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Step 1: Estrid Untaps. Step 2:??? Step 3: Profit!

Commander / EDH GWU (Bant)

redace10


While not truly a tier 1 or 1.5 Commander, I've come to respect Estrid's ability to explode in any given game, churning out a board state faster than any bant deck before it (not named Derevi).

This is a Bant Enchantment deck, the main components being ramp, with land auras; card draw, with Enchantress effects; and control cards, primarily with enchantments but with a smattering of other cards as well. I'll go into detail about them, as well as WinCons, in the dropdown.

8 land auras are being utilized in this deck. I've tried as low as 7 and as high as 11, 8 feels like the right number. The best auras are probably Utopia Sprawl and Overgrowth.

Burgeoning, Magus of the Candelabra, Sol Ring, Courser of Kruphix, and Herald of the Pantheon round out the ramp package of the deck. Additionally, Bear Umbra shouldn't need much explanation for its inclusion. I love everything that card is and does, right down to the totem armor.

I would also like to point out that while Wargate is a legit search card with Estrid, it can also serve as ramp. When X=0, you can get any land and put it straight on the field. I've done this on turn 4 with no lands in hand, searched for a bounce land, and then played the returned land for turn. Gnarly right? Love Wargate, very flexible card.

Enchantments are the lifeblood of the deck, with tools to build value, control, and protect myself when needed.

There are 6 Enchantress effects in the deck, as well as a few searches to get to them. Argothian Enchantress and Enchantress's Presence are the two best. Green Sun's Zenith is a great way to fish out the former, while also scaling for other things in the mid-to-late game.

Generally, even if I am unlucky not getting to that draw effect or a search, a few enchantments are value generators on their own. Search for Azcanta  , Sylvan Library, and Rhystic Study all will tip the scales in my favor the longer they are left unchecked. Especially Rhystic Study, its absurd how in most games it will either draw you fistfuls of cards or will slow all of your opponents down. Kind of unfair card, can get very annoying quickly too. Pay the 1? Pay the 1? Too good not to play though.

Oath of Teferi and Doubling Season make Estrid hit the ground running. Either of them will get me to her ultimate ability the turn after she hits the field. I can't quite call those two cards WinCons, but they pretty much are if Estrid sticks.

Enchantment cards are also known for being protective, this deck is no different wanting those effects. Privileged Position needs no intro, Sterling Grove is a search and protection in one card, and Sphere of Safety is one of the best pillowfort cards around. It does an awfully good impression of Angelic Arbiter in most games I've dropped it, but better, as it points my opponents at my other opponents.

The control portion of this deck looks to be flexible and effective. Oblivion Ring doesn't cut it in my opinion; it acts too much like a flimsy band aid. Even Grasp of Fate suffers from the same problem to an extent. If your opponent draws removal, now you're down a control card and need another answer for the returned threat. (I make exceptions for Song of the Dryads and Imprisoned in the Moon, for shutting off commanders so darn well.)

Act of Authority is the real effect I'm looking for. It's easily the best removal spell in the deck, and ripe for abuse. Not from the last line of text in the card, but from Estrid's Invocation, which copies it beautifully. Oath of Teferi flicks it, and of course Estrid and Sun Titan can recur it.

Aura of Silence is another card ripe for abuse in this deck. The just mentioned Sunny T and Estrid both do an amazing job making opponents lives difficult, especially for most combo players.

Austere Command can produce a true blowout in this deck build. Picking artifacts and high cmc creatures produces an asymmetrical boardwipe quite often, leaving my Enchantress creatures and enchantments intact while destroying all my opponents other goodies.

Cryptic Command is too versatile to leave on the sideline, even in an enchantment deck. In virtually every game I've drawn it, CC is an answer, indiscriminately, no matter what threat is presented. If only Primal Command weren't so mediocre, the White and Blue command cards are excellent here.

The main cards that win games for me are Omniscience and Starfield of Nyx. Omni with an Enchantress effect or three on board will let me cast my whole deck, Abundance ensures I won't draw myself to death, ever, and Nexus of Fate acts as an infinite turn loop once my entire deck is in play or in my hand. Savage.

Token makers like Sigil of the Empty Throne or Elspeth, Sun's Champion can apply a lot of pressure, but generally not as well as the first listed WinCons. Enlightened Tutor or sac Sterling Grove into Omni right before Estrid's ultimate ability resolves are the two best, and quickest, ways to win a game with this deck.

Starfield is a little trickier but nonetheless quite potent. I try to only cast it when privileged, sterling grove, or Asceticism are out already. Asceticism is especially good with Starfield, its the main reason I run that particular shield enchantment. What's nice about Starfield is that the upkeep trigger is strong, and it won't actually turn on until you have a board state. Paradoxical Outcome is a fantastic way to manuver around a wipe with Starfield "on", bringing back just enough enchantments to turn it off and also refill my hand. That card is solid gold with Omni out too.

Monastery Mentor usually finds its way into most white Commander decks I play. It took a few playtests to realize its potential in Estrid. Once the untap engine gets going, mentor will flood my field with more creatures that get stronger with each spell I cast. With a low creature count in this deck, I'm always happy to draw this card.

Lastly, a quick shout out to my favorite card in the deck, Savor the Moment. My playgroup didn't quite believe what was happening when I got an extra turn for only 3 mana with seemingly no drawback, the spell sits in the graveyard after, and it can't be redirected. It's tailormade for Estrid, and isn't getting enough attention for her.

Mirari's Wake- A tough decision, but generally only useful once my commander tax gets too expensive. Otherwise Estrid's plus does just as good a job. This cut made me realize how explosive this deck really is.

Darksteel Mutation- Another difficult decision. While resilient to destroy effects, I find that there's usually enough ways to interact with creatures in EDH that it gives me pause. I mean Toxic Deluge. Or Unsummon effects. Or Grave Pact effects. No bueno.

Luminarch Ascension- At face value, 2 mana for a token maker of that caliber is pretty good. I would like so much more if it needed only 3 fate counters instead of 4. The fact that it needs one wheel around the table, and then one more opponent's end step really puts me off. That means the turn you cast it and the next turn you have it, its not doing anything at all. The investment may be cost efficient, but the wait is too long, and thats without even considering the rest of the table will take notice.

Shalai, Voice of Plenty- This is a card I really adore, and wish I had room for in this deck. As it looks now, I don't. Any suggestions for a card to cut for this would be appreciated.

Stax cards- The orbs, Stasis, the newly beautiful Back to Basics, oh my. Estrid, exactly as Derevi, is at her most competitive in a stax shell. Building a lock on everyone's mana then untapping through it is supremely effective, and also practically torture for the rest of the table. Enjoy the win, and prepare for all the hate in the world from your group for the rest of your games. Not for me, if you couldn't tell (blame Brago).

Comments/Suggestions are always welcome, no EDH deck is every truly finished.

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

This deck is Commander / EDH legal.

Rarity (main - side)

14 - 0 Mythic Rares

49 - 0 Rares

14 - 0 Uncommons

9 - 0 Commons

Cards 100
Avg. CMC 3.42
Tokens Angel 4/4 W, Beast 3/3 G, Clue, Emblem Elspeth, Sun's Champion, Emblem Teferi, Hero of Dominaria, Enchantment Cleric 2/1 W, Mask, Monk 1/1 W, Soldier 1/1 W
Folders Interesting Deck Ideas, Inspo, estrid
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