I told myself I didn't want to build him. Yet here we are.
“Sing, O muse, of the rage of Achilles, son of Peleus, that brought countless ills upon the Achaeans.”
Haktos the Unscarred is interesting and flavorful, and may just be very powerful too. His abilities solve two problems of voltron strategy, protection and unblockable. He's also low-costed compared to many voltron commanders. This means we just have to solve the other problems.
With this deck and this description, I hope to lay out what I think is the best way to build and play Haktos, with the only caveat being the lack of tutors and cEDH mana. This deck requires luck, aggressive mulligans, linear play, and smashing people in the face. It's powerful, simple, risky, and I love it.
So let's win with Boros, in 4 difficult steps.
Step 1: Set Up.
Step one is setting up for our first attack, which best case scenario usually comes turn 4.
Since Haktos costs 4, 2 CMC mana rocks are essential for getting him out a turn early, allowing us to attack turn 4. In this scenario, which I'll call the "Ramp Scenario," we need a mana rock, and then something to buff Haktos +1/+0 at least to get him on a 3-turn clock.
Mana Rocks:
Boros Signet
Arcane Signet
Star Compass
Fire Diamond
Marble Diamond
Coldsteel Heart
Fellwar Stone
Wayfarer's Bauble
Talisman of Conviction
Dockside Extortionist
Buff:
Crusade
Bastion Protector
Always Watching
Goblin Oriflamme
Honor of the Pure
Akrasan Squire
Goblin Champion
Knight of Glory
Aven Squire
Radiant Destiny
Shared Triumph
Here's the "Haste Scenario." The Haste scenario still requires a +1 pump piece, but does not need a mana rock to get Haktos attacking turn 4. It does, however, require perfect land drops. In this Scenerio, the haste and buff enabler share the turn 2 and 3 slots. Haktos Comes down turn 4 for the first attack.
Step 2: Attack with Haktos.
Step two is going into combat with our near-invulnerable commander. His protection will mean that most of the time, our options will be quite open, but if some people have appropriately costed blockers, we can go a different way. This is again why the buff is so important, getting him to 7 power means without any other cards, we can kill the person we attack first two turns from now. But that isn't fast enough, we want to kill turn 5.
Step 3: Snipe.
Turns 5 and sometimes 6 are for giving Haktos doublestrike, double power, double damage, or an extra combat to finish the first victim off. Assuming 5 land drops, the "ramp" scenario is great for also ensuring a 6 drop lands on turn five.
Silverblade Paladin
Berserkers' Onslaught
Gratuitous Violence
Dictate of the Twin Gods
Relentless Assault
Waves of Aggression
World at War
Insult / Injury
Savage Beating
Step 4: Finish the game.
Assuming Haktos hasn't been killed, the last step is killing our other opponents. By this time they've had time to search for answers, either in the form of blockers or removal or board wipes. We take care of their blockers with sweepers/wipes that usually won't hurt Haktos, or targeted removal.
Hour of Devastation
Single Combat
Blasphemous Act
Chaos Warp
Storm's Wrath
Wear / Tear
Generous Gift
Duergar Hedge-Mage
Swords to Plowshares
If they come at us with boardwipes or spells of the CMC Haktos is weak to, we can prevent his death with protection cards.
Unbreakable Formation
Boros Charm
Selfless Spirit
Make a Stand
Legion's Initiative
Dauntless Bodyguard
What else is in the deck?
We round out the deck with a draw package.
Grenzo, Havoc Raiser
Humble Defector
Ignite the Future
Light Up the Stage
Magus of the Wheel
Tectonic Giant
Tome of Legends
Wheel of Fortune
Reforge the Soul
And of course, my alternative Win Condition and favorite Magic card: Elspeth, Sun's Champion. All those anthems can be put to work now.
To Recap:
Optimal lines of play for turn 5 kill.
Ramp Scenario
Turn 1: land.
Turn 2: land, 2 CMC rock.
Turn 3: land, Haktos.
Turn 4: land, Anthem or Exalted, etc. Attack with Haktos.
Turn 5: land, Doublestrike, Double Damage, Extra combat. One Player down.
Haste Scenario:
Turn 1: land.
Turn 2: land, Anthem or Haste enabler.
Turn 3: land, Anthem or Haste enabler, whichever wasn't played last turn.
Turn 4: land, Haktos. Attack with Haktos.
Turn 5: land, Doublestrike, Double Damage, Extra combat. One Player down.
Turns 6+ involve removing threats, protecting our board, drawing cards, and attacking the other players.
All this put together might make one of the most consistent Voltron decks in the format. Not easy, but might be fun.
Thanks for reading. Comments and upvotes appreciated.
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