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What do you get when you take the G.O.A.T. Goat Tribal commander, Morophon, the Boundless , pair it with the most prolific tribe in MTG and stick an Experimental Frenzy on the battlefield?

Crazy people in a Frenzy

FRENZMANITY, baby!

5-Color human tribal combo deck; take two. I built this deck from scratch so if you like it, I’d love an upvote.

The base concept for this deck is simple. Cast a ridiculous number of humans as cheaply as possible by using Morophon, the Boundless ' mana reduction ability and generate the value necessary to win the game.

Morophon, the Boundless

When Morophon was spoiled, everyone was talking about what a great commander they is to make some under-represented tribe like Otters playable. I wholeheartedly agree (and have the jankiest of jank tribes in mind for my "fair" Morophon brew). But my first inclination when seeing them for the first time was to use them to cheat out oodles of destructive cards in the form of, say, Humans. And we are going to win by over-populating the board, hoovering up resources and inflicting incidental or (with dismaying frequency) intentional damage.

Spells of the "Human" type you cast cost less to cast.

Put Morophon and this static ability onto the battlefield: You have taken the first step towards achieving Frenzmanity.

A favorite thing about building Morophon is the way it enables us to build an amazingly efficient mana base on a budget. My starting point is the entire cycle of Pain lands. They work great in this deck. Rarely have I taken more than a point or two of damage off of them in a game. I tend to find Chromatic Lantern in games and it makes every land a command tower so, yep, it helps too. I run 12 Basics. The other 15 lands are split between color producing and utility.

The most interesting utility land is Westvale Abbey  . This is a useful mana sink that can do serious work in the mid-late game if things are going horribly wrong.

Ramp is a bit of a work in progress. With a CMC commander you want to jam out as early as possible ramp plays an important role in this deck. I favor Artifact and Creature ramp even though I have access to . I don't worry about access to any specific color of mana on the early turns. I just want to make and cast rocks. The deck relies on a mix of ,, and CMC stones. I am still tinkering.
Step two on the path to Frenzmanity; finding Experimental Frenzy and/or Chulane, Teller of Tales . Frenzmanity rocks like a jet engine. Cards are the fuel and this deck burns through them. To avoid flame out we need cards. Lots of cards. All the cards. Both of these Barons make good delivering cards. Frenzy was first, working when Chulane was just a pre-release spoiler on MTGGoldfish. This decks existence is owed to my desire to abuse Experimental Frenzy in EDH. It was only when retooling after trials of v1.0 that I first tapped into Chulane. If Frenzy is the dealer, delivering a fix, Chulane is a multi-national cartel manufacturing crack, running it through the supply chain and delivering it direct to your door with Amazon Prime. Big Time. I run seven efficient tutors in the game to help me find these cards. Is it enough?
When you have a big old engine, if you want to rev it up, you’re going to need some lube. Our commander is a living fire-sale, reducing costs of casting our humans by 25%, 33%, 50%, 66%, 75%. Heck, some of them he just throws in for free. If we get Jodah, Archmage Eternal or Fist of Suns on the battlefield our fire-sale becomes a straight up loot-fest. Casting humans without using mana on your turn is fun!

Casting them for free on your opponents turn? Taking over an opponents turn, at will, for as long as you can keep the cards flowing? Ecstasy! Leyline of Anticipation and Vedalken Orrery make it so.

If I’ve got all this working, though not a Human, Seedborn Muse gives me all the mana I could possibly eat through a turn cycle. Unquestionably great, it is the one card in here I am not convinced the deck truly needs.

We can’t live without it and yet, it is the buzzkill we must overcome to complete our journey to Frenzmanity. We will be required to draw the islands and burn the plains, bury mountains and if all else fails, remove the whole lot of them from the game. I’m talking about lands. Once we've reached , we don’t generally need them and they gum up the works. So we have ways to filter out the unwanted lands. From the get go, I knew I would run Mana Severance in the deck but I found, it alone was unable to keep the fuel line clear. I added Cream of the Crop which has been an all star here. It pairs well with Frenzy and is just stupid good with Chulane. Soothsaying is also great. I often have 5+ mana free to pay into this before my turn to ensure I see cards in the best possible order, and if the top deck is terrible, I can pay to shuffle up. I also rely on some good old fashioned human labor to help keep the pipes in tip top shape.
The Quest Begins

Oh, Humans. When you play 5-color human tribal you have a few to choose from. I am running 36. I could see that number going up.

