Maybeboard


Hi folks! This is my main edh deck. I started building it many years ago as Eight-and-a-Half-Tails equipment voltron. Mono white had a lot of issues, so I splashed blue with Daxos of Meletis in order to find more tutors and card draw. That deck wasn't fast enough, and was often chump blocked by mana dorks or other tiny tokens, so now the commander at its head is Jenara, Asura of War. Feel free to post card suggestions, ask questions, or provide constructive criticism.

The vision of building the deck was to make the idea of equipment voltron as smooth and as fluid as possible. As a result, when you pull this deck out of your bag and decide you want to win, there aren't that many ways to go about doing it. In other words, the deck is linear. You'll usually be following the same line of tutoring up a sword and smashing your opponents' faces with jenara until they die. Which sword you fetch first is probably up to what colors your opponents are running. If you're looking for a deck that likes to win in different ways, with different creatures or has different lines of play, this isn't going to be it. Not only is it expensive, but it can get a little boring after awhile. Please note that there are other decks that can still use the same voltron package, but not have it be the keystone to the deck. Commanders like card:Khemba, Kha Regent allow for a different playstyle. This deck lives and dies by its commander.

I would say that this deck is not really that competitive, at least when compared to something like doomsday zur, derevi stax, chain veil teferi, food chain tazri, and the like. If you sit down at a table against any deck tuned for 1v1 or 4v4 competitive, you're not going to have a great time. Other players are going to be assembling combos by turn 4, and if they haven't crippled you yet, all you have is a flying 3/3 and maybe a sword on the board. While the meter on the right side of this page might read "100% competitive" it'll still lose terribly to any deck that has interaction.

This deck has no countermagic, and if you're looking for a voltron-style win that's more competitive, i'd point you towards something like infect rafiq, which wins at instant speed and can hold up countermagic if need be.

What this deck is GOOD at doing is removing players from lower tier edh games. The deck presents itself as a pretty large threat right from the get go, and if jenara isn't dealt with quickly, she'll get too big and have too much protection. Would I bring this deck to play with my buddies and their 50% decks? No, that'd be rude and I'd quickly lose friends. However, if they start winning just a little too much, I might be incentivized a little more ;). Both my brother and I play one deck that has a "tier 3 or lower" (read - tournament obsolete) commander that's been tuned as much as possible. His is a pretty sweet Mayael the Anima deck that forces players to deal with mayael or the fatties that she sticks, and each one has different consequences. Blightsteel Colossus might be flipped one game, and force someone to exile it, or you might see Avacyn, Angel of Hope and be forced to deal with that effect. It's good fun. We build other decks using these decks as baselines for power, and we're certainly not made of money, so neither of us have the perfect land base or mana base.

I moved to Green as a third color for better cards. Behemoth Sledge over Loxodon Warhammer, Sylvan Library. Noble Hierarch, Bant Charm, and Qasali Pridemage. I get better recursion with Wheel of Sun and Moon and a good wincon in Finest Hour. Jenara is also an excellent mana sink for Sword of Feast and Famine untaps, and is able to dodge excellent wipes like Toxic Deluge as a result. I find myself picking Feast and Famine first over Fire and Ice nowadays because of how beefy it makes Jenara.

Other commanders are certainly available, although including at least white is critical for most equip voltron decks, due to cards like Steelshaper's Gift, Stoneforge Mystic and the like. Other possible commanders I'd consider could be Brimaz, King of Oreskos, Sygg, River Guide, Geist of Saint Traft, Rafiq of the Many, Ruhan of the Fomori, Zurgo Helmsmasher and I feel like that's it, at least for equipment voltron.Enchantment voltron adds Brago, King Eternal, Zur the Enchanter and others to the list.

I value flying over doublestrike, but if you wanted a more explosive yet weaker deck, Rafiq of the Many can certainly find a home here.

