Maybeboard


This deck is a mix of stax and group slug, trying to mess with our opponents' strategies, and show them that the only path left to victory is through glorious combat. Probably not the most effective strategy for these colours and this commander, but it has a strong flavor feel. Early on, we want to ramp out, maybe get in a few cheeky attacks, but we want to establish some of our disruptive and stax effects. Play taxing artifacts and enchantments so that we force our opponents to play out creatures, which we can goad with our evasive attackers and our commander. We'll likely eat a boardwipe or two before we get our best protections online, but hopefully our taxing effects stay out, and hey, an empty board means free attacks. The goal at this point is to try to keep up and play our spells carefully, using removal to keep anyone from pulling too far ahead, and encouraging people to keep beating and reducing life totals. Mid game is where we want to lock things down. Rattlesnakes and hard limits on spellcasting and card draw, so that the board we have is all that matters. We want to chain each of our attack steps to hit each of opponents with at least 1 creature, that we generally won't have to worry about attacks coming our way (I'm considering propaganda effects, but want to avoid the hate and give people a fighting chance to feel like attacking is an option if they ever break our goad lock). We can even make friends with anyone who doesn't have a sacrifice outlet (which we hopefully would have blocked in any case) by giving them creatures with some of our own spells (though we always get something out of it, and make better use of those creatures). By this point, we should be the only ones keeping up consistent blockers, and have a cushion of life and resources to use in case of emergencies. I'm still not entirely sure how to secure the wins. I figure dropping our late game forced attackers (Warmonger, Avatar, Spymaster) along with low life totals and attack buffs should give us a clear avenue of victory when the turn cycle comes back to use, since our opponents will all have swung at one another and have no blockers up. Realm razer, rules of law, and spirit of the labyrinth effects should keep our opponents from finding too many answers. We also have the advantage of those early evasive attackers, who will still be able to get through for the win in the late game. My concern is if we end up facing down only one player at the very end who is no longer effected by goad, because despite being a beautiful Naya deck, most of our creatures are quite small. It makes me want to add some fogs, burn, or other last minute win cons to give us an edge in that final fight.

Lemme know what you think. I'm always looking at ways to shut down every strategy outside the combat step, or make the combat step more impactful. Gonna also try to figure out how to prevent boardwipes from clearing away our creatures in the late game, or even those of our opponents'! Also looking for ways to make sure our aggressive gifts aren't turned against us, with our opponents gaining life, mana, or other resources from combat. It may be trying to do too much, and it'll never be a competitive deck, but it is a damn fun strategy to bring some straightforward combat to a format full of combos and alternate win cons.

Updating: Bring down the price and curve. Start off as a fun combat deck, see if it morphs into the true lean mean stax machine that you know it can be. Need to add in more card draw (overwhelming instinct, shamanic revelation) and ramp (signets)

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Date added 5 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

3 - 0 Mythic Rares

27 - 0 Rares

21 - 0 Uncommons

24 - 0 Commons

Cards 100
Avg. CMC 2.73
Tokens Beast 3/3 G, Centaur 3/3 G, Elf Warrior 1/1 GW, Knight 2/2 W w/ First Strike, On an Adventure
Folders Andrew's Jank
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