense that it can be a hail mary at the end of , or a tailor made board wipe you drop right before a finish.
    • Best Against: Aggro, Tokens



      True Combo enabler.
    • Demonic Tutor: With tutors we are trading card advantage for card selection. We are trading 1 card for another card. Being able to find the cards we want to based entirely on when it is equitable for us to do so is desirable. Despite the regular charges of ruining the "intent" of the format being a 99-card card random and "chaotic" we're not actually violating those principles exactly. What removing tutors does is actually just let every game be based on when cards go live. Having no control of our own destiny or ability to answer opponents means that we're nothing but helpless onlookers to powerful top decks that our opponents or us have no responsibility in creating. Tutors are as important as playing free creatures or stomping someones lights out as part of the gears that allow to work. Cutting out a necessary comeback function or a way to win is just that, cutting something out.

    • Eldritch Evolution: This is a "modern" version of Natural Order that is superior in some ways because it can fetch any color creature. While it may not change your Birds of Paradise into a Woodfall Primus, it does allow added flexibility over something like Birthing Pod which can only get you the X+1, Eldritch Evolution can get you X+2 or less. Putting it onto the battlefield is huge, especially in creature heavy decks. One downside I see overlooked often is the exile Eldritch Evolution. Recursion is a powerful tool, and being able to reuse it is important part of the format. But converting Gaddock Teeg into a Linvala, Keeper of Silence in order to stick Living Plane (because Gaddock Teeg prevents casting it) for the win. Super powerful tutor that turns Arbor Elf and co. into more oppressive tax or hate pieces. Recommended by uberlegen.


    • "True power is achieved through blood and sweat
      ...But mostly blood.
    • Vampiric Tutor / Worldly Tutor / Imperial Seal: With our Instant Speed tutors finally coming in here we've completed the cycle of the best tutors. These can be used on our opponents endstep to find what we're going to get on our draw step. These are the fastest tutors in and have plenty of practical purposes. Vampiric Tutor can find equipment, our enchantment/artifact hate bears or recursion engine, very often Phyrexian Arena to begin drawing extra cards. They are very important tools to running such a tightly monitored hate machine. Imperial Seal is the worst of the lot because it is sorcery speed.

    • Stoneforge Mystic: Death and Taxes stalwart Stoneforge Mystic is a equipment dynamo able to not only find the equipment, but cheat it's mana cost. We have less reasons to care about the 2nd ability as it makes swords 1 less which may be desirable but not the true reason we're running it. It primarily functions as a tutor that can hold a sword. Since we're not running Batterskull we're really missing out on the 1Wt flash in a blocker trick. Edit: Due to the edition of so many Tax pieces, her activated ability is extremely helpful to keep equipment costs down.

    • Survival of the Fittest: The key to all tool box decks. Survival is fast and powerful tutor for a deck with lots of Recursion. The ability to find the pieces we want, whenever we want, for card parity is a tool we need to employ aggressively. Also remember that the card you pitch to Survival of the Fittest should be, on-average, worse than the card you're trying to find with it. A good way to identify weak cards is to take notice of what you're throwing away often and what types of cards you're trying to find.




    • Synergies well with our lil guys.
    • Athreos, God of Passage: The first thing that springs to mind here is Wrath protection. Against non-control decks the trigger acts like pseudo-Vigilance by allowing you to replay the creature. If your opponent has a blocker, Athreos allows you to continue forcing damage through even if some of your creatures suicide. This deck has many low power creatures with hate abilities, Athreos allows you to get those back. We play enough lands and mana dorks to recast many of these creatures. The downside of Athreos' mandatory trigger. My reanimation engines can lose a lot of their power when my dead creatures keep ending up in my hand.

    • Eternal Witness: Regrowth on a 2/1 that can hold a sword and receive buffs from Cathars' Crusade is soemthing we're looking for. It creates a fun interaction with Living Death and makes our important answers like Nature's Claim available to us once more. Although it isn't exactly a hate bear and generally just "good stuff" it is not a dead draw at any point and will routinely get us back the best thing of our choice when the time is right, no restrictions on targets.

    • Immortal Servitude: This gives us much needed recursion for our low CMC Hate Bears. Return to the Ranks eventually turns out to cost more mana overall, and only hits 2 CMC creatures. I think Immortal Servitude because it hits multiple tiers of converted mana cost, and has hybrid mana costs to make it a touch easier to deal with. Our creatures are incredibly weak to boardwipes and our creatures are most often not able to stand up to combat. Breathing a second life into them is imperative.


    • Synergies with Skullclamp
    • Meren of Clan Nel Toth: This slots into our deck perfectly by becoming a recursion machine which outclasses Karador and Sheoldred, possibly Deadbridge Chant. This actually makes Mazirek, Kraul Death Priest more compelling by opening it up to having us care about sacrificing creatures because we will be bringing them back. It is not difficult to imagine making Meren grant all of our creatures recursion and is in most ways more powerful than Karador. A 3/4 body for 4 isn't bad at all. We're always looking for a recursion engine and Meren cares about whenever another creature we control dies, and experience counters cannot be tampered with.

    • Teshar, Ancestor's Apostle:


    • Synergies with Skullclamp
    • Sword of Light and Shadow: Protection from white and from black is the real prize here, but the triggered effect for combat damage is not something to underestimate. Being able to return 1 creature card from our graveyard to our hand combined with our evasive army of flying creatures of all types keeps us fully stocked with answers at all times. By carefully manipulating which of our creatures holds the sword during our opponents turn we're better positioned to abuse it's effects.

    • Volrath's Stronghold: Value Town is a theoretical place where you are able to put a creature card from our graveyard and put it on top of our library. From the land spot this is an insanely useful ability to have for a deck that runs Skullclamp. In conjunction with steady card draw like Dark Confidant and Phyrexian Arena we keep the engines going.

    • Yawgmoth's Will: Value. All day. It's the best way to recur a bunch of things late game and with such low mana cost in the deck we can play a lot of creatures off it. It acts as Eternal Witness 2 and Immortal Servitude-lite. Yawgmoth's Win has a reputation in combo decks, but it's also simply one of the great recursion cards that is splashable in any deck playing black.


    • Arbor Elf / Avacyn's Pilgrim / Elves of Deep Shadow / Elvish Mystic / Fyndhorn Elves / Llanowar Elves: Mana dorks serve many purposes from being Skullclamp fodder, fast mana, chump blockers, sword holders and receiver +1/+1 counters from Anafenza, the Foremost just for tapping (when she attacks). Overall I prefer going with creature-based ramp because one of the goals of the deck is to swing out and win.

    • Birds of Paradise: Tapping for any color and flying isn't something that should be overlooked. It can hold swords and even finish under Linvala, Keeper of Silence + Living Plane. Birds is also a piece of Magic history, from the first appearance in Alpha to EDH today, it is splended such fine a creature exists.

    • Bloom Tender: Amongst mana dorks there is a point of attrition when basically tapping for W on turn 20 isn't exactly a killer plan, but Bloom Tender can tap for WBG which is a pretty serious amount, enough to cast almost every spell in the deck, whereas an Elvish Mystic or something is sort of book keeping.

    • Carpet of Flowers: When formulating a list of good mana dorks you plateau at a certain point. In other words, after exhausting every possible beneficial mana dork I came to the conclusion of basically: Creatures better than Birds of Paradise do not exist. So why make a huge deal about my 6th mana dork? I'm running absolutely every single good one, so the difference between our 6th Mana Dork is the same for our future 7th, and 8th and 9th. In steps: Carpet of Flowers, worth running even if it only generates one mana per main phase, because it is basically giving us any colored mana and for cheap, and can be explosive later in . Having an outlet for the mana become more of a problem, which is a good problem.


    • The Death in Deathblade.
    • Deathrite Shaman: More graveyard hate than mana dork it does have a major edge over mana rocks. You cannot replay mana rocks with our recursion package and they can still activated abilities under Linvala, Keeper of Silence. It is great as a way to exploit our opponents graveyards to feed our own purposes and acts as a hoser. It can ping around some damage, gain a wee bit of life and generate some mana. It just does so much in such a tiny package.

    • Sword of Feast and Famine: Protection from black and from green and Whenever equipped creature deals combat damage to a player, that player discards a card and you untap all lands you control. combine for an explosive turns where we can tap out, attack with a flying creature, and be ready on subsequent turns with available mana. This is the sword to run if you are intending on running any piece of equipment at all.







      The most fearsome creature in our Meta
    • Dark Confidant: In a toss up between Confidant and Dark Tutelage. Not only do I have multiple ways of dealing with him if our life total gets low and only Dragonlord Dromoka and Elesh Norn, Grand Cenobite really hurt us. He can wear a sword and suicide and with the recursion package be brought back. With 1/3rd of the deck being lands it means 33% of the time we take no damage and filter a land. Ancient Craving, Ambition's Cost and Promise of Power fill a role in a more spell recursion package, and Eternal Witness can go a long way because it's a creature, but overall harder to make happen. I've always wanted a deck that could run Dark Confidant in Commander and he's a beast when paired with Sensei's Divining Top.

    • Elesh Norn, Grand Cenobite: I knew one day I would have to write about Elesh Norn, and I didn't know if I would take a super analytical approach or just leave it up to the intuitions of my audience. She really has nothing to hide. All of her abilities are printed clear as day and we know what her purpose is. We've probably been seeing her hit the table since 2012, and that is unlikely to end any time soon.

    • Lightning Greaves: I don't really prefer the Shroud to the Hexproof on its younger sibling. The 1 activation cost to equip on Swiftfoot Boots is a none starter. While we are running other pieces of equipment that target, we can expect to gain the benefit of shifting this effortlessly between creatures after suiting them up. It is most annoying when Dack Fayden steals it and goes to town on us with it. We don't have many targeted abilities so we're pretty safe to run this without having to incur the additional costs of Swiftfoot Boots.


    • Forcing our opponents to play a dangerous game.
    • Living Plane: The choice to include the Living Plane lock wasn't as entirely straight forward as it may seem. Yes with Linvala, Keeper of Silence on the battlefield, our opponents cannot activate their mana abilities. That is a tough headlock to get out of. With Elesh Norn, Grand Cenobite their lands die and mine can swing in for the kill. But Living Plane is more than that. It makes board sweepers bad for everyone. It adds parity to the board state by introducing M.A.D (Mutually Assured Destruction). Being soft to wipes is a problem our deck has, this basically acts like a Karmic Justice that can also be a win condition. Kormus Bell has a more favorable mana cost, but only punishes Swamps, so needing the extra piece (Urborg, Tomb of Yawgmoth) muddles the combo up.

    • Phyrexian Arena: This is almost always my first Tutor target. It doesn't require any special conditions, activation costs or any rely on any other cards to be effective. You simply just drop it onto the battlefield and start drawing cards during the upkeep. One extra card is a sizable advantage, unfortunately it does not serve a dual role in the deck (neither a sac engine nor a token generator) which is a slight negative against it.

    • Sensei's Divining Top: Incredibly resilient and a great way to smooth out draws. Sensei's Top benefits greatly from multiple shuffling effects as the first time you "spin the top" you're looking at three unknown cards, and then moving the two you don't want lower in the pile. Every subsequent time you spin, you're paying 1 to technically only see one new card each time. We have only a couple of ways to shuffle including Fetchlands and Survival of the Fittest but that alone just adds to the value produced by The Top.


    • Most powerful draw spell ever.
    • Skullclamp: If you have access to more cards than your opponent, you can do more things, and are therefore more likely to win. That is a simple explaination of Card Advantage. Skullclamp gives us access to a huge number of cards with a low mana investment. It slots right into the deck and doesn't have to be built around. It makes most of our Mana Dorks and Hatebears read " 1: Draw two cards. "

    • Sword of Fire and Ice: The real winner here is protection from R and from U. Drawing a card is pleasant, even dealing 2 damage to the face or a creature is good. We really wanted to round out our equipment suite by hitting all 5 colors in the greatest way possible. The alternative for protection from blue is Sword of Body and Mind which mills 10 cards and poops out a token. By doing that we double up on protection from G and no R. Which leaves us dropping either Sword of Feast and Famine (BG) or Sword of Light and Shadow (WB) for Sword of War and Peace (RW). This was a no-go in my opinion because practically the only reason to run swords in the first place is to use Feast and Famine and Light and Shadow. Fear not, Fire and Ice is a great option even thought it is overshadowed by its contemporaries.

    • Tymna the Weaver: Overall, I think Tymna packs easy card advantage and low cost to make her one of the best partner commanders. Cards like Coastal Piracy are good if you're leaning on creatures/tokens with evasion and therefore needs to be built around. I am not a huge fan of cards that only do things when we deal combat damage, I need to play cards that progress the board and not incentivize creating enemies. It's my personal preferred play style, so I lean more on cards that trigger during phases or when things enter the battlefield. Quite frankly this deck needs far more ways to draw cards then it needs other things at the moment. Drawing cards is crucial when using a bunch of small creatures that are largely disposable, and it plays to our go-wide strategy it's worth a slot in the deck until something better comes along.



      The "no downside" Lands
    • Bayou / Savannah / Scrubland: Dual lands with no downsides are something Wizards WILL NOT do again. There is a strict policy, and rightfully so, against printing duals that are better than basics. When Richard Garfield invented he could not have had any idea how problematic these lands would become in the future. There are no downsides to running these. They enter untapped and have basic land types. rules currently support no better version of dual lands. These wouldn't be made today, and they'll never be reprinted. Now lets put them in context of Commander. Are they going to break a deck? No. It is the definition of indulgence given the price tag. What will they do? They make your mana better, they won't decrease in value and they're a piece of Magic: the Gathering history.

    • Brushland / Caves of Koilos: Pain Lands are about the last acceptable Dual Lands for Commander. They create C and cost 1 life per mana use. If I had to rank all of the lands it would be #1 - Fetch Lands. #2 - ABUR Lands. #3 - Shock Lands. #4 - Filter Lands. #5 - Check Lands. #6 - Pain Lands. Last is Scry Lands. In later stages of , tapping for C isn't bad at all, and if you ABSOLUTELY need W or G we can get it. They almost make you want to take the drawback of a tapped Scry Land since it is temporary and lasts the rest of . Or even playing a Fast Land.

    • Command Tower: I think this card is a mistake, and that is why every deck plays it. It is just too good, too soon. If Wizards could go back I think they would not have designed such a mind numbing auto-include. It just does everything. Enters untapped, taps for 5 colors, only usable in this format. I do like how it gives players at all different budget levels access to powerful mana fixing since the ABUR lands are so out of reach. I am typically against such powerful cards being printed. I think part of deck building involves playing and testing and weighing the pros and cons between which lands to include, cards too. Reflecting Pool vs. Exotic Orchard, City of Brass vs. Grand Coliseum. Command Tower really doesn't give us many options....play it. If you run 2+ colors include it. It doesn't have a drawback (if you consider not being fetchable a draw back, but 90% of the lands in have that "drawback".)

    • Exotic Orchard / Reflecting Pool: In terms of the numerous multi-color lands on offer, I find Reflecting Pool to be among the greatest, with Exotic Orchard coming up behind. With Command Tower on the battlefield? It is a Command Tower. It doesn't enter tapped, doesn't require the payment of life to activate and doesn't utilize counters. Sure there are some narrow instances where it purely does nothing, but those a so minuet they're not worth considering for all of the upside that is present.


    • Converting mana into our most needed color.
    • Fetid Heath / Wooded Bastion: Playing Filter Lands allow us to convert any colored mana into whatever combination of 2 color mana we want. We're mostly playing these because of the WW. The deck is very mana symbol intensive and we need to be able to convert it whenever possible. Even turning an abundance of W into GG or BB. It also enters the battlefield untapped and generates C at all times without damage. It is a definitive mana fixer.

    • Godless Shrine / Overgrown Tomb / Temple Garden: The Shock Lands must be included in nearly every multi color build. They're about $10 a piece. In a format with 40 life, taking 6 total points of damage from these will not likely be the cause of death, but it could be the difference between winning. We need so many colored mana sources that the 2 life lost is a small price to pay to unlock more cards. The can be found with fetch lands. For whatever it is worth, they're just as good as ABUR Lands, cost 1/15th of the price and it is just 1 land - I would focus on upgrading some of the other aspects of the deck before investing heavily in lands.

    • Isolated Chapel / Sunpetal Grove / Woodland Cemetery: 52% of the Lands in this deck (19 of 36) have a Basic Land type. So odds are if we've got a land in hand, that land will also turn on these Check Lands. So we've got better than a coin toss chance that these enter the battlefield untapped, and once we've got one untapped we likely turn on the others when we happen to draw them. Worst case scenario? It's a Guildgate. They're WAY better than the #HaveLands. Doing a quick Hypergeometric probability calculation we've got a 27% chance of turning them on if we see 20 cards from the deck. Very low, even if they do have Basic Land types.

    • Mana Confluence: Sometimes you have to be able to cast your spells, at any cost. If 1 life is keeping you from winning then you aren't going to win. Being that having 5 colors available to 1 land is insane, there must be an additional drawback, in this instance we have Mana Confluence and City of Brass. Mana Confluence is subtly better in the sense that if Rishadan Port taps it you do not lose life, but that's about the only difference. The 5-color options have been exhausted so we've gotta look towards the bottom end of available options. Things like Cavern of Souls, Unclaimed Territory and Rupture Spire are not playable due to them being tied to Tribes.


    • The best lands you can have.
    • Marsh Flats / Verdant Catacombs / Windswept Heath: I have fetchlands ranked first in terms of lands I think are best in the format. I even rank them above ABUR lands. They fix mana and are virtually always going to be good. The idea of deck thinning is negligible, but there is so much for them to find that it becomes completely worth it to run them. Fixing mana, or finding the extra color you need to cast spells in hand is worth the 1 life. Finding Shock Lands and ABUR Lands is great too. If you spend any money to break the budget, getting Fetchlands is the key. You can play 9 out of 10 of them in a 3-color deck anyways, some of the enemy colored ones are expensive. Being on-color is beneficial, but playing these at all is a must.

    • Nephalia Academy: See Hate Cards.

    • Sandsteppe Citadel: Having access to WBG is always good, but we do not want to include too many of these cards. There is a close race between this and Murmuring Bosk. Bosk has a basic land type (Forest) but always damages us for using the other colors. Both are guaranteed to come into the battlefield tapped. While Bosk is fetchable, it doesn't make it worth the added dangers. Forest is fetchable too and doesn't damage us for using it. Since we've consigned ourselves to playing a land that enters tapped, Sandsteppe Citadel is the better option in my opinion.

    • Sungrass Prairie: This gives us a redundant copy of Selesnya Signet, and that converts C mana into GW. The mana base and choice of mana rocks all conspire to keep the colored mana symbols coming with minimal slow down. Cards like this and Fetid Heath and Orzhov Signet create a network of mana altering and figuring out what to leave tapped or untapped, or what you might need, ect ect. It can get complicated, but it is also necessary. I love the ability to tap lands that don't generate any colored mana and convert it to gas.



    • These are optional includes for your personal Meta. They serve different functions than I am looking for in mine. I have the luxury of defining my own meta, but that does not mean things are static. All of these cards here are in my MAYBE board. Since we as a playgroup vote on what is included, and what isn't often times as many as 2-3 maybe board cards cycle in depending on what else was voted in. If you have a playgroup that is severally warped around a certain deck or strategy (mainly Stax/Resource denial) then these can fill in some of the holes that less useful cards are blocking. The reason we're looking for creatures instead of Enchantments is the ways we have to recur them, and their ability to deal damage by holding Swords.


    • Crowded out by better choices.
    • Abzan Charm: Exile target creature with power 3 or greater. the sort of Commander approved version of Abrupt Decay/Smite the Monstrous. It gains exile which is always something we look for when selecting cards. Many of the cards we care about in the format are indeed above 3 power. You draw two cards and you lose 2 life. We're always looking to draw cards whenever possible. The flexibility of Abzan Charm to be able to cycle for 2 cards is a fantastic mode that will always be useful to us. Distribute two +1/+1 counters among one or two target creatures. This is obviously the least useful mode on this card, but it is not as though it is useless. It can in a pinch save Kitchen Finks for one more go with Greater Good. Modal cards are difficult to judge completely because so many of the modes just make sense. When we're picking our 99 being able to choose 3 weaker effects stapled together creates one very compelling option.

    • Aegis of the Gods / Leyline of Sanctity: There are a multitude of reasons one would not want to be a legal target of spells or abilities. Maybe single target isn't prevalent in Commander, it does exist on enough popular cards and win conditions (like Blood Artist) to be worth running at least one of the Hexproof effects (Aegis of the Gods is another option).
    • Best Against: Combo, Control, Mill, Storm, Toolbox/Blink

    • Arcane Lighthouse: This is a really effective way to deal with the universally uninteractive mechanic Shroud/Hexproof. Hating on decks using these cards is vital. Indeed board wipes being the most popular form of removal in makes these creatures slightly easier to deal with due to its proliferation between many, many decks. It has been deemed by me worthy enough to worry about, especially with Voltron commanders, specifically the Infect versions.
    • Best Against: Any deck using Shroud/Hexproof, Aggro, Voltron


      Good, but not the best anti-wipe tech
    • Asceticism: This extends a fair bit of survivability to our creatures. Giving them Hexproof and being able to regenerate them for 1G. Targeted removal isn't in everyones meta, it happens to be all over mine. It does at least make it slightly more difficult to answer our creatures, but board wipes still cut their way through it, and many have anti-regenerate clauses because for whatever reason Wizards absolutely hosed regenerate on nearly every destroy spell for years and years.
    • Best Against: Control, Pillowfort, Stax, Toolbox/Blink

    • Angel of Jubilation: Is among the greatest answers to Prossh, Skyraider of Kher or combo decks that create Infinite Persist creatures. Your opponents are unable to activate their sacrifice outlets, which destroys any engine working on that. Hermit Druid combo is ruined because they cannot use Dread Return. They can kill Angel of Jubilation with Targeted removal, or just the counter spell suite they have to protect their combos, but if this can stick then they're ruined. My problem is basically this is harder to cast, it just simply doesn't come down early enough, and is probably worse than Containment Priest and Hallowed Moonlight. If you need redudancy in those spells than Angel is an easy include.
    • Option Against: Combo, Reanimator, Stax, Toolbox/Blink


      What are we really trying to do with this one?
    • Anowon, the Ruin Sage / Call to the Grave / Magus of the Abyss / The Abyss: While on the surface these appear to be great cards to include, but lets go a little deeper. We're only removing 1 non-vampire/artifact/zombie creature per upkeep. We're not playing our own vampire/artifact/zombie creatures, so playing this has us warping our deck around them. How are we stopping Token decks? How are we stopping cards cast after their upkeep? The simple answer is we aren't exactly. This spot is bettter served for a Board wipe rather than this.
    • Option Against: Aggro, Lifegain, Reanimator, Tokens, Toolbox/Blink, Voltron

    • Blind Obedience / Imposing Sovereign / Kismet / Loxodon Gatekeeper: Kismet effects are not, and never have, been my favorites. It creates tempo, yes, and that slows down degenerate artifact combo decks that count on their pieces. If those are a problem for you than by all means jam as many of these as you can into the deck! They aren't for me and not worth running even for the tempo increase. Commander games can be long and grueling. Being able to force opponents Lands to come into play tapped is alluring, use your own digression to include these cards. They do reliably slow down haste creatures.
    • Option Against: Combo (Artifact based), Ramp

    • Blood Seeker / Suture Priest: For those really looking to punish Token and Blink decks need to look no further than this low costed tandem of destroyers. The reason I am not running them in my list is because Commander has a 100 card limit, and I feel (for the time being) that my card selection is the best it can be at this very moment. These cards are also complete wiffs when drawn late in . They also throw up a big red flag that says "kill this thing now". Since they're lacking flash it prevents them from "getting" your opponent.
    • Best Against: Aggro, Tokens, Toolbox/Blink


      When your lands double as hosers.
    • Bojuka Bog: Practically uncounterable (Stifle, Voidslime and Trickbind do exist) and once it has used it's effect it basically is just a Swamp. Once they can do something about it, it is already too late. It may be narrow in it's approach, it does enter the battlefield tapped, and it does only tap for B. The flexibility allows it to function as a mana source for those occasions we aren't facing Graveyard based strategies. I am always trying to include flexible cards in an attempt to "optimize" my builds, I want things that pull double duty. the draw back of coming into play tapped is not ideal, but when can you really find a mana source that also hates graveyards? The graveyard hate is very uncreative in terms of compelling cards. You either play Leyline, Rest in Peace or Nihil Spellbomb.
    • Best Against: Combo, Reanimator

    • Bygone Bishop / Tireless Tracker: Before the printing of Bygone Bishop, Mentor of the Meek was for it's money one of the best draw engines for white based decks. Clue Stones are overall better because you can crack them when you want, whenever you've got excess mana or wanna keep the shields up. Mentor requires you pay the 1 when that creature enters the battlefield. More restrictive, but cheaper in the long run. Bishop only triggers when you cast a creature spell, so no drawing off blinking creatures unfortunately. The stats by themselves make it bigger than Mentor of the Meek and has flying. It creates a different line of play: You can cast cards on-curve without holding up mana, opponents can't respond by casting a kill spell or countering it to prevent the trigger from happening, and 3CMC or less covers most every power 2 or less except it also gets around any anthem effect that would buff a creature out of Mentor of the Meek territory. Everything that is true about Tireless Tracker is true here. 24 creatures trigger Bishop vs. 20 that trigger Mentor. Tireless Tracker also has the potential to grow quite large and be a viable finisher (even though the possibility is remote) it helps keep cards in hand, even though it is basically just Landfall without the keyword. Keeping Lands valuable in later portions of is something lots of decks have trouble with - and being able to activate them whenever you need more gas is great.

    • Chains of Mephistopheles / Spirit of the Labyrinth: Having problems with Azami, Lady of Scrolls drawing their entire deck before casting Laboratory Maniac for the easy win? These cards are designed to stop that. Really, any deck that is drawing far more than their fair share of cards *cough*Consecrated Sphinx*cough*. I am not a fan of these cards, not proactive enough for me. But I implore anyone, beg in fact, please consider using these cards in your deck before "banning" any cards from your play group. It is so easy to be reactionary and ban things, but just being able to answer them effectively gets them looking elsewhere for options. Meta gaming is part of playing Magic, I think house banning deprives players of an aspect of that they're meant to experience.
    • Option Against: Aggro, Combo, Control, Pillowfort, Ramp, Stax, Storm, Toolbox/Blink

    • Chromatic Lantern: This allows us to turn off our brains from all the complex and careful mana tapping math we've been trying to get perfect because our deck is so hungry for mana symbols. This instantly fixes every land so nothing is ever out of reach. This is an important not just because it reduces pilot error but also to open up the full potential of each and every card. 3 is really nothing to pay for such a luxury and itself taps for mana.


    • Future proof removal.
    • Council's Judgment: Conspiracy ushered in one of the finest mechanics for multiplayer interaction ever, and the top of the mark is Council's Judgment. It exiles. It chooses, not targets. It can hit more than one target. It will never blow up in our face, because it excludes our permanents. It may be sorcery speed and not allow us to immediately disrupt a combo piece, it is the cream of the crop for removal. It is an enduring removal spell that will still be good 20 years from now. No matter how hard they push creatures, save for cannot be exiled being a thing, will render including Council's Judgment obsolete.

    • Dosan the Falling Leaf / City of Solitude / Hall of Gemstone : Nemesis of Prophet and Teferi. 1GG is cheap enough and protects our creatures from instant speed removal and end step Vampiric Tutor. Being that Dosan is a creature, it makes it more susceptible to board wipes and removal. City of Solitude is a stronger option for those who must have this effect. The way this deck is built currently we have a focused on creature recursion, and protection swords. It is really a double edged sword in the sense that you'll be helpless to flash in creatures or remove permanents on your opponents turns. This will allow them to just go off unless you can Sacrifice it in time.
    • Best Against: Aggro, Combo, Control, Lifegain, Ramp, Storm, Tokens, Toolbox/Blink, Voltron

    • Elspeth, Sun's Champion: +1: Put three 1/1 white Soldier creature tokens onto the battlefield. This ability would be useful to provide sac fodder for Skullclamp or Evolutionary Leap. They provide expendable pressure and hold swords. -3: Destroy all creatures with power 4 or greater. Elspeth may cost slightly more than our average board wipe but those cards hit 2/* hate bears. We really enjoy this card for it's ability to switch roles seamlessly between win condition and control measure. -7: You get an emblem with "Creatures you control get +2/+2 and have flying." This is a bit of a pipe dream but does help us nonetheless. The +2/+2 boosts our creatures so we can net positive card advantage from Greater Good. The emblem cannot be dealt with so it makes our hate bears permanently stronger and grants them evasion.


    • Good anti-lifegain tech.
    • Erebos, God of the Dead: We've all seen those Oloro, Ageless Ascetic decks that run Sanguine Bond + Exquisite Blood right? How about Selvala, Explorer Returned? How about that one that plays Viscera Seer + , Kin-Tree Spirit and Kitchen Finks? The Theros Gods are notoriously difficult to get rid of, and Erebos annuls life gain strategies. One of the real reasons to include this is because Greed is stapled onto it.
    • Option Against: Lifegain

    • Fracturing Gust: Instant speed sweepers are rare to come by, this one is all upside and relatively low CMC. While we do run a lot of enchantments and artifacts ourselves, Stax runs so many that we can't even play if we don't get rid of them. Prossh wins pretty easily with only 1 or 2 enchantments. The life gain is only a slight upside. Calming Verse will protect our valuable enchantments at the cost of being sorcery speed and having to tap out to do it.
    • Best Against: Lifegain, Pillowfort, Stax, Voltron

    • Freyalise, Llanowar's Fury / Garruk Wildspeaker: She ramps, she's removal, and she's card draw. Really she symbolizes what Commander is all about. She can make it to her {-6} after only two turns of using her first ability - super helpful Elf Druids. A Planeswalker providing mana ramp and threat removal at the same time is something that our deck has been looking for. Garruk Wildspeaker is without a doubt the most versatile Garruks and I've had better results with him compared to other Green walkers. The tokens are strong enough to block most utility creatures. The extra mana is really helpful, although we'd truly benefit from untapping Gaea's Cradle, Nykthos, Shrine to Nyx or Cabal Coffers, but 2 lands nonetheless. He also packs a game finishing Overrun.

    • Gaea's Herald / Prowling Serpopard: Green creature based decks now have more tools at their disposal. In a meta full of U counterspells these creature a suite (along with Carpet of Flowers) that takes them off their gameplan and punishes them for playing permission.
    • Best Against: Control

    • Ghostly Prison: This is especially harmful to creature based and token decks. 2 per attacking creature, flying, trample, double strike or anything else, doesn't matter. Ghostly Prison protects our life total and pushes attacks towards our opponents.
    • Best Against: Aggro, Tokens, Reanimator, Voltron

    • Grim Haruspex: with introducing a ton of small Dorks and Skullclamp we now have a lot more sacrificing going on, and with that a new toy. Athreos turns sac fodder into Bolts, triggering Meren of Clan Nel Toth. Grim Haruspex benefits more from a deck that goes infinite with sacrifice, but helps give some upside to board wipes to refuel. Being able to cast it for 3 incase our mana isn't perfect yet, but it is splashable anyway so that is a corner benefit.


