Sideboard


Introduction

The deck is basically supposed to be a hyper-reactive control deck that uses Ramos, Dragon Engine as the primary win condition. Once he's out, it should be relatively difficult for opponents to get him back into the command zone with the several responses you'll probably have in your hand.

Lands

Here I run all of the dual lands, all of the shock lands, and five of the fetch lands in order to give this deck's mana-base the speed it needs to stay ahead. I run Wastelandfoil icon, Strip Mine, and Ghost Quarter as my land destruction. I use City of Brass, Command Tower, Exotic Orchard, Forbidden Orchard, Gemstone Mine, and Mana Confluence as my 5 color lands.

Creatures

I tried to select the most synergetic creatures for a spellslinger deck like this. Maelstrom Archangel, Maelstrom Wanderer, Narset, Enlightened Master, and Taigam, Ojutai Master all get spells out faster and make for good card advantage as well as good beaters. I'm not sure how far I want to walk the cascade road, so I avoided Bloodbraid Elf and friends so that I wouldn't just end up making a cascade deck. You're welcome to convince me otherwise in the comments, however.

Charms/Synergies

Being the bread and butter of the deck, the charms allow me to respond to almost anything. I won't go into detail about each individual charm, as their utility is self-explanatory. As for the other cards; Isochron Scepter gives me a way to reliably recast one of the Ravnica charms, one of my tutors under 2 CMC, or even Path to Exilefoil icon. Psychic Spiral is good for when there is a lull in the top decks, and you begin to enter that point in the game where the deck is being exhausted of options; it is instant speed Elixir of Immortality. Sphinx-Bone Wand is essentially another win condition, so long as it stays on the battlefield for any significant amount of time. Swarm Intelligence is an excellent way to double the effectiveness of any charm; a need in any spellslinger deck. Villainous Wealth Synergizes well with Ramos, Dragon Engine.

Ramp/Rocks

I was not very keen on how much ramp was appropriate here. Considering most of my spells are below or at 3 CMC, I'm pretty sure I'm able to get away with less ramp, which is why I don't include as much as most EDh decks usually do. Nevertheless, I do include Prismatic Geoscope, Sol Ring, and Chromatic Lantern as my mana rocks. Prismatic Geoscope can tap for up to 5 mana, Chromatic Lantern ensures I am never without the colors of mana I need, and Sol Ring is simply too valuable to not include, even in a deck where most of the spells do not include colorless mana. As for the ramp spells, Birds of Paradise is the only mana dork featured. Exploration, Mirari's Wake, Prismatic Omen, and Skyshroud Claim all either produce more lands or improve the output of lands. I like to manifest my ramp in the form of enchantments and sorceries because they are least likely to be mitigated by opponents.

Planeswalkers

The planeswalkers selected are supposed to maximize the effectiveness of the charms and further support the spellslinger archetype. Chandra, Torch of Defiance's first +1 spits out spells quickly, and her -7 increases each spell's potency. Jaya Ballard's first to abilities are somewhat helpful, and the mana could be useful in a pinch, but the main reason she is in this deck is for her invaluable -8, which allows for excellent recursion. Narset Transcendent's +1 offers invaluable card advantage, while her -2 serves as even more support in spamming charms. Similarly to Jaya Ballard, Tamiyo, the Moon Sage, offers even more recursion for casted spells.

CardAdvantage/Tutors

The tutors that I run are Mystical Tutor, Demonic Tutor, Vampiric Tutor, Imperial Seal, Conflux, and Bring to Light. Maelstrom Nexus gives insane card advantage if worked with correctly. Sylvan Library is self-explanatory. All Suns' Dawn and Past in Flames offer additional recursion.

Removal/Wraths

In addition to the abilities of the various charms available, I included some board wipes and exiles in order to patch any hole in the responsiveness of the deck. I selected spells that were capable of exile, as it is doubtful that something will stay in the graveyard once it's been put there in EDH.

Sideboard

I tried to sideboard against all of the major threats; blue, reanimation, enchantments, and artefacts.

Lastly...

I'm still trying to work out exactly what the best options for this deck are, so feel free to offer any suggestions you think are valid. Feel free to leave any criticism even if it may sound offensive! Thanks in advance.

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Revision 3 See all

(6 years ago)

-1 Abundant Growth maybe
+1 Back to Nature side
+1 Chandra, Torch of Defiance main
-1 Chromanticore main
-1 Coalition Relic maybe
+1 Creeping Corrosion side
+1 Crucible of Worlds side
-1 Cultivate main
+1 Demonic Tutor main
-1 Enlightened Tutor maybe
-1 Etched Monstrosity main
-1 Exotic Orchard main
+1 Imperial Seal main
+1 Jaya Ballard main
-1 Joiner Adept maybe
+1 Mindbreak Trap side
-1 Mortify maybe
+1 Narset Transcendent main
-1 Nevinyrral's Disk maybe
-1 Noxious Revival main
and 33 other change(s)
Date added 6 years
Last updated 6 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

33 - 4 Mythic Rares

37 - 5 Rares

28 - 4 Uncommons

2 - 2 Commons

Cards 100
Avg. CMC 3.31
Tokens Emblem Chandra, Torch of Defiance, Emblem Jaya Ballard, Emblem Narset Transcendent, Emblem Tamiyo, the Moon Sage, Knight 2/2 W w/ Vigilance, Saproling 1/1 G, Spirit 1/1 C, Warrior 1/1 W
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