Maybeboard


Hello there! Thank you for taking the time to check out my deck. I have made several in the past, but this is the first time I have posted to anything online. The deck plays with Sen Triplets as the commander because I do not see enough of her these days. Also, I think the art is really cool and her ability is pretty sweet. I will break this up into several categories: why play, the triplets, the strategy, and card discussion. Before you say anything about what is good or bad, I do go into a lot of detail explaining some of my choices. I would like some suggestions as to where to go and anything anyone offers is very much appreciated.

Victory!

Why Play?

  • You like control
  • You like artifact control
  • You like enchantment control
  • You like Esper (U/B/W)
  • You like making people mad
  • You like combos
  • You have some extra $$$ or enjoy proxying

The Sen Triplets

So the triplets themselves are a definite force to be reckoned with. Their ability locks out an opponent on your turn. Unfortunately, this also makes you a prime target. Sure they can be killed off with a single Lightning Bolt, but not unless you play them at the right time. You do not want to play them to early because then you will just become target #1 for everyone. At the same time, you don't want to play it when everyone has their biggest and baddest out because there isn't much a 3/3 can do against an eldrazi titan. Additionally, that might end up just pissing people off and if they have big scary things against this deck, one swing might be all they need. Additionally, when you choose the player to control during your turn, they must reveal their hand for all to see. Obviously no one enjoys revealing their hand, especially in EDH. So again, prepare to be targeted if you play the triplets.Keep in mind that just because you control the opponent's hand during your turn doesn't mean you control their creatures. They can still block whenever you attack. You can, however, play their lands and whatever spells they have. This way even if you can't play their spells, you can just lock them out by taking their lands and any colorless cards they have. With the removal of Rule 4, you can now tap their lands for whatever color that they would normally tap for. Additionally, artifacts can also produce colors that you don't have. This makes cards like Darksteel Ingot and Chromatic Lantern even more valuable because I can play the opponent's cards. Couple it with Mycosynth Lattice and everything goes out the window.A cool combo that you can run with her involves Paradox Haze. If you have the girls out, then you control an additional opponent's hand during your turn. WARNING: this will generate all the hate as you will be the only person who has not revealed their hand and the only person capable of playing spells. You better be prepared for everyone to immediately set aside their differences and target you. Not that it isn't fun, however. I used to run Paradox Haze, but found I was passing it up for other cards and abilities so I ended up getting rid of it for card draw.

The Triplets are not without their faults. They are 5 mana for a 3/3 where you have to wait until your next turn to use their ability (and that's assuming they aren't countered with the first attempt to cast). Keep in mind that they are also an artifact. This means that they are open to almost every form of removal out there (the exception being enchantment removal). So you gotta some how hope that no one will decide to remove them in some way or decide to outright kill you right then and there. I provide some protection with Lightning Greaves, but in a deck of 99 cards, odds are it won't be out every time. By late game, they aren't really worth playing as a 5 drop 3/3 is much more taxing on you than any other player by that point. Don't forget the amount of hate they generate just by showing up to the game.

According to the list compiled by thegigibeast, EDH Generals by Tier, the Sen Triplets are rated as a tier 3 commander. This means that they can be seen as being on the higher end of casual, and lower end of competitive generals. I agree with this assessment because the Sen Triplets are in a great color combination and with the removal of rule 4 have become even more powerful, but their ability interacts very little with some decks. This is due to the sheer lack of cards that allow you to take advantage of their ability, especially when not playing stax (Telepathy, Gitaxian Probe, Paradox Haze etc.). Furthermore, as I have stated, the Triplets generate a lot of hate for their ability. They also are very fragile with no immediate protection. Because of this, I believe they are rightly situated at tier 3. Please feel free to discuss this below or on EDH Generals by Tier. I love reading others' opinions of the Sen Triplets.

Strategy

So you may notice several cards that combo well off each other. Personally I hate infinite combos as they do take the fun out of things. If anyone would be willing to suggest alternatives that could be used to create chaos, that would help immensely. There are some obvious infinite win combos. I will list all combos and interesting synergies:

Staff of Domination + infinite mana: Card Draw combo to get everything I need

Sword of the Meek + Thopter Foundry + Time Sieve : Infinite turns. My least favorite combo. Would love advice on how to change.