    • The definitive Graveyard hater.
    • Ground Seal / Leyline of the Void / Rest in Peace / Samurai of the Pale Curtain / Dryad Militant : The void is an incredible answer to degenerate graveyard decks. The answer is almost too powerful, which is why I don't play it. Sedris vs. Nekusar plays out of the graveyard and can't really answer this card effectively, and it's a huge punishment to those decks for basically doing nothing wrong. Additionally, we're guilty as charged by trying to play out of our graveyards, this hoses us incidentally. Really Anafenza,the Foremost is our Graveyard hate, and if we were going to add something it would be Samurai of the Pale Curtain because it is a creature - but cards in hand and on the stack are not "permanents" until they hit the battlefield. Ground Seal cantrips, which is nice for those times you're not playing against Reanimator. Dryad Militant hoses instants and sorceries so it could be a huge boon if it hits tables early.
    • Option Against: Anyone playing out of their Graveyard, Reanimator.

    • Hokori, Dust Drinker: Our ultimate problem with Hokori is our not being able to control it's effect. We can't play landless, and it hurts us far too much. Blink decks can control Hokori so it doesn't hurt them during their turns. Stax decks prefer playing this type of game, and we have little reason to want to help them. Even certain Storm decks have such a low mana curve that they could ultimately not care about this restriction until the find an answer.
    • Option Against: Aggro, Combo, Control, Lifegain, Pillowfort, Ramp, Reanimator, Tokens, Voltron

    • Karador, Ghost Chieftain: Because Karador, Ghost Chieftain costs 1 mana less to cast for each creature card in your graveyard, the longer goes the more powerful Karador, Ghost Chieftain becomes. Survival of the Fittest feeds it, boardwipes feed it. Taking advantage of Enters the Battlefield creatures like Eternal Witness and Stoneforge Mystic and having such a low curve to begin with allows a Karador to have a very impactful effect. It can also double as our Commander in those times you'd rather have permanent access to a recursion engine as opposed to Anafenza, the Foremost.

    • Kataki, War's Wage: THE MOST PLAYED CARD IN COMMANDER and a number of other mana rocks run rampant in Commander. We make it so they have to spend the mana upfront to keep their mana rocks alive. For example: Under Kataki, War's Wage Sol Ring taps for a virtual 1. Thran Dynamo a virtual 2 and so on and so forth. We're making them spend mana so they can use their mana rocks to make more mana. That all equals nonsense. Yhe problem is mostly this is brutally effective in super far metas that use mana rocks, and low land counts.
    • Best Against: Just about anyone playing Artifacts, Pillowfort, Ramp, Storm

    • Magus of the Tabernacle: This is for taxing tokens and token base decks. I will not beat around the bush though, I hate this card. Spending countless nights and energy figuring out what exactly we should be running instead. Taxing effects are fine, taxing effects that cost mana are preferred to life (since we all start with 40 life). Magus only taxes during their upkeep - so if they put out a crap ton of tokens the turn before it is effective. With Anger in the bin this doesn't do anything to prevent them from swining. Even worse is a Prossh deck that uses Coat of Arms could potentially have gigantic tokens worth saving and some worth sacrificing. As it stands, I believe this is the best version of any anti-Token tech: Lightmine Field can be worked around, so instead they can send 4 6/6's instead of 6. Elesh Norn, Grand Cenobite, Illness in the Ranks, Massacre Wurm, Night of Soul's Betrayal, Virulent Plague all lose effectiveness as our opponents play more anthem effects. Same as Bile Blight, Drown in Sorrow and Echoing Decay. We have the perfect answer in Hallowed Moonlight but that effect doesn't exist on any other cards (Containment Priest is non-tokens). Maybe I'm making too a big of a deal about it, but we're running few board sweepers and can easily be blown out by tokens if we cannot respond at instant speed.
    • Best Against: Aggro, Lifegain, Ramp, Tokens, Toolbox/Blink

    • Mentor of the Meek: Before the printing of Tireless Tracker, this was for it's money one of the best draw engines for white based decks. Clue Stones are overall better because you can crack them when you want, whenever you've got excess mana or wanna keep the shields up. Mentor requires you pay the 1 when that creature enters the battlefield. More restrictive, but cheaper in the long run. But the comparison ends there because Mentor deals in the realm of creatures, and Tracker Landfall. 20 creatures in the deck trigger Mentor of the Meek.


    • Modal Justice
    • Merciless Eviction: Choose one - OK. Exile all artifacts. Yeah, I'll take that. Exile all creatures. Seriously? Yeah, yeah that one. Exile all enchantments. Is this a joke? Of course! The choice is obvious! Exile all planeswalkers. Ok, the joke is over. What is the next mode? Win ? Merciless Eviction packs 4 powerful modes into 1 single card. All 4 of these modes are indeed desirable based on the situation at hand. This is also a hate card that flexibly fills whatever role you need it to.
    • Best Against: Aggro, Combo, Control, Lifegain, Pillowfort, Ramp (Artifact based), Reanimator, Stax, Tokens, Toolbox/Blink, Voltron

    • Nevermore / Phyrexian Revoker: The definitive answer to that ONE card you cannot manage to beat. This works amazingly against Prossh decks that rely so heavily on casting their commander. Enchantments are difficult to deal with for 3 out of the 5 colors, basically impossible for red, this can be a savior. Too narrow for my tastes. Revoker on the other hand is more susceptible to all but Black removal.
    • Option Against: Aggro, Combo, Control, Lifegain, Pillowfort, Ramp, Reanimator, Stax, Storm, Tokens, Toolbox/Blink, Voltron

    • Null Rod / Cursed Totem: These cards all help place Azami, Lady of Scrolls on the "pay no mind" list. What they also do is effect EVERYONE. Our deck wants to play activated abilities, and sometimes of creatures we control. Linvala, Keeper of Silence only cares about Creatures, but it is our opponents creatures. If you simply cannot beat Azami or Roon of the Hidden Realm you cannot include these cards quickly enough.
    • Option Against: Aggro, Combo, Reanimator, Toolbox/Blink, Voltron


      Ob Nixilis, Smasher of Faces
    • Ob Nixilis, Unshackled: Mr. Nixilis is routinely in flux in this version of my deck. He is a finisher and a tutor hoser all in one. . I always look to include this, especially if I'm tilting a bit from losing to a Tutor combo. The punishment for searching your library is real, 10 life is 1/4 of a Commander decks starting life total and it only cares about our opponents. In this revised version of the deck the importance off his contributions have been a bit overshadowed.
    • Best Against: Combo, Ramp, Reanimator, Storm, Toolbox/Blink.

    • Planar Birth / Sacred Ground / Terra Eternal : Those of you terrified of Mass Land Destruction fret not! Being in white and green give us plenty of options against the Stax decks that move to deny our mana. Warping our deck around including these cards blanks our opponents entirely.
    • Option Against: Stax

    • Stony Silence: Mostly every deck in Commander/EDH uses some kind of artifact: Artifact Lands, Artifact acceleration, Equipment, and creatures. Preventing them from doing anything is the type of hate we're talking about. Very few discussions about hate cards do not include Stony Silence near the top of the list. Does it hurt our strategy? Kinda. It hurts our 3 equipment cards, but we get all of our mana acceleration from Mana Dorks, even though they're slower they can play around Suppression Field and Stony Silence.
    • Best Against: Aggro, Combo, Control, Pillowfort, Ramp, Stax, Storm, Toolbox/Blink


      Removing the degeneracy from many combos
    • Suppression Field: This is a particularly strong piece because it prevents far more things than Damping Matrix. While Damping Matrix is a hard "no", Suppression Field comes down a turn earlier and affects all activated abilities, including fetchlands, not just Artifacts and creatures. Also consider that some of the best activated abilities in the format don't cost any mana - and that's the whole reason to play them: Altar of Dementia, Ashnod's Altar, Attrition, Carrion Feeder, Dimir House Guard, Greater Good, Phyrexian Altar, Sadistic Hypnotist and Visera Seer. It also turns off Rings of Brighthearth and Basalt Monolith combo amongst others, like abusing Deadeye Navigator.
    • Best Against: Combo, Control, Storm, Toolbox/Blink

    • Sun Titan: I've just simply tired of Sun Titan, for reasons of vanity, I've been playing with it for 7+ years. I'm upset it costs 4WW, but it just recurs so much and has Vigilance. Triggers twice in 1 turn with Lightning Greaves. It gets every single land back as well as: Aven Mindcensor, Containment Priest, Eidolon of Rhetoric, Ethersworn Canonist, Gaddock Teeg, Grand Abolisher, Hushwing Gryff, Leonin Arbiter, Sanctum Prelate, Scavenging Ooze, Spirit of the Labyrinth, Stony Silence, Aura of Silence, Peacekeeper, Ghostly Prison, Vampire Hexmage, Sphere of Resistance, Damping Sphere, Thalia, Guardian of Thraben, Thorn of Amethyst, Vryn Wingmare, Stoneforge Mystic, Survival of the Fittest, Athreos, God of Passage, Eternal Witness, Sword of Light and Shadow, Avacyn's Pilgrim, Birds of Paradise, Bloom Tender, Deathrite Shaman, Shaman of Forgotten Ways, Sword of Feast and Famine, Dark Confidant, Lightning Greaves, Phyrexian Arena, Sword of Fire and Ice, Sensei's Divining Top and Tireless Tracker. What an exhaustive list, would be easier to name the 7 or 8 cards he won't put back on the battlefield.

    • Thief of Blood / Æther Snap / Vampire Hexmage: These cards devastate planeswalkers, awakens Marit Lage and tons more. This is also a hate card! Look it hoses counters, and we all know how much Wizards has been pushing counters in recent years (Evolve, Scavenge, Unleash, Tribute, Heroic, Monstrous, Outlast, Megamorph, ect.) and even in this set alone the amount of things that produce counters. Going forward I think it is going to be extremely necessary to be able to destroy these counters and decks that rely on them. Commander 2016 brought on a new, fearsome, widely played commander named Atraxa, Praetors' Voice. In metas filled with this beast, running Thief of Blood or Æther Snap is a blowout. Running hexmage as kind of like an uncounterable Planeswalkers killer that can sacrifice to trigger Athreos, God of Passage and Meren of Clan Nel Toth. Having a toughness of 1 means Skullclamp works just great, and if she's buffed from Elesh Norn, Grand Cenobite. Hexmage can sacrifice herself for cards.

    • Trinisphere: A somewhat confusing card but remember that it basically makes most strategies bad due to their reliance on cheap and efficient cards. Of all the Taxing pieces I'm using, this is the most experimental. While it does hurt cheap spells badly, they're not the most common type of spells played in the format. In cutthroat metas and fast combo environments, 3 might come down 1 turn too late, but will hurt greatly once it does hit the battlefield. It is fringe playable and could be cut for more different taxing in the future.

    • Vish Kal, Blood Arbiter: This card can do it's fair share of heavy lifting. It is important for me to make sure that each and every selection serves a dual role in the deck. With 99 cards every single spot has to be maximized, which brings us to Vish Kal. This serves the function first and foremost as a sacrifice outlet to enable a persist combo but also as targeted removal for indestructible creatures. The most interesting part of the card is that it is always a 5/5 lifelink flier. Very capable of an alpha strike or staying back on defense just the same.








    Hate Bears in Magic are usually Wx disruptive/resource-denial strategy. plan is place our opponents into a board position where they can't successfully play their win conditions, and then we win with our cards. Multiplayer games have a tendency to be much larger and difficult to manage with Hate Bears compared to other formats (like Legacy: Death and Taxes). Because of the multiplayer aspect we must expand our reach with these creatures. When piloted well, Hate Bears can often beat many types of both fair and unfair decks; its use of flexible disruptive cards gives us the ability to attack multiple opposing game plans. This is going to be taxing on your threat assessment skills. All Commanders can be problematic, plan against the most difficult. People talk a lot about "kill on sight" Commanders, but you can't kill everything on sight.

    When playing this deck it is important to understand our role in at hand. Commander has a political sub-game that happens when alliances are formed and broken. It is a feature of the format and one that makes it endearing to so many. As s deck we're expected to fun police, but we also want to win. Knowing the deck list by heart is extremely important because you don't want to run Hallowed Moonlight into a Counterspell with Talrand, Sky Summoner on the battlefield and no decent follow-up play. The better strategy is to stick a Eidolon of Rhetoric then try the Hallowed Moonlight angle. The more the deck is played the more you realize people are playing around you too, we can use this to our advantage as we start to fine tune the list.



    The main advantages of the deck are:
    • Our cards are good in many matchups. Gaddock Teeg almost always does something oppressive, practically every deck has something that's weakened by Aven Mindcensor, and our ability to deny Enter the Battlefield Effects and Artifact/Enchantment win conditions.
    • Our disruption doubles as board presence and offensive pressure. Even though they may look small, and each player in Commander has 40 life, those 2/* creatures add up quickly. They're also so cheap that we can keep recurring them and leave mana open for flash creatures. A suite of Swords to add resiliency and advantages for attacking with creatures.
    • We have a lot of action in this deck. A very low curve and a bunch of creatures that DO stuff helps make all of our draws better. The list can be tailored so that we have an abundance of redundant effects that can answer a problem deck card for card in order to win.
    The main disadvantages of the deck are:
    • Difficulty. This is not a deck that occasional Commander players can pick up and have success with. Playing the wrong disruptive card, tapping out for a sword, or misusing spot removal can all spell disaster for us. You want to have solid familiarity with as many other archetypes as possible, in order to know how best to attack them. Winning with the deck requires an understanding not only of the disruption options it has available, but also of plans of each of the decks you'll see around the table.
    • Board Wipes hurt. It could be said of many decks, but especially ours. Board Sweepers are the most commonly played removal in Commander. Getting 1-for-6'd isn't optimal, we're trying our best to generate advantages with our creatures so when we lose them we got value. Teshar, Ancestor's Apostle and Athreos, God of Passage to survive devastation. Being the format it is, most decks are effected equally by board wipes and therefore are mostly all weakened by having to use them. We cannot panic during these moments or get upset.
    • Dependence on colored mana. Abzan is hungry for mana symbols. W appears on around 50% of these cards. Double mana symbols, colored activation costs and everything in between. Tapping our lands correctly is such an important aspect to piloting this deck that sometimes failure to do so can mean we could just outright lose. Our sequencing abilities must be nearly perfect or we risk losing a lot of what we worked hard to build. Also it is very important to not give away the information about what is in our hand. Planning many, many turns and rotations ahead while leaving up the correct mana for the correct sequence is a very grueling aspect of running this deck properly.



    Our opening hand is very much subjective in this list compared to my others. You really want an opening hand based around who you are playing. Our good matchups are combo decks, but not so much so that we couldn't be blown out. Against Combo we're looking for things low on our curve that restrict speed: Eidolon of Rhetoric or Ethersworn Canonist or a bunch of fast mana dorks. As we see, those cards plus Gaddock Teeg and Grand Abolisher work against Control. Your opening hand should be crafted around your biggest weakness. There is an old adage that states "no use playing around a blowout if it was going to blow you out anyway". Your opponents should also be thinking of it like that also, do not overestimate your opponents abilities, or overestimate your own. If your meta has a turn 3 combo deck, aggressively mulligan to find your hate cards. A great opening hand consists of (3) Lands: Marsh Flats, Plains, Temple Garden and (4) Hate Cards geared toward which decks you're facing: Gaddock Teeg, Hallowed Moonlight and Grand Abolisher.

    Below is a couple of real draws I captured and analyzed for what types of opening hands I would keep. They're real scenarios so I don't have any influence or knowledge of what I'll draw next. Due to the length and sometimes wild swings of Commander - your draws aren't terrifyingly important but should not be ignored. You can Playtest the deck here.





















    Early game is around turns 1-6. This is the potion of where we really want to start slowing things down for our opponents. At this point we should have good knowledge of what they're on. We want to expend the maximum amount of resources here to stabilize. Stabilizing here makes it easier for us to finish. In this small band of creatures are enough answers for nearly every creature or spell based archetype. Sure some narrow hosers are in this deck, you can't account for EVERYTHING, but you can sure get close.

    3 CMC and less



    This constitutes turns 6-11. About this phase you should be looking to lock up the rest of . We want to be getting some of our lost souls back with Teshar, Ancestor's Apostle, targeting others win conditions and generally just playing our game. In all the time I've been playing this deck the Mid-Game has been more generous to me. With Wordly Tutor, Demonic Tutor and Vampiric Tutor rocking and rolling, we're bound to have some sort of engine on line at this point. Outright winning from this position is difficult, but we're building an army here.

    • These pieces should be all we need to secure a win, and they're helpful on their own. Try to keep to keep some reactive cards in hand incase some of the more mid-range decks start getting their game plans going.
    • There is no "oops all creatures" in this deck, it is basically staying the course. With that being said, things can and do go sideways at this portion of . The good news is we have some mid-range drops and spells of our own. Check in with the Alternative Options if you're struggling.



    When we reach the Late Phase of we're hopefully playing lock down Magic. We're smacking people with Sigarda, Host of Herons and there is nothing they can do to stop us! Yep, things are really going bad for them huh? You'd almost feel bad if it weren't such a difficult and trying journey to get here. I want to use this section to talk a little bit about our finishers.

    • No list is perfect, some cards are bad draws at this point. Hopefully we've got enough hate to have finished strong.
    • Dragonlord Dromoka is a battle cruiser capable of inflicting some real damage. She can also put herself in front of some nasty, nasty fliers
    • Sigarda, Host of Herons is an evasive flier that can hold a sword.
    • Elesh Norn, Grand Cenobite makes all of our hate bears more powerful, while practically destroying most tokens and most little guys. Elesh Norn herself is more of a general than a fighter, but having Vigilance is amazing, it means she's never tapped out on our off turns.


    Sub ArrowSome tips and tricks to look for when playing the deck include:
    1. The main combo that everyone knows is Living Plane + Linvala, Keeper of Silence/Elesh Norn, Grand Cenobite.
    2. Anafenza’s last ability cares only what the card would be in the zone it’s moving from, not what it would be in the graveyard. For example, if a land card you control becomes a creature due to Living Plane and then dies, the land card will be exiled. But if a creature card with bestow is an Aura when it would be put into the graveyard, it ends up in the graveyard.
    3. If the nonland permanent becomes an illegal target, Anguished Unmaking is countered. You won’t lose 3 life.
    4. You are a creature’s owner if the card representing it began in your deck, or if it’s a token that entered the battlefield under your control.
    5. Aven Mindcensor’s search works exactly the same as normal except that the opponent doing the searching sees only the top four cards of that library. He or she can’t look at the other cards in that library at all. Cards not in the top four cards of the library can’t be found in the search, even if they’re identifiable in some manner.
    6. If Containment Priest enters the battlefield without being cast, it won’t exile itself. If Containment Priest enters the battlefield at the same time as other creatures, its ability won’t affect those creatures.
    7. Containment Priest and Hallowed Moonlight stop Sneak Attack, Show and Tell, Natural Order, Green Sun's Zenith, Reanimate, Dread Return, Æther Vial, Dryad Arbor, Birthing Pod, Daretti, Scrap Savant, Vengevine, Tezzeret the Seeker (Artifact Creatures), Loyal Retainers among plenty of other things.
    8. Eidolon of Rhetoric will look at the entire turn to see if a player has cast a spell yet that turn, even if Eidolon of Rhetoric wasn’t on the battlefield when that spell was cast. Specifically, you can’t cast Eidolon of Rhetoric and then cast another spell that turn.
    9. A creature’s converted mana cost is determined solely by the mana symbols printed in its upper right corner (unless that creature is the back face of a double-faced card, a melded card, or is copying something else; see below). If the mana cost includes x, X is considered to be 0. If it’s a single-faced card with no mana symbols in its upper right corner (because it’s an animated land, for example), its converted mana cost is 0. Ignore any alternative costs or additional costs (such as kicker) paid when the creature was cast.
    10. A token that isn’t a copy of another permanent has a converted mana cost of 0. A token that is a copy or a creature that has become a copy of another permanent has the converted mana cost of what it’s copying.
    11. The converted mana cost of a permanent that’s a double-faced card with its back face up is the converted mana cost of its front face. The converted mana cost of a melded permanent is the sum of the converted mana costs of its front faces. A creature that’s a copy of either has a converted mana cost of 0.
    12. If a card in a library has x in its mana cost, X is considered to be 0. If you find such a card this way, you won’t have an opportunity to spend mana on x.
    13. Ethersworn Canonist counts all nonartifact spells that are cast, even those that are countered.
    14. Exotic Orchard and Reflecting Pool checks the effects of all mana-producing abilities of lands your opponents control, but it doesn’t check their costs. For example, Vivid Crag has the ability “ t, Remove a charge counter from Vivid Crag: Add one mana of any color to your mana pool.” If an opponent//you control Vivid Crag and you control Exotic Orchard//Reflecting Pool, you can add any color of mana. It doesn’t matter whether Vivid Crag has a charge counter on it, and it doesn’t matter whether it’s untapped.
    15. If one half of a split card has a converted mana cost of 3 or less and doesn’t have an x in its mana cost, Gaddock Teeg lets you cast that half.
    16. Grand Abolisher doesn’t stop your opponents from activating abilities of artifact, creature, or enchantment cards in zones other than the battlefield (like cycling abilities, for example). Grand Abolisher doesn’t affect triggered abilities or static abilities.
    17. After Hallowed Moonlight resolves, if a creature token would be put onto the battlefield, it’s put into exile instead and then ceases to exist. Creature tokens are never cast, even if the spell that created them was.
    18. Living Death can becomes a one sided boardwipe with on the battlefield, as she can exile creatures and deny them fuel.
    19. Sigarda, Host of Herons if a spell or ability an opponent controls instructs you to perform an action unless you sacrifice a permanent (as Ogre Marauder does), you can't choose to sacrifice a permanent. You must perform the action. On the other hand, if a spell or ability an opponent controls instructs you to sacrifice a permanent unless you perform an action (as Rishadan Brigand does), you can choose whether or not to perform the action. If you don't perform the action, nothing happens, since you can't sacrifice any permanents.
    20. Lands don’t have a subtype just because they can produce mana of the corresponding color. Fortified Village / Sunpetal Grove itself is neither a Forest nor a Plains, even though it produces green and white mana, so you can’t reveal one to satisfy the ability of the other.
    21. If you draw a card, and then Spirit of the Labyrinth enters the battlefield, you won’t be able to draw more cards that turn.
    22. If an effect says “You may search your library . . . If you do, shuffle your library,” and you haven’t paid 2 , you can’t choose to search, so you won’t shuffle.
    23. If an effect says “Search your library . . . Then shuffle your library,” and you haven’t paid 2 , the search effect fails, but you will still have to shuffle.
    24. If a player pays 2 , that enables only him or her to ignore Leonin Arbiter’s effect that turn. Each other player is still affected by it.
    25. Living Death can becomes a one sided boardwipe with Anafenza on the battlefield, as she can exile creatures and deny them fuel.
    26. Triggered abilities use the word “when,” “whenever,” or “at.” They’re often written as “[Trigger condition], [effect].” Hushwing Gryff / Tocatli Honor Guard cares about Trigger abilities. It is important to familiarize yourself with the differences.
    27. Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keywords are activated abilities and will have colons in their reminder texts. Linvala, Keeper of Silence. Suppression Field and Stony Silence care about Activated abilities. It is important to familiarize yourself with the differences.
    28. A noncreature permanent that turns into a creature is subject to the “summoning sickness” rule: It can only attack, and its t abilities can only be activated, if its controller has continuously controlled that permanent since the beginning of his or her most recent turn.
    29. When determining a spell’s total cost, effects that increase the cost are applied before effects that reduce the cost. Abilities that affect the total cost of each noncreature spell, it doesn’t change that spell’s mana cost or converted mana cost.
    Some of these may be really obvious for the more experienced players, but if you have any good tips I missed give me a shout and I'll add it in.







    • Dragons of Tarkir is when I first started assembling this deck. This set has a special meaning so I felt it necessary to go back in time and review this set in hindsight. While it closer to the blockbuster that was Magic Origins than the current bust Battle for Zendikar is (at this early date), it was still a good set overall. This deck started as a white mana Linvala deck and morphed into what it is today because of Dragons of Tarkir.


    • Bolstergeist
    • Yellow Check , Kin-Tree Spirit: She is a very efficient source of +1/+1 counters. Her casting cost is cheap and she is an Anafenza! She is an upgrade over Melira, Sylvok Outcast for enabling and abusing persist. She also has the ability to strengthen my weak Hate Bears when the combo isn't set up. Bolstergeist is a godsend for removing dead weight, narrow, and basically useless Melira (unless you're facing an Infect deck, then she is a great hoser) and has a triggered ability that does not cost any mana.

    • Yellow Check Collected Company: This can put out 2 creatures with CMC 3 or less onto the battlefield at INSTANT SPEED! That is unbelievable. A whopping 74% of the creatures in this deck are below 3 CMC. I guess what prevents me from playing Collected Company is a lack of play testing and desire. Most decks would be unable or unwilling to play this card, but it plays to our strengths. I like this more than Woodland Bellower for all the shenanigans it can create due to it being Instant speed.

    • Den Protector: The lack of a enters the battlefield trigger keeps him in the shadow of his older sister. Regrowth effects are good none the less, and for some decks this type of powerful recursion is needed. You could do worse than Den Protector, but not before you consider Eternal Witness, Regrowth and Obzedat's Aid.


    • The most fearsome of Hatelords
    • Check Dragonlord Dromoka: Redundancy can be the name of sometimes in Commander. A beefy version of Grand Abolisher and Dosan, it is good against a counter heavy meta. City of Solitude and Hall of Gemstone are viable options as well. This escapes the problems of allowing your opponents to go off unanswered.

    • Hedonist's Trove: In this format, 99% of decks out there are trying to use their graveyard to some effect. The problem has always seemed to be that their aren't many elegant graveyard hosers. The best ones simply just exile their graveyard, and you get no bonus. Nihil Spellbomb has the decency to draw you a card for black mana , but even that isn't awe inspiring. Hedonist's Trove is a haters paradise, it is a completely controllable graveyard hoser that does something awesome and new. Problem is, as you could guess, the mana cost. Boy is that steep. Hopefully Wizards of the Coast borrows heavily from this card and in the future produces a more playable version.

    • Profound Journey: Like Obzedat's Aid it has the flexibility of bringing back more than just creatures. The rebound is a nice touch also. It really is not that bad considering. As explained earlier, so many decks play out of their graveyards. The converted mana cost is high, but you are getting something for that, a repeatable reanimator for decks that play a lot of permanents.

    • Magic Origins brings a plethora of hate cards into the open arms of Anafenza, the Foremost. With so many options, where does one begin? Well still to this day many of these cards are options for inclusion. This set was plenty generous to , so I have decided to go back in time and write a review for it.


    • One of the strongest forces in this deck.
    • Yellow Check Evolutionary Leap: Evolutionary Leap can double as a Sac engine in a pinch, and can trigger off tokens. Also it converts boardwipes, Bloodghast and chump blocks into more creatures. It ensures that a deck can grind against any table packing 10-15 removal spells. I was fortunate enough to snag a Pre-release stamped version of the card. It took a little bit for folks to warm up to this card. I am more than pleased with the results. Comparing it to Survival of the Fittest is wrong, they do different things.

    • Archangel of Tithes: We get a Ghostly Prison and War Cadence. Decks that are more dedicated to building a pillowfort might want this card. Triple white mana is also a concern for sure. I have passed on it for the above reasions - I don't need it. When this rotates it might become cheaper for those budget players out there, until then it doesn't warrant the price tag currently.

    • Elemental Bond: This does trigger off our Kitchen Finks/Puppeteer Clique infinite combo, but unfortunately it makes you draw a card. You can easily deck yourself by going to town while this is on the battlefield. I am going to stick to running Greater Good as a sacrifice Engine also. Harmonize, Garruk, Primal Hunter or Life's Legacy are likely better targets also.


    • Containment Priest that is controllable and cycles.
    • Check Hallowed Moonlight: Commander prides itself on being able to cheat creatures into play: reanimate them with Sedris, the Traitor King, cheat them into play using Kaalia of the Vast, or the staples like Bribery/Rite of Replication. Tooth and Nail, Roon of the Hidden Realm, Sneak Attack so on and so forth. Because cards like this are so common, and the format is really warped around them resolving, I think this card is almost always going to be worth running. It costs only 2 mana, so it isn't a strain to keep it up. Worst case scenario it cycles. The hardest part is actually finding room for it in my deck. It doesn't hold a sword like Containment Priest but Priest doesn't stop Kiki-Jiki, Mirror Breaker due to its non-token clause.

    • Check Vryn Wingmare: A flying Thalia, Guardian of Thraben, it can hold a sword. The problem with not including it currently is that I don't really have a deck to hose with it. It does set back Zedruu Voltron which is the most non-creature deck in the meta,, but I think it is probably worse than Aura of Silence at punishing Prossh and Zedruu. The Wingmare certainly remains on my list of potential includes based on future degeneracy.

    • Yellow Check Woodland Bellower: Bellower is a large body tutor that pulls Deathrite Shaman, Scavenging Ooze, Eternal Witness and Kitchen Finks out of my library and puts them directly onto the battlefield. It is value. I waffle on including this card often, but I just sort of feel like this isn't the deck for it and the non-legendary clause really misses some key targets in the deck. Collected Company just hits far more in my opinion, and that too isn't in the deck.




    • I want to start by saying I don't think Battle for Zendikar is a very good set for this deck. I am not a fan of Landfall or Rally in a deck that can't reliably do either. This isn't a land deck that cares about ramping into big creatures, so the Eldrazi are mostly all excluded. Also restricted are narrow combat tricks or cards that are well...worse than other cards in my deck. I had originally set out to review 10 cards from this set as my inaugural set review, and as reading further will show - I came up short. With such a rigid deck built on hating out other decks, very little room is left available for 'cute' stuff that I generally enjoy playing. My other decks in the meta will be getting their own set reviews shortly, but as of this writing NO NEW CARDS FROM BATTLE FOR ZENDIKAR will be in this deck.


    • A powerfull ALLY, get it? Ally..of Zendikar
    • Gideon, Ally of Zendikar: The new version of Gideon (like many of these cards) looks great in other decks. I don't make Tokens anymore, I don't want to spend a card for an anthem effect exactly (although it'd be nice) and although many decks can use a 5/5 indestructible beater - I don't see the importance. You might be wondering "but you play Elspeth, Sun's Champion". She also acts as a board wipe as well as Skullclamp fodder. There is barely room in the deck for 1 card that does that, 2 would be impossible.

    • Canopy Vista: These 'tango lands' (#HaveLands) are similar to the Check lands except they have basic land types. They're probably better because of that, but they're not really good for this deck by any means. My 3 on-color fetchlands have 6 targets (ABUR and Shock Lands). These may potentially displace Pain Lands one day, I don't have the other enemy colored set and quite frankly I don't mind that all that much.

    • Mortuary Mire: Probably a worse version of Volrath's Stronghold. I included this card here just to have more cards to talk about. I'm not in love with it, but it does kind of remind me to "find room for Volrath's Stronghold" in my main deck. Recursion spells like this are powerful, especially being uncounterable. Producing black mana is a positive, coming into play tapped is a big draw back.

    • Yellow Check Ob Nixilis Reignited: For around the same mana cost, Ob Nixilis has a better {+1} than Vraska. Ob's {-3} is far more narrow. It is a toss up in this spot, both Ultimate abilities on these planeswalkers are win conditions. It certainly stands to reason that after several weeks of mental anguish and careful consideration that this card may end up in the deck. Drawing cards is insanely potent and I can find room for both Vraska and Mr. Nixilis in time. The real hangup is that I have to think about Ob Nixilis Reignited as a 3BB Draw 1 card, lose 1 life. If I cannot reliably expect him to make it around the table alive than I cannot justify the cost. If I am at a point where I have stabilized? Well I don't need to draw 1 card hopefully.

    • Shambling Vent: The new manlands are much weaker than their older siblings, and this one in particular is probably just worse than Vault of the Archangel in my estimation. To be fair, there is not much they could have done outside of not letting this come into play tapped to make it worth of inclusion. Manlands are always good after board wipes, but again - tight mana restrictions in this deck make them prohibitive.

