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Justice, At Any Cost | Sigarda Enchantress Voltron

Commander / EDH Aggro Competitive Enchantment GW (Selesnya) Ramp Voltron

Spootyone


"Justice will be brought upon you no matter the cost. You cannot best me!"

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Hello all and welcome to my favorite EDH build: My Sigarda Voltron deck. The deck used to be budgeted but it has turned into my competitive EDH deck. I own nearly all the cards in this build and really the only big money sink for it left is to add a bunch of fetchlands just to make sure I can consistently grab my dual lands. I could also make it better by adding something absurdly expensive like Mana Crypt, but seeing as I plan to use this primarily for Duel Commander, that seems wildly unnecessary.

As is normal for voltron, the main focus is to suit up our commander to quickly and efficiently deal 21 commander damage. Sigarda, Host of Herons was chosen to be the commander for two reasons: evasion and protection. She is very difficult to remove on her own right, and with just one or two enchantments we can be swinging for lethal after one or two attacks.

I've decided to go for a more enchantment-centric voltron deck. While this is usually better for someone like Bruna, Light of Alabaster, I still see Sigarda having potential with them. Auras have a trade off. They are typically more vulnerable to 2-for-1s, but the positive of them is that they have lower CMCs for what they do. In a quick aggro deck like this, that is vital. They also allow me to use great cards like Replenish without making me vulnerable to something like Stony Silence like all equipment would be.

Current Quickest Victory = Turn 4

T1: land, Sol Ring, Selesnya Signet

T2: land, tap out for Sigarda

T3: No need for land, attach Rancor, attach Battle Mastery or play Silverblade Paladin, swing 14 commander.

T4: Swing lethal.

This ability is increased by the fact that we run Enlightened Tutor, which can grab one of the key auras, as well as both Eladamri's Call and Worldly Tutor which can go grab Silverblade Paladin. In addition, the lands only need to have one source of white and one source of green to be acceptable. Duals just increase the chance of it happening. And while the T4 win is a rare occurrence, it is important to note that winning by T5-6 is very reasonable for this build and is the average win speed.


The Pants

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These are my select few additives for my commander. More are really not needed with my tutoring, nor are multiple copies of things (i.e. no need for Unflinching Courage or Holy Mantle). Even one or two can turn Sigarda from a powerhouse to an unstoppable goddess of death instantaneously. Due to how strong Sigarda is on her own, a majority of these attachments are in here simply to provide one or two of the following: Evasion, Protection.

Evasion

Our best attachments for evasion include Rancor, Trailblazer's Boots, and Spirit Mantle. Sigarda is amazing because she has evasion inherent in her already. Getting past chump block flyers is all we need to worry about, and these cards take care of that easily. Tutor for them before anything else.

Protection

Our best attachments for protection include Darksteel Plate, Shield of the Oversoul and any of the 1-drop umbras due to totem armor. Sigarda is even more amazing due to her inherent protection. Being automatically hexproof and preventing sacrifice means I already only have to worry about making her indestructible against board wipes. These provide that.


The Ramp

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I'm playing a green deck in EDH. I don't care if I'm a seriously aggressive deck -- I need ramp spells. Now, in reality, I only need ramp in order to get Sigarda out as quickly as I possibly can. 1-drop mana dorks like Birds of Paradise and Elvish Mystic are great for kickstarting the job, and common ramp spells like Nature's Lore and Cultivate finish the job. Mana rocks like Sol Ring and Mana Vault are amazing, but stay in the sideboard since they're banned in Duel Commander. Having more mana means I can do more than my opponent. This tempo advantage can assure a victory on its own. If we're casting Sigarda more than once, we also need that extra mana.


Getting the Damage In

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There's a reason our curve ends at 5 with a single boardwipe and our commander -- we are an incredibly aggressive build. We want to win by no less than turn 6 if we can, and the only way we can do that is by getting big chunks of damage in asap. We've already spoken about evasion and protection, so we can assume attacking the opponent in the face is almost always going to be the case. Battle Mastery, Silverblade Paladin and Ajani, Caller of the Pride are all ways to quickly give Sigarda double-strike. Getting in one attack with a Rancor'd Sigarda and then following that up with a double-strike attack means we've won in two attacks. Bam!

