Maybeboard


What is this deck?

Just a voltron deck built around a 1 power creature that can't attack.

Pramikon, Sky Rampart changes the rules of the game in a few ways this deck is built to exploit:

  1. Planeswalkers become better.
  2. Targeted removal becomes better.
  3. Your life total isn't as threatened.

Since only one player can attack you with Pramikon out, the traditional difficulty associated with protecting a planeswalker in a multiplayer format is eliminated. Having a 1/5 blocker also goes a long way towards keeping your planeswalkers alive. Dedicated planeswalker removal is rare in most EDH decks since the assumption is that somebody can attack a planeswalker if one hits the field. As such, this deck plays several strong planeswalkers that Pramikon can protect while they tick up and threaten to ultimate. Each also has a strong downtick that can help you stabilize from behind.

Since Pramikon ensures the combat dynamics of the game essentially become 1v1, targeted removal spells become stronger since they no longer function as card disadvantage. If you only need to care about one player's creatures, a 1-for-1 trade to remove that creature with mana advantage is fine. You can remove any creature that you can't block and ignore the rest.

Lifegain isn't as essential since your life total is safeguarded by Pramikon. A single Deafening Clarion is in the deck that can be used to gain some life if you have a Pramikon that can attack (or some Angels from Serra the Benevolent or Luminarch Ascension). In a pinch, Deafening Clarion can be tutored up by Mystical Tutor, Invert / Invent, or Drift of Phantasms. But for the most part you don't need a lot of lifegain or many value-oriented chump blockers (cards like Sakura-Tribe Elder or Eternal Witness) to stay above zero.

What this deck isn't

Wall tribal. There is no real payoff for that deck except High Alert. And in that deck the amount of hoops you have to jump through to win with High Alert is much higher than here. This deck actually gets to play good creatures, for the most part, and has lots of room left over for good spells (again, for the most part). If you want to build a deck with 30 crappy walls and do nothing, go ahead. This deck may be silly, but at least it isn't one board wipe or counterspell away from losing the game.

This deck does have a soft spot against combo. It's good against decks that want to attack, but against combo this deck would need to drop a package (like the voltron package) and load up on more countermagic. But the win conditions are already rather sparse in this deck, so that's a tough sell.

This deck isn't the "Jeskai Superfriends" strategy that is a more obvious home for Pramikon. I suspect that deck, properly built (i.e. only include the good planeswalkers, proper support for them, and good cheap interaction), is probably stronger than this one. But this one is unique, still quite capable, and I built it for the sake of the deckbuilding challenge it represented.

Win Conditions

It may seem laughable but commander damage is the most reliable way to kill a player with this deck. You may not kill the table with commander damage, but in terms of taking a single player out it's a fairly reliable plan. To do this, you really only need two elements:

  1. A way to let Pramikon, Sky Rampart attack.
  2. A way to let Pramikon do decent damage.

The "Wall Support" section of Card Roles (below) lists enablers for each of these components. Most of the elements supporting #2 in the list above are designed to get Pramikon doing 7 damage or more in a single hit, as that kills in 3 swings. Since Pramikon has flying and you can choose to pick on the player next to you who's least likely to have flying creatures, getting in for damage isn't difficult. If they do have flying blockers, this deck has plenty of targeted removal to clear them out.

It shouldn't be a surprise that Pramikon, Sky Rampart takes Luminarch Ascension from merely good to serious win condition. Activating it isn't hard and if the opponents don't have enchantment removal in time, all you need is one turn cycle where you can dump all your mana into this Angel factory to start killing people quickly.

Even if you only get a few Angels out before Ascension is removed, Serra the Benevolent can reinforce them and buff them to accelerate your clock.

All planeswalkers in this deck except Nahiri, the Harbinger have ultimates that can likely win you the game. In an ordinary EDH deck, this would be a meaningless statement, since activating a planeswalker ultimate is not a reliable plan for those decks. But this deck excels at protecting planeswalkers from combat damage and your opponents will need targeted removal or a permanent wipe of some kind to stop you.

This isn't a combo deck by design, but one "accidental combo" does exist. Dockside Extortionist + Mnemonic Wall + Ghostly Flicker provides you with infinite mana and every instant/sorcery in your GY to your hand, assuming your opponents control 4 or more artifacts and enchantments. If they only control 3, then you still get infinite storm.

With Nin, the Pain Artist, infinite mana can draw your deck or mill out a player with a targetable creature. If you choose to draw your deck, you will draw High Alert, which will untap her to repeat the process against other opponents.

If you have a draw spell in your graveyard when you start the loop, you will be able to draw your deck with it, Ghostly Flicker, and Mnemonic Wall after you've made infinite mana. This deck has quite a few instants and sorceries that draw cards, and several more ways to tutor them, so this requirement isn't difficult to meet.

If you draw your deck you can cast every creature in it (including Nin) then cast Karn's Temporal Sundering for an extra turn, allowing those creatures to tap or attack.

Even if you can only make 3 mana per loop cycle, preventing you from making infinite mana, a Ral, Izzet Viceroy or Jace, Telepath Unbound emblem converts that loop into a win.

Occasionally you can win with ordinary combat damage just by attaching the right equipment and auras to a creature and beating down. An Aven Mindcensor wearing a Champion's Helm and Warmonger's Chariot can kill a player in the late game with a few swings. So can a Mnemonic Wall wearing Gauntlets of Light and activated by Rolling Stones.

Just don't make this your plan A.

Card Roles

Tutors Show

Shuffle Effects Show

Suggestions

Updates Add

Comments

Date added 5 years
Last updated 3 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

9 - 0 Mythic Rares

41 - 0 Rares

27 - 0 Uncommons

14 - 0 Commons

Cards 100
Avg. CMC 2.77
Tokens Angel 4/4 W, Angel 4/4 W w/ Vigilance, Ape 3/3 G, Elephant 3-3 G, Emblem Elspeth, Sun's Champion, Emblem Jace, Vryn's Prodigy, Emblem Ral, Izzet Viceroy, Emblem Serra the Benevolent, Frog Lizard 3/3 G, Soldier 1/1 W, Treasure
Folders EDH Creations
Votes
Ignored suggestions
Shared with
Views