    • Yellow Check Void Attendant: This creates a 2-card combo with our General Anafenza, the Foremost. It does go infinite provided we generated infinite green mana . While this interaction benefits us as a long as we control , I just don't love it. I guess there are worse ways to win a game. As it stands currently I would need to build around this card to make it effective and I just don't see that happening. The Scion mana rocks would be cool though.

    • Void Winnower: Hey, its a hate card! This one is so cute, I can't even. Ugh. Anyway, if I'm spending 9 mana I'm probably interested in either Iona or Angelic Arbiter for less. It's not that Void Winnower is a bad card, I just don't want to be up near that high of mana. I do expect to see this card appearing in Commander decks around the world very soon, fortunately it dies to mostly all the removal in my deck as it stands now.

    • Oath of the Gatewatch isn't exactly a great expansion for us. The new keywords aren't making it happen and the new Eldrazi aren't tearing it up for us either. At this point and moving forward it is going to be tough to find upgrades and includes because of the nature of the deck. Hatebears cannot be expected to appear in every set and the ones that do aren't always suitable. We do have a couple of interesting cards to highlight, and one in particular that I'm on the fence about. NO NEW CARDS FROM OATH OF THE GATEWATCH will be in this deck.


    • A more restrictive version of Karlov
    • Ayli, Eternal Pilgrim: Colored mana activation costs are a bit of a problem in this deck, or any deck. The exile ability is nice and could come in handy but requires lots of open mana and 10 more life than our starting life total. It isn't impossible but it is not really our gameplan. As a sacrifice Engine the mana cost to activate puts it out of functional reach.

    • Baloth Null: 4BG is probably a lot to spend on a bad/better Pharika's Mender. I am not terribly in love returning creatures to my hand. I just wanted to highlight the multicolored creatures in our colors.

    • Yellow Check Bonds of Mortality: This is a hate card, it cantrips and also removes Indestructibility - something Arcane Lighthouse just cannot do. The colored activation cost is bad so I am not sure how I feel about this just yet. Hosing indestructibility is something that does sound alluring.

    • Kalitas, Traitor of Ghet: Although this could be a great addition and possible replacement for Anafenza, it does say the creature has to die and contains a non-token clause. Anafenza says a creature card put into a graveyard from anywhere, there is a huge difference between them. While it is a hate card it's confusing as to which type of deck this is meant to beat,

    • Mirrorpool: Mirrorpool is a cool card because it does a lot of things as a land. What isn't good about it is that it doesn't produce any colored mana. There may be a place for it, but the high amount of colored mana symbols and relatively low amount of utility lands make Mirrorpool a luxury we cannot afford.

    • Stone Haven Outfitter: This effectively shuts off Skullclamp, a card we do not want to shut off. So this isn't a card we're going to be including. We don't need the effect, and Stoneforge Mystic is the best at it.

    • Thought-Knot Seer: I love this card except for the C activation cost, it is not something we can reliably come up with and we can't blink it for value. It is probably worse than Thoughtseize and even Thoughtseize is limited in a multiplayer enviroment. I like it being attached to a creature.




    • Shadows over Innistrad is a return to the dark plane in turmoil, and gives us cool on-theme artwork and plenty of creepy crawlies to admire, but does it do anything for us? Somewhat, but that "what" is rather suspect. There is a pretty decisive upgrade to be had, and at one time had a record 4 includes.


    • Vindicate it isn't, but we're playing it anyway
    • Check Anguished Unmaking: There is not much to write about this card that isn't apparent. Yes, it's better than Utter End, the 3 life isn't the end of the world. Is it better than Vindicate? Probably not? It all depends. Being able to hit lands adds so much utility to Vindicate - something that the Exile clause is trying to overcome, and being Instant speed comes so close to putting it over. But really, why debate? Just run both. Sorry Utter End

    • Behold the Beyond: Getting to Demonic Tutor 3 times is no laughing matter. I don't even generally have a problem with its mana cost, considering by the time you had 5BB you would wish you had 3 Demonic Tutors in your hand. It has potential to win , if you're a deck that could find 3 pieces to win (like we have to in this deck). I just think that the reason Demonic Tutor, Vampiric Tutor ect ect work so well is the fact that they don't cost 7. There is a case for this in a true combo deck, although I suspect they hope to stick the combo much sooner than turn 8 (7 mana, next turn cast your stuff).

    • Bygone Bishop: This is the second new version of Mentor of the Meek in this set alone. This lets you pay the mana cost to draw cards later. Bishop only triggers when you cast a creature spell, so no drawing off blinking creatures unfortunately. The stats by themselves make it bigger than Mentor of the Meek and has flying. It creates a different line of play: You can cast cards on-curve without holding up mana, opponents can't respond by casting a kill spell or countering it to prevent the trigger from happening, and 3CMC or less covers most every power 2 or less. It also gets around any anthem effect that would buff a creature out of Mentor of the Meek territory.

    • Clip Wings: One-sided Edicts have potential to lead to blowouts, it gets around hexproof, indestructible and all the fancy stuff. The potential is there to destroy their gigantic flying Voltron Commander. While I'm a fan of narrowing the effect to only fliers, it does present the same problems as Innocent Blood and the likes, it allows the opponent to choose. Whenever you give the people across the table from you the option - they always pick whats best for them.

    • Cryptolith Rite: This has kind of been presented as a Chromatic Lantern for creatures or Earthcraft. We don't necessarily run enough creatures to take great advantage of this, but I'm wondering if perhaps a combo exists to take advantage of repeated Enter the Battlefield effects from Kitchen Finks, but granting haste to everything is a bit of a challenge that I don't want to conquer. This is better in token decks, like Prossh.


    • Borin, Bland Nemesis
    • Fortified Village: Having 43 W symbols (50% of all colored mana symbols) means I have to have access to more white mana on an average turn than black. These lands aren't terrible, they have potential to enter untapped as long as you give away a little secret information about what is in our hand.

    • The Gitrog Monster: All hail the Gitrog Monster! This is an engine in it's own right that nets you 1 card a turn at minimum. This is great to build around, as it doesn't care how the land enters the graveyard. That takes advantage of Fetchlands, Life from the Loam or anything else that destroys all lands. Crucible of Worlds makes sure the Gitrog Monster has sustenance forever. Gitrog Monster is such a powerful presence that it begs to be the focus of a deck, and warping mine around it is difficult to imagine.

    • Sigarda, Heron's Grace: Sort of fills the role of Asceticism and Leyline of the Sanctity, but far more squishy as a creature. I have no real love for this version of Sigarda, I hope that others can find a good place for her in perhaps a Token deck or something.

    • Sorin, Grim Nemesis: The new Sorin is not a finisher. The +1 ability is just that, +1 loyalty. Its not likely to hit anything devastating, it's probably better than Ob Nixilis Reignited for 1. I just don't think the +1 will win in a deck with a curve this low, I'm just not seeing it. Sorin's effect is big, and fairly costed - but doesn't make an immediate enough impact to be worth considering.

    • Tireless Tracker: Unlike Mentor of the Meek, it plays around Hushwing Gryff. It also plays around Spirit of the Labyrith by spacing out our ability to draw cards by cracking Clues on opponents turns. Tireless Tracker also has the potential to grow quite large and be a viable finisher (even though the possibility is remote) it helps keep cards in hand, even though it is basically just Landfall without the keyword. Keeping Lands valuable in later portions of is something lots of decks have trouble with - and being able to activate them whenever you need more gas is great.

    • Eldritch Moon is our final set based on the Return to Innistrad. The set is a bizarre mix of interesting things and strange happenings. The big baddie Emrakul has revealed herself and brought some playables along. Let us carefully tread into the night.


    • A wonderful hate card, but hard to get to
    • Campaign of Vengeance: I decided that from now on I'll just review the enemy colored card in my set reviews, and since this deck has 2 enemies it shares BG in common with PROSSHDAQ. So I'll let that deck review Grim Flayer, in order to reduce overlap in having to review similar cards that I won't be playing anyway. So after getting that out of the way Campaign of Vengeance costs too much mana and the effect isn't good.

    • Collected Effort: It takes very little to make Collected Effort a great card. Think about how often you'd tap your worst creature to Destroy target enchantment? Killing a threat and removing an enchantment is just value from 1 card. This will make its rounds in Commander for sure, and this type of flexibility means it could displace 2 such cards that hogging spots currently. As for now? I can't find room for it.

    • Check Eldritch Evolution: This is a "modern" version of Natural Order that is superior in some ways because it can fetch any color creature. While it may not change your Birds of Paradise into a Woodfall Primus, it does allow added flexibility over something like Birthing Pod which can only get you the X+1, Eldritch Evolution can get you X+2 or less. Putting it onto the battlefield is huge, especially in creature heavy decks. One downside I see overlooked often is the exile Eldritch Evolution. Recursion is a powerful tool, and being able to reuse it is important part of the format. So if you asked me if I thought it was better than Green Sun's Zenith i'd be hesistent to say "no".

    • Gisela, the Broken Blade / Bruna, the Fading Light: I love the potential lock down capabilities of Gaddock Teeg and Brisela, Voice of Nightmares, and individually Gisela and Bruna are strong enough to be in the 99 of a deck that benefits Angel tribe or strategies that go-wide. Hate Bears does not benefit from Angels without oppressive abilities, even if they do form one that does.


    • Blast! Another Kismet!
    • Liliana, the Last Hope:
    • Planeswalkers have to be able to do something drastic or protect themselves when they hit the board. Elspeth, Sun's Champion can wipe the board or make 3 blockers. Vraska the Unseen can destroy a permanent, even an opposing Planeswalker. What does Liliana, the Last Hope do for 1BB? If you had a modal card that read: Choose One - Up to one target creature gets -2/-1 until your next turn or Put the top two cards of your library into your graveyard, then you may return a creature card from your graveyard to your hand, would you play that card? She comes with very little starting loyalty, and needs to make it around the entire table before ticking up again. I think she will see play in Standard constructed format, but that is about it.

    • Check Nephalia Academy: This is a bona-fide hate card that helps us. Magic has had a dirge of elegant discard hosers. Cards like Library of Leng and whatnot help everyone and always seem like a total waste of a card in the grand scheme of thngs. While it is a C land at the end of the day, and we need all the W we can get - we can use some anti-Nekusar tech.

    • Sigarda's Aid: While we are no longer the equipment deck of old, this card would have been an obvious auto-include. Being sneaky with equipment and auras creates an entire different angle from which to attack our opponents from making them into combat tricks and reactionary protection (i.e Lightning Greaves) or removal (i.e Song of the Dryads). I don't think it's powerful enough to spawn it's own archetype but is quite a boon for Voltron commanders alike.

    • Splendid Reclamation: This is a quick addition into a meta flush with Mass Land Destruction. It also fits into the Titania, Protector of Argoth, The Gitrog Monster and the like. There is probably a Landfall/Awaken deck dying to get their hands on this. It's a clever reversal on Armageddon.

    • Thalia, Heretic Cathar: Kismet effects (i.e Loxodon Gatekeeper, Blind Obedience) are not very aggressive options in my opinion. While creature versions of the effect can act as damage dealers, they're not very efficient at what they do. If you're going super deep on the resource-denial strategies, Kismet effects along with Winter Orb / Static Orb all work well together. But for me and my needs, i need my cards to do more.


    • The doors to the inventor's fair are open! We are ready to explore the innovation and imagination of the citizens of Kaladesh. The set does not offer much in the way of Hate, but does have many creative things to explore.


    • Dios Mio! Another Kismet!
    • Authority of the Consuls: I'm pretty sick and tired of creating new ways to explain why I don't like these effects. So I'll borrow my review of Thalia, Heretic Cathar from last set: "Kismet effects (i.e Loxodon Gatekeeper, Blind Obedience) are not very aggressive options in my opinion. While creature versions of the effect can act as damage dealers, they're not very efficient at what they do. If you're going super deep on the resource-denial strategies, Kismet effects along with Winter Orb / Static Orb all work well together. But for me and my needs, i need my cards to do more."

    • Cataclysmic Gearhulk: The Gearhulks are great, and this probably has the most impact on the board. Like every board sweeper: We benefits from the fact that we know the effect and our opponents don't. Putting that knowledge to good use is the problem - We don't want to lose our own board to Cataclysm, and we can recur it when we need to, but then we can't do it again. Overall I can't really find a place for it.

    • Demon of Dark Schemes: The concept of an EtB E isn't there yet. I do have a place in my heart for Massacre Wurm, and it only hits our opponents. Having it be symmetrical means we kill our mana dorks and our hatebears. I think this is the type of card that fits better in Sedris vs. Nekusar as it has a little reanimation clause in it too.


    • The most interesting of Kaladesh offerings.
    • Foundry Inspector: A colorless Etherium Sculptor, has a home in a more artifact focused deck. We're relatively light on costly Artifacts and not really in need of creature that doesn't hate out another decks. It's good include in a more artifact heavy build, like perhaps one with mana rocks instead.

    • Yellow Check Kambal, Consul of Allocation: Kambal in my opinion is just a form of taxation similar to Glowrider. He's a creature spell so he avoids taxation, but it doesn’t help that our opponents have complete control over whether or not he triggers. It has a place in a more 'life gain matters' type of deck, but will be in our sideboard for such occasions we need to swap it in.

    • Noxious Gearhulk: Unlike a number of other black creature destruction spells and abilities, this one lets you destroy a black/artifact creature. That alone is worth looking at. Again, we're in W, we have no lack of creature destruction capabilities. For mono-B or Bx decks this is important to look at, and reanimator should be interested as well.

    • Restoration Gearsmith: This is a cool WB of Eternal Witness that I think has been overlooked somewhat. The difficulty including this is that we're WBG - we can play the genuine article. Orzhov decks should consider this for sure.



    • The desert oasis of Amonkhet forges warriors. You have trained your entire life for a chance to face the Trials of the Five Gods and join the elite ranks of the Worthy. Using your strength, speed, and cunning, overcome deadly challenges and rise above the competition to claim an honored place in the Afterlife! Amonkhet provides many boarderline cards, and some that entice a return to an older version of the deck. So far, NO NEW CARDS FROM AMONKHET will be in this deck.

    • Cast Out: Expensive but instant speed removal for nearly everything, with the downside of being removed itself. Not being able to target your own things for shenanigans, with the upside of cycling it away if it isn't helping or you need a card. So, do you need another Banishing light? There is more premium removal available but you can certainly do worse. It will see play in Enchantment based decks.

    • Channeler Initiate: A reverse Devoted Druid that gets stroger. I like Devoted Druid and they're both useful in a Persist deck, or a way to knock off the counters. Devoted Druid goes infinite with Vizier of Remedies, but if you can reset counters they're both the two best 2-drop mana dorks.

    • Yellow Check Dusk // Dawn: It is a less flexible version of Austere Command, with the upside of part Retribution of the Meek and Immortal Servitude. 23/32 benefit from both halves, but I don't know how much better it is than just those spells individually. 9 times out of 10 modal spells are better than individual spells, but flipping this to Dark Confidant pounds us for 9, each mode is expensive with Taxation and its only a lot better than Immortal Servitude in it's cheaper, hits more, doesn't go under Gaddock Teeg and doesn't scale. Retribution of the Meek is better than the "Dusk". I will be playtesting it for sure as a replacement for Immortal Servitude. The first mode is worse than Retribution of the Meek and will be factored in, we are a boarderline weenie deck anyway.

    • Hapatra, Vizier of Poisons: Boy does this new set make me long for the ol' days. So much counter manipulation. The old persist list would go crazy for this as another Abzan Ascendancy.


    • Zombie Tribal Planeswalker.
    • Liliana, Death's Majesty: This Liliana isn't overpowered, and that may be the thing working in her favor. I don't see too many people swinging in and trying to kill her, but who can know? All 3 abilities are relevant and geared towards Zombie decks, but since it comes down turn 5 I will pass, there are better token producers for cheaper in WBG. You've gotta really benefit from putting cards in the graveyard because that is what you'll spend most time doing. Planeswalkers are weaker overall in Commander since you have to protect them from multiple opponents, but Tribal Zombie lists must include her in order to stay on theme and will likely have the means to protect her.

    • Nest of Scarabs: Really solid for a deck using the Persist Loop, and makes a solid case for running Black Sun's Zenith, because why not? It's cheap and efficient, but I don't run enough -1/-1 counters to ever really make use of it. For decks going deep on -1/-1 counter production can get a little army in a box.

    • Oketra's Monument: When originally previewing this card I may have jumped the gun. I saw it was a white ramp card that made dudes with Vigilance! The best keyword in multiplayer is Vigilance (Myriad not withstanding. I've come to a new conclusion and it's that Okretra's Monument is very narrow. The tokens it produces are quite good but it does not overcome the lack of impact.
    1. If you cast one creature a turn, Oketra's Monument is worse than Worn Powerstone.
    2. If you cast two creatures a turn, Oketra's Monument is as good as Worn Powerstone.
    3. If you cast three creatures a turn, Oketra's Monument is better than Worn Powerstone.
    4. If you want to cast a non-W creature, Oketra's Monument is worse than Worn Powerstone.
    5. If you want to cast an artifact creature, Oketra's Monument is worse than Worn Powerstone.
    6. If you want to activate an ability, Oketra's Monument is worse than Worn Powerstone.
    • Prowling Serpopard: Green gets another above curve beater that triggers Bygone Bishop, this time it displaces Gaea's Herald in metas flush with permission. Upgrading your old Great Sable Stag into a Snake Cat seems like a lateral move but getting an unconditional Spellbreaker Behemoth stapled onto it sounds lovely. Definitely include this in a permission rich environment. It is a good replacement for Dosan the Falling Leaf.


    • 1 mana too much, almost a staple.
    • Pyramid of the Pantheon: If you draw it in your opening hand, you still need to set yourself behind by 1 for four turns before you can do anything good. Hot garbage. It is not Gilded Lotus.

    • Yellow Check Scattered Groves: The toast of the town (momentarily) are the "Bicycle" lands. I am not certain I'd ever run this despite it producing W. Coming into play tapped is a big draw back, lands can still be valuable in the late game. Sandsteppe Citadel gives us 100% of our colors so it's worth it and we aren't playing any "land types" matter cards so the subtypes aren't an crucial. Whenever a land Enters the battlefield, Tireless Tracker has a pseudo-cycling. Overall they're likely not going in my deck: we've got better fetch targets and I'll probably always spend the 2 to cycle it. I'd sooner consider Scry lands, a 5-color land or even Murmuring Bosk.

    • Vizier of the Menagerie: Converted Mana Cost: 4. It's the one thing keeping it from ubiquitous, must have green staple. Knowing the top card of your library can be extremely valuable, alongside Sensei's Divining Top, Tutors, fetchlands and other cards that can manipulate the top of your deck. Spending mana as if it were any color fixes everything, makes C producing lands spit out W. It plays around Blood Moon / Back to Basics. It virtually extends our hand and fixes everything while hiding creature on top. It's just the casting cost...if it were 2G it would displace Chromatic Lantern.


    • Driven // Despair: Forcing a defending opponent into a lose-lose scenario is (or should be) part of every Commander decks aims. This rewards go-wide strategies into profitable attacks that also accelerate games and allows for a rematch. It is very reasonably priced and I do one day want to find room for something like this, because I do think it is that good, but it sort of seems situational at times or winmore-y.

    • Hour of Revelation: This is likely the new go-to staple boardwipe card in Commander (besides Toxic Deluge). It displaces Planar Cleansing and hits absolutely every non-land for WWW. That type of card will be played often, and even with the caveat that "... costs 3 less to cast if there are ten or more nonland permanents on the battlefield" it can still be cast turn 3 depending on the number of opponents and how aggressively they commit to the board. I would be compelled to include it if not for the 6 CMC, because Dark Confidant hurts just the same.

    • Overwhelming Splendor: Humility and an improved version of Damping Matrix combine to bring us one costly Curse. . It's too expensive to see play, especially in this deck with Dark Confidant, but it also isn't a colossal enough hay-maker to seriously impact the board. Bitterheart Witch is the sort of budget Academy Rector that would enable a play like this, and may appear in more casual decks.

    • Yellow Check Ramunap Excavator: Crucible of Worlds is a wildly ubiquitous Commander staple that is far outside the reaches of a lot of players due to price, but they've thrown everyone a bone in the form of Ramunap Excavator. In this deck, Magus of the Crucible is arguable better than Crucible of Worlds since it is far easier to tutor up with Survival of the Fittest, Worldly Tutor or Eldritch Evolution. At the time of this writing, I tried desperately to include this in my build but kept running into removing too many good pieces to make it happen to my satisfaction. But work has just begun and can foresee this in my future plans.


    • A Big Mana finisher
    • Scavenger Grounds: This is a difficult one to evaluate simply because we have access to Bojuka Bog. This does not enter the battlefield tapped and produces C. Being colorless allows all decks to hate on graveyard strategies, and being an activated ability has an edge over Bojuka Bog. Overall it's a pretty good card, but I wish there were more playable Deserts to also add to the repeatability and flexibility of this card.

    • Solemnity: This is the most hyped card in the set, and I am of two minds about it. First it breaks Dark Depths wide open, makes sure no 'age' counters ever go on Glacial Chasm, and no poison from Phyrexian Unlife and it also hates on popular commanders like Atraxa, Praetors' Voice. However it blanks Meren of Clan Nel Toth. Also sometimes it is difficult to justify giving my opponents the tools with which to destroy us, but with the exception of Decree of Silence and Mystic Remora it doesn't break too much open and we benefit from it. We needed another wincon, and this one doubles as a hate piece.

    • Torment of Hailfire: Astute readers know, because I say it all the time, that I hate cards that let your opponents choose. Conventionally it is usually always a bad idea. But Torment of Hailfire bucks that trend by being easily one of the best X spells, but it is only great in one specific deck. Big Black mana decks that lean on Cabal Coffers, Crypt of Agadeem, Black Market and to a lesser degree other roleplayers like Nirkana Revenant, Liliana of the Dark Realm and Crypt Ghast. Like Exsanguinate this is a finisher that few options it gives - none of them are good, but Torment of Hailfire is going to hurt a lot in most typical situations.

    • Uncage the Menagerie: There has been a great deal of buzz around this card, but I'm not certain it is something we should be looking for. Uncage the Menagerie puts the creatures in our hand, not on the battlefield (like Eldritch Evolution), which makes it feel worse when compared to Tooth and Nail or Chord of Calling. I generally do not prefer to spend a ton of mana, at sorcery speed, that has no affect on the board (since we're not running many EtB creatures). But it also adds to the Birthing Pod problem, as in: every creature they print from here on out makes it better. So for the time being it is not making the cut - but could one day be a gigantic player and EDH staple.


    • Ahoy, mateys! Set sail on the Ixalan set review! This is a story about desire. It is desire for power, desire for companionship, desire for approval, desire for discovery, and everyone is racing to get what they want first. For centuries, the untamed jungles of Ixalan have hidden a coveted secret: Orazca, the city of gold, which houses a mysterious artifact, the Immortal Sun. But no secret can remain undiscovered, and no treasure can be taken uncontested. The dinosaur riding warriors of the Sun Empire and the merfolk shamans of the rival River Heralds are met by the vampire conquistadores of the Legion of Dusk and the pirates of the Brazen Coalition. Ixalan offers some intriguing options but doesn't exactly deliver the goods. Arrrrrrr! NO NEW CARDS FROM IXALAN.


    • Did they really improve upon Gaea's Cradle?!?
    • Bishop of Rebirth: While it may cost less than Sun Titan it is infact worse/ it only cares about creatures. But it is better than Order of Whiteclay. In a format built around redundancy this is useful for sure for some deck out there, like a Blink deck that wants ANOTHER cheap knockoff of Sun Titan.

    • Deadeye Tracker: This is a new take on Graveyard Hate, one that draws comparison to Scavenging Ooze or Night Soil. While they each have their own benefits, Deadeye Tracker is the slowest of the bunch. Smoothing out draws is extremely nice but it is hard to make a case for this above Crook of Condemnation, Relic of Progenitus or Sentinel Totem.

    • Growing Rites of Itlimoc // Itlimoc, Cradle of the Sun: Not a big fan of Growing Rites of Itlimoc, even though I do like the improved Gaea's Cradle, it would be easier to achieve in a dedicated token deck or any build of Prossh, Skyraider of Kher. It's got too many factors involved in making it flip, and Gift of the Gargantuan doesn't have me excited. I think if it cost 1 less it would be better for sure. But we're not playing it.

    • Yellow Check Ruin Raider: While this won't be replacing Dark Confidant any time soon, despite being a controllable source of card flow, it has some advantages. It is often compared to Dark Tutelage but it has some advantages to it. One, the Raid trigger is not difficult to obtain. Two, you can not trigger it in order to protect your life total. While it is more susceptible to board wipes it can returned to the battlefield with Teshar, Ancestor's Apostle or another Recursion cards. It can carry a sword and do some work if necessary. It will remain on my radar as cards with draw capability normally do.


    • Not impactful enough and not a finisher.
    • Yellow Check Tocatli Honor Guard: Having another Torpor Orb / Hushwing Gryff is becoming increasingly important as creatures are pushed more and more with powerful Enters the Battlefield triggers. Animar, Soul of Elements (Recently reprinted in Masters 25) is a powerful combo deck utilizing EtB triggers. My Prossh deck is based entirely on things happening when creatures come into play. Marchesa, the Black Rose, Brago, King Eternal and the most notorious finisher Craterhoof Behemoth are all neutered. While it lacks the blowout potential of Hushwing Gryff, it has a very weak body aswell, but should be in the deck if I can manage it.

    • Vona, Butcher of Magan: Vona's abilities synergies very well with each other, it is the type of thing that should be build around a little more for maximum value. Repeatable Vindicate is going to be playable in those dedicated life gain decks to give them an outlet for their life surplus. Hatebears is not that deck unfortunately.

    • Vraska, Relic Seeker: What about this is worth 6 mana? It is expensive for a token generator, since Elspeth, Sun's Champion is better for the same price. It is also inferior to the original Vraska. The ultimate isn't a great finisher and it is a shame. Being that Planeswalkers aren't very good in multiplayer anyways - it is important that at least expensive ones need to impact the board.



      The legendary city of Orazca has been found, but it will not be claimed without a fight. Now, you must outpace, outwit, and overpower your rivals as you vie for control of this ancient metropolis. Succeed, and you will wield the greatest power of the plane.



      The trappiest trap card to ever trap
    • Arch of Orazca: Ascend is a difficult mechanic to evaluate in Commander. How good in general are cards that have no impact on the board unless you hit late game? Achieving city’s blessing is not a guarantee and could actually prevent you from making it to the late game (by not advancing your board). You also have to think about what the payoff even is. Is it worth it for us to run a land that produces C in an attempt to draw 1 card for 5 when we should be focusing on winning? Probably not.

    • Azor's Gateway // Sanctum of the Sun: The bait is set, it is called flipping Azor’s Gateway into Sanctum of the Sun. I think almost everyone will try to jam this card at least once, and WR players are desperate for some kind of card draw, but the trap isn’t going to work on me. The deck isn’t built around dropping huge x spells and the mana curve is not wide enough to satisfy the condition to flip it. It will likely also draw all of the attention of everyone of your opponents.

    • Elenda, the Dusk Rose: Elenda needs to be built around more than most cards I ever consider playable. For a deck running a Persist loop that can grow her to an unimaginable size and gives you wrath protection, of course she has to die – which means she has to go to the graveyard to benefit from her death trigger. In a deck like this one she simply doesn’t do enough to be considered for inclusion.

    • Journey to Eternity // Atzal, Cave of Eternity: I actually think this is probably playable since Atzal, Cave of Eternity taps for any color. It can help in an extremely grindy game with its unattractive “ 3BG,t: Return target creature card from your graveyard to the battlefield.” Flipping it probably won’t be a problem because of Skullclamp but outside of that we have few ways to sacrifice anything with the intention of getting a multi-colored land.


    • Hate card, mana accelerator, anthem and card draw in one.
    • Path of Discovery: This offers a lot of value for a token decks. This is probably the hidden gem in this set as far as I can tell. It is already added to my Prossh deck and is overachieving.

    • The Immortal Sun: Being this is a bunch of disperate abilities stapled together I think it is important to break them down. Ultimately I feel as though if you’re spending 6 you ought to take advantage of at least 3 of its abilities for it to be worthy. Players can't activate planeswalkers' loyalty abilities: It seems like decent Superfriends hate, if you’re facing that type of deck often. Given that there are few ways in general to deal with Planeswalkers, it is difficult to evaluate if this is even a good thing. But Atraxa Superfriends is a popular deck so maybe it’s time to give your friends their comeuppance. At the beginning of your draw step, draw an additional card: This is virtually a gimme, every deck wants something like this. Since this is practically Phyrexian Arena that costs twice as much the other abilities have to be worthy of the extra 3. Spells you cast cost 1 less to cast: I did the cost reduction analysis on Oketra's Monument and I will cover it again quickly but this time it is way worse:
    • 1. If you cast one spell a turn, The Immortal Sun is worse than Worn Powerstone.
      2. If you cast two spells a turn, The Immortal Sun is worse than Worn Powerstone.
      3. If you cast three spells a turn, The Immortal Sun is worse than Worn Powerstone.
      Ect. Ect. Alright if you want to discount The Immortal Sun by 3 mana because “Hey, I’m getting Phyrexian Arena” OK, it becomes as good after 2 spells and better after 3. Creatures you control get +1/+1: And finally we land on Glorious Anthem. If you fall into that category of people who play a token deck that can use the cost reduction and the anthem effect (and obviously card draw) then you’re getting a very expensive but good card to add to the 99.

    • Twilight Prophet: As I said in my Arch of Orazca review - Ascend is a difficult mechanic to evaluate in Commander. The Sorin, Grim Nemesis card flipping ability is alluring, our ability to get the city's blessing is suspect. I think it would do much better in a token deck (specifically Edgar Markov) since it basically a weak 2/4 flier that doesn't do anything until our late game. It will be pitched to Survival of the Fittest 99% of the time and almost never be online.





      Undoubted autoinclude
    • Check Damping Sphere: We're playing this. No doubt about it. It hurts greedy big mana decks and the newest addition to my meta: a Shu Yun spellslinger deck. Check back when Dominaria is released for the official deck changes.

    • Set Name: Dominaria
      Number of Cards: 269
      Magic Open House: April 14-15, 2018
      Prerelease Weekend: April 21-22, 2018
      Release Date: April 27, 2018
      Draft Weekend: April 28-29, 2018
      Magic League Begins: April 30, 2018
      Standard Showdown Begins: May 5, 2018
      Game Day Weekend: May 23-24, 2018
      Magic Online Launch: April 23, 2018
      On Sale in Magic Online: April 27, 2018
      Official Three-Letter Code: DOM
      Twitter Hashtag: #MTGDOM
      Languages Available: English, Chinese Simplified, Chinese Traditional, French, German, Italian, Japanese, Korean, Portuguese, Russian, Spanish
      MSRP: $3.99 *Applies to U.S. Only














    • Commander 2015 brings us an unprecedented wealth of new and interesting multiplayer oriented cards. Finally we have 2 enemy colored paired decks from which to source: BG Plunder the Graves and WB Call the Spirits. But how many of these cards are hate cards? Not many. Some adjustments still do need to be made to account for all of the goodies others will be using to beat us with, at an average converted mana cost of 4.3 the new cards that are troublesome cost so much. I've mentioned it elsewhere, running a tight deck that requires mostly everything to be dual purpose, many cards do not fit my criteria. I am happy to see cool new mechanics, and I'm excited to see all of the new players this product will infuse into the Commander community. Overall I'm not thrilled by the cards this set offers to our deck. For any given set being able to walk away with at least 1 new addition is pretty uncommon. Wizards has to design a lot of decks for a lot of players, sometimes hate bears isn't the top of the list.


