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Together we're stronk, 5C Flicker Allies

Commander / EDH

TheOcter


This is my first real Commander Deck. It's mostly a super casual deck to play with my friends in multiplayers games who bought the Commander 2016 decks and also are improving those with their own cards or good but budget cards so don't be surprised about the bad land base, missing the Venser Planeswalker for this flicker deck etc. that is kinda a given for us atm, since we're not yet really spending money, but using the cards we ownon these commander decks. So let's begin...

The basic idea is obviously all the etb triggers from all the various allies to stall and win the game.

Commander and basic strategy:

Obviously in a 5c-Ally deck General Tazri looks great and can tutor for all the allies we gonna need to win the game. She is also the reason I play so few allies, since I can tutor for all those I really need instead of having several "useless" allies just to trigger the etb abilities or to go rather aggressive with all the allies combined strenght. The thing is I love to play control and combos.

Flicker:

In this deck there are tons of flicker cards and they synergies greatly with all the etb effects of the allies, especially with the commander one, since you're able to tutor for the ally you need at that given moment for every flicker you use. All the flickers are also meant as a way to protect yourself from removal at the same time even boardwipes can be prevented with some of the flickers like Eerie Interlude, Otherworldly Journey etc, but also for stalling the game out and winning it in the end.

Zada, Hedron Grinder:

This ally is kinda special in my deck and I can get him easily with General Tazri every game. So the moment I use a single target flicker on Zada he will copy that spell and flicker all my allies etc. triggering all the etb. and I can stack the creatures entering the battlefield the way I want to depending on aspects like: life gain, artifact destruction ... which makes him a very powerful card in this deck. Also his ability is a triggered one, that means even if you kill him or counter that spell on the stack all the copies targeting your other creatures are still in place. To protect him I got Swiftfoot Boots, a few counters and of course all the flicker cards.

Isochron Scepter and Sunforger:

Isochron Scepter can be a really crucial card, if my opponent cannot remove it. With a flicker imbued in it can gain a lot of value and securing the board for myself. If it gets destroyed and you can still get off the flicker spell before that, then it is still at least a 1 for 1.

Sunforger is even more crucial then the scepter in my opinion. There are a lot of flickers, some removal and even a few counters I can cast with its dettach ability, which is why those red/blue counters are in there to begin with. Every turn this card is in play, you can generate a lot of value or stall until you are in a decent position with flickers/removals. There are 2 tutors (card:Metalshaper's gift, Open the Armory) for equipments and a bring to light to ensure we can the sun forger quite frequently.

"Random cards":

To begin with the little ramp we have including Coiling Oracle, it's pretty decent and has synergy with the flickers in our deck if you are in need of lands/draw. Other than that the ramp we have is mostly in artifacts but the most crucial one is the ally Harabaz Druid.

Clone is simply there to get a 2nd "good" ally we need in a specific situation and in that case they are like kinda tech cards the way I intend to use them..Mirrorweave might look weird at the first moment.. well who am I kidding it actually is weird, but hold on it's actually possible to close out a game with it, by copying a Kalastria Healer or a Halimar Excavator and playing/flicking a few creatures after for example. Also in some cases you could even use it on a 0/0 creature with counters from one of your enemies and clear the board this way.

As Mirrorweave, Clone Legion can be a winning play, but in this case you could also simply copy the board of one of your enemies in case that your board is basically empty, allowing you to stall out the game further.

Value Cards:

1st. Seasons Past can obviously get us back a lot of value if we get screwed at some point and can make a comeback. To prevent that our graveyard gets screwed there is artifact removal, counters and even a Bind to counter the activated ability of some graveyard removing artifact for example.

2nd. Angel of Serenity generates a lot of tempo by exiling -> returning creatures to the opponents hand and/or generates value returning creatures from the graveyard. That being said it's synergy with flickers is amazing, that's why I included it as well.

3rd. Panharmonicon is kinda slow at the first moment, but it can pay off so much, that I'm gonna give it a try.

4th. Return to the Ranks, March from the Tomb and Rally the Ancestors, all of these can be game winning or just help to stabilize the board with all the additional etb that are gonna trigger as well as the creatures presence. Since we have a lot of flickers especially with Zada, Hedron Grinder we can even abuse Rally the Ancestors so that our creatures won't get exiled afterwards.

That sums up my idea of this deck. Soon I'll play again with it and will post how the games worked out. Also I'm happy to see any good ideas you guys can come up with to improve this deck.

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Date added 7 years
Last updated 7 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

31 - 0 Rares

28 - 0 Uncommons

23 - 0 Commons

Cards 100
Avg. CMC 3.13
Tokens Copy Clone, Kor Ally 1/1 W, Spirit 1/1 C
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