Doubling Season is a nightmare for everyone else but it's the pilots wet dream. More on this at the end...

Also, yes, the new Legend from commander 2016, Atraxa Praetors Voice, will go in this deck when it comes out.

Lands - For starters the mana base is very obvious. We're greedy, we are playing 5 colors so we need to make sure we have all the right mana available to us. Obviously land destruction is a killer, especially the likes of Sundering Titan but hey, thats what we get for all the greed! So, we can't complain. We are running 6 fetch lands (mostly because i dont own the other 4) and the rest are all lands that count as more than 1 basic land type (excluding the 3 basics of course). The only non fetchable lands are rainbow lands (City of Brass and Mana Confluence but they do the job so we don't need to fetch them. The other 4 lands included here are Ancient Tomb just because i dont think my life matters if im pumping out planeswalkers, crytal quarry because it taps for all 5 colors which can be relevant. Next, Tree of Tales because I like the idea of being able to fetch a 0 cmc artifact with Tezzeret the Seeker the turn he comes down for an additional land drop. Finally, Maze of Ith is just incredible at protecting planeswalkers and my life total from the biggest threat. I see no reason why any deck, especially one such as this wouldnt run this card.

Artifacts - Another pretty straight forward category, a mana hungry deck such as this one requires a lot of ramp but i dont like traditional ramp in the sense of getting more lands from my deck because of the worry of land destruction. Artifacts can get around this, and all of the artifacts tap for mulitple colors which makes fixing even easier. Some notable ones are of course Sol Ring and Chromatic Lantern.

I do have 3 non mana artifacts and they have all been chosen for key reasons. 1) nevinnyral's disk is such a beater, it needs to be dealt with immediately other wise the game will swing completely in my favor. Especially if ive got 2 or more walkers on board, which of course is not difficult at all. 2) Contagion Engine is great because it can act as a board wipe, though can be slow, it also just hinders the opponents creatures from dealing more damage than they should which is good because protecting your planeswalkers is the number one goal in a deck like this. But most importantly, it proliferates. And as my board expands and im placing counters on everything, the Engine gets better and better. Seems like an auto-include. Finally, the grandfather of Planeswalker assitance: The Chain Veil. On hand, very flavorful considering the theme of the deck but primarily: play ALL walker abilities more than once per turn? Sign me up. Also, take note: Tezzeret the Seeker , Ral Zarek, The Chain Veil, Sol Ring and Grim Monolith is an infinite combo. Thats a lot of cards, yes, but its not the point of the deck. Besides that, tezzeret can fetch out all those pieces except Ral. (Gets even easier with Doubling Season in play. The Chain Veil is a must have for a deck like this, it is not even a question.

Instants & Sorcery - not much explanation needed here: board wipes for board wiping (excellent in this deck because the planeswalkers remain). Tutors find me anything i need at any point. Dark Petition is nice because with mastery I can ramp into a Necropotence and the only thing scarier than playing a Walker, is drawing into 4-7 more. Which explains the other sorcery's that draw cards. Why not? (Tezzeret's Gambit has the additional bonus of proliferating). Also, i am convinced that Fact or Fiction is better here than Sphinx's Revelation which it has replaced.

Creatures - These are all utility creatures. They all serve a purpose, none of them are just for fun. Let's begin:Eternal Witness : Serves as a Regrowth to recur the most important of spells that get destroyed or discarded - literally take your pick. Some arguments can be made to run that card over the Witness (costs 1 less, fuels Dark petition, etc..) but I like the fact that it has a body because it beats and it is affected by some of my walkers. But mostly because its an additional turn of protection for a walker giving it the chance to tick up further or even ultimate. Dragonlord Silumgar : Okay i lied. This card is kind of just for fun, but its a serious powerhouse when used at the right time. Stealing an opposing planeswalker that is about to ultimate is devastating. Taking a creature that is threatening my walkers or life is also very valuable. I can also fetch it with Sarkhan Unbroken should he ultimate or come down with an active Doubling SeasonAcademy Rector : Have you seen my enchantment package? She dies so easily and then I win the game with Omniscience, Necropotence or Doubling Season.

Planeswalkers - It will take too long to discuss every choice, and the reality of the situation is that I just happened to own these walkers when I made the deck. They are all good at defending, killing, prolonging the game or outright winning it. Theres a walker for every solution and a lot of them synergise with each other. This is the part of the deck, where as a deck builder you get to have all the fun in the world.

Thanks for reading!


Any questions or comments please leave them below, I am excited to answer and address anything.

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