    • A clever card that may get old quick.
    • Dawnbreak Reclaimer: Giving opponents the option is never really a good decision. They're always going to pick what works best for them. This card has an interesting caveat in that it basically asks that we politic. Making allies and coming to an agreement, and the "MAY" clause protects us against backstabbers. It does provide a fun alternative to Sun Titan for the same CMC and creature recursion engine. I don't know if it is better than Infernal Offering, but they may just be too different. I just don't see getting a ton of value off this ever, I also imagine it's relative inconsistency and how easy it is to be held hostage makes Dawnbreak Reclaimer get old quickly.

    • Daxos the Returned: We're not an enchantment based deck. Daxos does make cool, scalable tokens with evasion, but we've got nothing for him to do in this deck. I'm afraid that this one misses the mark for us pretty badly - through no fault of it's own.

    • Deadly Tempest: A rather generic board wipe that strangely hurts us in the process too. I don't even like it as much as Life's Finale. The additional effect probably isn't worth the extra mana over Damnation and isn't really going to kill our opponents unless they have 100's of tokens on the battlefield.

    • Ezuri's Predation: The trap card from this set is in the form of a green boardwipe? Lots of mana, lots of potential to miss, lot more potential to just not be enough. We're fortunately in the board wipe color (W) so we don't generally have to trouble ourselves with such janky non-sense. It doesn't target, but it is the equivalent of "deals 4 damage to all opponents creatures" which can sometimes be enough.


    • Misleading but not unplayable.
    • Grasp of Fate: A cheaper and better-er Quarantine Field and a multiplayer variant of Banishing Light. This is cool right here for decks that are interested in temporary exile / Oblivion Ring cards. They are really robust and do actually protect our own things from Fracturing Gust and other enchantment removal, allowing us to return our things to the battlefield after destroying everyone elses. This deck does not run these effects, but they are good for the decks that want them. If the time or need arises for such effects - this is the version I'd choose.

    • Kalemne's Captain: This is sort of our first hate bear. It is EXTREMELY costly to both play and activate this creature, but it does exile at instant speed for a heinous 5WW. This is far too costly for us to run, but I do expect to be seeing it hit the table for our opponents. Due to the popularity of god cards, exiling becomes essential when available. A mana investment of 8WWWW is ludicrous.

    • Karlov of the Ghost Council: The first thing that popped into my mind when I first saw this card was "WE CAN PLAY THIS!!!" My enthusiasm quickly turned into the realization that we cannot actually play this. For starters, only 1 card in our deck really gains us life - Kitchen Finks. It is the same reason we don't run Archangel of Thune anymore. Having a machine gun that exiles creatures is alluring, but it is not worth bending the deck around including more life gain creatures or cards that care about gaining life.

    • Mazirek, Kraul Death Priest: Comps include Ivy Lane Denizen and , Kin-Tree Spirit but with Cathars' Crusade counter disperal. It is a persist combo enable rbut that is where it's function ends. It is not a sacrifice outlet, and only cares about sacrifice. Bolstergeist and Crusade care about creatures entering the battlefield. Since our sacrifice outlets are the only way to trigger Mazirek is by having one of them, we limit what we can actually do with the card. It is a no go for the time being. It seems like a flying Cathars' Crusade but isn't, and is much easier to get rid of.


    • The best Commander in my opinion.
    • Check Meren of Clan Nel Toth: Ding-ding-ding. We found a winner and my vote for the best Commander in Commander 2015. This slots into our deck perfectly by becoming a recursion machine which outclasses Karador and Sheoldred, and of course Deadbridge Chant. This actually makes Mazirek, Kraul Death Priest more compelling by opening it up to having us care about sacrificing creatures because we will be bringing them back. It is not difficult to imagine making Meren grant all of our creatures recursion and is in most ways more powerful than Karador. A 3/4 body for 4 isn't bad at all. Look forward to Meren joining Anafenza's Hate Bears.

    • Righteous Confluence: Choose three. You may choose the same mode more than once. Ok. You've got my attention. Put a 2/2 white Knight creature token with vigilance onto the battlefield. Eh, maybe. What else do ya got? Exile target enchantment. I like exiling, maybe I will use this mode. You gain 5 life. Noooo thank you. Choosing 15 life might sound appealing, maybe even exiling 3 enchantments. How does that compare to Return to Dust? Sorcery speed and 1 more really make this lackluster in comparison. Modal spells make them more playable, but I'm not yet feeling this one right here. The Confluence cycle are very slow. The modes are decent, choosing 3 is great, but they just cost too much mana and are sorcery speed.

    • Yellow Check Thief of Blood: This new flying Æther Snap is the talk of the Commander world. It devastates planeswalkers, awakens Marit Lage and tons more. This is also a hate card! Look it hoses counters, and we all know how much Wizards has been pushing counters in recent years (Evolve, Scavenge, Unleash, Tribute, Heroic, Monstrous, Outlast, Megamorph, ect.) and even in this set alone the amount of things that produce counters. Going forward I think it is going to be extremely necessary to be able to destroy these counters and decks that rely on them. Thief of Blood is in testing as far as joining this deck because it could be a gigantic beater that also destroys planeswalkers.
    • Update: Commander 2016 brought on a new, fearsome, widely played commander named Atraxa, Praetors' Voice. In metas filled with this beast, running Thief of Blood is a blowout.


    • Verdant Confluence: We're playing this game again. Hoping for better results. Put two +1/+1 counters on target creature. Errrmmm nope. Return target permanent card from your graveyard to your hand. Oooh ok. I likey. Returning a permanent? I do love this mode. Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library. We do not run too many basics, so I can't expect to be choosing this mode more than once. So for 4GG we get 3 Regrowths, or 3 Rampant Growths or 6 +1/+1 counters. Really not a bad haul. It is just very slow. Slow in a way that makes me not want to play it.

    • Wretched Confluence: The final and arguably best of the Confluences. It is instant speed: Target player draws a card and loses 1 life. 3BB is a lot to spend to draw a card, if you spend all 3 modes a net of 3 cards for 6 mana isn't efficient. Target creature gets -2/-2 until end of turn. This isn't a poor mode but just like the first - if you spend 3BB you give -6/-6 to target creature. That of course is not bad, I'd say a huge majority of creatures fall below */6. Return target creature card from your graveyard to your hand. By returning it to hand we do get to reuse our weaker, low cmc Hate Bears. Verdant Confluence has 3 great modes that refer to 3 great cards, Wretched Confluence has 3 "nice" modes but none standout. Instant speed makes it quite a bit more playable.

    • We are back to the magical multiplayer world setting of Conspiracy: Take the Crown. These are the special type of set that comes out and really furthers the eternal format of . Standard has power level problems, sometimes things are too strong to be unleashed upon the world. Eternal Masters and Modern Masters focus entirely on reprints, and are extremely price prohibited. So based on the success of Conspiracy, we get a set that just focuses on what is good for the set. Powerlevel is skirted somewhat in favor of good drafting. The multiplayer aspects take it even further, as cards that are normally kingmakers (ie. Show and Tell) can easily be dealt with by a table full of aggressors. I could not praise the mechanic of Council's dilemma any more, only wishing they'd made more playable cards with it. I love introducing that political aspect into , and having everyone play a role in the changing the landscape that is the board state. Conspiracy: Take the Crown also provided a ton of much needed reprints, and powerful cards for casuals to finally be able to acquire. Conspiracy: Take the Crown is an absolute gem and I cannot wait to see what they have in store for us in the future.


    • How does someone begin to evaluate this?
    • Capital Punishment: I figured I'd start out by reviewing a Council's dilemma card, and I don't particularly find it all that playable. Part of the problem is they overvalued how much this could miss your opponents, and how likely they are to just vote whichever way benefits them most. Don't get me wrong, I love multiplayer cards that at least shake up the status quo at the table, but 4BB is a lot for asymmetrical discard or Edict. I expect to at least choose my own outcome, and sorcery speed hurts it badly. I don't think it would even see much play at 3B, it would just make you a villain at the table without the benefits of completely wiping the board.

    • Custodi Soulcaller: This minature Sun Titan really rewards strategies that go-wide. Something like a token deck or an equipment deck would get some nice creature recursion ability, it rewards attacking and it get stronger. Melee is a fine, if uninspired, multiplayer mechanic that could only exist in a set like this, I'm happy to see them embrace more multiplayer mechanics and disappointed to see Monstrosity again considering it's not much a of a multiplayer mechanic besides being a version of Multi-kicker.

    • Kaya, Ghost Assassin: Some sets more than other contain enemy colored cards to review. Kaya is not my favorite, and I'm at a loss for which type of deck would want this. The idea that you can tap out to play her, then blink her so you can use the abilities when shields are back up is interesting. I just feel like she's too easy to kill, probably won't see play in Legacy, isn't legal in Standard or Modern so we've got a card flooding the secondary market and I've got trouble seeing who will absorb them all. With all that being said, her {-2} is card advantage and the best version of that effect on offer for a Planeswalker.

    • Knights of the Black Rose: Our first Monarch matters card, and it just so happens to be enemy colored. I like Monarch, it gives incentives to attack and make quicker. It pushes you toward attacking a particular opponent, and rewards offense and defense. What don't I like about Become the Monarch? The cards it's on. I can't really get behind playing any of them, outside of maybe Queen Marchesa.


    • My pick for Best in Set
    • Yellow Check Recruiter of the Guard: This is quite the masterpiece for Commander, specifically Toolbox decks. I am torn because while I'm not playing all of the powerful tutors like Eladamri's Call or Green Sun's Zenith, I am playing a narrow one in Stoneforge Mystic. As of right now: Recruiter of the Guard is going into my Roon of the Hidden Realm deck. It can get more value out of it by blinking her. I'm also trying the best I can to only have to buy 1 copy of any given card, so each deck has unique access to incredible staples. But if you are not like me, and don't put the same creative restraints on yourself - run out and get copy! It can very easily find all of s you want or need and gets some serious recursion in a deck with a decent package.

    • Check Sanctum Prelate: This is the missing piece of a creature-heavy deck that focuses on punishing decks that don't rely creatures. But the big question still lingers: Is Sanctum Prelate really Chalice of the Void that can hold a sword? Firstly, Prelate only deals in the realm of non-creature spells. This lets us play around it in particular, the same way we play around Gaddock Teeg. It gets Recursion with our package. However Chalice of the Void is an artifact, and is better geared at shutting down decks in Legacy and Vintage. What separates them is that Sanctum Prelate for 1WW you simply choose a number, instead of needing the required mana to pay for xx. The ability to just choose an integer reduces the mana intensity by a degree that makes it highly playable. Also, Chalice of the Void counters the spell, Sanctum Prelate, like Nevermore, prevents it from being cast at all. All of that adds up to a complete victory and a necessary inclusion. Checks all of the boxes.



    • Commander 2016 is less loaded with multiplayer oriented cards of previous installments but makes up for it with over 120 possible Partner combinations. There are a bunch of enemy colored cards to choose from, but I'm not convinced we ditch Anafenza. The question is always :how many of these cards are hate cards?" Not many, again. Overall I'm not thrilled by the cards this set offers to our deck, or really any of the decks in my meta.


    • Conqueror's Flail: Not worth a spot in the deck, even though it has a clause we like. Grand Abolisher is only worth playing because the text reads "Opponents can't cast spells or activate abilities during your turn" on a 2/2 body that could hold a sword. Dragonlord Dromoka is better because she has a body and you can grab it with Green Sun's Zenith, Survival of the Fittest and other tutors.

    • Cruel Entertainment: This is the card is pretty emblematic of the idealistic vision of the format. Its the kind of card I would expect an outsider to the format to have designed. Cast it and chaos ensues? It is likely strategic suicide, but is it worth the fun it will generate? Maybe a couple of times. I'm sure choosing yourself as one of the targets is good, especially if you can manage to kill the other player. It is really difficult to judge this card because of its subjective value. It is also hard to make yourself Mindslaver-proof so if you don't manage to kill your opponent you open yourself up to counter-attack.

    • Sidar Kondo of Jamuraa: Sidar is the only creature with Flanking I can remember since Time Spiral block. I am really not seeing how this card is any good, but even worse than bad; it is confusing. This ability is super clunky to explain to someone new and/or inexperienced. The table is in need of constant monitoring. There are going to be lots of cases where illegal blocks happen somewhere and you realize it the next turn because, the ability is too wordy, and have to go back and undo everything or risk damaging some feels. Memory issues aside: It encourages players to attack other players but it isn't like a pillowfort. If we are Player A with Sidar Kondo out, and Player B attacks Player C with a bunch of 2 power creatures, Player C can only block with flying or reach. But what if our opponents aren't playing with those creatures? I'm getting dizzy.

    • Ikra Shidiqi, the Usurper: This Commander that can gain you quite a bit of life as long as you’re able to hit your opponents with some big butt creatures. Better suited as one of the 99 in a Doran, the Siege Tower, and we're not that type of deck.


    • Not Meren at all.
    • Check Tymna the Weaver: Overall, I think Tymna packs easy card advantage and low cost to make her one of the best partner commanders, but only as a partner. Cards like Coastal Piracy are good if you're leaning on creatures/tokens with evasion and therefore needs to be built around. I am not a huge fan of cards that only do things when we deal combat damage, I need to play cards that progress the board and not incentivize creating enemies. It's my personal preferred play style, so I lean more on cards that trigger during phases or when things enter the battlefield. But drawing cards is becoming increasingly difficult to find, and it does get recursion sooo...

    • Reyhan, Last of the Abzan: The biggest weakness of the +1/+1 counter aggro decks and hatebears are board wipes. She is useless when all your creatures die at once. So since she doesn't solve a problem, Reyhan really doesn't do much for us. PROSSHDAQ on the other hand could make pretty good use of her: all of that counter distribution gets us more value out of Primal Vigor and Doubling Season. I've also heard of a combo involving an Commander Damage alpha-strike with Blade of Selves: with Three opponents - 3 Reyhan triggers = 2 dead Reyhans (Legendary Rule) = 3 counters = +18/+18, immediately boosting one Reyhan to 21/21.

    • Ravos, Soultender: This isn't Meren of Clan Nel Toth at all. He has to survive a full table rotation until our upkeep to get free card. Getting the benefit the turn the card is played is infinitely better. He’s more expensive, He’s smaller, He will never reanimate. While I think it could have a place in the late game because of the anthem effect and maybe in conjunction with another partner, but overall it isn't really a worthy inclusion to an Abzan deck with access to better cards.

    • Orzhov Advokist: For all the diligent readers (wherever you are) know that helping opponents is no-go territory. This effect is just a bad pillowfort effect that allows our "smarter" opponents to take the counters in order to build up their army: Then decline for a turn so they can kill us. It is just a horrible idea.

    • Sylvan Reclamation: I feel like this is going to be one of the most-played cards of the set. It is miles better than Relic Crush, but I'm not entirely sure its actually better than Return to Dust - but it does always exile two things at instant speed. There’s not much to say. A double Naturalize that exiles with the flexibility of fetching up a basic is pretty amazing. This will probably be a staple in this format for some time.



    • Commander 2017 consists of 4 new decks based on a tribal theme. There are not a ton of cards to draw from this year due to the nature of the theme, we don't run a tribal deck so it is difficult to access all that is available. Even given my struggles to find even 4 cards to write about one of these cards is going into the deck.


    • Mirri makes attacking profitable, perfect for what we need
    • Alms Collector: This is not Notion Thief and very far from it. While the stats are good and Flash makes us able to deploy it in block situations - the two or more cards thing is not going to work at all. Should we talk about that Nekusar, the Mindrazer deck that plays every wheel ever printed? This barely prevents them from having fun, and is also by my estimation, worse than the Anti-Discard cards like Nephalia Academy.

    • Fortunate Few: I think Eye of Doom/Tragic Arrogance/Cataclysm are fine for the most part. You will always end up getting to keep your worst permanent, which is fine if your opponents also keep their worst permanent. In some instances it can make it better than the others similar spells I mentioned. But that isn't a certainty and this version is extremely political which restricts it. Group Hug type decks like gambling. The reason I included it here was because I needed something to write about that wasn't a Tribal card. Unfortunately we will not be playing this.

    • Check Mirri, Weatherlight Duelist: This is a wonderful addition to any EDH deck that hopes to "go wide" by being able to hide behind a Crawlspace. While it does incentivize attacking in order to get the Dueling Grounds protection, it benefits from our recursion package, Teshar-able, can wear a sword and it has got a low CMC. One of the ways this deck can win is by attacking and this clears a huge lane for us to turn stuff sideways and win.

    • Teferi’s Protection: I don't often see people playing Fog effects, let alone Super Mega Fog, but maybe in a super competitive cutthroat meta where a player with an all-in combo goes off and leave you the only player alive to take them down. It doesn't prevent Laboratory Maniac however, but will help survive an Insurrection. It also can be used to protect a winning boardstate. I don't personally see this getting played too often due to the fact it doesn't stop an opponent with a strong board presence from killing you next turn - and it doesn't dismantle their board.





      Welcome to Battlebond, where competitors battle in pairs. Recruit a trusted partner and fight shoulder-to-shoulder, hand-in-hand, or back-to-back for glory and the roar of the crowd! Forge an unbreakable bond with your combat companion and claim your place in the pantheon of champions!

      Set Name: Battlebond
      Number of Cards: 254
      Release Date: June 8, 2018
      Official Three-Letter Code: BBD
      Twitter Hashtag: #MTGBattle
      Languages Available: English, Chinese Simplified, Japanese
      MSRP: $3.99 *Applies to U.S. Only



      Set Name: Core Set 2019
      Release Date: July 13, 2018
      Number of Cards: 280
      Magic Open House: June 30–July 1, 2018
      Prerelease Weekend: July 7-8, 2018
      Draft Weekend: July 14-15, 2018
      Store Championship: September 15-16, 2018
      Magic Online Launch: July 16, 2018
      On Sale in Magic Online: July 20, 2018
      Official Three-Letter Code: M19
      Twitter Hashtag: #MTGM19
      Languages Available: English, Chinese Simplified, Chinese Traditional, French, German, Italian, Japanese, Korean, Portuguese, Russian, Spanish
      MSRP: $3.99 *Applies to U.S. Only






      Choose your commander and carve your path to victory in this unique multiplayer Magic format. Call on powerful planeswalkers and deploy their signature strategies to make sure you're the last player standing.

      Set Name: Commander 2018
      Number of Cards: 400
      Release Date: August 10, 2018
      Official Three-Letter Code: C18
      Twitter Hashtag: #MTGC18
      Languages Available: English, French, German, Italian, Japanese, Portuguese, Spanish
      MSRP: $39.99 *Applies to U.S. Only











    • I first heard about this format right about the time of Magic 2012. The very first Commander deck was an Illusion Tribal. I believe most people when they first get into this format build a Tribal deck, unless they buy a pre-con. My second deck was my highly experimental and not-all-that-good Esper Dromar (which is detailed here.) As my obsession continued I leaned more toward Build-around-me, synergistic Commanders like Roon of the Hidden Realm and Sedris, the Traitor King.
    • I had the problem of having friends that just weren't keeping up anymore and not following the new cards and new decks. So that's when the idea hit me: build my own meta, use my own cards and design my own "fun". It isn't easy, there are some balancing issues of course, but it is a great way to loan decks to my buddies to use while we drink and enjoy without any of the unnecessary expense on behalf of people who aren't into it as much as I am.
    • The concept of this Hate Bears extends from my Legacy enthusiasm. Sometime back around the time I was building my first Commander Deck, everyone was starting to play a deck called Maverick; which itself was an evolution of GW Hate Bears. Maverick was a combination of Zoo and Jund that in its heyday was absolutely punishing U decks and especially those using Brainstorm. Eventually Maverick split off into Death and Taxes where Linvala, Keeper of Hate Bears was born. This was my first mono-white deck Commander deck I ever built. It was also the only pre-con I ever bought. I've got a rather large and extensive collection from when I began playing during Odyssey. Knowing better I usually just buy singles instead, but I needed some cards I did not have, and some exclusives only included in the Commander 2014: Forged in Stone. I thought that including a Hate Bears to police some of the more powerful decks in the Meta would be required going forward.
    • As I became more serious about balancing my Meta the collection consisted of UBR, WBR, GWU, WUB, U and W. Some decks were vastly superior to others. First order of business was to retire my first deck, it just wasn't going to be able to be strong enough unless I switched to Azami, Lady of Scrolls which I didn't want. Reluctantly the WUB Oloro Stax deck had to be taken out of the league. I was unwilling to warp every other deck around beating it. I took the WB lands from WBR Alesha, Who Smiles at Death (who became BR Mogis, God of Punishment), kicked it out of the meta and convert W Linvala, Keeper of Silence to WBG Anafenza, the Foremost. Also to round out my Meta Hunding Gjornesen's Zedruu Voltron [Primer] was included Card for Card and a Prossh deck allowing WUBRG to appear 4 times total.
    • Below is the final Mono-W list published to MTGS before the conversion. Many pieces are the same, because quite frankly they're very good.

    Linvala, Keeper of HatebearsMagic OnlineOCTGN2ApprenticeBuy These Cards
    -=General=-
    1 Linvala, Keeper of Silence Point

    -=Creatures (29)=-
    1 Archangel of Thune
    1 Avacyn, Angel of Hope
    1 Aven Mindcensor Point
    1 Containment Priest Point
    1 Eidolon of Rhetoric Point
    1 Etched Champion
    1 Ethersworn Canonist Point
    1 Flickerwisp
    1 Grand Abolisher Point
    1 Hushwing Gryff Point
    1 Indomitable Archangel
    1 Knight of the White Orchid
    1 Leonin Abunas
    1 Leonin Shikari
    1 Mentor of the Meek
    1 Monastery Mentor
    1 Mother of Runes
    1 Puresteel Paladin
    1 Ranger of Eos
    1 Samurai of the Pale Curtain
    1 Seht's Tiger
    1 Serra Ascendant
    1 Silverblade Paladin
    1 Soul Warden
    1 Stoneforge Mystic Point
    1 Stonehewer Giant
    1 Sun Titan
    1 Thalia, Guardian of Thraben
    1 Weathered Wayfarer

    -=Instants (8)=-
    1 Comeuppance
    1 Dawn Charm
    1 Enlightened Tutor
    1 Path to Exile Point
    1 Return to Dust
    1 Swords to Plowshares Point
    1 Tithe
    1 Wing Shard

    -=Sorceries (7)=-
    1 Council's Judgment
    1 Day of Judgment
    1 Martial Coup
    1 Open the Vaults
    1 Steelshaper's Gift
    1 Terminus
    1 Wrath of God

    -=Enchantment (3)=-
    1 Endless Horizons
    1 Land Tax
    1 Leyline of Sanctity

    -=Planeswalkers (2)=-
    1 Elspeth, Sun's Champion Point
    1 Nahiri, the Lithomancer

    -=Artifacts (15)=-
    1 Deathrender
    1 Masterwork of Ingenuity
    1 Mox Diamond
    1 Pearl Medallion
    1 Scroll Rack
    1 Sculpting Steel
    1 Sensei's Divining Top
    1 Skullclamp Point
    1 Sol Ring Point
    1 Strata Scythe
    1 Swiftfoot Boots
    1 Sword of Feast and Famine Point
    1 Sword of Fire and Ice Point
    1 Sword of Light and Shadow Point
    1 Whispersilk Cloak

    -=Lands (35)=-
    23 Plains
    1 Ancient Den
    1 Arcane Lighthouse
    1 Buried Ruin
    1 Drifting Meadow
    1 Emeria, the Sky Ruin
    1 Kor Haven
    1 Mistveil Plains
    1 Nykthos, Shrine to Nyx
    1 Secluded Steppe
    1 Temple of the False God
    1 Wasteland
    1 Windbrisk Heights



    • After the overhaul I used the Persist loop as a win condition, but I found that my Roon of the Hidden Realm and Prossh, Skyraider of Kher were essentially doing the same things. In commander some overlap will happen because there are few winning strategies, but having 3 decks doing the same thing always felt strange. What was even more strange is that while it's organic for the Roon of the Hidden Realm deck to fool around with Saffi Eriksdotter and Karmic Guide and whatnot, because they have Enter the Battlefield effects. Prossh, Skyraider of Kher is a sacrifice engine in its own right, and creates a billion tokens that can be sacrificed for currency, it's a logical progression to get to that point. Anafenza, the Foremost is about hatebears and restricting what you can do...then suddenly it combos out to win? It was rather incongruous. So it switched into a light taxing version instead, that can restrict resources and win with Living Plane + Linvala, Keeper of Silence. Aesthetics are very important to me and I try my best not to just make Goodstuff.dek's all day and call it a meta. I'm in the process of slowly combing through every deck and removing redundancy. Magic has thousands of cards, there are few reasons 5 decks should share the same number of ubiquitous staples.



    Combo 1 mana : Sac outlet + or Crusade + Persister

    This is the most known combo as it was once the go-to combo of Pod decks. Start with a Viscera Seer, Bolstergeist or Crusade, and Kitchen Finks or Puppeteer Clique in play.

    • Sacrifice the persister, the scry will go on the stack.
    • Persist triggers from the graveyard, it resolves and returns the creature to play with a -1/-1 counter.
    • , Persisters ETB and Bolster trigger. Target the persister with the Bolster trigger, the +1/+1 and -1/-1 counters will cancel each other out when state based actions are checked. Scry resolves and one repetition of the loop is complete.
    • CRUSADE, Persisters ETB and every creature gets a +1/+1 counter, the +1/+1 and -1/-1 counters will cancel each other out when state based actions are checked. Scry resolves and one repetition of the loop is complete.
    Repeat as many times as you need and scry your whole deck to whatever card you want to draw next. With Abzan Ascendancy you get a ridiculous flying army that won't get blown out by Rakdos Charm





    • I'd like to preface this whole section with saying I am not a great budget builder, as will become apparent shortly. What I lack in budget brewing I make up for in card knowledge. So first on the docket is my $60 Hatebears Brew.

      Pros:
    • Price: It is on the lower end of prices for Commander decks. For the price of your average PS4/XBOX One game you can enjoy commander-edh.
    • Functions similarly to the $1600 list above.
    • Still room for additional customization for your meta. There are still cheap additional hatebears so you aren't locked into this list.
    • Additional cards become available after they rotate out of standard like: Tireless Tracker and Anguished Unmaking
    • Cons:
    • The 3 card win condition of: Anafenza, the Foremost + Void Attendant + Zulaport Cutthroat is fragile and mana intensive. The only other plan is turn things sideways and hit people.
    • The inferior card selection inflated the mana costs.
    • The mana base isn't as explosive. Part of most people's gripes with MTG in general is mana screw/flood, so optimization of mana bases become extremely important.


    S100 Boonweaver ComboMagic OnlineOCTGN2ApprenticeBuy These Cards
    -= Commander =-
    1 Anafenza, the Foremost

    -= Win Cons (4)=-
    1 Acidic Slime
    1 Altar of Dementia
    1 Blood Artist
    1 Terastodon

    -= Combo Machinery (8)=-
    1 Boonweaver Giant
    1 Fiend Hunter
    1 Karmic Guide
    1 Pattern of Rebirth
    1 Renegade Rallier
    1 Reveillark
    1 Saffi Eriksdotter
    1 Sun Titan

    -= Sac Outlets (3 [including Altar of Dementia])=-
    1 Cartel Aristocrat
    1 Viscera Seer

    -= Reanimation (7)=-
    1 Angel of Glory's Rise
    1 Animate Dead
    1 Apprentice Necromancer
    1 Dance of the Dead
    1 Exhume
    1 Immortal Servitude
    1 Living Death

    -= Tutors (5)=-
    1 Buried Alive
    1 Diabolic Tutor
    1 Eldritch Evolution
    1 Shred Memory
    1 Yisan, the Wanderer Bard

    -= Ramp (8)=-
    1 Arbor Elf
    1 Avacyn's Pilgrim
    1 Boreal Druid
    1 Elves of Deep Shadow
    1 Elvish Mystic
    1 Fyndhorn Elves
    1 Llanowar Elves
    1 Sol Ring

    -= Hate (16)=-
    1 Aura of Silence
    1 Aven Mindcensor
    1 Bonds of Mortality
    1 Eidolon of Rhetoric
    1 Ghostly Prison
    1 Hallowed Moonlight
    1 Kambal, Consul of Allocation
    1 Kataki, War's Wage
    1 Phyrexian Revoker
    1 Root Maze
    1 Rule of Law
    1 Spirit of the Labyrinth
    1 Tajuru Preserver
    1 Thalia, Heretic Cathar
    1 Vampire Hexmage
    1 Winter Orb

    -= Removal (13) =-
    1 Abzan Charm
    1 Beast Within
    1 Bone Shredder
    1 Faerie Macabre
    1 Hero's Downfall
    1 Krosan Grip
    1 Manglehorn
    1 Nature's Claim
    1 Nekrataal
    1 Reclamation Sage
    1 Shriekmaw
    1 Sylvan Reclamation
    1 Terminus

    -= Utility (1) =-
    1 Swiftfoot Boots

    -= Land (35) =-
    10 Plains
    7 Forest
    5 Swamp
    1 Blossoming Sands
    1 Bojuka Bog
    1 Caves of Koilos
    1 Command Tower
    1 Llanowar Wastes
    1 Nephalia Academy
    1 Sandsteppe Citadel
    1 Sunpetal Grove
    1 Tainted Field
    1 Tainted Wood
    1 Temple of Malady
    1 Temple of Plenty
    1 Temple of Silence



    This breakdown comes exclusively from cobblepott_mtgs famous Boonweaver Combo. He did a wonderful job explaining it so I'm going to borrow the following section explaining the combo. All of the necessary pieces have remained in place. The Boonweaver combo goes as follows:
    • When Boonweaver Giant enters play, find Pattern of Rebirth and attach it to him.
    • Sac Boonweaver to find Karmic Guide which returns Boonweaver and Pattern.
    • Sac Boonweaver again to find Fiend Hunter, who exiles Karmic Guide.
    • Sac Fiend Hunter to return Karmic Guide, who then returns Boonweaver and Pattern.
    • Sac Boonweaver again to find Reveillark.
    • Sac Karmic and then Reveillark to return both Karmic and Fiend Hunter.
    • Use Karmic to return Boonweaver and Fiend Hunter to exile Karmic.
    • Sac Boonweaver to go get anything.
    • Sac Fiend Hunter to return Karmic, which returns Reveillark.
    • Repeat

    • This sequence nets one creature from the library each cycle and can put all creatures from your library into play and win on the spot. The combo wins through any combination of Reveillark and Friends with Blood Artist, Acidic Slime, or Altar of Dementia. Note that the order and pieces involved have some flexibility. For instance, Saffi Eriksdotter can be substituted in place of Fiend Hunter if he gets stuck in your yard or hand prior to the combo. Also, you don't need to go through the entire combo depending on your board state. If, for example, your sac outlet is Altar of Dementia you can stop once you have Karmic Guide and Fiend Hunter/Saffi Eriksdotter since you can just mill everyone with those pieces alone. Make sure to call out your triggers during each step to give each player opportunities to respond and to be convinced that the combo actually works. Some people will be suspicious if you just say, "Boonweaver, I win." Given there's so many moving pieces to the combo and it will probably be something your opponents haven't seen before, it's important that you show them all the steps so everyone can be satisfied.

      Boonweaver Giant isn't actually the way you win your games. He's just a very reliable accelerator for assembling the combo pieces that do so. In almost every case, Boonweaver's job will be to call up a Reveillark and Friends combo pair. Reveillark and Friends are a family of creatures that combine in many combinations into infinitely recursive pairs when you have a free sac outlet on the board. Putting an infinite pair together with a win con is your number one focus.

