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  1. Game winning combos included in this deck: The big one is Splinter Twin + Intruder Alarm and whatever single nonlegendary creature you have = infinitely many ETB triggers, plus enough creatures with haste to attack everyone for a instant kill. You can also use these two pieces in conjunction with Springjack Shepherd and Springjack Pasture for infinite mana of any single color and infinite lifegain which can be used to fuel Aetherflux Reservoir´s lethal damage. They can also be used with Perplexing Chimera to get control of any spell your opponent(s) play. If you have Imperial Recruiter out, you can use him to tutor all your creatures with power 2 or less, which includes Academy Rector who in turn, can fetch all of your enchantments once his copies are killed. Then there is Aura Thief + Enchanted Evening with any sack outlet to kill your thief and you now control all your opponent's permanents and there is little chance they can recover from that kind of loss. Cleansing Meditation + Enchanted Evening plus 7 or more cards in your graveyard means you can destroy all their permanents and return to the battlefield each of yours destroyed this way, all but guaranteeing victory. Transcendence + Righteous Aura to get your life total below 20 and you can donate transcendence to all your opponents with more than 20 life provided you have enough mana to do so, taking them out. Nine Lives functions almost identically, with the help of Quicksilver Dagger and/or Goblin Sharpshooter if need be to damage yourself.

  2. Infinite Mana combos. I have already mentioned one 4-piece combo above, but there is also Sacred Ground + Price of Glory which you can put the latter under the control of an opponent using your commander to constantly tap, destroy and return your lands to play from your graveyard as many times as you would like on their turn, mana that you can then use to cast spells with Heliod, the Radiant Dawn   transformed to give your spells flash.

  3. Board wipes. Besides Cleansing Meditation which has already been covered in this description, we should now discuss the use of Mannichi, the Fevered Dream + Meishin, the Mind Cage, which can destroy all creatures on the board so long as the number of cards in your hand is equal to or greater than the creature with the highest power. Another one is Dismiss into Dream + Goblin Sharpshooter which can wipe out all creatures your opponents control that you can legally target.

  4. Cheatings cards into play. The most prominent example of this is of course, Dream Halls though one should be very careful with it since your opponents can also use it to their advantage. The second one that deserves to be noted is Fires of Invention which I usually use to cast my commander, then take a turn or two with it to double the number of cards I can play then, after which, I can donate it to an opponent either to gain their favor if they are behind, or prevent them from going off when they are in the lead. Another is Jhoira of the Ghitu who can suspend a card for 4 turns for 2 mana. This wait time can be cut in half if you have Paradox Haze out and further reduced with Sphinx of the Second Sun. Some honorable mentions deserve to be noted as well, namely Sunbird's Invocation which gives all your cards in hand an upgraded version of cascade, As Foretold for a free cast once each turn Academy Rector and reanimators like Sun Titan and Emeria Shepherd.

  5. Protection. In these colors, there are very few cards available that specifically protect enchantments which make up the bulk of this deck and the one that gives shroud prevents me from targeting my own permanents which is absolutely essential for my commander to function. Nevertheless, you still have things like Karmic Justice and Martyr's Bond to punish your opponents for your losses and Replenish is there in the aftermath to get back all those enchantments they've destroyed. Against creatures, you have more options, including Sphere of Safety, Righteous Aura, Nine Lives and Meishin, the Mind Cage which severely limits the amount of damage they can do to you.

  6. Tutors. There are a couple. These range from Tolaria West (which can get you important lands such as Serra's Sanctum, Sea Gate, Reborn   or Emeria, the Sky Ruin among others) to Imperial Recruiter, Academy Rector, Wild Research, and Parallel Thoughts

  7. Ramp. There isn't much here really, which explains perfectly why I put so much focus on section four to use the limited resources at my disposal wisely and in a way that exploits the full potential of those cards such that the advantage is usually mine, despite the lack of mana, and with the help of my Keldon Firebombers, I can seriously diminish my opponents land count too that we may all suffer equally. Still, Land Tax and Weathered Wayfarer are great additions to deck and are especially useful early on.

card draw removal synergy utility chaos

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Date added 11 years
Last updated 7 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

12 - 1 Mythic Rares

69 - 5 Rares

9 - 3 Uncommons

2 - 1 Commons

Cards 100
Avg. CMC 3.74
Tokens Copy Clone, Goat 0/1 W, Treasure
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