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Dreamweaving (and a lot of patience)

Commander / EDH* Control

Aenaus


One of my attempts to play a more traditional control build in the hostile environment of the commander scene.

The reason I chose Rasputin Dreamweaver over other W/U generals (such as Grand Arbiter Augustin IV) is because I like his weird acceleration ability. If the old man sticks on the battlefield until you untap, you are on par in terms of mana against decks packing lot of land acceleration, or sometimes you can even be ahead.

The deck is supposed to be tuned to beat two types of decks that frequent my local meta:

1) Creature heavy and token decks.

2) Late game combo decks.

Mass removals are key here as I think that they can beat both of those deck categories. They get rid of creatures (duh) as well as the artifact acceleration that the late game combos usually rely to when they try to speed their clock up.

The deck doesn't run many counterspells, but instead tries to control the board on a more massive manner, sometimes successfully and sometimes not so much.

The main interactions of the deck are:

1) Enchanted Evening + Cleansing Meditation. Use this card interaction in a brightly lit place while always wearing a helmet and standing far away from the game table. Side effects may include massive scoops, hostility, paranoia, excessive language, and murder attempts.

2) Strip Mine / Wasteland + Crucible of Worlds. Not as powerful without green for extra land drops but it is just fine in order to get rid of that pesky utility lands your opponents may have.

3) Counterbalance + Sensei's Divining Top. While not as powerful as it's legacy counterpart, it still provides an occasional free counterspell when you need it most. It is also a powerful political tool.

4) Runchanter's Pike + any manland (Forbidding Watchtower, Faerie Conclave, Celestial Colonnade). Nobody expects this, yet it can shoot a player out of the game during the late game rounds, when creatures are usually low in numbers and artifact removal is scarce.

5) Various Wizard interactions (Venser, Shaper Savant or Vendilion Clique or Sower of Temptation or et cetera + Riptide Laboratory or Azami, Lady of Scrolls or et cetera.

The deck wins with some of the aforementioned interactions or with tokens from Decree of Justice or Conqueror's Pledge.

Although the deck is supposed to be slow, it lacks serious early game acceleration in fear that it will be blasted away with it's own removals, which can seriously hurt it. Also, some hands are just unplayable. Generally, the deck has either very good or very bad starting hands and I cannot figure out a way to fix this. Also, the manabase is very shaky most of the time.

Any help is appreciated.

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Date added 11 years
Last updated 11 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

5 - 0 Mythic Rares

52 - 0 Rares

25 - 0 Uncommons

10 - 0 Commons

Cards 100
Avg. CMC 3.52
Tokens Angel 4/4 W, Assembly-Worker 2/2 C, Cat 2/2 W, Copy Clone, Kor Soldier 1/1 W, Morph 2/2 C, Soldier 1/1 W
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