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Companion (1)

Commander: Umori, the Collector

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Overview

This is an Abzan reanimation deck built around Umori's companion restriction: only having creatures and permanents in your deck. This deck focuses on pulling strong creatures out of the graveyard using Karador's ability, and using Umori and other creatures to reduce the cost of pulling those creatures out. Umori's 7 total cost to cast it (which can at least be split over 2 turns) can slow us down in the early game, but will significantly speed us up once it's out.

Game Plan

Bringer of the Last Gift and Decimator of the Provinces are our main wincons alongside Surrak and Goreclaw. Nylea, Keen-Eyed, Honest Rutstein, and Lord of the Forsaken let us get creatures out faster, which alongside draw engines like Beast Whisperer will allow us to either overrun our opponents with high-damage creatures, or ping our enemies to death with Blood Artist, Cruel Celebrant, Syr Konrad, the Grim, and Zulaport Cutthroat.

Stayin' Alive

There's a decent amount of removal for a creature-only deck, consisting of edict effects (Accursed Marauder, Anowon, the Ruin Sage, Fleshbag Marauder, Merciless Executioner), artifact and enchantment hate (Reclamation Sage, Silverback Elder, Witch Enchanter  ), and some targeted creature removal (Cavalier of Night, Ravenous Chupacabra). We also have Argentum Masticore and Ashen Rider for wide coverage. Alongside our white hate pieces of Gaddock Teeg, Thalia, Guardian of Thraben, Thalia and The Gitrog Monster, and Kambal, Consul of Allocation, we should be able to stave off lower power decks until we reach critical mass.

Filling the bin

There are some key early game creatures that will help us fill the graveyard. Satyr Wayfinder and Skull Prophet ramp and mill us, while Nyx Weaver and Underrealm Lich will mill us every turn. Currently this is the weakest part of the deck. Notably, my play group plays both a Nekusar, the Mindrazer wheel deck and a Phenax, God of Deception mill deck, so getting cards in the graveyard tends not to be an issue. In isolation, however, this deck is severely lacking in that aspect.

Upgrade Tree

Currently, I really like how the deck plays. It's very simple and straightforward, and while never having interaction on your opponent's turns can hurt really bad sometimes, the sorcery-speed removal that this deck runs usually makes up for that. However, this deck still has some very notable problems. Consistency is a big issue. Even though it can be really, really fun to magically draw into the right pieces, it's unfortunately not a reliable gameplan. Three things are needed: better dual lands to ensure I get to play the game; more mill pieces to quickly and reliably fill my graveyard; and a suite of creature tutors to insure I have the answers I need to end the game or keep someone else from ending it. The next upgrades would be to buy some useful early game mill pieces in Stitcher's Supplier, Aftermath Analyst, and Old Rutstein, as well some late game mill pieces in World Shaper and Doom Whisperer. There are a decent amount of creature tutors in green and black, but the ones that would work best for this deck are Fauna Shaman, Fiend Artisan, Gravebreaker Lamia, Vile Entomber, and Protean Hulk. Extra money could be spent on the Bond lands (Bountiful Promenade, Undergrowth Stadium, Vault of Champions) and the Surveil lands (Lush Portico, Shadowy Backstreet, Underground Mortuary) to fix the mana base. Outside of consistency, this deck can struggle to end games. Even if I have a strong board state, I usually have to rely on Blood Artist plus Cataclysmic Gearhulk to kill one or two players, or Surrak and Goreclaw plus some big surprise threats to finish weak opponents off. If I don't have those, I usually end up durdling until someone inevitably pulls off a combo or hits me with their voltron threat. Finally, this deck does very little against spellslinger decks especially, since I can't do anything on their turns to stop them from suddenly popping off. Thalia, Guardian of Thraben and Kambal, Consul of Allocation are really my only outs, and I won't always draw them.

Play Experience

I've had a blast playing this deck in my playgroup, and it always comes out at least once every game night. The combination of getting to play big stupid creatures as well as never having to hold up instant speed removal on my opponent's turns means I don't have to think or plan nearly as much as I do with my other decks. It's also nice for my playgroup because it's very obvious what I'll be doing every game, but I never take the game over quickly, which has left me in an advantageous final two many, many times. The deck-building restriction also provides a ton of enjoyment, since there's plenty of interesting creatures to work with. It also takes space away from the auto-include ramp and mana rocks that I play in every other deck and gives it back to the unique core of the deck.

Conclusion

Overall, this is one of my most enjoyable decks to bring to my game nights. This deck can be built at a wide range of power levels and budgets and still provide a unique play experience, and while it won't always take over games, it'll always do at least something interesting. This is the deck that I give newcomers to try out first thanks to the straightforward gameplan, while still being a deck I pull out when I'm really looking for a sweaty win. I highly encourage others to try out a Karador or Umori deck, and see for themselves how diverse and colorful the build can be. Thanks for reading!

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Comments

97% Casual

Competitive

Date added 1 year
Last updated 4 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

17 - 0 Mythic Rares

26 - 1 Rares

25 - 0 Uncommons

12 - 0 Commons

Cards 100
Avg. CMC 4.17
Tokens Beast 3/3 G, Harpy 1/1 B, Human 1/1 W, Zombie Warrior 4/4 B
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