This is one of my personal favorite EDH decks, especially as both a blue and a combo player, and this deck mixes a combo of two.
Who Should Play This Deck?
-People who enjoy playing a control deck
-People who like to try and play the game at their own pace
-People who like to play a more interactive game of Magic, at least early on
-People who like to play blue
-People who enjoy playing combo style decks
-People who like to win out of nowhere.
Who Shouldn't Play This Deck?
-People who do not like combos
-People who don't like playing most of the game on other people's turns
-People who like to play more creature oriented decks
-People who like to play a more casual game of EDH
-People who do not like to be the judge of what happens at a table
I am not trying to call this deck competitive. It's way too slow to win fast, and against true competative decks, it likely cannot answer every threat around it. It is, however, not a casual deck either. I come from a meta of people who play creature oriented decks for the most part, I have constructed the deck accordingly. The deck hates out creature strategies, and can often hold out long enough to piece together a win. I often win whenever I play the deck, as nobody suspects me of being a threat until I have begun to chain my spells, and by then it is usually too late. That being said, the deck doesn't hold well against constant pressure, you will fold. Keeping the players in check often helps you look like the good guy, and helps prevent you from being archenemy. It is important to let certain cards go. You have to give the impression you're letting everyone play Magic, while you hold the counters for the big issue cards.
The Control Plan Show
This deck doesn't win fast. Hardly Ever. The only chance you win quickly is by drawing the
Deceiver Exarch
and
Splinter Twin
combo quickly, which isn't something that shouldn't be relied on. Instead we plan to stall for as long as possible by using a combination of
Will Kenrith
and board controlling effect/ counterspells.
Important Note
Use your counterspells well, especially when in multiplayer. Commanders often aren't worth countering, as Will can likely keep them in check. One of my personal favorite cards in the control plan is
Time Stop
, as it has so much utility be sure to use it well.
Cryptic Command
serves a very similar function, as well as allowing us to draw cards if we manage to pull Will's ultimate off. Your main goal is to let your opponents fight it out, while making sure nobody wins the game before you, counter only what is necessary for your survival, as saving counterspells for when you combo off is another important.
The Combo Gameplan Show
This deck doesn't win through combat, at least not often. The only way this generally happens is through
Bribery
, which is a card that can easily be cut in the deck, and replaced with more draw, or better counterspells (A concept I've been considering myself).
Since we cannot win through combay, we turn to a more combo oriented finish, and we definitely have a lot of them, some of which are more convoluted than others.
The Combos Show
Splinter Twin
and
Deceiver Exarch
The fastest combo, enabling us to win as early as turn 3, but this rarely happens, and would require an insanely good draw. However, it is cheap to cast, mana wise, and can be done over 2 turns, so any extra turn spell makes the combo even easier to pull off.
Deadeye Navigator
or
Phantasmal Image
and
Palinchron
Well known combo, takes 8 mana, and 5 should be from lands, or just have a good amount of lands. Creates infinite mana. I am aware of the nonbo with
Torpor Orb
, but making our opponents struggle is worth it, as well someone is likely to remove it for us.
The Chain Veil
Aside from two card combos, we also play with the
The Chain Veil
, another major combo in our deck, but not two cards. The main payoff comes from our alternate commander,
Rowan Kenrith
, which is one of the big reasons this deck isn't mono-blue. If we have one of our two untapping planeswalkers (
Tezzeret the Seeker
or
Teferi, Temporal Archmage
), we go infinite with our planeswalker activations, and likely make infinite mana as well. From here we can use
Will Kenrith
to draw our deck and
Laboratory Maniac
our way to victory.
Resource management is crucial when activating
The Chain Veil
, as often our plans involve using one of our untapping walkers to create enough activations to play and ultimate
Rowan Kenrith
in the same turn.
Additional Combo Notes Show
Clockspinning
can allow us to draw infinite cards, so long as we have infinite mana. This can be done by casting
Will Kenrith
and using clockspinning to remove two counters, then activating will to draw two cards and kill Will. Repeat this process for your whole deck.
Note
Will's ultimate is powerful, but you don't always need to work towards his ultimate. If your hand is light on answers, drawing can give you a boost, as well as allow you to cast more spells. With that being said, if will can take no damage for one turn around the board, taking an extra turn to activate Will's ultimate can really turn the game in your favor.
Additionally, Rowan is a combo piece, and should be treated as such. Often times just playing her out can get either you or her attacked, or worse, Will gets attacked. It's better not to cast her until you are able to activate her ultimate in the same turn.
There are some major changes that need to be made to this deck, however, I am waiting until after the holidays before I determine what changes should be made.
My Ideal Changes
As I work with the deck more and more, I come closer to getting my ideal list set up. The deck is tuned mostly to where I play, and a lot of your board control and counterspells can be swapped around for more efficient answers depending on your meta. Any suggestions on tuning the deck are appreciated!