This deck is an encapsulation of Dimir control with goodstuff. Blue and black provide a bunch of card draw , counterspells and board control. Atris provides card draw upon cast which we can abuse with flicker effects, one of which can be a win condition, so there's some flicker synergy sprinkled in. As the game progresses, we will attain a full grip of cards and lots of protection, and we can go for our win conditions.

This deck is a little bit more on the mid-high power side, so it's not fully optimal (it could use faster mana, better counterspells, better tutors, and Tainted Pact + appropriate mana base) but this is a decent compilation of what this deck should look like.

Yuriko or Oona can do this kinda deck as well. However, Yuriko would have the evasive creatures/ninjas instead of the flicker effects and damage isn't really want we want given the low CMC of our cards, and Oona doesn't provide card draw in the command zone.

Our main win condition is Demonic Consultation + Thassa's Oracle.

If you aren't familiar with this, consult exiles our library when we name our favourite card that's not in the deck, and Oracle's last sentence means that we win the game (even if Oracle gets destroyed in response to the trigger, since 0 = 0). We could also use Jace, Wielder of Mysteries or Laboratory Maniac plus a cantrip instead, but Oracle is far more efficient and resilient.

Our second win condition doesn't hard win but rather tries to pulls us significantly head of our opponents. This is through what I call "wheel-scumming", or basically the thesis of the cEDH deck Opus Thief.

If you aren't familiar with this, this involves a wheel such as Windfall and one of our 2.5 wheel scummers.

Scummer 1: Our best scummer by far and away is Notion Thief, which causes your opponents to LOSE THEIR HANDS and you get QUADRUPLE the cards you would normally get. This would really cripple your opponents and give you plenty of opportunities to go for the win.

Scummer 2: Narset, Parter of Veils is somewhat similar in that any wheel strips your opponents' hands and gives them only 1 card. This isn't quite as game-winning as Notion Thief but it will set your opponents really far behind, and hopefully enough for you start snowballing your advantage while your opponents catch up.

Scummer 2.5: Waste Not helps us gain value from wheeling as well, with more mana, some blockers and more importantly more cards! However, it is not quite a scummer since 1) your opponents don't really get 'scummed' and they still get their hands, and 2) the "twister" effects such as Echo of Eons do not work here. Again, not quite as game winning as Notion Thief but hopefully it gains enough advantage to reach another win condition.

If we ran white, however, this win condition becomes way more relevant and we can remove Win condition 3 and maybe 4, since we can run Smothering Tithe to gain an insane amount of mana and Alms Collector for another scummer.

With Peregrine Drake we have 2 ways to achieve infinite mana and flicker effects.

Way 1 is straight forward: soul-bound it with Deadeye Navigator and infinitely flicker Peregrine Drake to net mana for each flicker to gain infinite mana.

Way 2 is to use Ghostly Flicker with Archaeomancer. When Archaeomancer enters the battlefield, you return Ghostly Flicker to your hand, and Peregrine Drake nets you 5 mana. You use 3 of that mana to cast Flicker again, and the loop repeats, netting you mana for each loop and attaining infinite mana.

With infinite flickers and mana, you can flicker Baleful Strix instead of Peregrine Drake to draw your deck and then cast your lab-man effect like Oracle.

The other complicated way is to flicker your commander, and take a face-up pile with a lab-man effect/every face-down pile until you get a lab-man effect, and then take every face-up pile with protection (else the face-down pile). And then cast your lab-man effect.

Just for consistency's sake, our last win condition is Doomsday. With a cantrip (and 2 islands on board) all you need is UUUBBB to win at minimum, provided you don't need protection. The pile in this case is straightforward: Gush, protection, Oracle, anything, anything. DD -> cantrip -> Gush -> Oracle is all it takes since 2 cards in deck = the 2 Us in Oracle's CMC. However, you probably need more mana for protection since people can see this a mile away, and Oracle being removed is game over. Otherwise, your pile can look like Gush, Git Probe, Oracle, Ponder, protection, or you can run Unearth for a failsafe.

If you'd like to make this deck better, this deck is easily translatable to an Esper control deck such as Oloro, Ageless Ascetic or Zur the Enchanter, especially for reasons stated in the end of "Win" condition 2. Then, we can take out the flicker synergies for standard White/Esper control cards like Supreme Verdict and Ghostly Prison. This also makes a Tainted Pact base more achievable and we could feasibly remove Win condition 4 for redundancy's sake. This would be a good transition point for a cEDH deck like Doomsday Zur/Opus Thief.

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Casual

91% Competitive

Date added 4 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

3 - 0 Mythic Rares

38 - 0 Rares

28 - 0 Uncommons

15 - 0 Commons

Cards 100
Avg. CMC 2.71
Tokens Ape 3/3 G, Bird 2/2 U, Zombie 2/2 B
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