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Lethal Mind, Esper Combo Control

Commander / EDH

The_Mike


Maybeboard


I'd like to read your comments on what and why something would or would not work in this deck.

My main Commander in my favorite colors. Sen Triplets gives the deck and the player so many options you just have to like it. Except when you're playing against it..

The consistent struggle in early game tends to leave this deck usually as the sole focus for the other players. In the local playgroup everyone already knows the set-ups and combos of the deck so I tend to be the first to leave the game if I'm not the one winning it. As they say, in commander it's not all about winning the game with strong cards, but to keep in mind that politics are also huge part of the game. Decks that make enjoyable games for everyone have high chances to stay in game longer, and this deck isn't one of them.

Combos:

Other notables

  • Consuming Aberration has been maybe the most consistent game-ending card after succeeding in Enter the Infinite + Omniscience . In multiplayer format it also has consistently really huge body which grows steadily.

  • Silent Arbiter has worked out for me to keep some heat off from me at early turns. Still it's not usually on the table before turn 3..

  • Crypt Ghast ramps really well when I have Urborg, Tomb of Yawgmoth. But sometimes he can be just a dead draw if I'm starting to run low on resources or I don't have access to Urborg.

  • Elixir of Immortality and Psychic Spiral keep my combo pieces and utility tools in my deck from where I can search them. Psychic Spiral has also been really strong at our local play groups since there's couple of decks that run mill tactics.

  • Bribery is just a blue staple value card.

  • Increasing Ambition has been performing really, really strongly in this deck which relies on 2-card combos. The turn after flashback has usually been the one when I win.

  • Ashiok, Nightmare Weaver and Jace, Architect of Thought are usually there to just play their own games. Ashiok has been a really strong 3 drop which lets me breathe for a turn or two when the rest are preoccupied on him. Jace just likes to make things more consistent.

The rest of the cards are mostly your basic ramp artifacts, card draw, removals, AoE, search and counters.

Maybeboard is kinda also an Acquire board. It has cards that I'd either would like to have in the deck to make it stronger, or cards that I'm still thinking about but not sure if it's worth it.

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Date added 8 years
Last updated 8 years
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

12 - 0 Mythic Rares

36 - 0 Rares

26 - 0 Uncommons

14 - 0 Commons

Cards 100
Avg. CMC 4.08
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