Hello CommandZone Podcast! This is my entry into the Rashmi, EDH Deck challenge. I won't go into depth with every card choice, but I do want to outline the overall plan of the deck. I've listened to your podcast for a few months now and played magic for almost a year. This is really my first attempt at digging into a Commander deck. Hope you guys do a deck tech over Rashmi someday.

Overall Plan Stifle my opponents plans with countermagic/bounce spells. One of the biggest problems control type decks face is the ability to refuel their hand after playing out their answers. Rashmi, mitigates those problems and allows us to refuel our hand and occasionally give us extra spells at no mana cost.

Win Condition Typical control magic win. I'm using Rashmi for all kinds of value (either through a free draw OR free spell cast). The value isn't generated until later (since Rashmi is 4cmc) so I decided to run a lot of higher costing spells to stabilize and take over after running through lots of 1-3 cmc counterspells.

We take over the late game with either big creatures (Torrential Gearhulk; Polukranos, World Eater; Hydra Broodmaster) or through making tokens (Talrand, Sky Summoner; Metallurgic Summonings) or through stealing our opponents good stuff (Mind's Dilation; Bribery; Commandeer; Gather Specimens).

Themes in our Deck

Our deck is very instant/sorcery heavy. We rely less on early creatures and more on early spells to counter our opponents gameplan before resolving bigger threats, though we also have the ability to resolve and early creature and start generating tokens (note that Rashmi's ability is a CAST trigger so cards that trigger when a spell is cast will often double trigger). To accomplish this goal we have several different layers working.

RAMP - In addition to 37 lands we run several ramp spells (and several lands that help us ramp). This allows us to get to our heavier spells earlier and start generating value from Rashmi early.

DECK MANIPULATION - Cards like Sensei's Divining Top, Scroll Rack, Soothsaying as well as many of our counterspells and draw spells allow us to manipulate what is at the top of our deck so that we hit with greater efficiency off of our Rashmi ability.

CARD DRAW/REFUEL - Like any good blue deck we've got lots and lots of card drawing ability. We also have cards like Seasons Past to help us refuel our deck after we've used up cards.

FLASH - We run several flash creatures that help us counter cards while resolving a threat of our own. We also run cards that give everything flash such as Leyline of Anticipation so that we can cast any spell at any time to trigger Rashmi.

Thanks for reading! Love the podcast, and I can't wait to see what you guys do for a Rashmi deck tech if you ever get around to it!

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Date added 8 years
Last updated 8 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

22 - 0 Mythic Rares

36 - 0 Rares

16 - 0 Uncommons

16 - 0 Commons

Cards 100
Avg. CMC 4.02
Tokens Ape 3/3 G, Construct */* C, Drake 2/2 U, Emblem Kiora, the Crashing Wave, Frog Lizard 3/3 G, Hydra */* G, Kraken 9/9 U, Wurm 3/3 C w/ Deathtouch, Wurm 3/3 C w/ Lifelink
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