Sideboard


Maybeboard


This is going to be a spin off of my previous commodore guff build commodore guff upgrade where we swarm with tokens and use planeswalkers as value engines.

What is this deck?

This deck is a tribal Chandra deck with some support teferi’s and a vronos for protection. So much support has come out lately for tribal planeswalkers decks. For example Deification and Leori, Sparktouched Hunter. These cards in addition to Commodore Guff’s abilities scream Chandra tribal to me. Thus the logic of this tribal burn deck was born. We have red ramp, card advantage, burn, and loyalty counters all in the command zone. The color combination of guff gives our Chandra's access to all the things a normal Chandra tribal deck lacks, proliferation to ult faster and protection. Making this commander the perfect combo to setup Chandra to kill some opponents.

How does this deck work?

The deck works by using cards such as Sphere of Safety to stop our opponents from hitting us or our planeswalkers. Then we have guff and any Chandra to burn / kill our opponents. We use teferi as removal, and card advantage. Vronos is used for protection and closing games if we ult. Then our support cards come in the package of card advantage, counter increasers, ability doublers, and good old ramp.

The Game Plan

Defensive Play

The game plane revolves around throwing out as many defensive cards as possible as fast as possible. You need to have some sort of card such as the following:

  1. Sphere of Safety
  2. Archon of Absolution
  3. Deification
  4. Luxior, Giada's Gift
  5. Onakke Oathkeeper
  6. Silent Arbiter
  7. Vronos, Masked Inquisitor
  8. Gold-Forged Thopteryx
  9. Norn's Annex

These cards will allow you to play the deck without worrying about if your opponents will nuke your commander or other planes walkers. These will likely take precedence of play over anything else if you don't have one on the board already.

Offensive Play

The deck revolves around using mainly your commander's -3 ability to burn your opponents and draw cards simultaneously. If Guff is you're only planeswalker, you'll likely only want to +1 him to get more wizards out for future planeswalker ramp & have the extra blocker up. We will also use any of our Chandra's to burn our opponent or to ramp faster. You'll likely never use them to exile / play cards unless that's part of burning your opponents. We also have supporting burn spells such as Purphoros, God of the Forge which will burn our opponents everytime we +1 Guff, and All Will Be One which synergizes well with planeswalkers.

Accelerating Play

Our ramp mainly comes from our commander and other planeswalkers however, we do have some supporting ramp cards, Everflowing Chalice, Astral Cornucopia, and Gatewatch Beacon for example since they all revolve around counters which our deck aims to manipulate. Next, we have the proliferation package // counter increaser package. With cards like Deepglow Skate, Flux Channeler, Ichormoon Gauntlet, Tekuthal, Inquiry Dominus, we should be ulting our planeswalkers almost instantly when they come on the board if not then the next turn. Especially since Guff gives a free loyalty counter every turn. We also have cards that will double our planeswalker value by letting us use their abilities twice, these are basically a must play if you can play them: Oath of Teferi, The Chain Veil, and Leori, Sparktouched Hunter. Finally, for card advantage we have multiple proliferate card draw spells such as Tezzeret's Gambit, Steady Progress, and Experimental Augury. Then we have just straight up card advantage every time we cast a non-creature spell, which is 90% of our deck Whirlwind of Thought, on top of the fact that guff rewards us for burning our enemies with free cards.

Slowing the Enemies' Play

Finally, for our removal package we rely on the following spells:

  1. Abrade
  2. Chaos Warp
  3. Generous Gift
  4. Vandalblast
  5. Teferi // Vronos planeswalkers.

Our removal package that IS NOT planeswalkers is basically only to be used against The Immortal Sun or if we're about to be sent to the nether realm and we need to buy ourselves a turn. The planeswalker removal package is to be used against opponents in whatever annoying way we want.

Win Conditions

Assuming the game plan was followed and we are setup with some burn damage on the board. If we cast Fiery Emancipation or City on Fire we essentially will just win. Triple our damage output to EACH opponent is completely back breaking. Also, City on Fire pairs really well with Guff's +1 ability since it has convoke we might even be able to cast it for free, then use some Chandra's to deal massive damage to everyone.

I haven’t play tested this deck yet but I have a feeling it will feel really good.

Any feedback is welcome as this is my first planeswalker deck.

update number 1

The deck can feel a little slow to play. Granted I don’t have a Rhystic Study drawing me cards or a Smothering Tithe producing mana. But, once I do get going, I get going in a big way. I was able to win 2 out of 3 games and tie the third game when I played it yesterday. I won with ulting a Chandra and ulted Teferi, Hero of Dominaria to tie yesterday. Both times I ult’d Chandra for the win I had Solphim, Mayhem Dominus on the field any sort of damage doubler or increaser is extremely good in this deck. But the deck could really benefit from any sort of accelerants. I will likely add both Smothering Tithe and Rhystic Study

update number 2

I play tested the deck again today with little success against faster decks. The deck just feels slow to play against any aggro deck or decks where people have throw $1000+ at the wall. Therefore, I’m adding more fast mana in the form of talismans to ramp early on hopefully, and another card draw engine. I might also add the creature that creates spirits when I cast a non creature spell because it creates blockers and I can sac them to ramp giving me options. To add these cards I’m going to remove some impulse draw, some expensive planeswalkers and likely swap a creature or two. The ultimate goal being that we are almost guaranteed to have turn 2 and 3 drops hopefully.

Made another edit to the deck and replaced a lot of impulse card draw that had proliferate abilities with card draw engines instead. The proliferate card draw cards ended up being used at the beginning of game to get me through the deck without any use of the second ability. The biggest proliferators have been flux channeler and the flyers. Thus we gave ourselves synergistic card draw such as [loyal drake] and others that could draw us multiple cards. Also added some ramp stuff.

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Comments

94% Casual

Competitive

Revision 13 See all

(1 year ago)

+1 Brainstorm main
+1 Fierce Guardianship main
+1 Prologue to Phyresis main
+1 Ruby Medallion side
+1 Sensei's Divining Top main
Top Ranked
Date added 1 year
Last updated 1 year
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

23 - 3 Mythic Rares

36 - 3 Rares

18 - 1 Uncommons

6 - 0 Commons

Cards 100
Avg. CMC 3.37
Tokens Elemental 1/1 R, Elephant 3/3 G, Emblem Chandra, Awakened Inferno, Emblem Chandra, Dressed to Kill, Emblem Chandra, Torch of Defiance, Emblem Dack Fayden, Emblem Lukka, Wayward Bonder, Emblem Teferi, Hero of Dominaria, Emblem Teferi, Who Slows the Sunset, Spirit 1/1 W, Treasure, Wizard 1/1 R
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