Sideboard


Maybeboard


Power level 6-7 deck that focuses on peaking turn 4, where we are swinging with an effective beater or reanimating a threat. The deck wants to get threats into play around turn 3-5 and start taking down major threats, specifically faster combo players. To that end, the majority of our counterspells aim to punish greedy players that tap out to combo and focus on instants and sorceries that are typically win cons. With groupwide burn, the end goal is that everyone is low enough to kill with Torment of Hailfire or Molten Disaster.

Due to the nature of group burn, try to politics the table into agreeing that another target needs to be dealt with first to keep the length of the game while you work toward your own combo.

Mulligan

Aggressively mulligan for 2-mana ramp since 4 mana is the sweet spot for this deck. Ideally, a mana rock with a 4-mana beater.

Early Game

In the early game, find the deck that poses the most threat to your strategy. Decks that combo on turns 6-9 and those with a large amount of graveyard hate are primary targets.

Archon of Cruelty - Reanimation target for dwindling down an opponent's resources.

Consecrated Sphinx - Fist full of cards that demands other players using their removal

God-Eternal Kefnet - Combo piece for infinite turns but solid 4/4 flyer with value

Jin-Gitaxias, Core Augur - Immediate removal magnet, getting to the end of my turn gets me 7 cards deeper and each turn after that starts setting up for Thrax.

Magmatic Force - 12 burn damage to leading or most threatening player can demand early removal.

Nicol Bolas, the Ravager   - Basically a 4/4 flyer in the early game

Orcus, Prince of Undeath - 5/3 that avoids getting chumped blocked

Sire Of Insanity - Shuts down the entire table, leaving you with a 6/4 beater hopefully early enough to just kill someone before they stabilize.

Tectonic Giant - Potential 6/4 beater that can lower its damage to better find you important land drops and looting cards.

Turn 2 ramp package so on turn 3 we can consistently get a 4-drop beater or 2-mana looting effect into a 2-mana reanimate.

Arcane Signet, Dimir Signet, Sol Ring, Izzet Signet, Prismatic Lens, Dimir Signet, Rakdos Signet, Talisman of Creativity, Talisman of Dominance, Talisman of Indulgence

Long Game

Hopefully by this point, you've managed to burn people down to more acceptable life totals and gotta to keep some threats in play. We wanna start using Kess, Dissident Mage to get some needed value

Suggestions

Updates Add

Revamping the deck to be more consistent with lots of draw at sorcery and instant speed. Looting helps to get cards into graveyard for reanimation as well as delve mechanics. Increased Counterspell density to keep any other players from winning the game and added in library search hate to slow down the game pace. Sideboard consists of more political maybe cards better suited to larger tables or slower decks focusing on table-talk communication to win as an under-the-radar commander

Comments View Archive

Casual

92% Competitive

Date added 9 years
Last updated 1 year
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

14 - 0 Mythic Rares

44 - 2 Rares

19 - 0 Uncommons

11 - 0 Commons

Cards 100
Avg. CMC 3.12
Tokens Bird 2/2 U, Emblem Dack Fayden, Frog Lizard 3/3 G, Treasure, Zombie 2/2 B
Folders EDH [ ], edh, Conor commander
Votes
Ignored suggestions
Shared with
Views