      Infinite pairs include:
    • Fiend Hunter + Sun Titan
    • Fiend Hunter + Karmic Guide
    • Reveillark + Karmic Guide
    • Saffi Eriksdotter + Sun Titan
    • Saffi Eriksdotter + Karmic Guide
    • Saffi Eriksdotter + Reveillark

    • Assemble an infinite pair with a sac outlet and win con and will be over:
    • Altar of Dementia + an infinite pair decks the table
    • Sac outlet + Blood Artist + an infinite pair kills the table
    • Sac outlet + Acidic Slime + Reveillark + Karmic Guide destroys all opponent lands
    • Sac outlet + Boonweaver Giant allows you to put all creatures in your deck into play and win on the spot with any of the above.






    6/22/15 :
    Better than Melira and does the same thing. The mana cost is a bit more of a stretch, but it helps "bolster" those tiny hateful creatures of mine, whereas Melira didn't do anything but combo with 2 cards...


    Bitter Ordeal does really punish sweepers very harshly, it was also a Wincon with a fully functional Persist combo in full effect. But it didn't seem very...how do you put it? Natural? The deck plays a fairly natural progression of trying to control the boardstates and remove tools from my opponents then it just causes a blowout? This will be revisited later and has joined Maybe Board status.


    Archangel really only ever trigger off the Persist combo, and only 1 half of the Persist combo (Kitchen Finks ) so it made sense to replace it with an identical CMC card that triggered all of the time, even some synergy with Abzan Ascendancy.


    7/13/15 :
    This combo is a bit easier to pull off and more beneficial than Deathrender+Greater Good. RenderGood gets me to cycle through my deck and toss out creatures, the +2/+2 from Render offsets the discard 3, somewhat. Clamp + Bloodghast draws me 2 cards cheaper, and converts my less aggressive creatures to draw more action. The potential for using fetchlands to draw 4 more. I can think of very few times I want Deathrender on the battlefield opposed to Skullclamp but I might want it more than Sword of Fire and Ice. Mentor of the Meek is slightly more resource intensive than Skullclamp, and doesn't trigger off everything. At very least Skullclamp can go on my biggest threat creature before the end of turn - if it gets killed at least I get 2 out of it. Now, is Bloodghast a better creature? No. Is the potential interaction greater than having a Meek? I'd say similar if not the same. Over the course of Skullclamp draws me EV+ for my mana.


    Karador is a powerful recursion engine, and I basically need a 3cmc creature like I needed another hole in my head. Mentor is a great creature for a low-CMC non-creature deck - which this is not. Monastery Mentor ends up being good stuff at the end of the day.


    Shaman is slllloooowwww. It also like Survival of the Fittest requires you have a creature card in hand, and that the creature card be worth less than what you'd pitch to find. But when you realize that Fauna Shaman is that card you'd pitch to Survival of the Fittest you begin to look for alternstives. I like Evolutionary Leap more because it's a Sac engine, works on tokens and doesn't require cards in hand to make it work. It just does more of what I need it to do. I prefer it to Survival of the Fittest as of this moment.


    9/12/15 :
    Vindicate is an Aura of Silence and more. I love the taxing ability on Aura of Silence, and the ability to destroy artifacts or enchantments just by sacrificing it is wonderful. Vindicate is just so good though...


    The first thing that springs to mind here is Wrath protection. Against non-control decks the trigger acts like pseudo-Vigilance. If your opponent has a blocker, Athreos allows you to continue forcing damage through even if some of your creatures suicide. This deck has many low power creatures with hate abilities, Athreos allows you to get those back. It plays enough lands and mana rocks to recast many of these creatures. Using Evolutionary Leap to convert creatures into MORE creature cards, and then get the sacrificed creature back again is wonderful. Athreos’ mandatory trigger makes it so that my opponents can easily disrupt my card drawing engines by sending them back to my hand. Also it makes Karador worse. My reanimation engines lose a lot of their power when my dead creatures keep ending up in my hand instead of back in my yard, like Bloodghast being paired with Skullclamp.


    With the introduction of a new Prossh deck into my closed meta, it was time to also introduce something that can stop Food Chain. Which deck is better for that than the hate deck?


    I decided to embrace the "hate" aspect of this deck more. Few ways existed to hose Hexproof and Shroud, making target player sacrifice leaves them the option to sac a token or something insignificant.


    I love the deck so much I want to have access to faster mana. The Temples are great, and they smooth out my next draw steps by shipping less desirable cards. Coming into play tapped is rather problematic, I need this deck to have at least 3 mana open at most times to cast hate cards (with flash). I am investing as much as I can monetarily to make this deck great to play.


    9/27/15 :
    Upon further analysis it wasn't exactly fair to completely blank 2 Win Conditions in 5RRR Insurrection in Prossh and 7BB Rise of the Dark Realms from Sedris vs. Nekusar. It was a lazy attempt to just not have to try other things before being able to have an uncounterable hoser that took care of it. I should be casting Anafenza, the Foremost instead.


    Pridemage is already in my Roon Toolbox, and it isn't a hatebear. The Exalted Trigger doesn't actually come up that often and Scavenging Ooze is a hatebear. Plain and simple.


    The homage to Death and Taxes is complete with one of the finest cheating cards of recent memory. Turning our creatures without flash into "gotcha" moments. Our curve is so low for creatures, we need to only turn this up to 2 counters to cheat 44% of our creatures into play. It gets around our tough colored mana requirements. Scroll Rack on the other hand is well...good stuff.


    10/31/15 :
    Suggested by Honor Basquiat, who is a great inspiration for the original form of this deck. I love this card far more than I had any love for Asceticism, Asceticism is for another type of deck. Infact, Asceticism is probably worse than Cauldron of Souls for surviving board wipes or targeted removal.


    11/10/15 :
    Finding a recursion engine at 4 CMC, and isn't Sun Titan is worth exploring. Vish Kal, Blood Arbiter is a fortress in himself, and he does act as a sacrifice outlet. This change is indeed tentative. Meren of Clan Nel Toth is too good to ignore and does many things we want it to do (besides not dying to a boardwipe). Karador, Ghost Chieftain has to stay because it allows creature casting on either first or second main phase, and flash creatures. It is also an alternative to Anafenza, the Foremost. Athreos, God of Passage stays because it is difficult to get rid of. It does leave Dragonlord Dromoka as the only real finisher left, Vish Kal, Blood Arbiter was able to clear the path and go on a rampage. I'm not sure how many finishers I need, or want.


    4/30/16 :
    This is just a value switch, get the same card minus 1 and the cost of 3 life. Is the 1 worth 3 life? The pros outweigh the cons. If Utter End is an effect you always want access to, then you'd get access to it sooner if it cost less. The 3 life really only hurts at the very end of if it's a tight race.


    6/30/16 :
    After the overhaul I used the Persist loop as a win condition, but I found that my Roon of the Hidden Realm and Prossh, Skyraider of Kher were essentially doing the same things. In commander some overlap will happen because there are few winning strategies, but having 3 decks doing the same thing always felt strange. What was even more strange is that while it's organic for the Roon of the Hidden Realm deck to fool around with Saffi Eriksdotter and Karmic Guide and whatnot, because they have Enter the Battlefield effects. Prossh, Skyraider of Kher is a sacrifice engine in its own right, and creates a billion tokens that can be sacrificed for currency, it's a logical progression to get to that point. Anafenza, the Foremost is about hatebears and restricting what you can do...then suddenly it combos out to win? It was rather incongruous. So it switched into a light taxing version instead, that can restrict resources and win with Living Plane + Linvala, Keeper of Silence. Aesthetics are very important to me and I try my best not to just make Goodstuff.dek's all day and call it a meta. I'm in the process of slowly combing through every deck and removing redundancy. Magic has thousands of cards, there are few reasons 5 decks should share the same number of ubiquitous staples.


    7/20/16 :
    I think card drawing is a touch better than protecting myself from face damage. I'll still have Leyline of Sanctity thanks to some things pointed out by Guild McCommunist it plays around more things than Mentor of the Meek. It plays around Hushwing Gryff, it spaces out our ability to draw cards under Spirit of the Labyrinth by cracking Clues on opponents turns.


    Being able to deter a creature heavy meta from attacking us is likely always going to be better than pissing them all off by exiling stuff. Basically we need this moreso than we need another piece of removal, and Council's Judgment unfairly hits Zedruu when fully suited for 1WW. It's totally possible it can come back in, considering Zedruu, the great hearted has lots of counter magic available to it and should use it against Council's Judgment to avoid a blowout.


    7/29/16 :
    Prossh and Sedris/Nekusar both already run Urborg, and both need it more. Also, given as I'm trying to rid redundancy between decks Nephalia Academy presented itself at the right time to make the change.


    8/28/16 :
    Sanctum Prelate was an absolute must include, a no-doubt-about-it type of card that rarely comes along, it forced its way into the deck long before it ever needed it. With that being said, Trinisphere was ALWAYS on shaky ground. In my card review I wrote "...While it does hurt cheap spells badly, they're not the most common type of spells played in the format. In cutthroat metas and fast combo environments, 3 might come down 1 turn too late, but will hurt greatly once it does hit the battlefield. It is fringe playable and could be cut for more different taxing in the future." and I still stand by that. I does hurt Zedruu the most of all, because of its reliance on cheap auras, but with Sanctum I can just call out "1" and be done with it.


    A conversation broke out on the MTG Reddit with an ensuing discussion that I'd always been trying to convey. It is Planeswalker durability. Planeswalkers whenever reviewed always, always, always have to have a relevant + ability in ratio to their mana cost, or else they are not worth including. Liliana of the Veil works because at very least an asymmetrical discard could be worth 1BB. And Vraska too survives this test, since a 3BG isn't just outright terrible for a bad Vindicate. What Freyalise does that Vraska doesn't, is make chumps and generate mana. The ability to Naturalize is important too. So for the time being, Freyalise wins out.


    3/30/17 :
    Trying to get Mentor of the Meek to work is not very beneficial since trying to leave the extra mana open for Mentor's ability really hurt the flow of this decks. So not only is the body much better, but we can keep emptying our hand and then later draw cards to keep the pressure on, or get around Spirit of the Labyrinth. The most significant drawback: can't abuse it with tokens, doesn't effect us whatsoever. I'm experimenting with this one for now, Lifecrafter's Bestiary is also in contention for different reasons because of the scry, but runs into the Mentor of the Meek conundrum.


    One of my favorite cards returns at the behest of uberlegen. It is often important to have big bodies to put in front of troublesome creatures. It is also important to not lock the table out of being able to prevent a Boonweaver Giant combo or Voltron commanders from suiting up.


    This was primarily done because Ob Nixilis, Unshackled was the last vestiges of the Persist version of the deck that grew to massive proportions when the combo was working at its best. Now that those days are over I switched to a more marquee card in Leonin Arbiter that is both hate and taxation that represents the new look of the deck. I'm patiently waiting for a better "cannot search libraries" card, but that may take awhile.


    4/12/17 :
    When I was playtesting them the {+2} was not terribly relevant. Being at 5 mana already, and not having much over 6 cmc it ended up making 1/1's that would be helpful sparingly. The {-2} is also obviously useful, having another Naturalize is cool. I'm not impressed by her Ult because you essentially pay 3GG and 3 table rotations to draw a handful of cards. Garruk Wildspeaker is in now, but may become a Lotus Cobra if necessary.


    Hunting Ground is dead weight as a top deck. If you can manage 7 cards in your graveyard by turn 5 or 6 it is worth it but we're not a deck that is not playing Life from the Loam, or casting things like Mulch or Grisly Salvage to fill our yard early.


    4/22/17 :
    I want to add more 1-drops and lower the curve on everything in general. Might cut Garruk Wildspeaker already for Elves of Deep Shadow or something else. Karador, Ghost Chieftain has been on my radar too, no more so now that Dark Confidant joined the ranks. He's great as a Commander because you can keep casting him out of the Command Zone for cheap, and you always get something out of him. In the 99, you get your card the first turn you play him, but sometimes nothing else. I was torn between a few: But Sun Titan won out because I was able to get one from another deck, so one card didn't appear in multiple decks.

    Ravos, Soultender
      Pros:
    • Creature. Avoids most taxation.
    • Cheaper than Karador.
    • Anthem effect.
    • Triggered ability.
    • Cons:
    • Horrible stats.
    • Puts creature in hand
    • Only does it the turn after you play it.
    Sheoldred, Whispering One
      Pros:
    • Creature. Avoids most taxation.
    • Barely cheaper than Karador.
    • Opponents sac creatures.
    • Strong body
    • Triggered ability.
    • Cons:
    • Only does it the turn after you play it.
    Teneb, the Harvester
      Pros:
    • Creature. Avoids most taxation.
    • Cheaper than Karador.
    • Strong body, flying.
    • Access our opponents creatures.
    • Cons:
    • Only does it the turn after you play it, unless it had haste.
    • Activated ability, only after combat damage to a player.
    Sun Titan
      Pros:
    • Creature. Avoids most taxation.
    • Cheaper than Karador.
    • Strong body, vigilance.
    • Triggered ability
    • Access our permanents, not just creatures.
    • Cons:
    • Cannot rescue combo piece like Linvala, Keeper of Silence or Elesh Norn, Grand Cenobite.
    • Tired of playing it in every single EDH deck I own.


    I just need more Mana Dorks and lower my curve overall. It is important to me to keep the cost of every non-creature spell low in order to get under taxation and avoid Dark Confidant beats. Garruk is really good, but my only genuine need is to untapped 2 lands, and I'm not running any enhanced lands worth untapping.


    4/27/17 :
    I just needed more lands to hit more colors. Pretty plain and simple. Getting dinged for 1 is worth being able to cast whatever I need, and Chromatic Lantern smooths it out.


    5/9/17 :
    The influence of Dark Confidant strikes again,
    And this time it involves a total savings of 2. Although it may not stop activated infinite abilities it is still worth it to lower my costs overall due to taxation.


    It was fun while it lasted but it's not nearly the font of wealth Carpet can, and often is. Sylvan Caryatid was likely the best of the Tier 2 mana dorks available after Tier 1 and top of Tier 2 have already been taken.


    5/17/17 :
    The deck has slowly and deliberately lowering the mana cost of everything while simultaneously trying to become faster to account for that lower mana cost. Many of these changes have been a long time coming and I'm attempting to incorporate far more synergies and make every card more valuable. I will at some point have to introduce a new set, or sets of additional win conditions, but for the moment I am going to more extensively testing this quicker list. I needed more draw ability, the deck had a tendency to run out of gas. Also had to remove some of the slower sorcery speed, single target removal. This is not meant to be a super-competitive tier 1 list,
    so I'm focusing more on multiplayer, and future changes should be expected - but so far I am pleased by the changes.


    5/22/17 :
    In my Meta, Kataki is downright bad. Usually games go long and there are few true artifact heavy decks. In 3 recent games I did the following: Play Kataki, Skullclamp immediately. You might say "well you drew 2 cards", but then Kataki could be anything. It is reserved for Lightning fast metas that play multiple rocks a turn and low land counts. Most tables won't care about Kataki as much as I dif, glorified Clamp fodder.


    7/10/17 :
    Since moving away from the Persist loops, I've been searching for a win condition. Linvala, Keeper of Silence + Living Plane was it...or hit people with things. Solemnity allows for the counters to fall of Dark Depths, it also hoses our opponents that rely on counters. In this day and age where every mechanic: Amplify, Awaken, Bloodthirst, Dethrone, Devour, Evolve, Fabricate, Graft, Modular, Outlast, Reinforce, Scavenge, Sunburst, Undying, Unleash, Bolster, Monstrosity, Support, Converge, Heroic all are commonplace in and useless because of it. In order to make more room for the some of the recent changes - Ghostly Prison moved over to Ishai and Kydele. That deck wants it more, and so we need to make some cuts.


    I need better, and more broad access to enchantment removal with the introduction of Ishai and Kydele. Little talked about is the fact that Aura Shards pushes the action in a game, it makes all of your creatures better by turning them into Disenchant and committing more to the board. It gets answered instantly by everyone else, but if left alone is a blowout.


    9/10/17 :
    When Sanctum Prelate was first spoiled I felt it was a homerun. It was the ticket we needed to be able to finish games against desperate combo decks and silence board wipes. But it is so often difficult to guess right. The times you guess wrong feel real bad and you never quite know if you made the right decision. Mirri on the other hand is has pseudo-evasion that helps our Go Wide strategy and a 1 sided Crawlspace.


    When disassembling my Roon of the Realm I found myself with a spare Gaea's Cradle. It would be a shame to let it go to waste. Here is it is, it doubles up our Mana dorks and let's us play more spells.


    The replacement for Roon - Ishai and Kydele Enchantress is a deck focusing on Enchantments, and any deck focusing on enchantments needs to have some of the best possible at its disposal. Also the Abundance + Sylvan Library interaction is too much to pass up.


    Dominaria / Battlebond :
    The replacement for Roon - Ishai and Kydele Enchantress is a deck focusing on Enchantments, and any deck focusing on enchantments needs to have some of the best possible at its disposal. Also the Abundance + Sylvan Library interaction is too much to pass up.


    I was getting tired of playing Sun Titan and Teshar is kind of like Sun Titan. I think the lower casting cost and multiple triggers per turn is worth losing access to other types of permanents. This is a temporary adjustment pending more testing.


    I never got the vibe that Dark Depths + Solemnity was ever any good. For a long time I kept the cards in the deck because it was a 2 card interaction that didn't really water down the deck. But after some discussion and some suggestions from readers I decided to axe it finally. Torpor Orb triggers Teshar, Ancestor's Apostle so that is a positive.


    Quite frankly this deck needs far more ways to draw cards then it needs other things at the moment. Drawing cards is crucial when using a bunch of small creatures that are largely disposable. Vampire Hexmage was cool when we run the Dark Depths variation for a while, and it is a solid hate card for getting rid of the tons of counters on everything - but drawing cards is crucial.


    Ishai and Kydele is the Enchantment deck in my meta, and given there are around 11,000+ Magic cards, and Commander is allowed to play mostly all of them - why not eliminate some overlap? Enlightened Tutor can arguably be better in this deck than Enchantress, but it belongs in that deck holistically.


    Guilds of Ravnica :
    The new hotness from Guilds of Ravnica has touched down in the deck and everyone is excited. Although I've stopped writing set reviews I will be updating the deck periodically as new toys arrive. I'm not certain about this and it may become Anguished Unmaking.


    I did some cleaning of my binder lately and found some things to trade for a judge foil Imperial Seal from a friend. So I put it in instead. I wish there were a better explanation.


    Posted in: Multiplayer Commander Decklists
  • 3

    posted a message on PROSSHDAQ *Shadows over Innistrad review*


    This is my latest deck I've been building to bring my meta to even colored mana counts. For a long time I wanted to build Jund, but I felt Jund had an inferior selection of Commanders. I am an outspoken opponent of the Commander 2013 pre-con. I feel they're made so powerful, but fun, it isn't difficult to build around them. The purpose of Prossh is to generate tons of tokens (and hate) and treat them as currency. Converting tokens into cards, damage, into mana, into more tokens. The deck generates its own little economy. That type of thing appeals to me. It's components are borrowed heavily from Matt Arnold's Prossh theory from the Command Zone Podcast and EDHREC. It is not exactly that I needed a ton of help figuring out how to put together this list, it sort of built itself. But none the less, this levels out my Meta, gives me a different type of deck (Tokens). I was equally as surprised that a number of these cards came in the Commander 2013 - Power Hungry set.

    Attention It is important to know that this list is part of my closed EDH meta. Giving advice and taking advice is difficult in the context of the other decks: some obvious auto-includes are well...not included. Sometimes strictly worse versions of cards are included in this deck because of balancing. Specific Meta Adjustments are discussed here.




    Deck by Card Type
    Prossh (by card type)Magic OnlineOCTGN2ApprenticeBuy These Cards
    -=General (1)=-
    1 Prossh, Skyraider of Kher

    -=Creatures (25)=-
    1 Anger
    1 Blood Artist
    1 Bloodspore Thrinax
    1 Boltwing MarauderFoil
    1 Champion of Lambholt
    1 Craterhoof Behemoth
    1 Deathbringer Thoctar
    1 Elves of Deep Shadow
    1 Goblin Sharpshooter
    1 Hooded Hydra
    1 Mycoloth
    1 Ogre BattledriverFoil
    1 Pathbreaker Ibex
    1 Primordial Hydra
    1 Quagmire Druid
    1 Reaper of the Wilds
    1 Sadistic Hypnotist
    1 Sakura-Tribe Elder
    1 Shattergang Brothers
    1 Smothering Abomination
    1 Solemn Simulacrum
    1 Stalking Vengeance
    1 Stronghold Assassin
    1 Xenagos, God of Revels
    1 Zulaport CutthroatFoil

    -=Planeswalkers (5)=-
    1 Chandra, Pyromaster
    1 Garruk Relentless
    1 Garruk WildspeakerFoil
    1 Sarkhan Vol
    1 Xenagos, the Reveler

    -=Artifacts (5)=-
    1 Ashnod's Altar
    1 Blasting Station
    1 Coat of Arms
    1 Sol Ring
    1 Swiftfoot Boots

    -=Enchantments (17)=-
    1 Attrition
    1 Beastmaster Ascension
    1 Cryptolith RiteFoil
    1 Dictate of Erebos
    1 Doubling Season
    1 Earthcraft
    1 Fecundity
    1 Fires of Yavimaya
    1 Food Chain
    1 Goblin Bombardment
    1 Grave PactFoil
    1 Hammer of Purphoros
    1 Impact Tremors
    1 Mana Echoes
    1 Outpost Siege
    1 Parallel Lives
    1 Vicious Shadows

    -=Instants/Sorceries (9)=-
    1 Beast Within
    1 Chandra's Ignition
    1 Crux of Fate
    1 Cultivate
    1 Dreadbore
    1 Hull Breach
    1 Insurrection
    1 Kodama's Reach
    1 Putrefy
    1 Second HarvestFoil

    -=Lands (37)=-
    5 Forest
    4 Swamp
    4 Mountain
    1 Blood Crypt
    1 Bloodstained Mire
    1 Commander Beacon
    1 Command Tower
    1 Dragonskull Summit
    1 Grove of Burnwillows
    1 Karplusan Forest
    1 Kessig Wolf RunFoil
    1 Kher Keep
    1 Llanowar Wastes
    1 Opal Palace
    1 Overgrown Tomb
    1 Rootbound Crag
    1 Savage Lands
    1 Stomping Ground
    1 Sulfurous Springs
    1 Temple of Abandon
    1 Temple of Malady
    1 Temple of Malice
    1 Temple of the False God
    1 Urborg, Tomb of Yawgmoth
    1 Verdant Catacombs
    1 Wooded Foothills
    1 Woodland Cemetery






    UNDER CONSTRUCTION























    • Battle for Zendikar introduces a host of new cards for our friend Prossh, and some very interesting choices. This deck in particular is satisfied to have so many new cards available to it, and some not so great (but budget friendly). There are definite upgrades here, some lateral moves and also a redundant copy of Prossh staple Blood Artist! Much like Battle for Zendikar serves as a sequel to Zendikar, it also plays a role as a sequel to Commander 2013: Power Hungry.


    • The most hated rare in this set
    • Brood Butcher: I wanted to speak on Brood Butcher just because of how much bad press it has gotten. I'm also not making a case for playing it, I think the colored mana requirements are a bit outside of my comfort zone. Based on your meta this could be a better version of Stronghold Assassin. Activate this 4 times to destroy Avacyn, something that Stonghold Assassin cannot do (Assassin also taps to activate). Lets be frank, I'm not able to convince myself this card belongs my own deck, but it might in yours.

    • Catacomb Sifter: Like I mentioned in my introduction, this set contains a lot of sequels. Catacomb Sifter can be considered perhaps a prequel to Reaper of the Wilds. It is cheaper, doesn't have the evasion of Reaper, but it does lay a mana rock onto the battlefield. Without many ways to blink this creature to take advantage of it's egg laying ability, I can't see too many reasons to include this. Reaper triggers off any creatures death, Catacomb Sifter only cares about our creatures dying.

    • Dragonmaster Outcast: Not really playable in my opinion. Like Awakening Zone and it's new version From Beyond it just gives me 1 token on my upkeep. Not good enough. Sure Parallel Lives and/or Doubling Season can give me more, but I don't want to rely on having either out. Dragonmaster is just outclassed by Prossh, Skyraider of Kher for Token generation, and Sarkhan Vol does more (albeit more expensive).


    • Awakening Zone 2: Electric Boogaloo.
    • From Beyond: An improved version of Awakening Zone with another ability tacked on at the end. While the tokens are better, the tutoring function is good for decks that care about those things, but it suffers the same fate as Awakening Zone for me - too slow. Getting 1 piece of sac fodder per upkeep just isn't enough to feed the mana requirements of this deck. Can I sac it and deal 1 damage with Blood Artist out? Sure. Is that worth 4 mana? I'm not seeing it. From Beyond joins the ranks of other such promising cards that don't have a home. IT does pay itself back over time, but I believe it is too late by then.

    • Yellow Check Ob Nixilis Reignited: For around the same mana cost, Ob Nixilis has a better {+1} than Vraska. Ob's {-3} is far more narrow. It is a toss up in this spot, both Ultimate abilities on these planeswalkers are win conditions. Where Ob Nixilis wins the battle against Vraska is in the ultimate ability. It comes out with Doubling Season and gives an emblem to another player. With so many ways for me to draw cards, they're dead in no time. My only concern is it being too much of a winmore situation.

    • Omnath, Locus of Rage: I believe this card is a trap, and a winmore card unless you're into those things. Firstly, Omnath triggers off a finite resource - lands in my deck. Outside of a couple of ways to put multiple lands into play during one turn - he only cares about elementals. Prossh is THE mana sink for this deck. Everything is devoted to getting him out to stimulate the token economy and make things run. There is very little room for anything that isn't about making Prossh better, since Prossh contains all of the elements necessary to win. Additionally, Stalking Vengeance is a better choice because it doesn't play favorites when it comes to sacrificing.

    • Check Smothering Abomination: It is a flying, one-sided Fecundity or an upside version of Dragon Appeasement. Either way, this should probably be in Prossh decks. The fact that it is squishy creature is holding it back somewhat for an automatic include. I think it is important to have this type of card drawing engine in the deck for the sake of redundancy, so I am going to overlook a pretty serious drawback.

    • Check Zulaport Cutthroat: Blood Artist my old friend, welcome back. I've noticed many Prossh lists getting away from Purphoros, God of the Forge because it is quite frankly WAY overpowered. This opens the door for having another multiplayer all-star without being pushed to unbelievable limits. This allows us to run another copy of Blood Artist without losing as many friends.

    • Oath of the Gatewatch brings us nothing new and this review is going to be restricted to just a few cards that I haven't reviewed in Anafenza, the Hate Bear. This smaller set doesn't play with sacrifice or token manipulation that much, so NO NEW CARDS FROM OATH OF THE GATEWATCH will be in this deck.


    • Another bad Chandra to add to the heap
    • Chandra, Flamecaller: This is a more costly version of Rite of the Raging Storm that isn't nearly as cool. I guess her {0} ability is cool to refuel the grip, but 4RR is a lot to pay. I'm a colossal fan and convert to Rite of the Raging Storm and anything that attempts to emulate but not improve is not worth it to me.

    • Goblin Dark-Dwellers: I guess if you're in red, and really really need a costly version of Snapcaster Mage - this answers the call. I can't see a spot in the deck this fits, or an obvious need it fills. Kudos for the artwork, depicting Goblins without functioning eyes because they live in caves.

    • Mirrorpool: This effect is far too costly. I do love the ability to make a token copy of anything I control, but the spell doubling effect is pricey and so is the token copy. I have yet to introduce C mana costs, so until then I am steering clear of cards like this.

    • Mina and Denn, Wildborn: The beefier version of Oracle of Mul Daya that gives creatures trample might actually be good enough to break into the deck at some point, but in the meantime it is just a soft Exploration. It could get out of hand with more of Landfall deck but Prossh isn't a Landfall deck. It's a run away train of value, too big to fail.

    • Nissa, Voice of Zendikar: The new Nissa reads "1GG - Put a +1/+1 counter on each creature you control". The 0/1 Plant tokens are of an inferior quality to Xenagos, the Reveler and Garruk Relentless, and both Planeswalkers have more well rounded and better abilities.


    • Shadows over Innistrad introduces a number of great options. Being a large set allows for a much higher degree of options where as a smaller set with a mechanic that does not help us could contain absolutely nothing of value (see: Oath of the Gatewatch). So limiting the set review to only the most interesting or high profile cards we see that Shadows is a success for Prossh, and has one of my favorite cards to date.


    • Pretty solid utility creature
    • Yellow Check Arlinn Kord // Arlinn, Embraced by the Moon: Arlinn pumps our Token army and makes some of her own, that is all good stuff but what do you cut for the potential? 2RG is a lot to spend on a 2/2 Wolf, which will flip and be vulnerable, but that doesn't stop us from playing other Planeswalkers. The jury is still out, so hopefully the price of this card will fall a little in time for me to scoop it up. I'm interested in testing it.

    • Check Cryptolith Rite: Lots of my decks in the Meta play Chromatic Lantern because it makes mana easy and mindnumbingly simple to figure out. So along comes a card that A) Conditionally fills the role of Chromatic Lantern, meaning its presence is not repeated across multiple decks and being less ubiquitous makes it cooler. B) Prossh has plenty of ways to give Haste and thus make a billiondy mana. I love it and its just the card I've been looking for.

    • Olivia, Mobilized For War: We don't really need to discard anything, and she's not as cool as Olivia Voldaren. I'm a bit disappointed in the new Olivia, I get that perhaps she's recruiting new Vampires for war - but it doesn't seem quite Olivia-ish and the digital looking video game art isn't something I'm a fan of. I generally don't have a problem with the "sameness" of the art because it does make the consistency of whatever plane come through the art work, but there has been a push to make come characters have video game poses that I do not like.


    • Instant economic stimulus plan
    • Check Second Harvest: Being able to double our tokens is as important as almost anything can be in the deck. Being able to pull the trigger on a MASSIVE currency increase at any moments notice can open the door to almost anything being possible. The number of ways we can transform tokens into something else means we double our ability to do so faster than a government hand out. It costs less mana and doesn't help our opponents like Parallel Evolution does.

    • Traverse the Ulvenwald: Getting a turn 2 land drop may be better than Kodama's Reach, because it can act as a flexible Worldly Tutor. I generally think Kodama's Reach generates a card advantage where as Traverse the Ulvenwald is just a 1 for 1. I am not convinced it's incredible or really worth it for the deck.

    • Westvale Abbey: According to EDHREC Westvale Abbey is the second most popular card for EDH from Shadows. I can see the value here, Prossh has a lot of sac fodder at his disposal and getting a 9/7 Flying, lifelink, indestructible, haste is probably going to do a lot of work for us. I want to see it in action first, because theoretically it makes sense, but I am not sure how practical it is.

      Set Name: Eldritch Moon
      Block: Set 2 of 2 in the Shadows over Innistrad block
      Number of Cards: 205
      Prerelease Events: July 16–17, 2016
      Release Date: July 22, 2016
      Launch Weekend: July 22–24, 2016
      Game Day: August 13–14, 2016
      Magic Online Prerelease Events: July 29–August 1, 2016
      Magic Online Release Date: August 1, 2016
      Magic Online Release Events: August 1–17, 2016
      Pro Tour Eldritch Moon: August 5–7, 2016
      Pro Tour Eldritch Moon Location: Sydney, Australia
      Pro Tour Eldritch moon Formats:
      • Swiss:
      • Standard
        Eldritch Moon/Eldritch Moon/Shadows over Innistrad Draft
      • Top 8:
      • Standard
      Official Three–Letter Code: EMN
      Twitter Hashtag: #MTGEMN
      Initial Concept and Game Design: Ken Nagle (lead), Mark Rosewater, Shawn Main, Ben Hayes, Bryan Hawley, Kelly Digges
      Final Game Design and Development: Sam Stoddard (lead), Dave Humpherys, Jackie Lee, Bryan Hawley, Melissa DeTora with contributions from Matt Tabak
      Languages: English, Chinese Simplified, Chinese Traditional, French, German, Italian, Japanese, Korean, Portuguese, Russian, Spanish
      Available in: Booster Packs, Intro Packs*, Fat Packs*

      (*Not available in all languages. Not all products available in Magic Online.)





