This Deck is a Varation of another that I have built. The other was a more Balanced version of this deck. This deck is going balls deep into playing and using and abusing Sen Triplet. This deck will focus on playing Sen Triplets and defending them to the death. It has some voltron aspects to accomplish this, and for this reason it can win in a way one would not expect from a Sen Triplets deck. Through Commander damage!

Incoming Wall of text:

In this deck there is only 8 mana rocks, making it harder to combo with Paradox Engine as it requires assembling a few of them to work. With Mycosynth Lattice it becomes easier to cast their spells as Thran Dynamo and Sol Ring get marginally better.

There are several global ways to protect Sen Triplets, they are : Darksteel Forge, Hanna's Custody, Avacyn, Angel of Hope, Fountain Watch, Indomitable Archangel, Leonin Abunas, and Padeem, Consul of Innovation. But be careful as several give shroud and that prevents you from giving Darksteel Plate or other protective equipment to Sen Triplets.

Some equipment can protect sen triplet and we will do this easier through Sigarda's Aid and Leonin Shikari. Using these we have the ability to put life saving equipment onto Sen Triplets, such as instant speed equiping Lightning Greaves or Swiftfoot Boots to Sen Triplets with Leonin Shikari or flashing them in with Sigarda's Aid.

This deck also features a suit of counter spells (10!). In this case I have included Force of Will and Pact of Negation to allow for responding to surprises. Not everyone has these cards so just feel free to use other counter spells you have in these slots. Foil or Mindbreak Trap as not so good replacements that do roughly the same thing. Hopefully you can get your Telepathy out and only top decks will be issues.

Notable things in the deck:

That one rude thing you can do: In this deck I have added Teferi, Mage of Zhalfir as a way to stop your opponents from casting outside of their turn, and so you can flash Sen Triplets in at the end of their turn where they can't respond to it. Vedalken Orrery is in the deck for the same reason but does not come with the same protections as Teferi, Mage of Zhalfir. However because of Teferi, Mage of Zhalfir's second line of text it combo's with Knowledge Pool. As the card requires them to cast a spell at instant speed to remove the card from the Knowledge Pool they can no longer cast spells in the game. This combo locks everyone else out of the game, and a lot of people don't like this so unless the others you are playing with are ok with this I would recommend playing a different card in this slot.(refering to just Knowledge Pool, Teferi, Mage of Zhalfir is a vital card for the deck due to the amount of protection and versatility it provides.)

The Defense strategy: Sen Triplets decks are rather despised and people will actively try to get you out of the game fast, that's just how it is. So it has some defensive cards like Ghostly Prison and Crawlspace to buy you some time.

Merciless Eviction is cancer: This card will ruin your deck if you can't counter it or Teferi's Protection it. In the same vain Cyclonic Rift will really hamper your game, but doesn't take you out of it. The only real protection to this unfortunately is to have a counter spell, Teferi's Protection, or Krark-Clan Ironworks. Another unfortunate thing is that there is simply not a way to recover from Merciless Eviction, but with Krark-Clan Ironworks you can sack your artifacts in emergencies to not have them exiled and try to recover them later with Academy Ruins or Open the Vaults. Another option, because of the reasons in (That one rude thing you can do) you can replace Knowledge Pool with Nevermore or Gideon's Intervention to stop them before they have the chance.

My Turn is my sanctuary: In addition to Sen Triplets, you also have Grand Abolisher, Conqueror's Flail, and Teferi, Mage of Zhalfir to make it so nobody can interfere with your turn while you are taking it.

As foretold, Sin Triplets will die, a lot: Sen Triplets, in the nature of the game will die, quite a few times. Even with the amount of protections we try to give her, that's just how it be. So using As Foretold we can cast her easily even after a few reincarnations. Once As Foretold has been on the field for 5 turns, or just has 5 counters, you can cast Sen Triplets every turn, as the extra cost for each time the commander goes to the command zone is an added cost. So you only have to get to 5, Sen Triplets normal cost, to use As Foretold even if she has died 7 times already and would otherwise cost 19 mana to cast.

Why not everyone's hands?: Sen Triplet should be able to stick around on the field with all the workings of this deck, so next we have to ask how do we take Sen Triplets from annoying to ridiculous. Well we add Paradox Haze to get an extra upkeep, which means another Sen Triplets target. But what about going further? Well yes we can and with the new Helm of the Host we can have a Sen Triplets for each opponent!

Creature Protection and Winning the game: We assume with this deck that we can land Sen Triplets and cast stuff from our once friends hands. Well we should know that plans don't always go smoothly so it would be good to have a backup. Well in this case our backup is also in our main strategy. We will use Sword of Feast and Famine, Sword of Light and Shadow, Sword of War and Peace, Spectra Ward, Champion's Helm and Godsend to finish out the game. All but Godsend will also protect against removal. The only color not covered in that easily is blue. So still try to have a source of Hexproof if you can. The big problem is getting vigilance so you can attack and defend at the same time, so use Maze of Ith to untap your creature at end of combat step for pseudo vigilance.

Lands, what about them lands?: In this I try to leave lands up to those who are building the deck to fill out and only list lands that I think are vital to the deck. Tolaria West can tutor for Astral Cornucopia, Pact of Negation or any other land you need like Academy Ruins. Academy Ruins can recover over half your deck from the bin. Inventors' Fair gains you a life a turn pretty early in the game, and can be used to find combo pieces or other things you might need. Maze of Ith can be used with Crawlspace to only have one attacker or to give your own creatures pseudo vigilance. Strip Mine, Ghost Quarter, and Wasteland are used to stop lands that ruin your day like Homeward Path or maybe Maze of Ith.

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Date added 6 years
Last updated 6 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

14 - 0 Mythic Rares

39 - 0 Rares

16 - 0 Uncommons

2 - 0 Commons

Cards 100
Avg. CMC 3.41
Tokens Bird 2/2 U, Copy Clone, Goat 0/1 W
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