Helm of Obedience + Rest in Peace can infinitely mill someone since they need to exile their cards

Mycosynth Lattice + Sen Triplets will allow me to play cards from my opponent's hand. This includes lands and with the rule changes from Janurary 2016, this has become more of a straightforward thing making the triplets even more powerful!

Mycosynth Lattice + Sydri, Galvanic Genius turns everything into an artifact, including the enemy's lands. Sydri's first ability would typically tap for blue but now I can tap any color and make lands 0/0 creatures, effectively ridding my opponents of their land base. This is considered a dick move though so be careful!

Energy Field + Rest in Peace : Will completely remove any source of damage to you since nothing goes into your graveyard!

Basalt Monolith + Mycosynth Lattice + Power Artifact will give me infinite mana allowing easy play of Sen Triplets or comboing with Sydri, Galvanic Genius

Zur the Enchanter: fetches me enchantments

Counterspell + Isochron Scepter : Counterspell on a stick

Cheatyface : Have fun guessing how I will get you with this guy hehehe

This deck revolves more around artifacts and enchantments than creatures. You will be trying to control your opponent by stalling with counters or something like Energy Field + Rest in Peace until you hit a wombo combo. I enjoy seeing my opponents squirm a bit. I would prefer to do this without counters, but I know there are decks that can win turn 2 which I have to deal with somehow. Obviously Esper is as control as it gets. What I do notice is that unless people throw out a boardwipe, they usually focus heavily on creatures and creature removal. So enchantments gain a strong upper-hand because no one expects them. Things like Energy Field provide a little extra effort for the opponents and will make them think hopefully a bit before they strike at you. Additionally, stuff like Ethersworn Canonist really synergizes with this deck since you will mostly be playing artifacts and your opponents most likely will not. I recommend using Ethersworn Canonist if you can for massive control. I do not because I needed the deck to be a bit faster which might require playing several tutors in a turn. Other cards like Blightsteel Colossus aren't exactly the best for this deck, but just add some "fun" and difficulty for your opponents since they now pay for both attacking and blocking.

Card Discussion

I include several counters in this deck to act as a policing effort. Cards like Hinder are meant to ensure that when the Eldrazi is played that it doesn't come back. Other cards like Render Silent are to basically just say no to someone who may potentially cause problems. Isochron sceptar can allow me to basically have a counter handy at all times. I would like to see the amount of counters lessened in the future. If anyone has any suggestions on that, please let me know.Other cards like Path to Exile and Reality Shift are to control what goes to the graveyard and what does not. This way I can hopefully eliminate a board threat. Other global removal cards like Merciless Eviction allow me to remove a select type of nonland permanent on the board.

I have Bojuka Bog to eliminate an opponent's graveyard and prevent them from reanimating or delving or pulling any kind of shenanigans until I can get Rest in Peace out.

There is a lot of artifact ramp like with all the signets, Chromatic Lantern and Mox Opal as prime examples. This should put your mana base slightly ahead of everyone else.

I only throw in 37 lands as a test to see if this would work. I assume that you will be taking at least a couple lands from whichever player you decide to control and you should also try to have at least 3-4 lands in your starting hand.

I do think this deck needs more card draw and boardwipes. If anyone has any suggestions on that, please let me know. I already run several draw mechanics, but the faster I get the combo out the better. Additionally, if I am having a problem getting a combo off (it is a multiplayer game. I assume I am not the only one with some form of disruption), boardwipes are always handy. I have very few right now. Suggestions are always appreciated.

I am willing to make any changes if anyone can provide a good reason why. I offer this deck up to anyone who wishes to make their own version of it. Again, any advice offered is greatly appreciated. Thank you for taking the time to look at and analyze my deck!

Future Updates (open for debate)

Tranquil Cove -> Tundra

Azorius Chancelory -> Mistveil Plains

second vivid -> Mishra's Workshop

Glacial Fortress -> Scrubland

Dimir Guildgate -> Underground Sea

Suggestions

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Top Ranked
  • Achieved #32 position overall 8 years ago
Date added 9 years
Last updated 7 years
Exclude colors RG
Splash colors WUB
Key combos
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

44 - 0 Rares

21 - 0 Uncommons

15 - 0 Commons

Cards 100
Avg. CMC 2.84
Tokens Thopter 1/1 U
Folders EDH Bookmarks, Stuff i find, Commander Decks, EDH - ideas, sen triplets, Decks, Expensive Breya, Inspirations, Inspiration, Cool Decks Bro
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