      "Invent Your Tomorrow" as we explore the plane we first caught a glimpse of in Magic Origins—Chandra’s home plane of Kaladesh. Imagination, invention, and ingenuity await when we debut Kaladesh at PAX West on September 2, 2016, and release it in stores September 30, 2016.

      Set Name: Kaladesh
      Block: Set 1 of 2 in the Kaladesh block
      Number of Cards: 264
      Prerelease Events: September 24–25, 2016
      Release Events: September 30, 2016
      Launch Weekend: September 30–October 2, 2016
      Game Day: October 22–23, 2016
      Magic Online Prerelease Events: October 7–10, 2016
      Magic Online Release Date: October 10, 2016
      Pro Tour Kaladesh: October 14–16, 2016
      Pro Tour Kaladesh Location: Honolulu, Hawaii, USA
      Pro Tour Kaladesh Formats:
      • Swiss:
      • Standard
        Kaladesh Draft
      • Top 8:
      • Standard
      Official Three–Letter Code: KLD
      Twitter Hashtag: #MTGKLD
      Languages: English, Chinese Simplified, Chinese Traditional, French, German, Italian, Japanese, Korean, Portuguese, Russian, Spanish
      Initial Concept and Game Design: Mark Rosewater (co-lead), Shawn Main (co-lead), Doug Beyer, Scott Van Essen, Mark Gottlieb, Adam Prosak, Ben Hayes, Drew Nolosco and Jonathon Loucks
      Final Game Design and Development: Erik Lauer (co-lead), Ian Duke (co-lead), Doug Beyer, Ben Hayes, Gavin Verhey, Tim Aten and Melissa DeTora with additional contributions by Matt Tabak and Eli Shiffrin
      Kaladesh World Design: Doug Beyer (lead), Sam Burley, Kelly Digges, Jenna Helland, Jeremy Jarvis, Colin Kawakami, Kimberly Kreines, Matt Knicl, Liz Leo, Ari Levitch, Melissa Li, Dawn Murin, Cynthia Sheppard, Mark Winters and James Wyatt
      Creative Consultants: Jisi Kottakuzhiyil, Sandeep Kedlaya, Narayanan Raghunathan, Sathish Ramamurthy, Basha Mohideen and Trinadh Nemani


      In the follow-up to Kaladesh, "It's Time to Take the Power Back" with Aether Revolt. Ingenuity will only get you so far when the revolt comes. Releasing January 20, 2017.

      Set Name: Aether Revolt
      Block: Set 2 of 2 in the Kaladesh block
      Number of Cards: 184
      Prerelease Events: January 14–15, 2017
      Release Events: January 20, 2017
      Launch Weekend: January 20–22, 2017
      Game Day: February 11–12, 2017
      Magic Online Prerelease Events: January 27, 2017
      Magic Online Release Date: January 30, 2017
      Pro Tour Aether Revolt: February 3–5, 2017
      Pro Tour Aether Revolt Location: Dublin, Ireland
      Pro Tour Aether Revolt Formats:
      • Swiss:
      • Standard
        Aether Revolt-Aether Revolt-Kaladesh Draft
      • Top 8:
      • Standard
      Official Three–Letter Code: AER
      Twitter Hashtag: #MTGAER
      Languages: English, Chinese Simplified, Chinese Traditional, French, German, Italian, Japanese, Korean, Portuguese, Russian, Spanish
      Initial Concept and Game Design: Mark Gottlieb (lead), Mark Rosewater, Ken Nagle, Gavin Verhey, Adam Prosak, and Ari Levitch
      Final Game Design and Development: Ben Hayes (lead), Sam Stoddard, Ethan Fleischer, Adam Prosak, Yoni Skolnik and Tim Aten
      Kaladesh World Design: Doug Beyer (lead), Sam Burley, Kelly Digges, Jenna Helland, Jeremy Jarvis, Colin Kawakami, Kimberly Kreines, Matt Knicl, Ari Levitch, Dawn Murin, Mark Winters and James Wyatt



      The desert oasis of Amonkhet forges warriors. You have trained your entire life for a chance to face the Trials of the Five Gods and join the elite ranks of the Worthy. Using your strength, speed, and cunning, overcome deadly challenges and rise above the competition to claim an honored place in the Afterlife!

      Set Name: Amonkhet
      Block: Amonkhet
      Number of Cards: 264
      Prerelease Events: April 22-23, 2017
      Release Date: April 28, 2017
      Launch Weekend: April 28-30, 2017
      Game Day: May 20-21, 2017
      Magic Online Prerelease Events: May 5, 2017
      Magic Online Release Date: May 8, 2017
      Pro Tour Date: May 12, 2017
      Official Three-Letter Code: AKH
      Twitter Hashtag: #MTGAKH
      Languages Available: English, Chinese Simplified, Chinese Traditional, French, German, Italian, Japanese, Korean, Portuguese, Russian, Spanish
      MSRP: $3.99
      Initial Concept and Game Design: Mark Rosewater (lead), Ethan Fleischer (lead), Yoni Skolnik, Shawn Main, Jackie Lee, Kimberley J. Kreines, James Hata, Sam Stoddard and Ben Hayes
      Final Game Design and Development: Dave Humpherys (lead), Bryan Hawley, Ian Duke, Eric Lauer, Jackie Lee, Ari Levitch, Kimberley J. Kreines, Tim Aten and Mons Johnson
      Amonkhet World Design: Kimberly J. Kreines (lead), Doug Beyer, Sam Burley, Kelly Digges, Jenna Helland, Jeremy Jarvis, Colin Kawakami, Liz Leo, Ari Levitch, Mel Li, Shawn Main, Dawn Murin, Cynthia Sheppard, Mark Winters and James Wyatt


      Set Name: Hour of Devastation
      Block: Set 2 of 2 in the Amonkhet Block
      Number of Cards: 184
      Prerelease Events: July 8-9, 2017
      Release Date: July 14, 2017
      Launch Weekend: July 14-16, 2017
      Game Day: August 5-6, 2017
      Magic Online Prerelease Events: July 21, 2017
      Magic Online Release Date: July 24, 2017
      Pro Tour Date: July 28-30, 2017
      Official Three-Letter Code: HOU
      Twitter Hashtag: #MTGHOU
      Languages Available: English, Chinese Simplified, Chinese Traditional, French, German, Italian, Japanese, Korean, Portuguese, Russian, Spanish
      Initial Concept and Game Design: Shawn Main (lead), Ken Nagle, Jackie Lee, Jules Robins, Sam Stoddard, Mel Li and Mark Rosewater
      Final Game Design and Development: Ian Duke (lead), Ben Hayes, Adam Prosak, Ken Nagel, Jackie Lee, Kimberly J. Kreines and Melissa DeTora
      Amonkhet World Design: Kimberly J. Kreines (lead), Doug Beyer, Sam Burley, Kelly Digges, Jenna Helland, Jeremy Jarvis, Colin Kawakami, Liz Leo, Ari Levitch, Mel Li, Shawn Main, Dawn Murin, Cynthia Sheppard, Mark Winters and James Wyatt







    • Commander 2015 brings us only one enemy colored pair decks from which to source: BG Plunder the Graves. In the new modern age of Magic Design a wealth of cards exist that care bout +1/+1 counters and things that happen when creatures die. We also get a windmill, slam dunk card that overcome a slight drawback. We get a lot of potential in this Commander offering, far more than any other decks in Action Meta. Prossh, Skyraider of Kher is first and foremost the most important card in the deck. Things that typically scare Prossh players away like "whenever X is sacrificed" seem like they're unplayable, but really that is all we care about. Prossh comes onto the battlefield is a Sacrifice engine, we do not need anything else.


    • Prossh Lite.
    • Check Bloodspore Thrinax: And right out of the gate we have a winner! It is capable of sacrifice machine that pumps up our other tokens when Prossh explodes onto the battlefield dispensing gifts, or our other Token generators. I enjoy the ways Bloodspore Thrinax parallels Mycoloth in some ways. It finds the way in this deck because it can in some ways a huge anthem effect as well as just being a colossal beater under the correct circumstances. Even though it is replacing Tempt with Vengeance - a card I do not care much for, it will still have a place in the deck in the event Tempt with Vengeance comes back.

    • Check Command Beacon: We want this card in our deck, us and about every other EDH deck. It gives us a free, 1-time crack at casting Prossh without Commander tax. You say "isn't the point of Prossh to cast him for a billion?" Why yes, yes it is. But sometime if the infinite combo of Food Chain can drive Prossh's commander tax into the millions, how could you ever be expected to pay it if...lets say,...someone uses Dissipate? It's hard to generate a billion mana from thin air. By putting Prossh back into our hand we aren't able to go infinite again, but maybe we can win through other means. It's not hurting things by being in the deck and may come in handy one day.

    • Fiery Confluence: This is one of the cheaper confluences but one with the most drawbacks in my opinion. Fiery Confluence deals 1 damage to each creature. This mode hurts our weak little tokens pretty badly, and at it's best and greatest only deals 3 damage if that mode is selected 3 times. Not very good. Fiery Confluence deals 2 damage to each opponent. Direct damage isn't spectacular in Commander, and it's rendered even less useful when it 15% of everyone's starting life total when it is cast. If you could run 4 copies of it, this might be worth considering. Destroy target artifact. The best mode is rendered less useful considering it is sorcery speed. Green and Red are the best Artifact destroying colors, and thus why include an inferior card when we could run Vandalblast or something?


    • Tempting but not enough.
    • Yellow Check Mazirek, Kraul Death Priest: What jumped out about Mazirek is the sacrifice clause. It is tantamount to Cathars' Crusade but for BGx decks. I really like this effect for army growing. It kind of makes Coat of Arms less good (since it helps our opponents) but is not as resilient. Commander 2015 doesn't offer a ton in the way of NEW cards (like things we've never seen before) but does give us some fun role players. Mazirek is not the kind of card that will not maintain a ton of interest from me. What I would suggest is picking up a copy and trying it out.

    • Meren of Clan Nel Toth: I really wanted to play with Experience counters in this round of Commander 2015. They seem so flavorful when tied to Prossh because of his eternal recursion and experience counters cannot be dealt with either. This deck is not very tied to the creatures in it, and one supreme creature rules them all. So with that in mind, we're not looking for a recursion engine. If we were, it'd probably be Deadbridge Chant because of the ability to recur more than just creatures.

    • Check Pathbreaker Ibex: This is the straight left after the right hook. Putting Overwhelming Stampede on a creature is a great idea and one I'm glad they thought of. With so many ways to boost the power of our creatures this has a better shot of impacting the board when we can't stick Craterhoof Behemoth. They compliment each other greatly. Don't have Pathbreaker Ibex? Stick Craterhoof Behemoth, cast Prossh, Skyraider of Kher for a billion and attack with everything. Don't have Craterhoof Behemoth? Stick Pathbreaker Ibex, cast Prossh, Skyraider of Kher for a billion and let him eat everything. They're built for each other, and if you've got 'em at the same time? Crazy.


    • A cute idea and perhaps future edition.
    • Yellow Check Rite of the Raging Storm: I like this card very much actually. 3RR isn't a lot to spend, and it causes your opponents to attack each other sometimes...they can also choose not to attack at all. That is the downside to this. 5 damage is a pretty decent amount, and not being able to get punished by it is even better. If anything this can accelerate games greatly in favor of us. We've got ways to pump them up, have more than 1 and really use this to our advantage in some not too obvious ways. I like cards that compliment and reward other selections in the deck and it does something vaguely interesting. Getting the token at the beginning of our upkeep allows us to use it as currency, and forcing us to sacrifice it at the end of combat could draw a card. This needs further testing but could potentially join the ranks because of how powerful the tokens are innately and can only benefit from buffs or our opponents using them on one another.

    • Yellow Check Verdant Confluence: Let us jump right into this. Put two +1/+1 counters on target creature. Not a fantastic mode, not bad though. We're not really a Voltron deck so we don't value counter producing spells. With so much transferring currency between resources a lot of time our creature tokens die. Putting +1/+1 counters on them from a source that isn't Bloodspore Thrinax for instance, is a waste of a card. Return target permanent card from your graveyard to your hand. There is probably a very good use for 3 copies of Regrowth. I wonder if I can channel the amazing power of this one of these days, 4GG scares me and so does sorcery speed. Maybe I'm being too hard on it, I do enjoy this mode. Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library. And we've got 3 copies of Rampant Growth too. When taken into consideration together it is highly playable, although maybe a bit too costly and not exactly augmenting the "cast prossh for a billion" plan that we're on.




      You Stab My Back and I'll Stab Yours

      Clearly the crown is up for grabs. Will you claim it?

      No more jokes. No more intrigue. For real this time.

      The throne no longer sits empty, but deception, danger, and even death await around every corner.

      Add deeper layers of intrigue to your next Magic draft and begin plotting as soon as you open your first booster pack! The Conspiracy: Take the Crown set builds on the revolutionary abilities introduced in the original Magic: The GatheringConspiracy set, with new cards that affect the draft itself and new conspiracies that twist the rules against your foes. Trade votes and spread your attacks to manipulate the game in your favor. Seize the crown to give yourself a greater edge—if you can keep it.

      How will you plot your way to the throne?

      This set is designed for eight-player drafts followed by free-for-all games of three to five players each.


      Set Name: Conspiracy: Take the Crown
      Number of Cards: 220 221
      Release Date: August 26, 2016
      Official Three–Letter Code: CN2
      Twitter Hashtag: #MTGCN2
      Initial Concept and Game Design: Shawn Main (lead), Nik Davidson, Bryan Hawley, Ken Nagle, Matt Tabak
      Final Game Design and Development: Ben Hayes (lead), Bryan Hawley, Jonathan Skolnik, James Sooy, Gavin Verhey
      Languages: English, Japanese, Chinese Simplified
      MSRP: $3.99





    • Commander 2015 brings us an unprecedented wealth of new and interesting multiplayer oriented cards. Finally we have 2 enemy colored paired decks from which to source: BG Plunder the Graves and WB Call the Spirits. But how many of these cards are hate cards? Not many. Some adjustments still do need to be made to account for all of the goodies others will be using to beat us with, at an average converted mana cost of 4.3 the new cards that are troublesome cost so much. I've mentioned it elsewhere, running a tight deck that requires mostly everything to be dual purpose, many cards do not fit my criteria. I am happy to see cool new mechanics, and I'm excited to see all of the new players this product will infuse into the Commander community. Overall I'm not thrilled by the cards this set offers to our deck. For any given set being able to walk away with at least 1 new addition is pretty uncommon. Wizards has to design a lot of decks for a lot of players, sometimes hate bears isn't the top of the list.








    10/3/15 :
    Purphoros has become the snooze button in terms of Commander games. I love playing powerful cards, I absolutely adore it. But after the 700th Purphoros + Prossh for a million win it gets annoying. We tried restricting tutors so it couldn't find the combo, that didn't work. It just was more trouble then it was worth. Zulaport Cutthroat does essentially the same thing, except it can be killed with creature removal.


    The reasons I don't like Awakening Zone and similar cards is because they generate 1 item of currency per turn. They're inefficient because ultimately the goal is to just cast Prossh Skyraider of Kher as much as possible, over and over and over and over. Prossh has a token Generator and a Sac outlet built in. Ophiomancer creates a token that can trade with something, sort of valuable, but it HAS to trade with something or it doesn't do anything again. Smothering Abomination gives a redundant version of Fecundity that only cares about US and SACRIFICE. We'll make far better use of it then we could Ophiomamcer.


    11/26/15 :
    This was another call I made perhaps too quickly given the relatively low amount of testing time that went into it. Tempt with Vegeance does create tokens for x, and I do need something to spend all that Earthcraft mana on, so why not? Bloodspore Thrinax is in the deck for now, and I don't perceive it ever giving up it's foothold, but Tempt with Vengeance is very likely to come back in. At this very moment in time it was the cut I made given my circumstances.


    With Commander 2015 we are able to improve in a subtle way by giving us a chance at one final "hurrah!" in the event we push our Prossh commander tax too far out of a castable reach. It is easy to run wild with Food Chain and run into some kind of counter spell which stops the whole chain. Butcher of Malakir is just an ugly, dumb, not all that interesting creature that doesn't appeal to me all that much. The choice is easy and it gives us another Land to fool around with. Butcher was a bit too harsh on other decks in the meta too, so many of them being reliant on creatures (Sedris vs. Nekusar, Roon of the Hidden Realm, Anafenza, the Hate Bear) I wouldn't call this a Meta adjustment however, just simply a matter of convenience.


    While token generators are always welcome, Endrek has a limit to how far it's capable of going. This isn't bad since tokens are always useful in one form or another. Anything that generates currency has an opportunity to be included in this deck, and this is just Endrek's time to sit on the bench for a little bit.


    6/6/16 :
    The drawback of helping my opponents with Primal Vigor and the explosive potential of Second Harvest make it a pretty logical trade. Vigor does have potential to win on the spot, but I enjoy playing with some new stuff and Second Harvest is a massive economic influx.


    I talked about it recently with a Roon update that I like decks to have drawbacks, it leads to more interesting gameplay. Chromatic Lantern does not lead to more interesting gameplay, it's an auto include in most 3-color decks. I see a card like Cryptolith Rite and think "wow, this is something that cares about a massive amount of creatures, Prossh generates a massive amount of creatures...." Rite fits right in thematically, it makes all of the weak creature tokens into Mana Dorks, a resource.


    Posted in: Multiplayer Commander Decklists
  • 1

    posted a message on Need Input on an Esper Commander for Zombie Tribal
    I like the idea of Ertai, the Corrupted sacrificing zombies to save himself.
    Posted in: Commander (EDH)
  • 1

    posted a message on How Strong is too strong?
    Quote from Pricecut »
    I think the NBA will disagree with you there. Professional sports often boils down to the same teams winning for years on end.


    The NBA is incentivized to win through Championships, Bonuses and Endorsements. The "kitchen table" as it were doesn't have the same motivations unless some prize structure is in place to demand wins.
    Posted in: Commander (EDH)
  • 1

    posted a message on Diplomatic Sanctions (Leovold, Emissary of Trest)
    In the long history of dubious mistakes the rules committee imposed, getting rid of the banned as commander list was easily the worst. It made so much sense. Leovold would certainly be on that list. He's oppressive because of the one-sided ability and cheap mana cost. But yet you can still put Notion Thief in your 99 and it's ok. Having a banned list of Commanders was intuitive despite their insistence that it wasn't, I've never met anyone - and I've got 3 children - that didn't understand the implications.
    Posted in: Multiplayer Commander Decklists
  • 1

    posted a message on Prossh, Skyraider of Kher - Here Be Dragons...
    Glad to see another fellow self-hating Prossh, Skyraider of Kher player.
    • Purphoros, God of the Forge will probably get boring the 6th or 7th time you do it. I suggest maybe Blood Artist or Zulaport Cutthroat because theyre a little squisher and you've gotta be careful when to stick them, makes it slightly more challenging to get the free win.
    • Xenagos, the Reveler can generate a huge amount of mana with Kobold tokens, it's incrimental too so it stays fairly relevant. 2/2's are a real body also.
    • Both modes on Outpost Siege are amazing. Dragon Mode doesn't care where the creature goes as long as it leaves the battlefield and drawing an extra card is good stuff.
    • Edit:
    • The original dragon speaker Sarkhan Vol make 10 5/5 fliers for 2RG the first turn it's played (and survives) when paired with Doubling Season
    Posted in: Multiplayer Commander Decklists
  • 1

    posted a message on Anafenza, the Hate Bear
    Quote from uberlegen »
    Hey, I just wanted to give you a huge thanks for your work on this deck and this thread. I made an account just so I could let you know. I've been playtesting this deck for about a month now, working with your main list and making a few changes here and there. I'll settle in before tossing out too many of my own suggestions and thoughts, but in case you ever wonder if this thread matters to anyone, it definitely does! I love this deck! It's got the right speed and power level to be fun, variable, and strong.

    One of the few big changes I made was taking out Hallowed Moonlight and replacing it with Bitter Ordeal. People don't cheat creatures or tokens too hard in my meta, and Hushwing Gryff usually stops one of the worst offenders, Avenger of Zendikar. With Bitter Ordeal, typically I'm trying to get at least two copies so I can find and exile all three Cyclonic Rifts at the table, or else some other powerful wipe. I also usually like to name 2 with Sanctum Prelate. Blue is popular in my meta, if you couldn't tell. I might switch Nevermore in for Bitter Ordeal though, since I can always name Rift if I want to and block troublesome commanders otherwise.

    I also replaced Suppression Field with Torpor Orb, because ETB is strong enough in my meta that I wanted two hosers in the deck. That, and I found myself being unable to afford equip costs too often for my liking with Suppression Field.

    Also, I run Nature's Revolt instead of Living Plane because of card price. For our purposes, it's strictly worse, since it costs 1 more and leaves our angry opponents twice as able to beat us up with their lands if we used Linvala instead of Elesh Norn. But Living Plane is an expensive card, and Nature's Revolt costs fifty cents.

    Thanks again for the detailed write up, and to everyone else contributing to this thread. It's much easier to make cuts if I have a second opinion on why some things are included.


    Thanks you for the kind words. It's very encouraging, I often wonder if I'm writing for no one. Meta Adjustments are part of running the deck, no list is complete unless it can be adjusted for your meta. I used to run Bitter Ordeal in the Persist build, it was absolutely insane, but being sorcery speed hurts it if an opponent wipes the board. Also, for whatever reason, Living Plane had gone up 150% or so recently. When I made the choice to include it, it was $30. Nature's Revolt is a great choice, far less restrictive than Kormus Bell, Life and Limb, Ambush Commander or Living Lands.

    If Blue is super popular consider Carpet of Flowers, it can ramp you pretty hard at their expense. It can be the games best mana dork against certain opponents.
    Posted in: Multiplayer Commander Decklists
  • 1

    posted a message on Ephara, God of the Polis - Flash Hatebears
    Quote from Pokken »
    Quote from Action_Mane »
    Ever considered Bygone Bishop? Looks like you've got 21 creatures that trigger it, let alone Cloudstone Curio and Stonecloaker abuse. Good way to draw cards and not alter the gameplan.


    Yeah that one is definitely on the interesting list, but I think the mana investment is probably high. In general I have no issues spending all my mana and even skullclamp is often too much.

    The main upside though is that it's a card that rewards you for developing your board, which is really what we want to be doing. It also flies which is a big bonus over a similar card like Mentor of the Meek.

    My thinking is that Bygone Bishop is probably really strong in an inspiring statuary type deck where we want to flood the board with artifacts, but probably too slow and with too strong a competition at the 3-mana slot for my deck. It's undeniably incredibly powerful in a deck that cares about artifacts.


    Yeah I like how you can basically ignore it and draw cards when you need to. Mentor of the Meek demands you pay then and there. It gets around Hushwing Gryff / Torpor Orb and Spirit of the Labyrinth. Skullclamp is much better but is also sorcery speed, which is literally it's only drawback.
    Posted in: Multiplayer Commander Decklists
  • 4

    posted a message on Oloro, Ageless Ascetic Esper Stax *Revival*




    Oloro, Ageless Ascetic: is an Esper colored Stax deck. It creates a resource denial board state and grinds to an attrition war where you can win any number of ways. This deck drew most of it's inspiration from StyxOfTolaria's Dromar list. Since it was abandoned almost 2 years ago, I felt as though some people would like to see it come back. I kept as much as I could the same, and upgraded some things as new sets came out. I've always been a fan of the Stax archtype. Many may call it unfair, or unfun to play against; I always disagreed. Stax creates challenging and thoughtful board states, where even tiny improvements in the war against Stax decks prove to be more rewarding than say - mulligan into Force of Will to stop a fast combo deck. That is just my two cents.

    My list is virtually creatureless, and does not have any counter spells. I wanted the deck to be more threat dense than just simply protect combos. The deck doesn't have enough open spots to devote a counter spell to every possible card that every opponent could have that would beat us. By reading on we're going to learn a bunch about what tempo is and why it is important for us to restrict. We're going to get a view of Commander and Magic: the Gathering as a battle for scarce resources, one in which the winner is usually always going to be the one that denies access to them. We're going to show that while big flashy finishers are fun, a 1/1 soldier creature token can win given enough time. Efficiency is a quality that is rarely punished by other decks, we're making "optimized" lists as uncomfortable as possible.

    This deck did begin it's life as a Dromar, the Banisher Esper blink deck. It used a crazy combination of cards until it eventually it used some weird Null Profusion/Omniscience combo to cast Tendrils of Agony for a billion. It was fun because I basically jammed all of my favorite cards into 1 deck (an abundance of which were Black and Blue, because my collection is mostly blue or black cards). I stumbled upon StyxOfTolaria's Dromar list which had just become Oloro (due to his spoiling). I too switched my deck janky Dromar deck, looking for something more consistent, nearly card for card. It was amazing that I had all of these cards in my collection already, but have never figured to put them into the order he had come up with. As of 2/2/2015 everything that can be foiled is foiled. The whole reason I foiled the list out was that it was so effective, and Mass land destruction isn't a thing anymore (less likely Wizards prints anti-LD hate), that I knew I would get mileage out of it. There is not enough card turn over in this deck to justify my usual set reviews, but I occasionally drop a comment about new potential targets.

    [Primer] status achieved 10/27/15! It has been a long time dream of mine to one day create a Primer for MTGSalvation. It has been such a source of inspiration and an outstanding collection of thoughtful players and creativity. I am honored and will continue to work hard to make this a resource for so many, as other Primers have been a resource to me.






    Oloro, Ageless Ascetic is a forceful stax leader. Some of the great value cards in all of Magic: the Gathering require the cost of life as an additional cost. Some say life gain is not essential in Commander, and in most instances they're correct, but when you can get the colors you want and the bonus of life gain without even playing your commander - it's icing on the cake. With the removal of the commander tuck rule, Oloro has been elevated to win condition.

    Reasons to play Oloro, Ageless Ascetic:
    • You're a fan of resource denial.
    • You're not afraid of Mass land destruction.
    • You have the patience to play a very long game where you may win by dealing 3 damage per turn with a Creeping Tar Pit.
    Reasons to not play Oloro, Ageless Ascetic:
    • You prefer more traditional permission lists. This deck does not play counter spells, it does play reactive removal spells however.
    • You enjoy playing elaborate combo decks. This is not one of those.
    • Your playgroup frowns upon mass land destruction and taxing effects.
    Other options for commanders:
    • Dromar the Banisher: Repeatable Wash Out is pretty impressive. An evasive 6/6 is good too. If anything ever happens to Oloro, like a banning, I could picture bringing back Dromar to command the Stax legion once again to helm the Stax deck.
    • Zur the Enchanter: Good way to get focused on. Zur is a very persuasive option as a repeatable tutor, and it would be easy to bend the deck around having him as the general. I didn't want a Zur deck though, that deck tends to build itself and is its own archtype. Zur is a powerful commander but not the type of thing I'm looking for.
    • Sen Triplets: Thematically a great general for the deck. It basically just silences one player and controls their hand. That is fun to do. It does paint a big target on your head and tends to get old quickly. Not knocking them, they are compelling, but it's not exactly what I'm going for.
    • Zurgo Helmsmasher: For almost a year I've fantasized about switching over to Zurgo Helmsmasher. The mardu colors allow for some of those sick R Stax cards and land destruction. I don't play blue mana for the counter spells, and besides a few good stax cards - isn't a deal breaker. If it wouldn't cost so much money to foil out the deck I'd consider it. I do tend to enjoy Oloro's life gain ability. With removal of the tuck rule - Zurgo is even more appealing as a way to win with Commander damage.





    Deck by Card Type
    Esper Stax (by type)Magic OnlineOCTGN2ApprenticeBuy These Cards
    -=General=-
    1 Oloro, Ageless AsceticFoil

    -=Creatures (2)=-
    1 Erebos, God of the DeadFoil
    1 Sun TitanFoil

    -=Enchantments (23)=-
    1 Aura of SilenceFoil
    1 Back to Basics
    1 Ghostly PrisonFoil
    1 Greater AuramancyFoil
    1 Humility
    1 In the Eye of Chaos
    1 Karmic JusticeFoil
    1 Land Equilibrium
    1 Land TaxFoil
    1 Leyline of the VoidFoil
    1 Luminarch AscensionFoil
    1 Mana Vortex
    1 Moat
    1 Monastery SiegeFoil
    1 Mystic Remora
    1 Nether Void
    1 Mana BreachFoil
    1 Phyrexian ArenaFoil
    1 Propaganda
    1 Rhystic StudyFoil
    1 Sphere of SafetyFoil
    1 Tainted ÆtherFoil

    -=Artifacts (17)=-
    1 Azorius SignetFoil
    1 Chromatic LanternFoil
    1 Crucible of WorldsFoil
    1 Cursed Totem
    1 Dimir KeyruneFoil
    1 Dimir SignetFoil
    1 Forcefield
    1 Mana Crypt
    1 Mox DiamondFoil
    1 Nihil SpellbombFoil
    1 Orzhov SignetFoil
    1 Sensei's Divining TopFoil
    1 Sol RingFoil
    1 Talisman of ProgressFoil
    1 Talisman of DominanceFoil
    1 Torpor OrbFoil
    1 Uba MaskFoil

    -=Planeswalkers (4)=-
    1 Elspeth, Knight-ErrantFoil
    1 Jace, the Mind SculptorFoil
    1 Liliana of the VeilFoil
    1 Tezzeret the SeekerFoil

    -=Instants (7)=-
    1 Anguished UnmakingFoil
    1 Cyclonic RiftFoil
    1 Enlightened TutorFoil
    1 Lim-Dûl's Vault
    1 Path to ExileFoil
    1 Swords to PlowsharesFoil
    1 Vampiric TutorFoil

    -=Sorceries (10)=-
    1 ArmageddonFoil
    1 CataclysmFoil
    1 Catastrophe
    1 Demonic TutorFoil
    1 Merciless EvictionFoil
    1 Ravages of WarFoil
    1 ReplenishFoil
    1 Supreme VerdictFoil
    1 Toxic Deluge
    1 VindicateFoil

    -=Lands (37)=-
    5 IslandFoil
    5 PlainsFoil
    4 SwampFoil
    1 Academy RuinsFoil
    1 Ancient TombFoil
    1 Bojuka BogFoil
    1 Command TowerFoil
    1 Creeping Tar PitFoil
    1 Flagstones of TrokairFoil
    1 Flooded StrandFoil
    1 Geier Reach SanitariumFoil
    1 Godless ShrineFoil
    1 Hallowed FountainFoil
    1 Kor HavenFoil
    1 Marsh FlatsFoil
    1 Maze of IthFoil
    1 Mishra's Workshop
    1 Polluted DeltaFoil
    1 Scrubland
    1 Serra's Sanctum
    1 Strip MineFoil
    1 The Tabernacle at Pendrell Vale
    1 Tolaria WestFoil
    1 Tundra
    1 Underground Sea
    1 Urborg, Tomb of YawgmothFoil











    • Aura of Silence: The card is pretty self-explanatory. It's a powerhouse in the Tax department. It is reusable artifact/enchantment removal with Sun Titan, it makes Sol Ring and opponent mana rocks much less useful. Artifacts and Enchantments are staples of the format, taxing them early and often is completely required


    • Greedy mana bases are abound.
    • Back to Basics: I love, love, love hurting greedy mana bases. Love it. We run a greedy mana base in this deck, but we run Mana Rocks that don't care about Back to Basics. We also run Land Tax which gets around this! I believe that while Winter Orb just hurts all lands, easier to cast and gets tutorable with Tezzeret the Seeker - there is also a strong case for Back to Basics because it is an enchantment, boosts Serra's Sanctum, Sphere of Safety and Replenish. There may be an eternal war between Back to Basics and Winter Orb that will rage forever in this deck.

