pie chart

ReyShai Dice Factory, inc. [v3.10]

Commander / EDH Counters GWUB

pizzanui


This is a +1/+1 Counter deck that I've been tuning and tweaking for years now. This deck is my baby. I love it.

Reyhan, Last of the Abzan is the "primary" commander in that I want to have her on the battlefield for as much of the game as possible. Many of the cards in the deck become just nutty with her ability to move counters around as things die. See: Ashnod's Altar, Bloodspore Thrinax, The Ozolith, and anything that gets value from dumping counters onto it (Fathom Mage, Etched Oracle, Walking Ballista, etc.)

Ishai, Ojutai Dragonspeaker is basically a second Forgotten Ancient that more or less only serves to allow me to play four colors and to act as a dice factory that I can keep recurring in the absence of scarier stuff. He can occasionally be a huge threat, don't get me wrong, and he's delightfully annoying for my opponents to try and play around, but the deck is not built around this guy nearly as much as it is built around Reyhan.

I am not playing Atraxa as the commander because, although she is undoubtedly powerful, I think that being able to consistently hit a turn 3 Reyhan is actually a stronger play in most board states. Besides, assembling WUBG mana on turn four is very difficult to pull off consistently, and I feel as though Reyhan opens more doors for +1/+1 counter synergy than Atraxa does on her own.

More often than not, this deck wins by snowballing out of control in the mid-game. Less commonly, the deck will sometimes win out of nowhere with a giant Walking Ballista.

This deck's general strengths are that it possesses high levels of raw power, and can snowball very quickly if left unchecked. It often acts as a sort of ticking clock, threatening to end the game in a hurry if the rest of the table is not actively slowing me down. The deck's general weaknesses are mostly in its heavy reliance on creatures and combat damage, which makes it weak to repeated removal effects and slow to re-establish itself as a threat after the board gets cleared. Overall, I consider its power level to be about an 8 on a 1-10 scale. I am approaching the limit of how maximally optimized this deck can be, but it still doesn't break into cEDH power levels due to its simply being too slow, too clunky, and not having been designed with the competitive metagame in mind.

Updates Add

Over the last year, I made a few small tweaks to this deck and never updated the list to reflect it. I cannot remember what all these changes were, but the decklist online now matches the decklist irl, at least. Thanks to Streets of New Capenna and the completion of the triome cycle, this deck's manabase is now just silly consistent. I am genuinely considering cutting Chromatic Lantern because at this point I may just be better served by a more efficient mana rock. It does make playing the deck easier once it's on the board, though, so I may just leave it in after all.

Comments

Date added 6 years
Last updated 2 years
Exclude colors R
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

56 - 0 Rares

16 - 0 Uncommons

8 - 0 Commons

Cards 100
Avg. CMC 3.11
Tokens Beast 3/3 G, Elephant 3-3 G, Saproling 1/1 G, Treasure
Folders Sultai, cool
Votes
Ignored suggestions
Shared with
Views