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Long time commander player and this is the only deck I need.

After building nearly 100 decks for myself and friends, I decided to take a run at building the ultimate, foil and fun deck. The beauty of this deck is that it can not only play with casual decks, but it also hangs with hardcore competitive decks. The motto behind this deck is both simple and non-linear: Get to 10 guildgates. The part that makes this deck unique and fun is that every game is different. I didn't include the typical tutors/combos like Scapeshift because I want a unique interaction each game. This deck is catered to my playstyle and hinges on the ability to be political. Multiplayer commander is very dynamic, and politics is sometimes the only thing that stands in your way of winning.

This deck has an answer for everything, but you have to make sure you only use your tricks when targeted. If you get a guild gate exiled, you have both a recurable Riftsweeper, or an instant speed Pull from Eternity. Several cards protect your guildgates like Terra Eternal and Privileged Position. A well timed All Suns' Dawn can get back important cards. The graveyard recur is pretty straight forward, but the Bring to Light, Wargate and Yawgmoth's Will is where the deck can vary a ton. Crackling Perimeter is a beat down. Seedborn Muse in combination with Maze's End and Walking Atlas or the aforementioned Crackling Perimeter results in a guild gate each opponents turn, or tons of damage each opponents turn.

Amulet of Vigor is an extremely powerful card in this deck. Coupled with Seedborn Muse and Walking Atlas, your opponents may find that they slept through you getting your engine going. You can effectively get 5 guild gates in one cycle of turns with this engine assuming you don't have any way to play additional lands.

You may notice that this deck doesn't run any traditional wipes. I've been playing long enough to understand how to build, so no, I didn't forget them. Board wipes function as a predictable way to protect a combo or board state, and I don't want predictable games. Each counter spell or stifle effect should only be used to protect your most important cards. Doing this ensures that you always have an answer ready.

There are obviously some cards that have much better replacements, i.e. Hindering Light , but I have cards like this because I enjoy cards that are narrow and don't see a ton of play. The goal here is to slowly build up your guildgates while making sure you have some board presence. There are plenty of diverse threats that don't require many cards. The key is to use as few threats on board as you can to keep people from both attacking you, and thinking you're a threat.

Let's be clear, this deck doesn't just win from Maze's End or Door to Nothingness. It can deal tons of damage with Crackling Perimeter , kill quickly with Master of Cruelties, or deal good ol' fashioned beat downs with some fatties (Vulturous Zombie, Transcendent Master, or even Ludevic's Test Subject   .)

The end result is a deck that replaced every other deck. I used to show up to play with 8+ commander decks, but now I just need one. I invite comments and suggestions. Enjoy!

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Revision 6 See all

(2 years ago)

Top Ranked
  • Achieved #21 position overall 7 years ago
Date added 8 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

21 - 0 Mythic Rares

39 - 0 Rares

11 - 0 Uncommons

19 - 0 Commons

Cards 100
Avg. CMC 3.59
Tokens Beast 3/3 G, Dragon 1/1 RG, Elemental X/X G, Emblem Kiora, the Crashing Wave, Kraken 9/9 U
Folders Cool Decks, EDH, possible, Interesting Decks, Cool deck ideas, Fun Decks, Interesting, fun, Cool decks, neat decks
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