With so many options there are lots of different ways you can go when selecting creatures and there is room to tinker. There will always be new creatures to consider. This is part of what makes this deck so fun. There are few things I considered when selecting my people for this deck. 1) How cheap are they when Morophon is on the battlefield. About 30% of my humans may be cast for free simply by having Morophon in play. For the creatures that will require mana to cast, I want them to be as cheap as possible to cast and I want them to have an ability that impacts the board or allows me to advance my game plan. I think of them like this:

Dorks - If we have them early, we can pay to cast them and they help us get Morophon out as early as possible. If we see them after Morophon is on the battlefield, we want them to come down for free and offer some additional utility. Card:Noble Hierarch, Zhur-Taa Druid and Wild Cantor deliver on both fronts. Though Shaman of Forgotten Ways and Draconic Disciple aren't quite free, they double as powerful mana sinks in the mid-late game.

Interaction (on a stick) - I run 11 humans ready to impact the board with ETB's. The three humans I run that have double pips of a single color all fall into this category. I don't like paying any colored mana to cast my people but Banisher Priest , Big Game Hunter , Eternal Witness are, in my mind, worth it. Now it isn't too likely you'll have the right answer on a stick right when you need it, but when these come down amidst a Frenzy, you are going to find a juicy target. Auramancer is a bit of a tough sell at but the few Enchantments I run are important so I continue to give this a chance. The rest, like War Priest of Thune and Vithian Renegades cost . Lavinia of the Tenth costs and is an all-star!

Library Manipulators - Nine people make up this group. Alpine Houndmaster is free with an ETB that allows me to shuffle my library. His anthem upon attack is gravy. Skyward Eye Prophets sits near the top of my curve but for , I get a Vigilant 4/4 that clears a land or draws me a card every turn. Worth it! Sindbad and Fa'adiyah Seer are twins in different colors, tapping to draw a land off the top of my deck. Dreamscape Artist has come in handy but I am going to replace it with the less costly Oashra Cultivator as soon as I find a copy in the garbage bin at my LGS. (Eureka!) Sage of Epityr allows me to stack the library 5 deep as he enters. Obsessive Stitcher loots and as an added bonis, can get me stuff out of the graveyard. I'll pay for that. I'm testing Sky Hussar to use the Forecast ability as often as needed.

Free Value - It feels great to tap out on turn 4 to play Morophon followed up with Saskia the Unyielding and Mantis Rider . Go to combat, dome your opponents for 16. Saffi Eriksdotter and Shanna, Sisay's Legacy bring a ton of value for no mana.

When this deck gets going I find myself playing a lot of solitaire. Fun for me but maybe not as fun for anyone else. Because of this I pick and choose when I run out the deck. When I do run it, I win more often than not. Though I consider this to be a combo deck, I am not a combo player and I am not looking to assemble a specific combo that just wins the game. I just want to play pieces that increase efficiency and flexibility and if left unchecked, the deck can't help but find a way to win. I have won with combat damage on the back of Saskia the Unyielding . I have dealt death through a thousand cuts with Impact Tremors and Zulaport Cutthroat . I generally win well before I am close to drawing my whole deck but just in case, Laboratory Maniac is another potential WinCon. I haven't pulled it off yet but someday . . .

Chulane, Teller of Tales isn't a WinCon on his own but using his ability to re-cast Kessig Malcontents could be enough to do it. I already called Lavinia of the Tenth an all-star. Chulane allows me to detain all my opponents 4CMC or less permanents every turn and I get to draw a card for my trouble. #BanChulane

Where do we go from here?

I hope to take advantage of the X2 reprint and get Imperial Recruiter for the deck. He will find Chulane and shuffle the library. Do I continue running Seedborn Muse ? With all my top deck manipulation, has the deck outgrown Mana Severance ? These are the questions I grapple with. I welcome your thoughts in the comments. Beyond that, I keep on the lookout for little upgrades here and there.

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99% Casual

Competitive

Revision 45 See all

(3 years ago)

Date added 5 years
Last updated 3 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

40 - 1 Rares

30 - 1 Uncommons

12 - 0 Commons

Cards 100
Avg. CMC 2.69
Tokens Dragon 5/5 R, Human Cleric 1/1 BW, Human Soldier 1/1 W
Folders 1.1 Quiver (Purple)
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