Card draw is a necessary pillar of mtg. Decks that don't have ways to create card advantage generally don't do that well. Mono-red and mono-white decks usually get the short end of the stick when it comes to generating advantage. Bant has plenty of great draw engines.

Mystic Confluence is a toolbox card that can give you coverage or be a worse Concentrate.

Sylvan Library is a beautiful card, and is substantially more affordable than what it was several years ago. Paying 8 to library is a perfectly fine idea a lot of the time.

Fact or Fiction forces interaction and tends to be a more fun way of drawing cards. Could it be replaced with a more efficient draw spell? Most likely, but the deck wouldn't gain that much competitiveness from replacing it.

card:Jace, the Mind Scupltor is one of the better walkers our there. Brainstorm and fateseal on a dude. You opponent cast a tutor last turn? Fateseal it to the bottom. Keep in mind that playing walkers that don't immediately die might turn the entire table against you.

Rhystic Study. Speaking of turning the entire table against you, some hate this card so much that they'll do just that. Nobody likes paying a tax for all of their cards, and that makes this card very good, if you can stave off the agression. If stuck turn 3, it'll generate plenty of value.

Tutors make the deck smooth and create options where they wouldn't previously exist.

Enlightened Tutor finds swords and artifact lands if you desperately need those.

Trinket Mage finds rocks and lands.

Stoneforge Mystic grabs t4 cheat into play and equip swords.

Open the Armory and Steelshaper's Gift effectively do the same thing. Note that you can grab Wheel of Sun and Moon with OtA if you're up against mill or reanimator.

Fabricate grabs any artifact.

Bribery is a personal favorite. If your commander costs too much, no problem, just go take someone elses's creature. Blightsteel, consecrated sphinx, the list goes on.

Recursion is also pretty important, to recover from an overloaded Vandalblast or Shatterstorm. You'll be utterly crippled after those cards resolve, but recursion gives you a chance instead of leaving you dead in the water.

Sun Titan picks up most of our deck, including swords and artifact lands.

Academy Ruins is the big one for spot removal.

Light and Shadow picks up creatures from the bin.

That's all the recursion we're running, as losing everything to shatterstorm slows you down so much that you've essentially lost the game.

Fast mana makes it easier to accelerate. The earlier you can stick jenara, the more damage you can deal.Mana Crypt, Mox Diamond, and Chrome Mox all net 1 or 2 mana for zero. Sol Ring is net 1 mana.

Ramp also accelerates us. Signets, Chromatic Lantnern, and Noble Hierarch/

Because we don't run countermagic, removing threats is pretty important. White's pretty versatile when it comes to removal, so we run the good stuff.

Swords to Plowshares and Path to Exile for the creatures.Grasp of Fate is a overloaded oblivion ring.Detention Sphere is great against tokens, also pretty handy as spot removal.Bant Charm was more relvant when tucking a commander was a thing, but it's still pretty good.We run Supreme Verdict because it can't be countered and Divine Reckoning because we often only have one creature in play.Austere Command is incredibly flexible and very nice.

The landbase is pretty simple here. On-color fetches because I'm a cheapskate and I'd rather have basics than off colored fetches. Artifact lands for metalcraft and fetchability. Shocks and ABUR duals for fixing. Filters for filtering, and 5 color lands for five colors. Maze of Ith can target your own creature. Riftstone Portal turns blue sources into bant sources for Jenara counters.Minamo, School at Water's Edge allows you to untap your commander so you can block with it.Eiganjo Castle blocks some damage if need be.

Suggestions

Updates Add

Comments

Top Ranked
  • Achieved #22 position overall 8 years ago
Date added 8 years
Last updated 3 years
Exclude colors BR
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

15 - 0 Mythic Rares

51 - 0 Rares

17 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 2.69
Tokens Beast 3/3 G, Cat 2/2 W, Phyrexian Germ 0/0 B
Folders EDH BUILDS, Maybe
Votes
Ignored suggestions
Shared with
Views