The purpose of this deck is to gift opponents some of the meanest and nastiest creatures in the game, goad them and have them fight your enemies, while you sit back, draw cards and enjoy the show. As such, the deck works best in a 3+ players format. The main downside is that it's commander-reliant and therefore employs counter-spells, phasing out and return-to-hand mechanics to protect Jon Irenicus.

Strategy:

  • You'll be trying to ramp up and get your commander out on turn 2 or 3. With Irenicus on the table and a few counter-spells and/or phasing out cards in hand to protect him, you'll either play your cheaper, unblockable creatures or, if mana allows it, some of your bigger horrors and demons, which your opponents won't be able to defend against during the early game. Either way, once you give them away with your commander's ability, you'll have a nice draw engine, further reinforced by Rhystic Study;
  • The constant inflow of cards, corroborated with the choice of control spells, should help slow down your opponents' strategies; soon thereafter, they'll start sacrificing stuff and their life totals will drop, as your creatures (which they control, but are goaded so can't attack you) will create mayhem on the battlefield.

Win-cons:

  • You can create a token copy of Archfiend of the Dross using Irenicus' Vile Duplication, then pass it to an opponent. The token enters the battlefield with no oil counters, so unless they have responses (and bear in mind, you should also have counter-spells in hand), they're out of the game on their upkeep. You can also copy Archfiend of the Dross with Mystic Reflection, Phyrexian Metamorph or Phantasmal Image, although those would enter with oil counters, so you’d have to wait until they reach zero;
  • Alternatively, can use Stifle or Ertai Resurrected to counter Archfiend of the Dross' triggered ability, then pass it to an opponent once it already has zero oil counters on it. They're out of the game on their upkeep;
  • With Taniwha phased in and under your control, tap at least 5 lands (including 2 blue) for mana. Let Taniwha's land phasing effect resolve, then cast Sunder to return all lands to hand; yours will be phased out for the turn, so only your enemies' lands will be returned to hand. You can then give Taniwha away with Irenicus, sit back and enjoy the rest of the show;
  • You can use Homeward Path to gain control of your creatures during late game; sure, you'll suffer a little, but they're big, bad beasts which can hurt your opponents more than they hurt you.

Tip: if you're in big trouble, tutor Abyssal Persecutor and hand it to your most problematic opponent. That should keep them on the hook, at least for a while.

In my opinion, this is a highly enjoyable deck with unique (if somewhat salty) mechanics, which will most certainly be remembered by your opponents.

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Casual

95% Competitive

Date added 8 months
Last updated 1 month
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

14 - 0 Mythic Rares

51 - 0 Rares

19 - 0 Uncommons

3 - 0 Commons

Cards 100
Avg. CMC 2.46
Tokens Bird 2/2 U, Construct 0/0 C, Copy Clone, Foretell
Folders Posibles decks, Decks
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