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T1 VELOMACHUS? YES WE CAN

Snapshot

  • Commander beatdown voltron strategy with a side mass land destruction back-up strategy.
  • Aims at winning in the early game.
  • It is good against a wide spectrum of decks, but suffers against heavy control and artifact removal decks.
  • Meant mostly for 1v1 games, but it performs surprisingly well in multiplayer due to the mass land destruction strategy. It is further adjustable for multiplayer setup (e.g., adding Kediss, Emberclaw Familiar).
  • It is efficient (300+ tests on untap) and fun to play, but also quite salty due to the mass land destruction side strategy.
  • Price can be dramatically reduced by removing Wheel of Fortune (e.g., for Wheel of Misfortune), Grim Monolith (e.g., for Hedron Archive or other rocks), Mox Diamond, and Plateau.

T1 OPENING HAND

OR

OR

OR

OR

Other T1 combinations requiring 5+ cards exist.

THE STRATEGY

  1. Ramp as fast as you can. A good opening hand should allow you to cast Velomachus no later than T5, preferably T4. T2 and T3 Velomachus are not utterly uncommon, whilst T1 are fairly rare.
  2. Have some protection (Giver of Runes, Mother of Runes, Benevolent Bodyguard, Ranger-Captain of Eos) ready on the battlefield.
  3. Cast Velomachus Lorehold, hope to hit: (a) a booster card (Insult / Injury, Onward / Victory, Rush of Blood, Invoke Justice) for damage; (b) a double strike card (Kaya's Onslaught, Uncaged Fury, Boros Charm, Akroma's Will) for damage; (c) a board wipe (Armageddon, Cataclysm) to gain strategic advantage; (d) an extra combat card (Savage Beating, World at War); (e) or a wheel card to restock your hand, which is usually empty as you're supposed to play ramp cards and other permanents early in the game.
  4. Continue to exploit the synergy between booster, double strike, and double combat cards.
  5. Add additional triggers with Strionic Resonator or finish your opponent off with an extra combat cards.

  6. Expect Velomachus to be a major target. Depending on the decks you are playing against, you should keep a hand that have some protection ready.

  7. Expect Velomachus to be removed, which will result in a very high mana expense to cast it again. To cope with this, either tutor commander beacon, or hit a wheel card to restock your hand with ramp cards.
  8. Removing lands through mass destruction is generally a priority over a booster or double strike card. But context mostly determines what card to pick with Velomachus' trigger.

REMARKS

Notable Synergies

Anti-control Cards

Notable Exclusions

Suggestions

Comments

Revision 21 See all

(2 years ago)

+1 Expedition Map main
+1 Path to Exile main
+1 Ragavan, Nimble Pilferer main
+1 Red Elemental Blast main
-1 Sensei's Divining Top main
Top Ranked
Date added 3 years
Last updated 1 year
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

17 - 0 Mythic Rares

53 - 0 Rares

17 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 2.67
Tokens Angel Warrior 4/4 W, Construct 0/0 C, Elephant 3-3 G, Foretell, Treasure
Folders Interesting Decks, Cool Decks, EDH
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