Furthermore, I have chosen a route seen majorly by Infect builds in other constructed formats like Modern -- Pump spells. See, we don't care if we only get to use them once if the game will be over in 2 attacks anyway. Pump spells like Berserk and Invigorate are great for getting a surprise win out of nowhere. In fact, Berserk is one of the most powerful spells in this deck. If the opponent doesn't have an immediate response, I almost always just win with that attack.


The Tutors

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Every good EDH deck needs tutors to provide consistency. This is more true for my deck since commander tucking easily can result in a game loss. I also have chosen to only run a small number of important attachments, so being able to tutor for them to increase the chance of them showing up every game is crucial to winning. Enlightened Tutor, Worldly Tutor, Idyllic Tutor and Eladamri's Call are all amazing and can allow me to go grab something like Rancor, Battle Mastery or Silverblade Paladin to finish the game off. Additionally, Knight of the Reliquary can tutor for important lands like Cavern of Souls against control, Kor Haven agains tthe mirror, or Tectonic Edge if I need to destroy an opposing land I can't work around.


What to Look Out For

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Sweepers that exile such as Merciless Eviction can remove even the most protected commander. Tuck effects can also be a problem from time to time if you don't have a tutor ready. Counterspells can wreck us pretty hard, but I have Savage Summoning, Leyline of Lifeforce and Cavern of Souls for that. Bruna, Light of Alabaster can screw us up. Nevermore can prevent us from casting our commander. We don't really have too much that can disrupt an infinite combo either unless it includes a non-hexproof creature. Most of these problems we can either out-race or we have answers for somewhere in the deck. Tutors help us get them when we need them. Aggression is a key part of this deck. Play smart, but play to your advantages -- there are a lot of them.


Key Synergies/Combos


Sideboard Notes

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Cards to bring in when not playing Duel Commander:

These five cards are amazing in here, but banned. So...yeah.

Cards to bring in against large multiplayer games:

These five cards are slow, but allow for some staying power when I'm in larger games and can't just beat everyone in two attacks.


This deck is meant to be competitive. I would suggest not taking a build like this to the kitchen table with a group of your friends, because they will not have fun. Because the deck is competitive, there are a lot of suggestions that I won't be taking. Ethereal Armor, and Sphere of Safety are cute, but not quick enough or impactful enough to make any difference. This is also an enchantment-focused deck. Please don't suggest swords or things like Batterskull. They're great, but they have high-cmc and they're not for this deck.

All this said, feel free to give advice if you have it. I'm not a mean person so even if you have a suggestion I don't like, I'll explain to you why I'm not taking it. And please if you enjoy the deck, help me out with a +1. I'd love to see my pride and joy here do well!

Suggestions

Updates Add

I'll probably be removing Green Sun's Zenith as it hardly does a thing in this build. Suggestions for a replacement are very, very welcome!

Comment purge.

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Revision 61 See all

(6 years ago)

+1 Ancestral Mask main
+1 Basilisk Collar main
+1 Berserk main
+1 Bountiful Promenade main
+1 Command Beacon main
+1 Commander's Sphere main
+1 Divine Reckoning main
+1 Dromoka's Command main
+1 Ethereal Armor main
+1 Fellwar Stone main
+1 Ghost Quarter main
+1 Grand Abolisher main
+1 Heliod's Pilgrim main
+1 Helm of the Gods main
+1 Hero's Blade main
+1 Idyllic Tutor main
+1 Invigorate main
+1 Land Tax main
+1 Lightning Greaves main
+1 Llanowar Elves main
and 38 other change(s)
Top Ranked
  • Achieved #69 position overall 11 years ago
Date added 11 years
Last updated 6 years
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

9 - 0 Mythic Rares

41 - 0 Rares

25 - 0 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 2.11
Tokens Cat 2/2 W, Knight 2/2 W w/ Vigilance
Folders Interesting, cheap deck, Edh, Possible EDH Decks, fav, Decks I Want To Try, Other People's Decks, Sweet, enchantment, favs
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