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Fear Pir Tooth Truth

Commander / EDH

CommanderCrush


Welcome to madness! Finally after about a month of testing (starting with GP Vegas) I think my mental space with this dynamic duo have begun to settle. The goal of my version here (and most of my commander decks) is to optimize the commanders, making the most out of Pir, the mini-doubling season and Toothy, card draw extraordinaire. In terms of power we're focusing on a strong near cEDH feel. From games at my local commander league it's fairly common to take infinite turns and generate infinite mana on turns 6-8, but there's some good amount of value and disruption to take you through the mid-game if you get held back.

The Combos:

Pir + Gemstone Array + Doubling Season = Infinite Mana Pir + Magistrate's Scepter + 2 counter producers (Surge Node, Inexorable Tide) = Infinite Turns Deadeye Navigator + Peregrin Drake = Infinite Mana + Blink Toothy = Play your whole deck

The Tech:

Blinking/Bounce: Ghostly Flicker and Conjurer's Closet have disgusting interactions with Toothy. Let's say we have 3 +1/+1 counters on Toothy and we flicker him. When Toothy returns you resolve the trigger from him leaving the battlefield drawing three cards and adding 3 counters. If Pir is in play you can double these counters ending on 6 +1/+1 counters. The card draw here has insane implications.

Draw: We don't need much draw in the deck. Just enough to enable Toothy to do his thing. Cards like Brainstorm, Windfall, Sylvan Library and Tezzeret's Gambit generate high value and trigger Toothy quite well for a small amount of mana.

Planeswalkers: Initially I jammed this deck full of planeswalkers but found that frankly many of them aren't relevant...sorry Jace, Cunning Castaway :( The ones that stayed mostly contribute to our game plan and help provide a smokescreen from the real action (our commanders).

Charge Counters: To my surprise charge counters seem to be one of the most powerful counters in the game! Most of our mana producing artifacts rely on charge counters and our key combo piece (Magistrate's Scepter) relies on charge counters as well. Feel free to use Surge Node and Power Conduit to transfer onto a Darksteel Reactor!

The Game Plan:

Primary: Assemble an infinite combo. Typically this is done by powering out Pir and Toothy and finding an ideal time to blink/bounce Toothy draw 20+ cards in a turn and go off. Your main combo piece is Magistrate's Scepter and there are innumerable ways to proliferate / transfer counters. With goldfishing this can be accomplished around turns 5-7. Against actual players your mileage my vary depending on how much control is going on.

Secondary: Beat face with Toothy! He quickly gets to 10+ power (sometimes in a single turn) and is ready to 1 shot with Berserk, Hadana's Climb and Herald of the Secret Streams. If your opponents deal with Toothy it's time to go back to the primary game plan!

Weaknesses: As 1/1's Pir and Toothy start off as brittle as can be and need some protection. Holding up counterspells during turns 3 and 4 is usually not an option as it behooves you to get these commanders out as quickly as possible. And having to take two turns off of casting other spells to resolve your commanders should not be taken lightly. Many games you may have to delay in order to interact with other player's boards, but if you find yourself resolving these commanders they take over the game almost immediately. Additionally you're going to have a big board with a lot of permanents and counters. Opponents will probably over-evaluate you as a threat but hopefully by this point you'll have a big Toothy and be moments from proving them correct as you laugh maniacally into the sky.

Strengths: We're in blue green and abusing most of the flavor that comes with that (ramp, massive card draw, counterspells). We also have several different infinite combos and even a straightforward and strong beatdown plan if our cap gets Jestered. Overall this is a pretty resilient deck to most threats.

Closing thoughts: I love this deck! Just adding one additional counter onto a permanent sounds so small but abused correctly Pir is a mini-doubling season. At this point I'm mostly tinkering around with the correct amount of ramp and counterspells but the overall theme, pacing and gameplay seem solid. Who wouldn't want imaginary friends!

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Date added 6 years
Last updated 6 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

11 - 0 Mythic Rares

30 - 0 Rares

21 - 0 Uncommons

11 - 0 Commons

Cards 100
Avg. CMC 3.02
Tokens Emblem Kiora, Master of the Depths, Emblem Nissa, Vital Force, Emblem Teferi, Temporal Archmage, Frog Lizard 3/3 G, Manifest 2/2 C, Octopus 8/8 U
Folders Other People's Stuff, Reference
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