    • Cursed Totem: What is there not to enjoy about this? It locks out any creature based combos, like the ones employed by Kiki-Jiki, Mirror Breaker or Deadeye Navigator. Aggressively cost and pretty much stays relevant throughout the game.


    • Oh how I hate the Reserve List.
    • Humility: Humility really does what few cards in the game is capable of, completely shutting down creature based strategies. Enter the battlefield triggers don't work, big beaters are reduced to nothing. I know there is a synergy with Night of Soul's Betrayal, but I don't think it's good enough to be in the deck by itself. The Tabernacle of Pendrell Vale has a similar effect, it taxes the crap out of really weak creatures - so they're more likely to sacrifice them. Mana is important, more important than life in this format.

    • In the Eye of Chaos: Whenever a player casts an instant spell, counter it unless that player pays X, where X is its converted mana cost. Basically you've gotta pay twice if you want that counterspell to connect. The amount of Instants in this deck is pretty low (7), and of those spells they don't cost all much anyway, and runs no counters itself. The only drawback is it will be destroyed by Nether Void (World Enchantment rule). If you ask me - that's a good problem to have.

    • Land Equilibrium: With enough Mana Rocks on the battlefield, and no lands of your own, this is another soft lock. Opponents are basically just holding onto cards they can't play.

    • Mana Breach: This tends to slow the game down, way down, and allow us to find more pieces. It is so obviously a target, but so many of our cards in this deck are targets. Tempo plays like this put the game into a sort of stasis from which we benefit highly. The slower we make things the more we push into the mid-to-late rounds of the game where we prosper and benefit from controlling the resources available to our opponents.


    • A Truly back breaking card
    • Mana Vortex: Aggressive cost land destroyer. Its usefulness is evident, its frustration is unparalleled, its the perfect kind of card for this deck. It comes in early, sets opponents back greatly, and works with Sun Titan. Like many of the other cards in this section, tempo plays are just as good for us as splashy creatures.

    • Nether Void: The most devastating card in the entire deck probably is Nether Void. Whenever a simple Naturalize costs 5 mana, removing Nether Void can be a daunting challenge. Its essentially game over if you manage to Armageddon. It even slows down Planeswalkers, traditionally a weakness of Stax decks. The card is very expensive (monetarily}, but if you truly enjoy playing with supremely dominant cards, and are looking for an investment that is unlikely to EVER lose any value (it is on the reserve list, never to be reprinted in paper again). It is a backbreaking card to hit the field, and it changes the dynamics pretty much instantly.

    • The Tabernacle at Pendrell Vale: Mana is a huge tax in Commander. It is a larger tax than life (which you have 40), or creatures (which you can have none of or 100's of). Paying upkeep costs is a nightmare, and this deck runs 1 creature and some Token Generator. It is very difficult to justify spending 1 mana What else is difficult to justify is the price of this card, it is EXTREMELY expensive. Pendrell Mists is a suitable alternative, and what this deck was running until I purchased this card. The land is uncounterable however.

    • Tainted Æther: Extremely good in a creatureless build and naturally works with Mana Breach. I really like this card, not thrilled by the double Black cost, sometimes you cannot have it all.

    • Torpor Orb: The worst card to see hit the battlefield for a creature/creature combo heavy deck. Over the past few years, Wizards has unleashed a torrent of potent Enter the Battlefield creatures. Hell, I even built a whole deck around the concept! One stop answer to anything that can effect you under certain boardstates. Recommended tutor target if you're not too sure who you'll be facing.

    • Uba Mask: Super Secret Tech against permission decks, discouraging players from drawing more cards than they can use in a turn. It forces players to commit their cards to the board the turn they are drawn. Countermagic goes away forever. Hoarding situational removal and waiting for the right target is out of the question. Holding an expensive spell until you draw the land you need? Fantasy. It's intended to cripple unfair strategies, while we play our cards. Also, for disciples of LSV have seen his version of Uba Stax. Using our mana rocks and Mishra's Workshop we can power this out early and try to win big. We also included Geier Reach Sanitarium to very slowly grind our opponents, maintain parity and prevent them from putting cards on top. Suggested by baconoftheark23




      Dispensing harsh justice for the littlest of things
    • Forcefield: I consider this the absolute best 3-drop in all of Magic. Forcefield does not require that you target anything, getting around Protection, Hexproof, Shroud and any other sort of evasion. It is cheap to activate and really puts a damper on anything trying to kill us with Commander damage. This card is very expensive monetarily. I would advise against picking up a copy unless you enjoy collecting. While a reliable replacement does not exist, it does not break the deck.

    • Ghostly Prison and Propaganda: Identical cards that become even better when together. The peanut butter and jelly of the deck. Both get recursion with Sun Titan and Replenish. The main goal in a pillowfort deck is to get people to stop attacking you, or slow them down, allowing you to get your stax effects out and keep the game in total stasis.

    • Greater Auramancy: Protecting my Enchantments from targeted removal is important to me. It does get recursion with Sun Titan. What it does not do is prevent mass enchantment removal, but not much worth playing does. Karmic Justice greatly discourages mass enchantment removal, and Replenish returns them to me.

    • Karmic Justice: The Magic equivalent of bringing a gun to a knife fight. You destroy my artifact? I destroy your planeswalker/land/ect. Makes people really think twice about destroying any non-creatures of yours huh? It wants to punish Aura Shards.

    • Moat: I have one from years ago, so I threw it into this build. Probably not nearly worth buying one unless you've already got it, or enjoy collecting. Magus of the Moat is a more suitable budget alternative. It is a very wicked card, but not worth $400+

    • Sphere of Safety: I'm running 22 total Enchantments. Odds are pretty good that I'll have a few in play when this drops. It's an evolving Propaganda/Ghostly Prison that protects my Planeswalkers also. The problem is the mana cost, but it may make it's return eventually.



      Get as greedy as you want. Oloro's got your back.
    • Erebos, God of the Dead: A cheap, indestructible draw engine who's activation cost is offset by Oloro in the command zone. He can even swing in for some damage and has a little bonus of shutting off other life gain decks.

    • Jace, the Mind Sculptor: The most authoritative Planeswalker ever still manages to find his way into any deck playing blue. You'd be silly not to include him, unless of course you cannot afford it. Part of the subtle beauty of this format is you only need 1.

    • Lim-Dûl's Vault : Card requires some explaining:
    • Step 1: Look at the top five cards of your library.
      Step 2: If you like them, proceed to step 3a. If you don't like them, proceed to step 3b.
      Step 3a: Shuffle the rest of your library, then put those five cards back on top of your library in the order you want. The spell has finished resolving.
      Step 3b: Put those five cards on the bottom of your library in the order you want. Pay 1 life. Return to step 1
      How would you like to sculpt your next 5 turns, or look through your whole deck for 2 mana and a couple of life? Cards like Oloro make running Lim-Dûl's Vault a no brainer. I'm pretty surprised how few decks run this.



      Looting for days.
    • Monastery Siege: I have been playtesting Monastery Siege an awful lot in the place of Thassa, God of the Sea. I like the card conceptually, as modal cards are often my favorite. Both modes on Siege is useful, and I think it does have a place in the build. Khans - At the beginning of your draw step, draw an additional card, then discard a card. This is card selection like Thassa's upkeep trigger at a slightly steeper cost. Thassa lets you look at the card and Scry, this lets you draw the card. It does accelerate our gameplan, costs the same, cannot be turned into a creature as some later point and cannot make our few creatures unblockable. Looting cards can be ever so slightly a drawback at times, especially if we can't actually control the effect and keep it from decking us, remember that we're drawing our 1 card per turn AND an additional 1 card. Dragons - Spells your opponents cast that target you or a permanent you control cost 2 more to cast. This does make for a nice pseudo-Nether Void, only it is restricted to targeting. There is some real strength to taxing targets - as long as it is attached to something else we want too. Targeted removal is slightly more uncommon in the format, but not unheard of by any means. It really is a coin toss for which is better this or Thassa, and why.

    • Mystic Remora: Quick way to draw a few cards. Cumulative upkeep does suck, but you only really need to make it around the table 2 or 3 times before letting it die. It's super cheap at 1 CMC, so it's worth it. tax is HUGE for opponents, even late in the game. It's impossible to justify paying for it early, which makes this card perhaps better then Rhystic Study, I'd even be so bold as suggesting its "strictly" better, but it doesn't pop on creatures.

    • Phyrexian Arena: Arguably better then Dark Confidant in this deck. It's in mostly every single deck running black. It's fun drawing cards, and this does it. The life lost if offset by the fact you're gaining 2 every upkeep.

    • Rhystic Study: Adds insult to injury most often. With high powered resource denial strategies like Stax, it's difficult to justify spending mana to stop you from drawing a card. It's a great enchantment and never outlives its usefulness.

    • Sensei's Divining Top: Top has been discussed ad nauseam. It's a beneficial card and worth including into almost any deck. It's likely the single most dynamic draw engine for any color. Just be cautious of how much time you spend in the tank, it can be annoying.




      How much better can one token generator get?
    • Elspeth, Knight-Errant: Every single one of Elspeth's abilities are useful. Every single one. It cannot be overstated how AWESOME she is for this or any deck. She can make blockers, make those tokens stronger and her ultimate? It might as well just say "this is for stax decks". Get one ASAP. I have not included Elspeth, Sun's Champion because of her high converted mana cost, the 3 tokens would make sense if I were running Smokestack, the -1 ability is super cool and worth a look, but overall isn't as useful.

    • Luminarch Ascension: This beautiful token generator shines through this deck. The amount of pillow forting and other means to keep opponents out of the red zone and facing me down allows this to get the quest counters it needs to succeed. I don't think Ascension is good in every deck, just particularly useful in this one. Since it triggers at the end of opponents end step, that allows you to keep losing life during upkeep.




      Among my most favorite pieces of Artwork in Magic.
    • Anguished Unmaking: One of the best cards against this deck is Aura Shards, which must be dealt with accordingly. As stated previously, Exiling is super potent and important in this format, since recursion is such a common theme. This deck also runs few Planeswalker answers, since it runs so few creatures. A great way to deal with indestructible non-land permanents and planeswalkers is exile.

    • Armageddon: No deck can truly call themselves Stax without copious amounts of land destruction. Land destruction is one of the most frustrating parts of playing Magic the Gathering. Since mana is a resource, having that all taken away from you results in plenty of hurt butts. This deck sets up a ton of Mana Rocks to survive Armageddon and continue to play spells. A bit of strategy to employ is using it as early as turn 4. The reason is, most opponents keep and sculpt their hands around curving, so they're more apt to take a 3-lander while holding some high CMC cards in hopes of hitting their land drops until they can play them. Destroying all of those lands before they can curve out is a gigantic tempo play, the kind some decks may never recover from.

    • Cataclysm: This is a more symmetrical Armageddon that certainly has it's advantages are some of the following
    • 1.) It asks you to sacrifice those permanents. Which gets around indestructibility.
      2.) You do not keep your precious planeswalker. Which is invaluable for a deck that is weak against Planeswalkers.
      3.) My enchantments are better than yours.
      4.) Tempo. Another Armageddon.

    • Catastrophe: Hybrid of the two original sweepers from Alpha: Wrath of God and Armageddon. Modal spells are impressive in Commander because they provide options. Creatures destroyed this way can't be regenerated is relevant sometimes also. It is a worthy inclusion.

    • Cyclonic Rift: One sided Upheaval. For some reason Upheaval is banned, but I digress. Tempo tempo tempo.


    • A flexibility at a low (mana) cost.
    • Liliana of the Veil: Lilly is pushed hard toward Stax players because she acts as a resource denial machine. The +1 is symmetrical, the -2 is deadly because they sacrifice (getting around Hexproof and Indestrucible) and the -6 is quite achievable. The ultimate is dynamic, because you can separate the creatures into lands/permanents and creatures. Based on which pile they take you can cast Armageddon for their lands keep or Supreme Verdict for the creature keep. Pretty dirty move.

    • Ravages of War: A noticeable lack of white mass land destruction makes Ravages of War an appealing option. I'm really looking to up the amount of mass land destruction and mana rocks going forward. They're such powerful tools for what we're doing we could stand another Armageddon in case our loan copy meets an unfortunate demise.

    • Merciless Eviction: Modal spell that takes care of mostly every permanent type (sans Lands). Exiling them is even better, which is likely where the high cost comes from.

    • Path to Exile: Exiling is strong in this format. Cheap efficient removal is strong in every format. Path gives up a slight bit of tempo, but it gains you some back if you want to use it on your own tokens to get a land. Exiling an opponents General is especially strong since they now have to pay the tax on it.


    • Mastering the art of saying "no".
    • Supreme Verdict: Building your resource denial monolith begins with clearing the board. Being uncounterable helps stop the more controlling decks like Azami or Narset.

    • Swords to Plowshares: Probably the best creature removal spell available, at least the most efficient. It exiles, it's cheap, it's instant speed and you can use it on your own token if you fall behind.

    • Toxic Deluge: The ability to destroy Indestructible creatures, no matter how large or numerous, for 3 mana cmc is very above the curve. It's better than mostly all of its contemporaries in the mana cost department.

    • Vindicate: Quite possible one of the best cards printed for this format that isn't banned (yet). For a mere 3 mana you get to hit ANYTHING (creature, enchantment, artifact, land, or planeswalker). Worth splashing black in your white deck and vice versa just to access this one card. The Sorcery speed is hardly a drawback considering you get a Hero's Downfall that can blow up Gaea's Cradle if you haven't hit your Strip Mine yet. This deck is weak to planeswalkers because it runs so few creatures, Vindicate lets you deal with them without having to go deep. Also, Planeswalkers are opponents problems too, don't let them fool you!




      The original tutor also ended up being one of the greatest.
    • Demonic Tutor: The original tutor is a supremely versatile say to sift through our 99 to find that gem we need to get to the next level. The 1B cost is low enough to enable same turn plays, but the sorcery speed restricts it from allowing us to totally let loose the turn it is played. Every card in the deck is a tutor target, including mana rocks.

    • Enlightened Tutor / Vampiric Tutor: The instant speed 1 mana tutors puts the card on the top of our library, but doing it on our opponents endstep gives us that card at the beginning of our upkeep. This ability makes them among the fastest tutor available. We can turn 1 find Sol Ring then turn 2 Sol Ring, land, Propaganda/Ghostly Prison. We're way ahead at this point. I generally advise against valuing these card too highly when selecting our opening 7, but it is better if we've got to mulligan to 6 or less.

    • Land Tax: This serves the purpose of thinning our deck of Basic Lands, having some Jace, the Mind Sculptor cards to put back on top, and also be able to rebound land destruction quicker than our enemies. Land Tax early also can get us hitting all of our land drops each turn to give us more access to the colored mana needed to start drawing cards.

    • Tezzeret the Seeker: Tezzeret pulls double duty as both a mana accelerator and an artifact tutor. His ability to tutor for artifacts, uncounterable, and find what we need for our specific situation. He can generate massive amounts of mana by allowing us to untap Sol Ring and Mana Vault in the same turn, generating a massive 5 from which to cast some combination of Chromatic Lantern / Coalition Relic / Dimir Keyrune and Azorius Signet / Orzhov Signet / Talisman of Progress. While it sounds like magical christmas land, it stands as an example of what he is capable of.

    • Tolaria West: This is for tutoring The Tabernacle at Pendrell Vale or Mishra's Workshop. Tolaria West cannot be countered either, as it is an ability of a Land, and you don't "cast" lands. It does do quite a bit more in allowing us to find Kor Haven and Maze of Ith or a color we need to fix. With Crucible of Worlds on the battlefield it could become timely to be able to access Strip Mine to begin land destruction.





      Our sneaky friend here is one of our most reliable
      ways to deal with Planeswalkers
    • Azorius Signet / Dimir Signet / Orzhov Signet: The signets act sort of as a bad Odyssey Filter Lands, only more than 1 can be played per turn. Since they only cost 2 we want to load up on these. They might not always produce the exact mana configurations we want, they serve a purpose by allowing us to convert unusable colored mana into something more reasonable.

    • Chromatic Lantern: The greatest mana fixing ever printed for Commander (at the Zenith of Commander placation: Return to Ravnica block). Chromatic Lantern turns all your lands into painless City of Brass while it is in play. It renders what color we tap out lands for irrelevant. I love getting this card with one of our Tutors only because it allows my brain to focus on other aspects of the game.

    • Dimir Keyrune: At first Dimir Keyrune appears to be a suboptimal include. You might even be asking "Why include keyrunes at all?". The answer my friends is Dimir Keyrune cannot be blocked. This allows us to attack Planeswalkers unopposed! Damage is basically the primary way in which Planeswalkers are destroyed. We play a creatureless deck so our ability to answer these Planeswalkers is limited to a few spot removal cards, Dimir Keyrune and Creeping Tar Pit. Also the effects of Humility do not alter its Power and Toughness.

    • Mana Crypt: Is paying 1 for Sol Ring too much? Enter Mana Crypt. Luckily with Oloro in the command zone we can expect to lose 1.5 life per turn with Mana Crypt on the battlefield. It's super fast mana that is playable after a Ravages of War/Armageddon.

    • Mox Diamond: Again, 0 mana rocks are great. Really, the Signets tap for a virtual 1 colored mana, as it takes 1 mana to activate them. So the card disadvantage is fine when we get a colored mana rock, and since we're planning on holding up lands in our hand anyway, or losing them. Crucible of Worlds lets us get it back.

    • Sol Ring: Banned in multiple formats but distinctly legal in Commander, Sol Ring is good in just about every single deck it has also become rather ubiquitous and cause Commander to be perceived a 98 card singleton format. It is fairly obvious why it is included, as very few cards are better.

    • Talisman of Dominance / Talisman of Progress: They may be considered slightly better than Signets they're rockstars among the 2 mana rock options. The life lose is returned to us each and every upkeep thanks to Oloro, they come in untapped and generate 1 for free.









    To learn how to play Stax for the first time player it is important to understand what this deck is trying to do. What may appear as a random mess of cards are actually the pieces of an oppressive, resource denial, taxation and disruptive machine. Superficially what we're trying to do is play enough alternative mana sources so that things like Mana Vortex and Armageddon do not effect us, but it is more than that. In order to show how the Stax deck works we must identify and define "Tempo" and what to do to swing Tempo in our favor. Tempo is a term used to indicate the advantage gained when a player is able to play more or stronger cards in a shorter period of time. Those who control tempo control the foundation of Magic: the Gathering.

    For the uninitiated Efficiency is a form of tempo. Efficiency means that some cards have stronger effects than other cards costing the same amount of mana. For example, Swords to Plowshares exiles ANY targeted creature for W, while lets say: Condemn heavily restricts when you can use it and makes it inefficient when compared to the much more flexible Swords to Plowshares. Since we only have 99 cards in our deck, to spend 1 card on a narrow effect such as Condemn when we could get more out of Swords to Plowshares is being inefficient. Now that does not mean that certain cards will always be efficient in all builds, and it is only due to the changes to the Tuck rule that Condemn becomes an inferior option. Sometimes we want a redundant but lesser copy, sometimes budgetary reasons are considered, "strictly better" and "strictly worse", some cards will do something similar but different at perhaps a similar cost (Unmake vs. Mortify: both instant speed, similar but different mana cost, one exiles only creatures, the other has added flexibility in destroying enchantments). Sometimes we may desire inefficient cards due to their interaction with other cards in our deck. But why do we care about Efficiency as a Stax deck? For starters we can make cards inefficient. Aura of Silence makes cheap, powerful auras inefficient. Rancor suddenly costs 2G when for 2G you're supposed to get Vow of Wildness. Torpor Orb for instance makes an opposing Mulldrifter draw no cards for 2U when they could have been playing Divination. As just a creature it is a 2/2 flier, Nimbus of the Isles is a 3/3 flier for the same cost. Essentially we created a situation where Mulldrifter is inefficient compared to a vanilla 3/3. Taxing effects create Tempo loss in our opponents effects, ultimately causing them to pay MORE for LESS.

    Mana acceleration is another piece of Tempo that creates an advantage. Players generally develop their mana rate of one per turn by playing lands; accelerators allow players to speed up this process and have quicker access to more mana. This may come in the form of additional lands, other cards that tap to generate mana, or cards that generate a one-time boost in mana. Sometimes, cards can have a reduced casting cost pending certain conditions are met. We attack those seeking to achieve mana acceleration through a combination of making things inefficient or not do anything. Cursed Totem renders popular mana dorks completely useless. Cursed Totem can prevent mana abilities from being activated making it extremely effective. Land Equilibrium make putting more lands into play a punishment. Our mana acceleration comes in the form of Mana rocks. By causing a ramp deck to play with reduced resources we're causing them a Tempo loss when they either cannot play their expensive cards OR when they play those cards the turn they could be played (a 5 drop turn 5, assuming they made all land drops) thus losing all tempo.

    Parity is a board state that all players are in a virtual stalemate. No player, despite playing most of the cards in hand, has yet established a dominating board position. When parity is happening players only available resource is the top of their deck. With an inability to break parity and advance the board we can begin to grind away using Geier Reach Sanitarium + Uba Mask or Liliana of the Veil and our mana rocks to play around mass land destruction.

    Lastly the topic of Mana Curve. Decks are fundamentally built around having a curve. A deck with a lower mana curve can generally take advantage of tempo by filling the board faster. However in Commander a player playing a deck with way too many cards costing 1 or 2 mana could often find his or her army outclassed when the opponent starts to drop 3-, 4-, and 5-costed creatures. Since we all start with 40 life, and we are playing multiplayer - a 1 mana cost creature is not going to get it done alone. What we do to prevent curving is again, taxing and forced sacrifice. Ghostly Prison and Propaganda make attacking very unprofitable. Instead of attacking, dealing damage, then casting the next spell on their mana curve - instead they're attacking, paying 2 then unable to cast the next effect in their deck. Humility is taking their colossal beater into the equivalent of a soldier creature token. In conjunction they're spending 2 per 1 damage, i.e worse than Shock which is a card that is rarely played because of it's inefficiency. Nether Void is sickening as far as tempo swings are concerned. It takes ANYTHING we cast and pushes it out a virtual 3 turns, severely warping the way any deck plays.

    By looking at Magic: the Gathering as a system built around gaining tempo in order to achieve victory; we see why the cards we've selected for the purpose of stripping that tempo are important. What once appeared as a loosely assembled mess of cards suddenly looks like the way in which we beat our opponents. How do we win after all of this? Well the win condition is less important the more our opponents cannot actually do anything. We can kill them with Dimir Keyrune for all we care, if they have no lands from Armageddon, cannot attack through Ghostly Prison and cannot destroy our Enchantments because of Nether Void we can kill em with Jace, the Mind Sculptor for whatever it is worth. Playing this deck is about playing the pieces of this deck correctly and understanding WHY they are important.



    The main advantages of the deck are:
    • Card Selection. Erebos, God of the Dead to draw cards on demand, Jace, the Mind Sculptor to Brainstorm repeatedly, Lim-Dûl's Vault as a virtual tutor for our next 5 turns, Mystic Remora, Phyrexian Arena and Rhystic Study for card advantage, Sensei's Divining Top and Monastery Siege as card selection. A suite of tutors available to find the pieces we want. The deck is configured to take advantage of the spots gained by the lack of counterspells and convert them into stocking up on threats.
    • Lots of choices. For those that enjoy decks that require a lot of critical thinking will enjoy piloting this deck. Normally I'd list the difficulty of piloting the deck as a negative, but if you've made it this far you should be viewing this as a positive. We want to play a control deck that does not lean on 30 counters. We don't want to play a deck that does some wacky infinite combo to achieve victory on turn 2. If we wanted those things we wouldn't be reading a Stax primer or an Oloro deck tech. We crave this style of play that only Stax can give to us
    • Self-reliance. Even though I will demonstrate why this could potentially be a negative in the next section; players who don't care about politics are going to enjoy running this deck. We do not need any one else to win, in fact, there is rarely anything we could actually need them to help us with. We're building a cocoon around ourselves making us unprofitable to be attacked. We're tutoring for win conditions and we're locking the board down and removing all of their lands. A political ally at the table isn't really needed, it is almost discouraged from the standpoint of us even being able to offer them anything.
    The main disadvantages of the deck are:
    • Political unfriendliness Politics is part of the game. Many people swear it shouldn't be, others love it. When it comes to playing the game of Politics in Commander we are rarely viewed as an ally for blowing up everyone's lands. At no point are we thanked for our timely Azorius Signet. We're very much playing against the whole table and have very little to offer our playgroup in terms of stability. Sure, we can kill the guy/girl running Avacyn, Angel of Hope by hitting them with a Toxic Deluge, but we kinda had to do that anyway. We've placed ourselves in a position where we must win or lose horribly with no amount of fancy talk being able to let us back into the mix.
    • We lack a serious haymaker. If we're running bad, we're running real bad. A grip full of Liliana of the Veil, Mana Breach, Karmic Justice and Talisman of Dominance isn't going to get it done by the late game. Our draws become live as soon as we're able to put up some decent protection and start drawing more and more gas. Using Jace, the Mind Sculptor for card selection is great - as long as you're not spending 2UU for a common Brainstorm. A turn 7 Propaganda without a Cataclysm follow-up? Well we're just asking to be picked on.
    • Taxation. The problem with taxing effects (i.e Ghostly Prison, Pay x to do ____) is...our opponents can just pay the tax. A gigantic Rafiq of the Many will be happy to pay 4 to 1 shot us. Taxation is powerful when it is redundant and plentiful, but we also have to reduce their lands and ability to mount a comeback. If our opponents are paying their taxes then we aren't doing a good job of denying them resources and it is an easy position to lose from.





    The hands we're looking to keep here all involve some kind of Pillowfort effect and some kind of mana acceleration. We want to get out early and try to get in front of any hate that other decks will most definitely try to inflict. A Taxing effect serves a similar purpose here, it slows the tempo down is the same as ramping. We are looking to ship anything over 4 mana as general rule. The ideal hand is something along the lines of Island, Flooded Strand, Azorius Signet, Propaganda, Mystic Remora, and Land Equilibrium. This is obviously a uncommon draw, but serves as an example of what we're interested in keeping.

    • We value Fetch Lands highly. They're going to grab our original dual lands and make color fixing happen early.
    • Land Tax and Mystic Remora are snap keeps.
    • Our mana rocks are something we're looking to draw here as well. Whenever possible try not to make yourself a target by dumping 3 mana rocks on the battlefield with nothing to back them up.
    • Be careful not to over estimate Sol Ring. It is great, but do not take sketchy hands with that in there. Surviving the early game while incrementally building a board is the key to success, do not lose sight of that.





    Early game is around turns 1-6. Survival is crucial here. We want to keep grabbing Pillowfort effects and trying to get our Card Drawing cards into play. This deck wins by using Artifact Ramp, Taxing enchantments and board clearing sorceries to establish board control. We make it unprofitable/impossible to be attacked and eventually by destroying all lands and preventing any sort of comeback. The Early game is when we first set out on our journey. We need to get ahead on resources during this portion of the game, or shield ourselves from abuse. Use this as an opportunity to find those early low-mana cards we didn't get in our initial hand. This early game is going to make or break this deck for you. Being able to repel attacking creatures or tax combos is imperative. If you can survive, you will find greener pastures in the mid-to-late game.

    • A well timed Armageddon is an option in this spot. Most players keep 3+ landers in hopes to curve into their mid-range drops. Preventing this from happening can be a huge windfall for you.
    • Land Tax, Mystic Remora and our other 1 drops are still live here.
    • Don't be afraid to unload Removal. Survival is key, and if the game starts to slip away from you this early it is difficult to rebound.
    • Be careful not to over estimate Vampiric Tutor. The game is still developing at this point, and it is a long journey to the finish. There aren't many ways to get out ahead and stay ahead this early.





    This constitutes turns 6-11. This deck is going for the long haul, and establishing a board lock is the goal of this potion of the game. Humility, Tabernacle at Pendrell Vale and Land Equilibrium should all be seeing play or be tutor targets. We want to start getting some planeswalkers like Elspeth, Knight-Errant or Tezzeret the Seeker on line and advancing our board state. Being careful not to over commit is still as important here as it always is. If you can survive a bit of mass land destruction go for it! We're crawling ever close to the finish line. Your opponents should already be suffering the toll of our tax effects.

    • Liliana of the Veil and Jace, the Mind Sculptor are really helping us here. We're pitching lands into the graveyard, we're "sculpting" our hand. Jace can become a win condition, protecting him becomes more important.
    • If you have a lot of life gained over the course of the game, Lim-Dûl's Vault for as long as you need to get to the finish line. If you're in a good board position still do it anyway to gather win conditions.
    • You're less likely to be blown out in this portion of the game if Nether Void is in play. Few cards on the opponents side can stand up to you. Back to Nature is still a bad beat, but in this phase discarding to Liliana of the Veil is more common.
    • Be careful not to over estimate Jace, the Mind Sculptor during this portion. He is a 4 mana Brainstorm that can't protect himself this early. With no real board locks in place he is an inefficient use of mana.





    By getting to this phase of the game you should be reaching a board stasis where you're beating with Man Lands, Activating Planeswalker Ultimates and just biding your time until opponents concede due to inability to get back into the mix. Congratulations and enjoy the victory. The more you play this deck in a mature playgroup the more your friends will warp their decks around beating yours. Meta gaming becomes crucial going forward. Finding, adapting and cutting cards to fill your needs is a skill you should acquire the longer and longer you play. A more cutthroat playgroup may not give you the ability to pilot the deck in this form. Decks built around consistent turn 3-4 kills can be eaten alive using Stax, sometimes they'll walk all over you. If you ever find yourself at odds with your playgroup you may want to consider playing counter magic.

    • No list is perfect, some cards are bad draws at this point. Hopefully we've got enough card selection available to finish strong.
    • Replenish is still plenty powerful here.
    • A lot has been made of Titania, Protector of Argoth. But Titania tokens die easily to Tainted Æther or Humility. The card is an ineffective hoser because well...if you destroy their lands they still have to pay for Ghostly Prison/Propaganda. They can have all the tokens they want, if they have no lands they can't pay the tax.
    • Some of the greatest fun playing this deck comes from going up against another Stax deck. A finely tuned Derevi, Empyrial Tactician is a worthy adversary!


