Maybeboard


The singular goal of this deck is to make you feel like a Blue Mage. Pulling from all of the quintessential Blue effects, this deck is a deluge of wizards, card draw, counterspells, tapping, returning to hand, foresight, extra turns, and the most ridiculous effects that only Blue has access to.

Commanders

While Azami, Lady of Scrolls is assumed to be the default commander for this deck, Baral, Chief of Compliance, Talrand, Sky Summoner, and Teferi, Temporal Archmage can all assume the helm of the deck.

What I find particularly delightful is that each of these commanders bring with them a unique playstyle that alters how the deck feels, and how you win, to a certain extent.

  • Azami wins through draw. Card advantage and putting together combo pieces is how you'll likely be playing her.
  • Baral enjoys taking advantage of all the counterspells in this deck, and if you can put one on Isochron Scepter your table is likely to take notice. He also makes the bigger spells in the deck slightly more attainable, and as such can be seen as a decent all-rounder commander.
  • Talrand just wants you to play instants and sorceries so you can beat down opponents with drakes, or chump with them while you build up Planeswalker ultimates or combo pieces.
  • Teferi is a great toolbox commander who synergizes with all of the above, he is rather expensive to play and you'll rarely get his ultimate off, though, so I play him the least.

Win Conditions

There's also a lot of further shenanigans that will reveal themselves through play, but I felt like listing the obvious so that other synergies can show themselves through play or scrutiny.

Philosophy

Being a deck filled with quintessential blue things, it also features a tribal sub-theme of Wizards. A few other creatures would definitely not be out of place, especially sphinxes, but for my own sake I decided to limit it to wizards. Therefore all creatures in this deck must either be wizards or make wizards in order to be included.

This deck definitely plays off of some blue goodstuff, and can easily be a threat if it weren't for the fact that you're not really much of a threat until something falls into place. For the most part, you'll be annoying, but not unfun.

At the end of the day, all you have to do is durdle around, give people permission to do things, wait until the end step before your turn to do things, and generally be the archetypal wizard stereotype.

Suggestions Welcome

I'm always looking for some ways to optimize this deck. Especially obvious replacements where a card is simply strictly better than a card already in the deck. I want to keep the wizard theme going creature-wise, and keep things predominantly instants and sorceries otherwise. As such, consider replacing permanents with other permanents when able.

I'm looking to make this (ideally) a 75% deck that plays fantastically in multiplayer and holds its own 1v1.

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Comments

97% Casual

Competitive

Revision 28 See all

(6 years ago)

+1 Brainstorm main
+1 Commit / Memory main
-1 Commit / Memory main
-1 Ponder main
-1 Temporal Trespass main
+1 Time Stretch main
Date added 9 years
Last updated 6 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

11 - 0 Mythic Rares

43 - 0 Rares

16 - 0 Uncommons

5 - 0 Commons

Cards 100
Avg. CMC 4.14
Tokens Boar 2/2 G, Champion of Wits 4/4 B, City's Blessing, Copy Clone, Drake 2/2 U, Emblem Tamiyo, the Moon Sage, Emblem Teferi, Temporal Archmage, Human Wizard 1/1 U, Manifest 2/2 C, Morph 2/2 C
Folders Suggestions, Commander, Arsenal
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