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Dralnu, Lich Lord is a well known commander for both is overwhelming strength and his extreme weakness. His ability to extend your hand size into your graveyard makes him a tempting prospect for many Johnny players to try and break. His quiet subtly allows him to steal games away right under the nose of his Enemies.

Dralnu is the extra push the deck needs in order to power out its combos. Although he isn't needed to win, he makes the games that much smoother for you. With him, spells gain new life they couldn't have had in their first cast. He also makes cards that seem extremely bad such as Traumatic Visions or Death Pulse into extremely flexible spells that give you options for more situations that things like Counterspell and Doom Blade.

The deck is largely control. Little will get past you without your say in the matter. With a high volume of counter magic, you can control the field of 4 or even more players without them realizing just how little you are actually losing. When ever single one of your counters are getting 2 uses, they will eventually understand what has been happening when its too late.

Dream Halls isn't a Instant win but it does push you over the edge. It is both a trap as well as the means to end the game quickly. Combine this with Painful Quandary and very few players will be able to pay the cost to be able to abuse Dream Halls. Your large spells become child's play to cast, your unneeded spells become fuel to the fire while still offering you something to use later on.

The Deck loves to mill players. Not as a way to run them out of steam, but to be able to steal what they hold dear. Their sins will be used against them, to turn the tides of battle further in your favor. Wrexial, the Risen Deep and Memory Plunder will help fill in the gaps Blue/Black can't touch.

While casting a large number of spell from your hand and from your grave, you should be getting more then enough value. This deck turns that normal +1 card advantage into a +4 or even a +6. Cards like River Kelpie and Talrand, Sky Summoner further your overall advantage over other players by giving you powerful defenses and making sure you never run out of steam.

The number of combos in the deck increases its difficulty to play against. Havengul Lich Not only gets your creatures back but can also be used with Dream Halls to get any creature that has either blue or black in its mana cost for only 1 mana and a card. Magus of the Future also combos with Dream Halls but its primary combo is with Sensei's Divining Top to further fuel Dream halls or even Dralnu.

Everything in this deck has been carefully picked from cards from my collection to optimize its Survivability and the over all combo. The deck runs so smoothly that even someone has has no idea what is in the deck can run it without much problem.

Strengths:

Easy to control the game in your favor.

Extremely high card advantage.

Runs smoothly without the use of its Commander.

Combos fall into place easily without much resistance.

Scales very well in multiplayer

Weaknesses:

Abnormally fast aggro can put this deck into a tough spot earlier on.

Graveyard hate hurts the decks card advantage putting it on a more level playing field with its opponents.

Dralnu can become a liability.

Dream Halls can become a Liability.

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Date added 11 years
Last updated 5 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

33 - 0 Rares

27 - 0 Uncommons

22 - 0 Commons

Cards 100
Avg. CMC 3.64
Tokens Copy Clone, Drake 2/2 U
Folders Retired Commander deck
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