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SUGGESTIONS ARE ALWAYS WELCOME! 😇


A detailed rant about how this deck works... (It's not rocket science🚀)

So... surprise surprise: we're gonna draw some cards! To do that, we need some cards for that, ofcourse. It's not a race, so most cards provide 1 extra card during your turn. This is to make sure the effects of the 'Card Exploiters' go off (such as Morska, Undersea Sleuth). Examples are Four Knocks, Loyal Drake, and Guardian Project. But some of the card draws deliver a bunch at once, these are more for the late-game (cards like Finale of Revelation and Prime Speaker Zegana).

Drawing cards is fun... but it's even more fun when you can trigger some effects with it! Most of these effects are triggered on your second card draw (e.g. Morska, Undersea Sleuth, Homunculus Horde), but some trigger with every draw (e.g. Chasm Skulker, Psychosis Crawler). These triggered abilities help you built a strong board to help you survive during most of the game.

Ofcourse, we need to make some use of the 'Investigate' ability! The Clue tokens make sure you trigger that second card draw every turn. Some make the tokens by investigating (e.g. Tireless Tracker), and some amplify the effect when the token is made (e.g. Academy Manufactor).

Keep in mind that it's better to have as many Clue's on the board. So only sacrifice them during your turn to get that second draw, or if you really need to find something useful!

There are more than one ways to win, which I really love about this deck! Most victories were achieved around the 8th or later turn when playtesting this deck. You can...:

  • Make Morska, Undersea Sleuth really big and attack your opponents directly. There are ways to get around blockers in this deck, like Detective of the Month, Garruk's Uprising, Whispersilk Cloak, ...

  • Make a lot of tokens with the second draw abilities from the 'Card Exploiters', and use all of them to jump your opponent.

  • Kinda the same thing as the previous one, but with living artifacts! Thanks to Rise and Shine, you can turn every artifact into an 4/4 creature, which is amazing if you have a lot of leftover Clue's.

  • This deck won't be short on mana, but what if you could just play your whole hand... for free? With Omniscience it's possible! It's an expensive card to cast, but really fun if it doesn't get countered. Enjoy putting your 30+ hand onto the battlefield!

  • I think this is the most boring one, but there is always Mechanized Production. If you have 7 Clue's on the board, just play this card an enchant one of the Clue's. If your opponents can't kill you, or remove the artifact or enchantment before the beginning of your next turn, you win the game!

These random card(s) have some synergy in this deck, but not like the other cards. They are cards I just kinda liked. No big brain reason behind their inclusion.

I love ramp. I have nothing more to say. So yeah... Good luck NOT finding enough mana to cast your spells. It just makes it easier to cast big spells like Omniscience or Finale of Revelation.

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94% Casual

Competitive

Date added 1 day
Last updated 2 hours
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

9 - 0 Mythic Rares

45 - 0 Rares

21 - 0 Uncommons

11 - 0 Commons

Cards 100
Avg. CMC 3.32
Tokens Cat 2/2 G, City's Blessing, Clue, Copy Clone, Detective 2/2 WU, Eldrazi 10/10 C, Emblem Tezzeret, Betrayer of Flesh, Faerie 1/1 U, Food, On an Adventure, Spirit 1/1 W, Squid 1/1 U, Treasure
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