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Medomai the Ageless

Medomai's Timetable is a deck that focuses on utilizing extra turns and all the various ways of benefiting off them. Now to get the highest amount of value off our extra turns we must breakdown what we are actually gaining from this. The standout things we stand to gain from extra turns is as follows: Access to a larger amount of mana that usual due to both a higher consistency of land drops and untapping them more than our opponents, gaining increased value off of what are usually once-per-turn effects such as upkeep triggers and Planeswalkers. These effects become immensely powerful if they have the capability to scale with time rewarding our taking turns strategy. And walkers go from decent value to certain ones becoming unstoppable emblem creators. Taking all this into account leaves us with a clear strategy, that focuses on strong over time effects that we can easily protect with a substantial amount of control elements due to the excess mana we can leave open. Combo elements are also a option due to the printing of a card that makes this deck do very silly things - Helm of the Host. This card is the focal point of the deck as it makes Medomai the Ageless create additional extra turns equal to (2x)+1 the number taken the previous turn. Not only that but Helm of the Host also quickly creates very strong board states that are near unassailable.

Helm of the Host stuff Show

  • Medomai the Ageless + Identity Thief: Take infinite turns by exiling Medomai when attacking on extra turns with Identity Thief.
  • Kaho, Minamo Historian & : One card combo by exiling Nexus of Fate under it and take infinite turns. Very good with Medomai due to it providing ad hoc "haste".
  • Medomai the Ageless + Dimensional Breach: By either floating enough mana to cast both Breach & Medomai in the same turn or exiling Medomai and returning him as the first choice this creates a massive tempo advantage as Medomai will allow you to return 2x or more things exiled with breach compared to opponents.
  • Medomai the Ageless + Any additional turn modifer (doublestrike, strionic resonator ETC) Ugin, the Spirit Dragon: Makes Ugin ult the same turn set that he comes down in. Very strong and puts you in a very commanding position very quickly.
  • Battle Mastery: Provides doublestrike to Medomai & is the second best provider of this effect due to it being able to be cast before Medomai but not able to be cloned with Helm if such a situation was needed.
  • Fireshrieker: Provides doublestrike & can be moved dependent on situation.
  • Silverblade Paladin: Provides doublestrike & is second best low cmc provider of this effect due to it being able to be cast before Medomai.
  • True Conviction: The best doublestrike provider as it can give it to Medomai's clones basically supercharging the deck. It also is one of the few ways of buffering our life total which is relevant due to high damage taken from Mana Crypt, Hall of the Bandit Lord & to a lesser extent Mana Vault. & When this is combined with Helm of the Host the game is in all practicality over.
  • Strionic Resonator: Can double up on Medomai's damage trigger or other strong effects such as Helm of the Host's clone trigger.
  • Sakashima the Impostor: Creates a copy of Medomai.
  • Spark Double: Creates a copy of Medomai or a walker pairs well with Ugin as multiple ultimate's is very silly.
  • Helm of the Host: I think we know.
  • Dragonlord Ojutai: A fantastic source of card selection & advantage Ojutai also positively benefits from the same cards as Medomai which makes this punch far above it's weight class during extra turns.
  • Howling Mine: A generic effect that we get much more value off then our opponents is significant due to the low cmc being very good for ensuring land/ramp early in the game.
  • Jace, Unraveler of Secrets: Both a win condition & tempo advantage on top of a good card draw ability makes this Jace a very strong pick due to it's flexible nature. In addition the emblem is very easy for this deck to get.
  • Jin-Gitaxias, Core Augur: Currently the highest cmc card in this deck Jin-Jin is nasty. So strong in fact that the extra turns we take almost make this a card I hesitate to put in this deck, as it draws so many that I end up discarding a ton of valuable cards. However it goes without saying that Jin-Jin is insanely powerful and remarkably easy to cast for being 10 cmc in this deck.
  • Ponder: While most of the deck is powerhouse cards curve dictates some low cmc to plug some holes and increase consistency. Ponder is exactly that, a very strong card and very cheep.
  • Serum Visions: While most of the deck is powerhouse cards curve dictates some low cmc to plug some holes and increase consistency. Visions is exactly that, a very strong card and very cheep.
  • Teferi, Hero of Dominaria: THD as I call this one is a very strong walker much like the previously mentioned Jace. With both removal, card draw, and a relevant emblem ultimate THD is a must include.
  • Thassa, God of the Sea: Thassa has waxed and waned in my eyes but despite some difficulty getting devotion (yes you want it protect your walkers) it still has a lot going for it. Most notably it is indestructible making it a fantastic option to shield your walkers as any damage will set back ultimate's considerably. It also can serve as an somewhat last ditch option target for Helm of the Host if things are not going to plan as multiple 5/5 indestructible's are difficult to deal with. But that is obviously not the main reason this makes the list. The scry 1 on upkeep is quite solid but the real trick is the relatively difficult to come by unblockable effect it can give Medomai should it need it (yes other cards can give it but many are just not multi purpose enough to consider in a EDH deck.
  • Walking Archive: Much alike to howling mine Archive can help with card draw and is a good mana outlet for mana that was either held open for control magic or as a sink for extra turns when no powerful play is available. This also increases it's defensive capability allowing it to do double duty and protect walkers.

This list is to catalog cards that for whatever reason were at some point removed from the list after extensive testing. This does NOT mean these are bad cards, in fact many of them will probably be extremely powerful. Just may not of fit what I was looking for.

  1. Tomorrow, Azami's Familiar(Removed: 6.20.20 replacement Walking Archive: Let me just say this Tomorrow is a absurdly strong card in Medomai. Removing this cuts deep as it takes all our fantastic card draw and basically multiplies it by 3 in terms of what is seen. Tomorrow also prevents getting decked as you are not drawing cards. However that is the exact reason why I am currently not running Tomorrow. Because I run Teferi, Hero of Dominaria which emblem says: You get an emblem with “Whenever you draw a card, exile target permanent an opponent controls.” It's important to consider that this deck can easily activate this ability and once it's online it's very hard to loose and Tomorrow totally shuts this off. Now just this one anti-synergy is not enough to make me say I don't want this as Tomorrow is still strong enough to warrant using. But it's high mana cost of 6 cmc was a bit counterproductive as a pure card draw slot as getting ramp, lands, & protection for medomai early game in addition to netting card advantage for our extra turns is what I'm look for in my card draw. This is why I run things like howling mine even though it is benefiting my opponents. Also due to this deck is heavily using Helm of the Host I take points off because it cannot benefit from being cloned. Because of this Tomorrow is on the back burner despite being one of the strongest cards you can run in Medomai I could totally see Tomorrow being in a slightly different Medomai deck from mine and being a very strong card.

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Casual

99% Competitive

Revision 39 See all

(2 years ago)

-1 Calciform Pools main
+1 Chancellor of the Annex side
+1 Sea of Clouds main
+1 Teferi's Protection main
+1 Teferi, Who Slows the Sunset side
Date added 6 years
Last updated 2 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

26 - 3 Mythic Rares

40 - 4 Rares

10 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 3.38
Tokens Angel Warrior 4/4 W, Cat 2/2 W, City's Blessing, Construct 0/0 C, Copy Clone, Emblem Jace, Unraveler of Secrets, Emblem Teferi, Hero of Dominaria, Emblem Teferi, Who Slows the Sunset, Emblem Venser, the Sojourner
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