This is my first combo deck. I focused it around enter the battlefield effects and triggered abilities. I will be explaining most the combos and how they work as well as why I put in a lot of the cards I did. There are some that just synergize well that give card draw If you discard/ sacrifice. It isn’t uncommon to go off turn 5-6 and win but has a lot of utility and removal to help it mid to late game. Any suggestions are always welcome, I am working on a version of the deck that is less combo etb effect oriented for a more casual play group as well so feel free to suggest options for that as well. :)

combos

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Protection

Alesha only being a 3/2 first striker can cause problems late game when bigger creatures start to show up as well as having an army of creatures with 2 power or less so protecting her and creature you reanimate that you want to keep late game is very important and was one of interesting parts of building this deck. Important cards that do this are:

Key to the City this one has multiple purposes, all of which are things this deck needs. Discarding a card is something you want to do so Alesha can cheat out what ever you just put into your grave yard. Making a creature in blockable is great for evading blocks that could potentially take your creatures out. And when it untaps you can draw a card if you pay 2. One of my favorite cards to get out and a staple in this deck for sure.

Behind the Scenes , and Break Through the Line These are cards that have a major effect on the board almost every time they are out. With everything being so low power in this deck, This makes A lot of your stuff unblockable.

Swiftfoot Boots , Lightning Greaves , and Whispersilk Cloak all protect your creatures with shroud/ hex proof A lot of the common removal spells can’t target Alesha or whatever they are equipped to. Whispersilk has the added benefit of making you unblockable so feel free to swing and use Alesha’s ability safely.

Reconnaissance , Maze of Ith If you don’t have unblockable, your next best thing is pulling a creature from combat before damage is dealt. Reconnaissance is very good in this deck because it essentially gives vigilance by pulling your creatures from combat untapped at the end of combat after damage is dealt/ before depending on if you want a blocked creature to live or not. Very versatile on what it does.

Peacekeeper This is where you can break the rules on a card and lock people out of combat and lets you be a little more reckless with combat. I put this in protection because it protects you from combat damage when you get this combo off. How it works is Alesha attacks and brings Peacekeeper tapped and attacking into the battlefield. If you have any of the ways to make it up blockable or pull it from combat you get your attack off and makes it so combat can’t happen on other people’s turns. It also has the self sacrifice bonus on your upkeep if you don’t pay the mana cost allowing you to lock combat to only your turn. Keep in mind, if you have Peacekeeper and Karmic Guide with a sac outlet you can have the same effect without bringing Peacekeeper into combat at all.

Archetype of Finality Probably one of my favorite forms of protection and removal. Cheat this in with Alesha and punish anything that blocks you. First Strike, Death touch being a nasty combo of abilities to play against.

How it Plays

Ideally, you are looking to get your combo pieces from above in your graveyard. Whether that be with discard effects like Key to the City , Cathartic Reunion , etc. or Buried Alive / Entomb and bring them out using Alesha’s ability cheating the mana cost. If you don’t get your discard effects/ tutors out there are plenty of ways to stall the game out until you hit your combos. A lot of removal options are repeatable making it very difficult for an opposing deck to maintain momentum and keep important things on the field. When doing your mulligans, ideally you are looking for the mana to cast Alesha as well as a tutor/ way of putting your stuff into your graveyard And a sac outlet. The cards you put into the graveyard with entomb/ buried alive vary and is all dependent on the situation. If you have a card like Blood Artist / Impact Tremors and a sac outlet you are going to want to bury an infinite etb life drain combo. Any of the infinite loops above will work for this. Most of the time you ar looking for Karmic Guide to bring in a Fiend Hunter and loop the damage of the sacrifice or the etb. I personally like entomb for Master of Cruelties . Instant speed, attack, entomb, pay the triggered ability cost and swing in for lethal. You can do this on an in expecting victim who hasn’t seen you put anything into your grave yard and they may still be ramping (if it’s early in the game) or someone who left themselves open thinking they had time. All else fails if you have Key to the City or Break Through the Line you can make it unblockable and it doesn’t matter if they have blockers available. In the end, it’s about reading your situation and picking what works best for that situation, whether that be removal and trying to prolong the game until you go off or going for the win. Most important thing to keep in mind: Use the value you get from Alesha to cheat in creatures that you normally wouldn’t be able to get out until turn 6-7. If you can avoid it, do not hard cast your stuff as that can get expensive.

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Date added 6 years
Last updated 5 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

30 - 0 Rares

30 - 0 Uncommons

12 - 0 Commons

Cards 100
Avg. CMC 2.77
Tokens Copy Clone
Folders Edh
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