Maybeboard


The goal is to mill and discard myself to play Goyfs for free with Disa's abilities. The deck has a good selection of removal, ramp, draw and other especially useful spells to complement and support the strategy

We want Disa in play ASAP, so that we can unleash our self-mill effects that will in turn unleash the Goyfs. It's recomended that while we're trying to get Disa out quickly, we also want to have some form of card drawing, or better yet, milling ready to roll so the Goyfs can start appearing and growing right after she enters

Don't forget about our flyers and other small creatures. While frail, they are most times elusive enough to hit enemy players, which will contribute to damage and more importantly generate Tarmogoyf tokens through Disa. Hit your 3 enemies at once and you get 3x Tarmogoyf

The deck shifts gears after the ramp, Disa and engines are set up, and enters a frenzied state, where the single objective is to end the opponents as soon as possible with a swarm of Goyfs and small flyers. There are ways to facilitate attacks and lethal damage through Trample, Flying and other effects

  • Barrowgoyf is the poster child of the deck. With stats like Tarmogoyf but also frightning combat abilities, milling and reanimation powers, it is the ultimate Goyf
  • Changeling Outcast is a false Goyf that ensures Disa's second ability triggers
  • Lhurgoyf, Mortivore and Necrogoyf rely on high creature casualties to bring out their might
  • Nethergoyf is like a cheaper Tarmogoyf with self revival capabilities
  • Polygoyf is a stronger Tarmogoyf that clones itself to face all opponents whenever attacking
  • Pyrogoyf is another stronger Tarmogoyf that adds free damage whenever another Goyf enters
  • Tarmogoyf is the man, the myth, the legend, and needs no further introductions
  • Taurean Mauler is another false goyf that grows in power by enemy plays

  • Demonic Tutor and Vampiric Tutor fetch any card we need. Perfect for combo pieces or live-saving cards
  • Faithless Looting is another iconic spell for card advantage
  • Gamble is employed to grab two Goyfs. One is discarded and enters play while the other is played later
  • Palantir of Orthanc will usually always draw a card after a Scry 2 per turn (including the one it enters). This is because opponents are afraid of taking damage and of the self-milling effect that is incredibly synergic with the rest of the deck
  • Survival of the Fittest is a very powerful discard and tutor engine
  • Sylvan Library can enter and impact the game early at a cheap cost, providing deck fixing for both draw and mill
  • Wheel of Fortune wipes out current hands and draws new ones. The discard part is perfect when we have Goyfs already waiting in the hand

  • Altar of the Brood sneakily mills many enemy cards throughout the match
  • Buried Alive and Entomb combo with Disa for instant Goyf deployment
  • Chains of Mephistopheles provides a severe disruption to enemy card draw effects and shenanigans, while contributing to overall graveyard filling. It also works on us, but we can play around it and use it as an advantage to enable self Discard and Milling most times
  • Grisly Salvage is a staple Instant for self milling
  • Life from the Loam is a great land salvager and mill engine
  • Mesmeric Orb makes all players Mill a great number of cards each turn
  • Mindcrank adds Mill to enemy lifeloss. This provides plenty of graveyard type diversity
  • Out of the Tombs is an increasingly stronger mill engine that buys me time if I mill myself out
  • Ripples of Undeath is a steady source of mill with the option to keep milled cards

  • Bitterblossom generates more elusive hitters to trigger Disa
  • Domri, Anarch of Bolas grants a small power bonus, ramp with protection from counterspells and an alternative removal option
  • Eldrazi Monument gives power, elusiveness and longevity. We can sacrifice our cheap flyers or mana dorks at this point to pay the toll each turn
  • Garruk's Uprising grants Trample and can draw extra cards
  • Grist, the Hunger Tide mills the library and fills the board, while also having strong offensive powers
  • Lightning Greaves shields key creatures, like Disa, from focused interactions
  • Liliana of the Veil is a Discard outlet with more board cleaning options
  • Raging River allows for safer attacks by forcing enemies to separate their creatures into two groups
  • Tortured Existence is a Discard and reanimation engine

The deck handles heavy combat well but is especially weak to graveyard hate cards and dedicated Mill decks. There is also some self inflicted lifeloss here and so it isn't wise to become the center of attention of enemy players while things aren't up and running yet. Sometimes it is best to resist the temptation of dropping Disa for a turn or two longer to have better chances of her not being instantly dealt with and especially if we can set up stuff like Out of the Tombs while we delay her a bit

Thank you for your time looking up this deck. Please leave your thoughts

Suggestions

Updates Add

The ban on Dockside Extortionist opened a slot in the deck to reinforce other aspects of it. After much consideration I selected a number of possible cards from my Maybeboard list and have been trying them out. For now I'll be leaning more towards Chains of Mephistopheles and here's why:

This card severely disrupts opponents' card draw engines, forcing them to either discard or mill cards. It doesn’t directly help ramp, but it pressures opponents while feeding my own graveyard if I choose to draw extra cards through things like Sylvan Library. This synergizes with the strategy of filling graveyards and benefits from my mill and discard focus, and of course also benefits the Goyfs by both their cheat-into-play aspect through Disa, and also because it grows them up faster. Basically, it helps mill and discard both myself and opponents, while sabotaging their extra draws and fattening up my threats

The other cards I've selected are Akawalli, the Seething Tower for another cheap beater, Winter, Misanthropic Guide for extra cards and destroying enemy hands, Cabal Ritual as a direct Ramp replacement for Dockside, Demonic Counsel for a second Demonic Tutor, and Drag to the Roots for an extra removal spell, which no one ever minds having. They all have good services to offer to the deck and I will test them out too

Comments

Casual

95% Competitive

Revision 23 See all

(2 months ago)

+1 Archfiend of Depravity maybe
+1 Bone Shards maybe
-1 Cache Grab maybe
-1 Demolisher Spawn maybe
-1 Dockside Extortionist main
+1 Exotic Orchard main
-1 Exploration maybe
-1 Great Furnace main
+1 Plaza of Heroes main
+1 Rogue's Passage maybe
-1 Steely Resolve maybe
-2 Swamp main
Top Ranked
  • Achieved #1 position overall 4 months ago
Date added 4 months
Last updated 2 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

63 - 0 Rares

14 - 0 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 2.33
Tokens Construct 0/0 C, Faerie Rogue 1/1 B, Insect 1/1 BG, Orc Army, Tarmogoyf X/1+X G, Thopter 1/1 C
Folders Decks, Need to Build, FUN DECKS, !Commander Decks, Decks To Try, Gino decks, Decks
Votes
Ignored suggestions
Shared with
Views