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Indroduction

I love player interaction. So much in fact, that I made an entire deck entirely reliant on it. I think one of the most fun I have playing Commander is when everybody at the table gets a chance to shine, in one way or another. In that light, I wanted to make a deck that has high impact on each and every game it's in, while still being fun and interactive to play against. Additionally, with such a wide skill difference in my admittedly large playgroup, I wanted a deck that would be interesting no matter what deck it's against. To accomplish this, we're using several copy or clone cards, so our deck only gets stronger as the power level goes up at the table. Meanwhile, with many effects such as Will of the Council and Council's Dilemma , combined with the “Targeted group-hug” cards such as the Offering cycle, our opponents are the ones bargaining for their own fates, while we oversee and manage our opponent's aggression with deals they simply cannot resist.

Keep your friends close, and your enemies closer

There's no need to be afraid of enabling your opponents, they're your win conditions after all. With Intellectual Offering , Wall of Shards , and Pir's Whim (among others), we can gain amazing value from various deals we can make, such as to allow Ikra Shidiqi, the Usurper to poke them for 3 damage. The life gain from her is quite often overlooked and it turns out an extra 21 life from attacking on only three turns translates to a huge amount of value! Don't even look at Ishai, Ojutai Dragonspeaker until the mid to late game after you've gotten your pillow fort constructed using the right companionship and literal Propaganda .

The Art of the Deal

Like a true politician, most of our problems can be solved with the right type of cash. Every single spell we have (outside of basic ramp and card advantage) can be used to redirect our opponent's aggression elsewhere. A removal spell can be held on to as long as a would be threat is promised not to come at our board,and we can protect our own threats by making the exact same deals. Offer value in exchange for protection, or offer protection in exchange for value... The possibilities are endless. Any player piloting any deck can and should use these tactics, but we just happen to run the most unbeatable deals on the block. Its important to know your Game Plan before diving headfirst and trying to win the game too early, because playing Archenemy against the very players you've been giving value to all game tends to be rough.

Pleasure doing business...

Once we set up our dominance on board, we will then issue our Supreme Verdict . The biggest win conditions from our deck rely on confiscating and re-purposing our opponent's strongest creatures using clone spells such as Vizier of Many Faces and Rite of Replication , and by building up unstoppable value in the shadows to unleash gigantic finishers such as Emrakul, the Promised End or Villainous Wealth .

[Budget version Here]

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Revision 16 See all

(5 years ago)

+1 Blatant Thievery main
-1 Howling Mine main
+1 Identity Crisis main
+1 Primal Amulet  Flip main
-1 Rite of Replicationfoil main
Top Ranked
Date added 5 years
Last updated 4 years
Exclude colors R
Splash colors BG
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

12 - 0 Mythic Rares

44 - 0 Rares

18 - 0 Uncommons

10 - 0 Commons

Cards 98
Avg. CMC 3.85
Tokens Copy Clone, Elf Warrior 1/1 G, Emblem Tamiyo, Field Researcher, Manifest 2/2 C, Marit Lage, Spirit 1/1 W, Spirit 1/1 WB, Treasure, Treefolk X/X G, Vizier of Many Faces 0/0 W, Zombie 2/2 B
Folders EDH, Decks I Want To Use, Dream Decks, decks i want, 0_Tryout, 2_Love and Deals
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