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This is my attempt at making a deck that turns an average EDH game into the apocalypse. The deck aims to spread feelings of growing dread, chaos, and inevitability by taking opponents' resources away from them, but also rewarding them for fighting amongst each other.

The deck is centered around 4 sub-commanders/lieutenants that each represent one of the four horsemen of the apocalypse:

Pestilence/Conquest: Fynn, the Fangbearer War: Varchild, Betrayer of Kjeldor Famine: Thalia, Heretic Cathar Death: Syr Konrad, the Grim

Each led by the Lamb of God, breaker of the seven seals: Saskia the Unyieldingfoil. Saskia can set up some table politics where we can convince an opponent to let us swing at them, in order to harm the target of Saskia's EtB triggered ability. The deck tries to feed into this aspect as well with several effects.

The deck is split between the four horsemen, with cards that complement and synergizes with their individual abilities.

For Pestilence, we rely on Fynn to turn our small utility creatures like Skullwinder and Nightshade Dryad into deadly threats with poison counters, and we run cards like Ohran Frostfang and Ready / Willing to spread deathtouch to the rest of our board.

For War, we want to promote as much fighting amongst our opponents as possible, giving our opponents several incentives to swing at each other with cards like Gahiji, Honored One, Gix, Yawgmoth Praetorfoil, Firemane Commando, and even Norn's Decree - to the degree that taking a smack from Varchild, Betrayer of Kjeldor may even seem like a good idea to an opponent, just to get some tokens, or likewise accepting a Tempt with Vengeance offer. We run several double strike and multiple combat effects to gain even more benefit from these effects, and they synergize well with Saskia's ability as well to spread damage around.

Famine is here all about resource denial/stax. We use mass land destruction like Armageddon and War's Toll to starve our opponents out. We run several indestructible lands like Darkmoss Bridge to make ourselves less affected, and we can combo our mass land destruction with effects like Boros Charmfoil or Aftermath Analyst to create even more asymmetry. Thalia, Heretic Cathar can lock our opponents down early game, or late game stop their recovery after we blow up all their lands. We run effects like Collector Ouphe to shut down manarocks and treasures as well.

Death is all about graveyard recursion, large mill effects, and mass death of creatures to exploit Syr Konrad, the Grim as much as possible. We run big finishers like Breach the Multiverse and Stargaze to cause lots of triggers. Likewise all the tokens we can potentially give opponents with our War effects can be killed off with regular board wipes to cause loads of triggers from Syr Konrad.

The deck's ideal game plan is to establish a quick early resource lead from ramp effects, then use a MLD effect combined with stax pieces to lock down the game, and then start grinding out a win by generating tokens, poison, multiple combats, and potentially a final big finishing combo to knock out several opponents in one act.

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99% Casual

Competitive

Revision 8 See all

(5 days ago)

-1 Accursed Marauder maybe
+1 Aftermath Analyst main
-1 Agitator Ant maybe
-1 Ambush Viper maybe
-1 Amzu, Swarm's Hunger maybe
-1 Angel's Grace maybe
-1 Ankle Biter maybe
-1 Archon of Emeria maybe
-1 Aura of Silence maybe
-1 Authority of the Consuls maybe
-1 Avacyn, Angel of Hope maybe
-1 Baeloth Barrityl, Entertainerfoil maybe
-1 Beast Whisperer maybe
-1 Blightbeetle maybe
-1 Blind Obedience maybe
-1 Bloated Contaminator maybe
-1 Brutal Hordechief maybe
-1 Calamity's Wake maybe
-1 Carrion Grub maybe
-1 Comeuppance maybe
and 93 other change(s)
Date added 1 week
Last updated 5 days
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

51 - 0 Rares

21 - 0 Uncommons

14 - 0 Commons

Cards 100
Avg. CMC 3.05
Tokens Elemental 1/1 R w/ Haste, Phyrexian Mite 1/1 C, Survivor 1/1 R
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