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The Devil On Your Shoulder - EDH Tempting Deals

Commander / EDH Budget Casual Group Hug Group Slug Multiplayer UBR (Grixis)

poorpinkus


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A different twist on politics in which the politics aspect of the deck is a side-effect of using cards that benefit oneself

I've had a lot of experience with playing group hug, politics, pillow fort, group slug and chaos archetypes in commander, and I have noticed that the same thing happens every time: Either your deck slows down the game to a grind, the board state becomes a stalemate, you end up giving far too many resources to one person (causing the rest of the players to get upset) or people find you to be a nuisance because you are taking the fun out of their deck by changing the game. Another big problem about these archetypes is that they end up being a fairly sizable trade-off between changing other people's board state and changing your own (i.e. you have no board presence because you were too busy putting vows on everything). This deck is an attempt at finding the optimal balance between politics/group hug/chaos/group slug and having a fun, fair game that you can still be a big player in.

If you were to look at this deck in the most basic form possible, it is obvious that it is a group slug deck; you're dealing damage to players every turn and drawing cards from it. But in practice this deck has much more finesse than most group slug decks.

The idea of the deck is fairly self-explanatory: Ping your opponents every once in a while with Vial Smasher the Fierce to draw cards from Ludevic, Necro-Alchemist, but offer everyone else most of the benefits that you are gaining. People tend to not like Vial Smasher the Fierce all that much, but if you are in a 4-way game, people tend to be willing to roll the dice and take about (on average) 4 damage (or more like 1 damage a round if there was no variance) in order to reap the benefits of Ludevic, Necro-Alchemist.

The thing that sets this deck apart from most group slug decks is that people are usually willing to take the damage that you are dishing out, and half of the reason for this is the fact that the deck works fairly gradually; If you are set out to do something, it is pretty obvious what you are trying to do. This makes you much less of a threat than, say, an infinite combo deck, because it is safe to leave you on the sideline while bigger threats are taken care of.

Another big thing about this deck is that a lot of the time the damage/detriment that is incurred on players is reasonably fair. With Vial Smasher the Fierce, damage is assigned at random, and it isn't all that big of a deal unless it was from a 7-drop. With Fevered Visions, Oath of Mages and Rivalry, damage is dealt to those who have the most resources (hence the reason why I am not including Spiteful Visions in the deck). Sure, Deadly Designs can kill two creatures, but the only time that it would actually be worth using is if there is a big threat on the board and other players agree to help you (otherwise it is a 12-mana Curtains' Call). Sure Fatal Lore, Browbeat, Pain's Reward, Plague of Vermin, Emberwilde Djinn and Vexing Devil can all hurt players pretty badly, but it will only do so if they so choose. In general, people don't mind taking damage or paying resources if they have a choice in the matter (and it isn't intrusive like Rhystic Study).

Anyways, in general, while it seems much more like a group slug deck initially, this deck is meant to be more of a compromise between getting the whole table to have fun and doing well in the game. I am trying to show that the two aren't necessarily mutually exclusive, and that you don't need to lower yourself to making everyone else have a bad time in order to do well in a game.

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Updates Add

The long awaited deck overhaul is here!!

Now that I'm able to play more games in person with different playgroups, I've decided to make a big update to the deck! Thank you for everyone that's been sticking it out, I really wanted to make sure of the changes that I made before posting anything, so think of this as Grixis Politics v.2!

The main changes revolve around playstyle; I used to have many more instant/sorcery synergies but I've decided to forgo that to give a bit more versatility. This also will give y'all more options if there are any cards that you'd like to change yourself! This deck is just what I'm using, and playgroups are different, so always feel free to play around with what you think is the most fun! Here's some more specific changes:

Removed the "hunted" creatures - They're quite fun, and feel free to run them! But they don't really force any kind of ultimatum on a player, and most targeted bonuses tend to give the wrong impression. The idea of the deck is always that your opponents think that they know what you're trying to do, but you always have a side path that you're actually going for!

Removed a some "fun" cards whose effects didn't really mean as much as I was hoping (I'm looking at you Emissary of Grudges! Don't worry though, we've got loads of fun coming still!)

Removed some cards that made our gameplan a bit too linear (eg: Ever-Watching Threshold, Sygg, River Cutthroat, although they would still work well!)

As I said earlier, removed a lot of spell synergies (

Spiteful Visions is great but it also discourages players from wanting to draw cards, which is usually our main engine for chaos!

A bunch of other stuff that I can't even remember right now

What I added: Well, the deck definitely got an upgrade... Some cards are going to be more expensive now, but feel free to ask for budget alternatives! The deck itself is a lot faster, which means that you won't exactly draw attention but you're not going to rely on pleading for people not to attack you as much haha, that's a good thing! Commander has become an arms race for everyone it seems, so speed did need to be a factor either way considering how many strategies nowadays can just end the game, even in a very casual setting. That doesn't mean that there isn't any spice to this deck! In fact, you'll probably find MORE spice ingame now!

Bladegriff Prototype is just... Wow, it's a lot scarier than I thought! I had two copies of them and I was legitimately the archenemy of the game which was hilarious

Leadership Vacuum is REDICULOUS! And it's BLUE?? I know it's not technically a kill spell but let's be honest... It's a kill spell

Emberwilde Captain is absolutely hilarious and synergizes so well with our deck!

And, well, I'll continue this thought later! For now, I'm gonna play some more magic!

FEEL FREE TO ASK if you need any budget ideas here!! I understand that the deck's price has increased a lot, and I'm totally willing to help out! I have the old version of the deck saved on my computer so I'm totally down to make a copy if people would like!

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Revision 25 See all

(3 years ago)

-1 Baral's Expertise main
+1 Beacon of Unrest maybe
+1 Black Sun's Zenith maybe
+1 Bladegriff Prototype main
+1 Body of Knowledge main
-1 Charmbreaker Devils main
+1 Combustible Gearhulk maybe
+1 Commander's Sphere main
-1 Counterspell main
-1 Cruel Ultimatum main
+1 Crux of Fate main
+1 Damnation main
+1 Deliver Unto Evil main
+1 Desertion main
-1 Disrupt Decorum main
-1 Dream Fracture main
+1 Electrodominance main
+1 Emberwilde Captain main
-1 Emissary of Grudges main
-1 Ever-Watching Threshold main
and 62 other change(s)
Top Ranked
Date added 7 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

44 - 0 Rares

17 - 0 Uncommons

5 - 0 Commons

Cards 100
Avg. CMC 3.97
Tokens Construct 6/12 C, Elemental 5/1 R, Squid 1/1 U, Monarch Emblem
Folders Ideas?, Needs Work, Unique EDH, Interesting decks, Commander, Neat Stuff, Need to try!, Think about, Commander, Cool decks i've seen
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