Reasons TO play Derevi Prison:
You enjoy deeply synergistic and flexible decks that actually care about casting their commander every game.
The full implications of Derevi's text box takes some time to understand well. You should be interpreting Derevi's abilities from multiple perspectives:
- Derevi can generate insane amounts of tempo by effectively ramping us with each creature we play. Imagine spending mana in the first main phase and then going through combat. In doing so, we usually generate a bunch of Derevi triggers and can untap our mana sources. We now get to spend all of our mana a second time in the same turn. You can probably imagine how quickly this spirals out of control. Ultimately, tempo is one of the reasons why we play so many small and evasive creatures like Derevi herself: they come down quickly to let us produce--and ultimately maintain--an early resource asymmetry.
- We can simultaneously play a value game. Derevi's untap triggers can be used to activate abilities on a card multiple times in a single turn and can even work as pseudo-Vigilance--a powerful effect, even with basic cards such as Weathered Wayfarer or Fauna Shaman. It's totally busted, however, with engine cards like Yisan, the Wanderer Bard coupled with Gaea's Cradle or just Captain Sisay. Derevi's activated ability also means that she dodges commander tax each time we replay her from the Command Zone. This positions her as a powerful engine in her own right through the use of sacrifice-oriented value cards such as Birthing Pod and Eldritch Evolution. Have you ever activated Yisan, the Wanderer Bard 7 times in one turn? Trust me--it's awesome.
- It affords us a surprising amount of counterplay to what our opponents might be planning. Did that pesky blue mage keep untapped to represent Counterspell? Just swing in at an opponent, tap down their sources and play the must-resolve spell in your second main phase. Another option is to do this to force an opponent to cast an instant or activate an ability earlier than they'd like, thus revealing important information to the rest of the table. We can even use this ability politically to cut off an opponent's ability to protect themselves from another opponent's answers. Beyond that, Derevi's activated ability means she can be played from the Command Zone at instant speed to do anything from block an attacker, untap an opponent's land to help them interact with a problematic card, or even just tap down a Static Orb before our turn--all while being immune to the majority of counter magic (just watch out for Trickbind!). There is nothing quite like the feeling of smacking a blue mage around while also playing around their counters!
- Following from the last point is the fact that Derevi's abilities let us play our very own control game. Not a typical counterspell and removal heavy version of control, mind you. Instead, we use the ability to tap down opponents' permanents to play a resource denial and prison control strategy utilizing cards such as Winter Orb and Stasis to cut opponents off from any possible route to victory. If you enjoy more interactive, controlling strategies then a stax deck is one of the best ways to replicate this type of gameplay in a multiplayer setting.
The strengths of / "Bant" color identity.
Derevi's color identity gives us access to nearly everything we could want in a competitive Commander deck of this sort:
- Some of the game's best ramp in the form of mana dorks (which often pull double duty as attackers). These are especially good for making stax effects more asymmetrical.
- Answers to just about any type of permanent.
- Excellent tutor ability. Running a deck so heavily-focused on creatures means we can leverage 's tutors to make up for missing out on 's unconditional tutoring.
- 's powerful suite of disruptive hatebears.
- 's massive amounts of card draw. This softens the blow from missing out on 's tutors even further and also provides us a steady supply of gas as the game progresses.
- A huge share of the game's most playable stax and prison cards.
You want to play something different from fast combo.
This deck does not usually win quickly. In fact, most of the time we are trying our very hardest not to lose. Eventually, after making sure to not lose for long enough, we'll have hopefully created a board state where it is basically impossible for our opponents to win. At this point, they typically concede.
If you enjoy non-linear decks that require extremely tight play and knowledge of the format's many decks, win-cons and how to counter them, then you'll appreciate the challenge and power that piloting this one provides.
Reasons NOT TO play Derevi Prison:
You prefer decks with a clear win-condition.
This deck doesn't really play any immediate, game-ending combos. The closest thing we have to one is Living Plane coupled with Linvala, Keeper of Silence or Elesh Norn, Grand Cenobite for a near-immediate lock on the game. Usually games are won by attacking with an army of small creatures over multiple turns while our opponents are completely unable to interact with the game state in a meaningful way. Thus, games can take a fairly long time to finish between our disruption, opponents' meddling and the high starting life totals of multiplayer commander.
Sometimes we will simply lose games as a small chink in the game plan can be exploited by faster, more proactive decks. The bright side is that we have lots of redundancy and are not easily shut out by the loss of any particular card. Don't play this deck if you want to consistently end the game on turn 3.
You don't like creature-oriented strategies or your meta is filled with hate for them.
This deck is, fundamentally, a creature-oriented stax deck. It barely functions at all without access to them. If, for whatever reason, you prefer strategies that don't involve creatures then steer clear of this deck. If your meta is filled to the brim with cards like Humility, The Tabernacle at Pendrell Vale or Toxic Deluge then you might find yourself strongly rethinking your life decisions while playing this deck. That said, we do play outs to many of these cards!
You play in a meta that is predominantly creature-based combo decks.
decks that feature lots of mana dorks are something of an issue as they are able to play a similar game to us; leaning on these alternate mana-sources to continue casting spells while being denied access to their lands. Furthermore, our taxes generally affect non-creature spells so they'll often walk right through them and win despite our best efforts. We do run answers in the form of cards like Linvala, Keeper of Silence
, Elesh Norn, Grand Cenobite and Static Orb but these can occasionally be too little too late. Furthermore, we aren't able to use powerful cards like Cursed Totem to as great effect as many other stax decks.
Not all hope is lost, however. My meta features many of these types of decks and I can often navigate such matchups to a win. Doing so is challenging but very rewarding and will truly test one's mastery of the deck and the stax strategy.