    Sub ArrowSome tips and tricks to look for when playing the deck include:
    1. Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keywords are activated abilities and will have colons in their reminder texts. Cursed Totem cares about Activated abilities. It is important to know the difference.
    2. Torpor Orb stops a creature's own enters-the-battlefield triggered abilities as well as other triggered abilities that would trigger when a creature enters the battlefield.
    3. Creeping Tar Pit and Dimir Keyrune are all going to attack through Humility and have the power and toughness granted to them by the ability that made it that, plus any abilities granted by the effect that makes it a creature.
    4. Humility has a static ability that effects all creatures that are currently on the battlefield from the instant it hits the battlefield till the instant Humility leaves. Since it is a static ability it will also effect any new creatures that arrive on the battlefield. Books can be written about how Humility interacts with other cards, if you're playing just to have fun than a simple understanding will suffice. If you're a stickler for the rules then start learning about Layers.
    5. Land Equilibrium applies no matter how the land would enter the battlefield: because an opponent plays it, or because a spell or ability allows that opponent to put it onto the battlefield. Note: that it doesn't matter whose control the land enters the battlefield under. If the opponent would put the land onto the battlefield under someone else's control (as a result of Yavimaya Dryad's ability, for example), that opponent will still have to sacrifice a land. If an opponent puts a land onto the battlefield under his or her own control, he or she may sacrifice that same land. The player won't be able to tap that land for mana before sacrificing it.
    6. With Propaganda and Ghostly Prison unless some effect explicitly says otherwise, a creature that can't attack you can still attack a planeswalker you control.
    7. Karmic Justice will not trigger if an opponent's spell or ability causes your permanent to be destroyed indirectly. For example, if the spell caused an ability you control to trigger, and thereby destroy your permanent.
    8. Forcefield has undergone a great deal of errata over the various rules iterations. As it stands right now, it does not target. " 1 mana : The next time an unblocked creature of your choice would deal combat damage to you this turn, prevent all but 1 of that damage." Anything that is unblocked is a legal choice.
    9. You can’t play cards you exiled with Uba Mask on previous turns. Any cards you don’t play just remain exiled when the turn ends.
    Some of these may be really obvious for the more experienced players, but if you have any good tips I missed give me a shout and I'll add it in.







    Cards Over $10 (as of 9/20/15)

    A quick search on the internet will reveal everything you need to know, Oloro is by far the most popular Commander according to EDHREC. But with so much internet coverage of Oloro, which is the best budget version? I would never consider myself a good budget builder. If I were I probably would have far more Commander decks instead of a few super expensive ones. I have no problem with budget builds, but it hasn't been more forte. So I spun my wheels a little bit, put together some combinations. This deck all together is in the neighborhood of $128 (as of 9/20/15). This is built around a more controlling, permission and an infinite combo. It's actually pretty good in my opinion, the only real differences are an inferior tutor selection, a sketchy land base and overall a different style of play. What's most important is that price tag. This is a capable Commander deck that can GROW OVER TIME to become what you need it to be. Commander is a personal format.


    How to play Oloro, Ageless Ascetic:
    • Play Stasis on your turn, be sure to have 6 lands untapped to buyback Capsize. During their discard phase return Stasis back to your hand. This will prevent it from hurting you and making sure it soft locks your opponents.
    • Exquisite Blood + Sanguine Bond does create an infinite combo that kills your opponents.
    • Some much harsher lock cards are in this deck because it is more turned toward bouncing those cards back to your hand so they only effect our opponents.

    Oloro, Ageless Ascetic BudgetMagic OnlineOCTGN2ApprenticeBuy These Cards
    -=General=-
    1 Oloro, Ageless Ascetic

    -=Creatures (11)=-
    1 Ætherling
    1 Ashen Rider
    1 Erebos, God of the Dead
    1 False Prophet
    1 Hokori, Dust Drinker
    1 Magister of Worth
    1 Magus of the Disk
    1 Obzedat, Ghost Council
    1 Serra Avatar
    1 Solemn Simulacrum
    1 Sun Titan

    -=Artifacts (14)=-
    1 Æther Spellbomb
    1 Azorius Signet
    1 Claws of Gix
    1 Darksteel Ingot
    1 Dimir Keyrune
    1 Ivory Tower
    1 Mind Stone
    1 Nevinyrral's Disk
    1 Orzhov Signet
    1 Pristine Talisman
    1 Sol Ring
    1 Talisman of Dominance
    1 Well of Lost Dreams
    1 Winter Orb

    -=Enchantments (13)=-
    1 Ancestral Knowledge
    1 Exquisite Blood
    1 Faith's Fetters
    1 Ghostly Prison
    1 Island Sanctuary
    1 Luminarch Ascension
    1 Parallax Wave
    1 Porphyry Nodes
    1 Propaganda
    1 Rising Waters
    1 Sanguine Bond
    1 Stasis
    1 Underworld Connections

    -= Instants (13)=-
    1 Capsize
    1 Cyclonic Rift
    1 Gush
    1 Impulse
    1 Lat-Nam's Legacy
    1 Lim-Dûl's Vault
    1 Mortify
    1 Repeal
    1 Rewind
    1 Snap
    1 Swords to Plowshares
    1 Telling Time
    1 Utter End

    -= Sorceries (11)=-
    1 Armageddon
    1 Cataclysm
    1 Catastrophe
    1 Dark Petition
    1 Diabolic Tutor
    1 Fabricate
    1 Merciless Eviction
    1 Persecute
    1 Phyrexian Rebirth
    1 Planar Cleansing
    1 Supreme Verdict

    -=Lands (37)=-
    7 Plains
    4 Island
    4 Swamp
    1 Arcane Sanctum
    1 Azorius Chancery
    1 Command Tower
    1 Dismal Backwater
    1 Esper Panorama
    1 Evolving Wilds
    1 Forsaken City
    1 Ghost Quarter
    1 Glacial Fortress
    1 Isolated Chapel
    1 Jwar Isle Refuge
    1 Orzhov Basilica
    1 Polluted Mire
    1 Reliquary Tower
    1 Rupture Spire
    1 Scoured Barrens
    1 Tainted Field
    1 Temple of Deceit
    1 Temple of Enlightenment
    1 Temple of Silence
    1 Temple of the False God
    1 Urborg, Tomb of Yawgmoth






    • My very first EDH deck was an Illusion Tribal, Magic 2012 had just came out when I first heard about this format. Logically I enjoyed it so much that I moved onto building more and more decks, but 3-color versions. This was my second deck I ever built. Admittedly I got drunk with power and created an extremely unwieldy Goodstuff/Blink deck that didn't do much of anything. As I played more and gained more valuable lessons on how to play I would build Roon of the Hidden Realm and Sedris vs. Nekusar.
    • Even as my first multi-colored deck, it actually was already playing a ton of StyxOfTolaria's Oloro Stax cards but not others. Reading that list subsequently it dawned on me that I wasn't doing enough of one thing compared to the others. I wanted to be a blink deck, but not play all of the good blink cards. I wanted to be a control deck, but somehow play a horrible version of CounterTop. I had a Pillowfort, which pieces we've retained to this very day, but no other Stax effects.
    • I also had the problem of having friends that just weren't keeping up anymore and not following the new cards and new decks. So that's when the idea hit me: build my own meta, use my own cards and design my own "fun". It isn't easy, there are some balancing issues of course, but it is a great way to loan decks to my buddies to use while we drink and enjoy the game without any of the unnecessary expense on behalf of people who aren't into it as much as I am.
    • After I finished assembling the pieces to build this deck properly, with some slight revisions, I tested it against my Mono-U deck and it stomped. I starting playing it at my LGS, and it did great, when it didn't the Mass Land Destruction was enough to piss everyone off. It was becoming apparent that something had to be done to tone it down or I'd basically never be invited to play anymore.
    • As I became more serious about balancing my Meta the collection consisted of UBR, WBR, GWU, WUB, U and W. Some decks were vastly superior to others. First order of business was to retire my first deck, it just wasn't going to be able to be strong enough unless I switched to Azami, Lady of Scrolls which I didn't want. Reluctantly this WUB Oloro Stax deck had to be taken out of the league. I was unwilling to warp every other deck around beating it. I took the WB lands from WBR Alesha, Who Smiles at Death (who became BR Mogis, God of Punishment), kicked it out of the meta and convert W Linvala, Keeper of Silence to WBG Anafenza, the Foremost. Also to round out my Meta Hunding Gjornesen's Zedruu Voltron [Primer] was included Card for Card and a Prossh deck allowing WUBRG to appear 4 times total.
    • Below is the only surviving list of my Dromar, the Banisher prior to changing over to StyxOfTolaria's Oloro Stax. It can only be described as Goodstuff, but it was truly bad. I was just so excited to be playing my favorite cards, in my favorite colors that making a playable deck hadn't occurred to me.

    Dromar, the BanisherMagic OnlineOCTGN2ApprenticeBuy These Cards
    -=General=-
    1 Dromar, the Banisher

    -=Creatures (18)=-
    1 Akroma, Angel of Wrath
    1 Archaeomancer
    1 Ashen Rider
    1 Aven Mindcensor
    1 Body Double
    1 Karmic Guide
    1 Magister Sphinx
    1 Meddling Mage
    1 Medomai the Ageless
    1 Mulldrifter
    1 Restoration Angel
    1 Reveillark
    1 Rune-Scarred Demon
    1 Snapcaster Mage
    1 Sun Titan
    1 Teferi, Mage of Zhalfir
    1 Venser, Shaper Savant
    1 Voidmage Husher

    -=Planeswalkers (3)=-
    1 Jace, the Mind Sculptor
    1 Liliana Vess
    1 Venser, the Sojourner

    -=Enchantments (9)=-
    1 Counterbalance
    1 Ghostly Prison
    1 Gift of Immortality
    1 Moat
    1 Null Profusion
    1 Omniscience
    1 Phyrexian Arena
    1 Propaganda
    1 Warped Devotion

    -=Artifacts (9)=-
    1 Chromatic Lantern
    1 Conjurer's Closet
    1 Crystal Shard
    1 Forcefield
    1 Scroll Rack
    1 Sensei's Divining Top
    1 Sol Ring
    1 Thran Dynamo
    1 Worn Powerstone

    -=Instants/Sorceries (23)=-
    1 Akroma's Vengeance
    1 Austere Command
    1 Condemn
    1 Cryptic Command
    1 Decree of Pain
    1 Demonic Tutor
    1 Desertion
    1 Dromar's Charm
    1 Entreat the Angels
    1 Force of Will
    1 Hinder
    1 Mana Drain
    1 Merciless Eviction
    1 Misdirection
    1 Mystical Tutor
    1 Spell Crumple
    1 Sphinx's Revelation
    1 Supreme Verdict
    1 Swords to Plowshares
    1 Tendrils of Agony
    1 Vampiric Tutor
    1 Vanish into Memory
    1 Vindicate

    -=Lands (37)=-
    1 Academy Ruins
    1 Ancient Tomb
    1 Azorius Chancery
    1 Bojuka Bog
    1 Celestial Colonnade
    1 Command Tower
    1 Creeping Tar Pit
    1 Dimir Aqueduct
    1 Dromar's Cavern
    1 Flooded Strand
    1 Glacial Fortress
    1 Godless Shrine
    1 Hallowed Fountain
    4 Island
    1 Kor Haven
    1 Marsh Flats
    1 Maze of Ith
    1 Mystic Gate
    1 Orzhov Basilica
    3 Plains
    1 Polluted Delta
    1 Reliquary Tower
    1 Riptide Laboratory
    1 Scrubland
    1 Strip Mine
    3 Swamp
    1 Tundra
    1 Underground Sea
    1 Urborg, Tomb of Yawgmoth
    1 Watery Grave








    I want to start by saying each and every card on the chopping block is a hard choice. When it comes down to it, most of the time it is mana cost that is the true reason. I just feel uncomfortable including anything over 4 in the list. It might seem irrational, but I just feel like there are so many good stax cards why bother running something you cannot reliably cast? Even moreso, eliminating colored mana costs is another reason to cut some things. The list has been a painstaking process to find and eliminate things. It took nearly a year to finally include Heliod, God of the Sun and it STILL wasn't the right decision.

    • Catastrophe: Being modal is something we always look for when selecting competing cards, and with the added flexibility it is also implied that it will generally cost more mana. Enter Catastrophe. With a relative lack of Mass land destruction available to anyone else but R, we've got slim pickings as far as options are concerned. Sure, we have this, Armageddon, Cataclysm, Global Ruin and...Ravages of War? That really is it. Which opens the floor to perhaps including Ravages of War in place of Catastrophe, since Wrath of God clones are much more plentiful and varied.

    • Merciless Eviction: Eviction is 6 mana. No getting around that. Is it modal? Check. Exiles? Check. Deals with planeswalkers? Check. Of all the cards on the chopping block I'd be most happy never replacing this one. It rarely gets cast when the game is going our way, but I have utilized it enough in my games that I don't see a reason to cut it just yet.

    • Sun Titan: The theme has surely been beat to death. I look at 6 CMC anything and cringe. I love the IDEA of Sun Titan. I love that since I keep my deck so low curve it would stand to reason that S-Tizzle would have plenty to play around with. But I can't help but see 4WW whenever I draw that card. My mindset is that while trying to create a board state with little to no lands on it this is a tough one to consider drawing. I'd need as many as 3-4 different mana rocks to even cast this.




    Each time I play this deck I generally try to put in 2 or so of these cards on this list, to give em a spin. Depending on what I am testing depends on what comes out of the deck generally. Many of these have had a good chance to prove their worth, others keep checking in and out. I do not play this deck nearly as much as I did once upon a time, but when I do get to take it out I am always working on improving it. Playing, keeping up with the latest spoilers, reading Commander theory, watching videos and having conversations here helps influence these decisions. Just like fashion, a deck is never finished. I would like to mention that although it appears as if I've come to my conclusions, I haven't. I am merely pointing out my reservations and what I think about while I am testing. The main deck list is very much tuned to what I need it to be and makes it that much more difficult to crack into the big leagues. I consider every suggestion thrown at me because I appreciate the time and effort people take to give me feedback. My prose is just awkward and sometimes appears dismissive.

    • Ad Nauseam: This is a great draw cards, even in non-storm decks. We can draw the majority of our deck safely (that is, without dying) and the more we start cutting expensive cards the sooner this becomes more viable. I think Ad Nauseam gets a bad reputation for being in so many evil Sickening Dreams combos. Part of me does feel so stereotypical including all of the major villains in Commander into 1 deck, but that Instant speed is just so attractive.

    • Æther Barrier: This is really good. Taxing mana and forcing sacrifice. It has been pushed down the short list because it deals with such a narrow card type: creatures. For those in a more creature heavy meta should look to this card as a target. The 1 tax is easy enough to pay for, the penalty is for not doing it is even more harsh. I've been moving more away from dealing with creatures only since that is just 1 card type. Plenty of other cards can beat us.

    • Bitterblossom: The penultimate cut I believe I made, if I'm not mistaken, is Bitterblossom for Luminarch Ascension. It just made so much sense. But do not discount Bitterblossom and Contamination interaction. Even Bitterblossom + Smokestack. The tokens produced by Blossom are of the highest caliber. They are evasive beaters that can overwhelm opponents. But what we need to understand is that Bitterblossom is such a powerful card because of the way you can support it. We don't run Contamination because it only works with Bitterblossom in play, and does nothing without it. We don't run Smokestack. We don't run any Swords so we can't make them grow. It would be a disservice to include Bitterblossom in a deck that doesn't take advantage of it, and only runs like 1 or 2 interactions.

    • Copy Enchantment: Clone effects are good in multiplayer formats. Clones allow flexibility to go outside of our deck and gain effects that we didn't have access too previously and allow us redundant copies of cards we may want. But what do clones do on their own? Well, nothing. They're kind of uniquely defined as having no characteristics besides being copies of things already on the battlefield. Does this make them bad? Not exactly. What it does is make clone effects reactionary. We either are winning and want an extra copy, or we are losing and need something other than a clone effect. Copy Enchantment only cares about Enchantments, and Clever Impersonator is a creature that costs too much.

    • Crawlspace: This is useful only against the most aggressive creature heavy decks ever. Preferably ones with small creature tokens. Crawlspace isn't cracking the main deck any time. It isn't quite good enough to be a Pillowfort and doesn't restrict our opponents enough to be worth including.

    • Embargo: I'll say flat out that this card hurts our plan pretty effectively. It makes our Mana Rocks bad until we have Tezzeret to toggle them, even then he can only hit 2 at a time. The 2 life lost is as always, a non-issue. There is a type of stax deck that can be built around these effects, like some Deveri prison decks that play Stasis and other prison effects. This Oloro build cannot play around those types of cards and would look entirely different if it could.

    • Gideon Jura: This is removal and a finisher rolled into one. Gideon helps push attackers away from us, and can finish the game as a 6/6. For those in search of a legitimate finisher and good control card would be interested in this for sure. One thing to point out, it probably doesn't work like you think it does: If you use the {+2} Lure and have Propaganda on the battlefield they DO NOT have to pay the cost to attack, they simply won't. Gideon was in my deck for awhile, I just never liked it all that much.

    • Glacial Chasm: We've got a bunch of things going for us here: Creatures you control can't attack. Simple enough, we don't have many creatures to worry about. We can let it die to cumulative upkeep if we want to attack on our turn and bring it back to the battlefield afterward with Sun Titan or Crucible of Worlds. Prevent all damage that would be dealt to you. Outstanding. All types of damage are prevented to us (not our Planeswalkers though). What is the downside? When Glacial Chasm enters the battlefield, sacrifice a land. Yeesh. That isn't terrible, but it does slightly ruin our Sun Titan or Crucible of Worlds plan, it forces us to 2 for 1 our land drop. Cumulative upkeep—Pay 2 life.. Oloro pays for one of these, after that it does take an enormous amount of life from us each turn. I do like how we get maximum benefit from it going around the table before getting to us again. That in essence saves us an enormous amount of life. It does not tap for mana - which is slightly OK considering just how many lands we run that do not tap for mana.

    • Global Ruin: Our opponents can only save five lands, if they're lucky enough to have a land of each basic type. Most 3 color decks can save a dual land or shock land. This is hurts mono-colored decks as well. With the amount of non-basics in the format this is an easy hit. White is lacking in mass land destruction, this compares to R land destruction in that it aims to destroy non-basics.

    • Heliod, God of the Sun: A strong mana sink that also gives our lil token army vigilance. Heliod's tokens make Serra's Sanctum and Sphere of Safety better by increasing our Enchantment count. 3W casting cost and 2WW activation cost is problematic. I often wonder if another taxing card or land destruction is better here. Heliod is worse finisher than Gideon Jura. Gideon has a pseudo-pillow fort thing going on but vigilance is so much effectual in this format. Since you have to go around the table 3+ times before your next turn, a lack of vigilance makes attacking with creatures risky, as they'll be tapped and not on defense. It also helps contribute to Serra's Sanctum and Sphere of Safety.

    • Invoke Prejudice: UUUU is among the most dubious of mana costs, but this effect is just soooo good when it comes to hosing creatures. My focus has shifted slightly over the years to get away from taxing 1 card type whenever possible. Sure, creatures are awesome, but I can't put this card down reliably, and it is only 1 card type. If my opponents can't tap their mana, they can't play their creatures, pure and simple. Focusing on restricting mana is more important than restricting creature cards.

    • Necropotence: This is a strong tool for a combo deck to draw their way to total victory. We don't have a clear path for total victory. We could draw our entire deck and nothing would happen in a single turn that would allow us to win. That doesn't mean this is bad, oh no no no no, it is VERY good. Perhaps the best draw cards permanent ever invented. Paying life is nothing, skipping our draw step is whatever, having to wait is a bit of a nuisance but that is just being a nitpicker. BBB is difficult and is mostly why it has yet to be included.

    • Overburden: One of the great early pressure. If it comes down it causes creature decks to calculate more carefully. If it comes down late it sort of whiffs. Being that it only cares about creatures hurts it severely. Restricting one card type is something I aim not to do anymore. The importance of this deck going forward is to future proof it against power creep and whatever fancy new things Wizard's devises. By assuring we deal with multiple types of cards and restrict mana, we lock in some pieces for the foreseeable future.

    • Pendrell Mists: Ran this for a long time before I purchased The Tabernacle at Pendrell Vale. It works great and has the more powerful sacrifice clause in place of destroy. Hell, it might even be worth running anyway in conjunction with Tabernacle as a dual punch.

    • Sorin, Lord of Innistrad: If Elspeth was the #1 Planeswalker for Stax decks, Sorin is #1b. The tokens are better then Elspeth, because the lifelink is relevant to regain some lost life from various sources. The emblem? Bonkers. It makes you creatures sturdy enough to attack through Humility. Only thing keeping him from a perfect score is his ultimate, doesn't do all that much.

    • Spreading Plague: Plague destroys all OTHER creatures. Which means a 8-drop beater will live. 5 mana is a lot. How much better is this than Tainted Æther? Do we need 2 of these effects? Spreading plague is now to being cut for those reasons. I am not convinced I need a 5 mana version of this effect. Certainly not one that only punishes creatures and not their source, our opponents.

    • Thassa, God of the Sea: The gods are especially difficult to get rid of, and Thassa Scry trigger does not cost any mana. I am a fan of the low casting cost. The ability to make our very few creatures unblockable for 1U was keeping Thassa alive and in the list. The ability to not only help us attack Planeswalkers unopposed but also force damage through when the time is right. I just don't know how important the Scry trigger really is when confronted with what Monastery Siege can do, or even Necropotence

    • Vile Consumption: This is a bit of a cop out. I have already tested Vile Consumption and found it to be poor. I kept it on the list just to share some of my results. Each player has 40 life. It is too abundant a resource to be a real punishing tax. During the times before I owned The Tabernacle at Pendrell Vale I played this card pretty extensively. I eventually switched over to Pendrell Mists because it was instantly better. You're going to have a real hard time killing anyone but the newest players with this card (because newer players tend to value life highly).

    • I'd like to speak briefly about the concepts of taxing life and why it is a dubious proposition. Players start with 40 life. They do not start with 40 lands in play. Because of this we can guarantee we'll see a total of 160 life points between 4 players. 200 between 5. This is a fixed amount. What are the chances we see 200 creatures combined? Low, but not unlikely. What are the chances we see 200 lands in play? Virtually impossible. So since Land is far more scarce a resource, taxing it becomes far more powerful. To use Vile Consumption we presume that not only do they have sooooo many creatures that they cannot even pay for them, but they'll actually have so many of them that they'd die from it. Triggering on upkeep does nothing to stop and overwhelming horde of hastey tokens trying to alpha strike us. Propaganda makes that less likely to happen because they're not going to have the mana to pay the tax. Vile Consumption? Does practically nothing.


    • Winter Orb:Slots into Tezzeret the Seeker, Enlightened Tutor and yes, even Sun Titan. My version of the deck needs more mana restriction and less creature restriction, because just restricting creatures does not restrict their source.

    • Zur's Weirding: I find this card to be much better in 1v1. Sure we negate the life lost by keeping ol' Oloro around, but we have use it quite a bit, and our opponents reserve the right to gang up on us to keep us from drawing cards too. It is certainly interesting, and can add a bit of fun to the game, but it is too unwieldy for multiplayer.






    These are some of the notable difference between our decks. Many of these cards remain in the Maybe Board for this deck. To give a brief rundown:
    1. Arrow Down BitterblossomArrow Up Luminarch Ascension
    2. Blossom is great for decks that run Smokestack as you'll always have sacrifice fodder, and negate the life lost with Oloro. Neither of our decks run Smokestack so this was just a strange hold over. Ascension is stronger and we're able to turn it on pretty easily in multiplayer, since it triggers during an opponents endstep.

    3. Arrow Down Dark ConfidantArrow Up Toxic Deluge
    4. I believe that while Bob was a remnant from when StyxOfTolaria's list ran an equipment package, it is a good draw-card's creature. I think Necropotence MIGHT be slightly better, all things considered, but this spot was changed to Toxic Deluge because it is a brutally efficient spell that kills basically any creature.

    5. Arrow Down Dimir SignetArrow Up Overburden
    6. While Dimir Signet is just more fixing for a clean board after an Armageddon, Overburden is an early tempo play. While it COULD potentially backfire I think it is worth running.

    7. Arrow Down Fellwar StoneArrow Up Coalition Relic
    8. If everything is going the way we want, Fellwar Stone taps for 0. Coalition Relic is a Worn Powerstone that taps for colored mana.

    9. Arrow Down Fetid HeathArrow Up Underground Sea
    10. The Filter Lands are fantastic, but I prefer at times to have fetchable targets in my deck. The ABUR lands are wonderful fixing with no draw backs. Missing the WW from the Filter Land is disappointing.

    11. Arrow Down Gideon JuraArrow Up Heliod, God of the Sun
    12. Swapped 1 win condition for another. Heliod does a bit more, and since No Mercy was cut also, Gideon's Lure ability is less appealing to us.

    13. Arrow Down Ill-Gotten GainsArrow Up Spreading Plague
    14. For a very long time I ran Ill-Gotten Gains because I believed it didn't even matter what my opponents chose to bring back - my cards were better. It also helped that it was a one-sided affair with Leyline of the Void on the battlefield. That interaction was far too uncommon and more often then not, letting my opponents bring back cards wasn't extremely wise. Spreading Plague on the other hand, while it has a high CMC, does a lot against creature based decks.

    15. Arrow Down IslandArrow Up Tolaria West
    16. Tolaria West can find The Tabernacle at Pendrell Vale, basic Island cannot. Coming into play tapped is a drawback for sure, being a Tutor is helpful.

    17. Arrow Down Mystic GateArrow Up Celestial Colonnade
    18. Celestial Colonnade can attack at full power through Humility, it is strong enough to attack planeswalkers and even win the game when the conditions are right. 3WU is an awful lot to spend, but you get a 4/4 with flying AND vigilance, so after you're done attacking with it - it can also be tapped to produce mana. The Filter Lands are fantastic, they're even likely to return one day, but until then we're rollin' with the Colonnade.

    19. Arrow Down Night of Souls' BetrayalArrow Up The Tabernacle at Pendrell Vale
    20. I don't believe Night of Soul's Betrayal is good enough on its own to be included. Yes, the interaction with Humility exists, but it what happens when it's not assembled? The Tabernacle at Pendrell Vale taxes creatures all of the time, while it does nothing to stop a haste creature cast during the first main phase, it does just about means you can't pay for all of those infinite tokens, or pay to keep all of your 1/1's under Humility from dying, but Lands being the scarce resource we made them, it is not advisable.

    21. Arrow Down No MercyArrow Up In the Eye of Chaos
    22. We don't want creatures to deal damage to us, and sometimes those creatures are Indestructible.

    23. Arrow Down PlainsArrow Up Flagstones of Trokair
    24. Flagstones of Trokair nets us a Tundra after a boardwipe. It doesn't come into play tapped. It does not have a Plains subtype however, so we are reducing our Land Tax targets.

    25. Arrow Down Return to DustArrow Up Utter End
    26. I prefer the 2WB exile any non-land thing to the 2WW get rid of an Artifact/Enchantment. Both being instant speed is helpful, and Dust being able to exile 2 such things when used as a sorcery is value, I prefer the flexibility of Utter End

    27. Arrow Down Seal of CleansingArrow Up Greater Auramancy
    28. I believe at one point the deck was also far more reliant on Sun Titan resolving and making Seal of Cleansing are repeatable Artifact/Enchantment hate. I don't think it does enough, and besides the fact that Greater Auramancy is indeed recurable with Sun Titan, we make the switch for the long term gameplan implications of Auramancy.

    29. Arrow Down Sunken RuinsArrow Up Polluted Delta
    30. I was surprised Polluted Delta was not in StyxOfTolaria's list. Fetchlands besides ABUR lands are in my opinion the most powerful lands. Being able to get the color of mana you want when you want it is arguably more powerful than having that same land be flexible later. Circumstances aren't as dire as other formats, but the preference still remains.

    31. Arrow Down SwampArrow Up Bojuka Bog
    32. Swapped a Basic Land for a bit of Graveyard Hate tech. No big secret here.

    33. Arrow Down Tormod's CryptArrow Up Tainted Æther
    34. I wanted the little interaction between Tainted Æther and Overburden, by cutting a Swamp and adding Bojuka Bog we shifted our need for an additional Graveyard hoser.

    35. Arrow Down Trading PostArrow Up Moat
    36. I love Trading Post, I really do. It is just such a cute and fun card that is actually good in the format. On the flip side, I own a Moat and found it to be more useful for us in terms of being a Pillowfort and the sick brags.

    37. Arrow Down Wrath of GodArrow Up Supreme Verdict
    38. Supreme Verdict being uncounterable is a boon for us, while StyxOfTolaria selected Wrath of God for it's ability to shut off Regeneration. This does not appear to be much of a problem for me so far, but as I imagine it may be for others.




    11/5/15 :
    The siege costs the same, it is easier to get rid of, it does generate card selection. Thassa, God of the Sea does force creature damage, but we're running so few creatures it does not make sense. The other mode on Monastery Siege plays a role in defense as well.


    Every time a new set comes out we face the certain possibility to have some of our strategy nullified. The problem with Spreading Plague are numerous. From it's casting cost, to it not dealing with the creature just cast, not getting around indestructibility, ect. But no matter how hard Wizard's pushes creatures one thing will never change - you need mana to cast them. By restricting mana we're restricting our opponents, our opponents are the ones casting creatures. Simple. This way we hedge the future of our Commander deck on the fact that mana will always need to be spent to cast scary things. This is future proofing: Mostly all of the new Commander 2015 cards cost 6 or more! We worry less about those cards now that we can be sure our opponents mana sources are less than optimal.


    Continuing the trend here, I have become less interested in taxing and hurting creatures only.


    2/12/16 :
    Another cut that seems extremely superficial, but the card costs 4WW. I know I can manipulate it with Lim-Dûl's Vault, Jace, the Mind Sculptor, Sensei's Divining Top or even Vampiric Tutor. With an ever growing list of cards I want to try in the main deck I slowly lost my love for this. It is only creatures after all, Ravages of War hitting all of their lands is great. Terminus does get around mostly every other type of evasion which makes it particularly good when it comes to removal, changes to the tuck rule have made it become less desirable.


    3/19/16 :
    A powerhouse of wallet punching proportions, Mishra's Workshop is a great fit in a deck that counts on so many mana rocks as part of its strategy. It usually has a good chance of being something, and who doesn't want to tap 1 land and put out this many trinkets?


    5/29/16 :
    This is just a simple case of 1 being 1 too much. Oloro cushions the blow and really we're getting the exact same effect. If Vindicate didn't hit lands it'd be gone due to being sorcery speed.


    5/29/16 :
    This is just an upgrade at this spot, easy swap.


    I love the Relic, but 0 rocks are more important.


    Heliod is a luxury I can no longer afford. Instead of just dipping my toes into Token making, the spot is better used for a Mana rock.


    Since adding Dimir Signet and the return of Talisman of Dominance and I still have Dimir Keyrune. I'm really reaching the total amount of UB I'd really be comfortable including.


    This one kinda hurts. I love Sorin, Lord of Innistrad. His tokens and ability to boost creatures through Humility, but he's another luxury at this point when I should be punishing my opponents with Uba Mask.


    Colonnade comes into play tapped, while it does generate WU it comes in tapped...


    Posted in: Multiplayer Commander Decklists
  • 1

    posted a message on Oloro, Ageless Ascetic Esper Stax *Revival*
    Is everywhere here copying my Stax list from 2011? I mean wow, it's outdated and needs to be upgraded. If your meta can't deal with Stax, you need a better playgroup. I mean my group evolved unlike the rest of MtgSalvation. People learn to main deck Null Rod, Energy Flux, Kataki, Stony Silence to deal with Stax.

    Stax is very easy to shut down, it's called Land destruction and counters. That's why I tell me people to never depend on lock piece, but rather speed and consistent lock combos.
    At this point, if you aren't playing Mishra's Workshop, you can't out race some of the decks in my area. How does This list deal with turn 2 Jin or Sire of Insanity if you have zero spot removal.

    Insight from the guy who made Stax popular on here, and it wasn't Galspanic. He copied my list, and added his down twist. BaconoftheArk made it popular in Portland Metro and MtgSalvation, remember that.


    I enjoy a nice run in heel promo myself. The list is here for the enjoyment and tutelage of newer and returning players. If you've outgrown the archetype or simply don't think it's very good I am disappointed you feel the need to run down everyone else who is enjoying it. But, this is the internet after all I suppose.

    P.S I'd like to see your list also.
    Posted in: Multiplayer Commander Decklists
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