• Archetype: Group hug
  • Subthemes: Initiative, Enchantments, Politics
  • Planar Flavor: The Forgotten Realms, Eldraine, Middle-earth
  • Basic Land Art: Lush, glowing, sultry

You Take the Initiative

Initiative is a dense mechanic from the second Commander Legends set. It's a value-accumulation designation like The Monarch, but the reward is room triggers from a special bonus dungeon.

Undercity

Notably, while "you become the monarch" effects are redundant if you're already monarch, additional "take the initiative" effects let you venture again, even if you already have the initiative.

Also, because taking the initiative starts you off on the Undercity dungeon or into the next room of whatever dungeon you're already in, you can play AFR venture cards together with initiative cards. If your goal is to get into the Undercity specifically, timing venture effects with initiative can be a little awkward.

The "optimal" initiative strategy calls for abusing initiative triggers and denying your opponents access to the Undercity's value. This could entail some mix of the following:

Or, ideally,

  • An engine to infinitely loop venture triggers and get all the life loss, mana, cards, and creatures you need to seal the deal

That's how Sefrisfoil usually does it, anyway.

But the "optimal" approach left me cold. This is a neat social dynamic to introduce into a multiplayer game, let's approach it as such!

Undercity Meets Group Hug

The goal is to bring about a gamestate where each player is amply supplied with cards, mana, and the ability to take the initiative each turn from the previous player.

To land one of the dozen-ish initiative cards early, you can mulligan aggressively OR make use of our bevy of scry and card draw options to find one.

Círdan rules, btw. The real result of our first secret council vote was unanimous enjoyment. The minigame is this: everyone is incentivized to vote for the player who least benefits from getting fueled up with cards but also shows the greatest danger of plopping down a scary permanent, OR to vote for themselves and draw a card (but not play a permanent). What you choose can vary based on the other decks at the table, and the dynamics of the current turn and game. Sometimes three people all vote for one person to keep them from Show and Telling a threat, and end up Ancestral Recalling them instead. It's fun as heck.

Neat Moves

Dubious Challenge is terrible, but it’s a fun political card and can dig for an initiative creature (so long as you're okay with the possibility of your opponent starting with it).

Rule Zero Corner

This deck does utilize a card that breaks color identity rules: Kibo, Uktabi Prince. I couldn't resist including him for the banana group hug, and in this Simic deck the red pip may as well be colorless to me.

If the pod objects I can swap Kibo out for a land or something, but no one has ever objected.

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95% Casual

Competitive

Revision 4 See all

(1 month ago)

-1 Bident of Thassa main
+1 Crop Rotation main
-1 Mocking Doppelganger main
+1 Smuggler's Surprise main
Date added 2 years
Last updated 1 month
Exclude colors WBR
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

2 - 0 Mythic Rares

42 - 0 Rares

19 - 0 Uncommons

17 - 0 Commons

Cards 100
Avg. CMC 2.82
Tokens Ape 3/3 G, Banana, Cat 2/2 G, Copy Clone, Dungeon: Undercity, Faerie 1/1 U, Faerie Dragon 1/1 U, Foretell, Frog Lizard 3/3 G, Human 2/2 G, Pirate 1/1 R, Salamander Warrior 4/3 U, Skeleton 4/1 B, The Initiative, Treasure, Wolf 2/2 G
Folders EDH current decks
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