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This deck does 4 things.

A. Voltron

2 key equipment:

  • Hammer of Nazahn allows you to auto attach equipment when they enter the battlefield. This is one of the core elements of this deck.
  • Helm of the Host Let's you create a non-legendary token of creature it is equipped to with haste when you enter combat.

2 key creatures:

  • Sigarda, Host of Herons Commander and main killing force. Super hard to kill her especially If I can get Hammer onto her. Preventing forced sacrifices + hexproof + flying makes her a huge threat and once she gets going if no one drops a Cyclonic Rift there is usually at most 5 turns left in the game.
  • Stoneforge Mystic tutor for equipment (hammer > helm > other based on board)

Core Combo:

-To get going quick the goal is to get Sigarda down with hammer on her then mystic with Helm on her. At this point every one of my combat phases I get a free tutor for equipment and then can basically attach it for 2 at instant speed because of Hammer's ability.

Side options:

Protection/Evasion:

-Sometimes a card like Cyclonic Rift comes out late. This is a game ender for me normally, but I can use some things to avoid this or part of it Teferi's Protection , Eerie Interlude , and Ghostway If I have a few Mystics down already I can just attach key equipment for free + tutor for a ton more off Eerie Interlude and Ghostaway.

B. Control

Hate bears

Board wipes + target removal (standard stuff)

Enchantments

- Aura Shards , Aura of Silence , Blind Obedience etc

C. Group Hug

A lot of players target Voltron players ASAP and control makes enemies. Running several group hug cards (which usually help me more) gives me a chance to politics out of some of this. Selvala, Eplorer Returned, Heartwood Storyteller and Rites of Flourishing give people card draw and usually makes the blue player remove the Heartwood Storyteller early and thus even more of the bad guy for the faster decks to focus. Rites of Flourishing most helps other people a bit more because I potentially get 1 less extra card, but it lets me play an extra land on the first turn it is down.

D. Ramp/Tutor

This deck is pretty late game trying to survive to a 1v1 is important but also can pop off very early in about 1/20 games.

Ramp:

Burgeoning is one of the most underrated cards in EDH. Both it and Exploration work very well with Land Tax for a single turn or I can wait a bit and then get even more value. Oracle of Mul Daya also is good for ramp.

I have some common mana dorks Birds of Paradise , Elvish Mystic , both Selvala, Epxplorer Returned and Selvala, Heart of the Wilds . Add to these the early Kodama's Reach / Cultivate or Eplosive Vegetation. Smothering Tithe is also a very strong mana ramp card.

Tutors:

-Utility: Captain Sissay can get me any legend (in this deck = some Lands, Creatures, and Artifacts). Enlightened Tutor Can get me equipment, sol ring, or utility enchantments.

-More focused (equipment): Steelshaper's Gift , Open the Armory and Stoneforge Mystic

-More focused (Creature): Green Sun's Zenith and Defense of the Heart can get me one and two creatures onto the battlefield respectively and if I grab Stoneforge Mystic I also can get an equipment to my hand but usually am not going to do this unless very early.

Eldrami's Call and Recruiter of the Guard tutor a creature to my hand.

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Date added 5 years
Last updated 5 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

14 - 0 Mythic Rares

51 - 0 Rares

19 - 0 Uncommons

4 - 0 Commons

Cards 100
Avg. CMC 2.84
Tokens Angel 4/4 W, Copy Clone, Phyrexian Germ 0/0 B, Treasure
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