Land (107)

Enchantment (14)

Planeswalker (4)

Creature (64)

Sorcery (25)


Sideboard

Creature (1)


"bUt CoMmAnDeR cAn OnLy HaVe 100 CaRdSsSsSsS"

Shut up.

TOP QUESTIONS!

-"Why?"

I'm here to drop kick the rules into next century. Never lose to mill so long as my cold, dead, and unfeeling hands are around. Also i wanted to use yorion, and if i'm breaking the rules anyways, might as well go big.

-"Why Chromium?"

He's a dope dragon that doesnt care about your shit.

-"Seriously, play X commander instead"

No. Other commanders are stupid and i hate them. none of them have as glorious of a wingspan. none of them have as badass of a name. None of them are worthy of a deck as glorious as this one.

-"Where's sol ring? Where's the other fast mana?"

My playgroup bans all fast mana. IF it taps for more than you paid for it, you cant use it. doesn't count for lands though, so serra's sanctum is ok.

-"Why 280 cards? Didn't most battle decks in standard play 250?"

Commander is a slower format, and we can only play one battle of wits. that means we have to be prepared, and the extra 30 cards can sometimes help us get there

-"What's the gameplan?"

The name of the game is control the board, never die, and tutor up our battle of wits to win the game. we have a few shuffle effects in case for some reason we've managed to burn through 81* cards of our big chungus of a deck. Unfortunately, we have a pretty hard time with consistency, and the most difficult part is getting the battle of wits in the first place. If you draw a cheap tutor, its more than likely worth keeping. In the very unlikely event that our battle is exiled, we have a pull from eternity to tutor up and get it back. In the even more unlikely event that pull is also exiled, we have some traditional win conditions. but if you go for those in lieu of battle, you're a coward.Bonus points if you ultimate tezzeret to tutor the battle.

To help us in the midgame, we have a LOT of flicker synergy to gain card advantage and ramp our mana.

-"Why so few counterspells?"

The only reason this deck has counterspells at all is so that on the turns where you play your battle, you have a way to protect it from spells. This isnt a deck that wants to counter opponents things willy nilly. counterspells are combo pieces, and if theres something you need to deal with, there's usually enough removal to handle that.

Will update description as I update and whatnot.

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Date added 4 years
Last updated 4 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

34 - 0 Mythic Rares

112 - 1 Rares

65 - 0 Uncommons

22 - 0 Commons

Cards 279
Avg. CMC 3.66
Tokens City's Blessing, Copy Clone, Emblem Tezzeret, Artifice Master, Faerie Rogue 1/1 B, Frog Lizard 3/3 G, Human 1/1 W, Manifest 2/2 C, Thopter 1/1 C, Treasure, Zombie 2/2 B
Folders commander
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