SuperRAD SuperDAD

A Superfriends Commander/EDH Deck

Origin Story

This deck is a passion project inspired by a custom MTG card my wife got me for Father's Day, Greatest Dad Ever. I've always wanted to build a Superfriends deck and finally got the perfect card to be my commander!

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I was impressed that Greatest Dad Ever is actually playable, if not pretty OP. When playing casual games with friends I usually just play the deck as a true Superfriends deck and only cast my commander if absolutely needed.

For deck building, I tried balancing fun with functionality and competitiveness. This means that there are cards that were specifically excluded because they're just not fun for anybody to play against. On the flip side, some cards may not be the best but are in here because I just like playing them.

Aside from my custom card, everything else in the deck is legal and can be played in sanctioned tournaments by substituting any other 5-color commander such as Kenrith, the Returned King, Jodah, the Unifier, Sisay, Weatherlight Captain, Omnath, Locus of All, Jared Carthalion, etc.

SuperRAD SuperDAD can tend to be a bit slow at times, especially if I don't hit any of my mana ramps or rocks early on. But when she's firing on all cylinders, oh boy is she fun! Turn five has proven to be especially pivotal given my mana curve as over three-quarters of my walkers are 5+ CMC. My deck is also a little low on card draw so sometimes it can get stalled, but there have been plenty of times where I'm also struggling to cast enough spells to avoid discarding at the end of my turn.

Overall I prioritized jamming as many walkers in here as I could. Within planeswalker selection itself I focused on removal effects, token generation, and bomb ultimate abilities. The mana base can also be slow at times with so many of the tricycle lands but that's on purpose to focus on consistency and versatility of having access to any color of mana I may need. They're also good late game to cycle through and draw another card. I only included one of each basic land, just a handful of sac lands, and cut some lands since that's my least played color.

Obviously the most fun part about playing planeswalkers is using their ultimate abilities! At least for me anyways, opponents may feel differently lol. And by running cards like Doubling Season and Vorinclex, Monstrous Raider, most walkers can pop off as soon as they hit the battlefield. I've been lucky enough to get them both on the battlefield at the same time and it has been absolutely bonkers!

Some of my personal favorites include:

  • Kaya the Inexorable - -7: You get an emblem with "At the beginning of your upkeep, you may cast a legendary spell from your hand, from your graveyard, or from among cards you own in exile without paying its mana cost." As we know, planeswalkers are legendary, and being able to cast any legendary spell from my hand, graveyard, or exile is an awesome recursion feature. Kaya also grabs some of my more important cards such as Atraxa, Praetors' Voice, Tekuthal, Inquiry Dominus, Vorinclex, Monstrous Raider, Oath of Teferi, and Urza's Ruinous Blast.
  • Nicol Bolas, Dragon-God and Nicol Bolas, God-Pharaoh - -8: Each opponent who doesn't control a legendary creature or planeswalker loses the game. -12: Exile each nonland permanent your opponents control. Nicol Bolas is one of the most iconic villains in MTG and I've always had an affinity for playing him. The ults for both of these is usually a game changer, if not a game winner, plain and simple.
  • Tamiyo, Field Researcher - -7: Draw three cards. You get an emblem with "You may cast nonland cards from your hand without paying their mana costs." Tamiyo brings a light hand replenisher with drawing three cards, but being able to cast nonland cards from my hand without paying their mana costs is just so good. This allows my deck to move as fast as card draw can keep up.
  • Teferi, Hero of Dominaria - -8: You get an emblem with "Whenever you draw a card, exile target permanent an opponent controls." Later on in this primer you'll see why I prefer exile over destroy, but Teferi's ult spot zaps any target permanent including lands, artifacts, enchantments, and other planeswalkers, not just creatures. If I can find a card draw enabler then I'm in business.
  • Tezzeret, Artifice Master - -9: You get an emblem with "At the beginning of your end step, search your library for a permanent card, put it onto the battlefield, then shuffle." Most Tezzeret cards are found in artifact decks, but this one fits in here right at home. End step tutor for any permanent straight to the battlefield sets up my next turn with exactly what I need.

Commander/EDH is such a wide and varying format, so I prefer versatility and go for removal that targets nonland permanents when possible. And to the extent that I run any spot removal or board wipes independent from any planeswalker abilities, I prefer exile over destroy.

So many players run graveyard decks or have card recursion that destroying a creature or other permanent oftentimes isn't the end of the story. Anguished Unmaking, Tear Asunder, Utter End, Farewell, and Urza's Ruinous Blast all accomplish this goal. Sometimes their higher mana costs can be a little slow, but I've found that a card played a turn or two later than I would've liked is better than having a dead card in my hand to begin with.

Removal as part of a walker's ability is also something I highly focused on. And it shows, almost three-quarters of my walkers have some form of destroy, exile, slow down, or bounce:

  • Ajani Unyielding - -2: Exile target creature. Its owner gains life equal to its power. I like how this can even be used on my own creatures if I need the life gain.
  • Ashiok, Nightmare Muse - -3: Return target nonland permanent to its owner's hand, then that player exiles a card from their hand. It's good when you can bounce any nonland permanent, but it's great when they're hand is empty and they have to exile that card.
  • Elspeth, Sun's Champion - -3: Destroy all creatures with power 4 or greater. Super relevant board wipe in my deck as most tokens come out below that threshold.
  • Freyalise, Llanowar's Fury - -2: Destroy target artifact or enchantment. Artifacts and enchantments can be particularly problematic in this format, and Freyalise is a nice answer.
  • Garruk, Apex Predator - -3: Destroy target creature. You gain life equal to its toughness. Pops any creature, including my own. Either way the life gain is mine. Not too shabby.
  • Garruk, Cursed Huntsman - -3: Destroy target creature. Draw a card. The spot creature removal is nice, but this deck can be a bit lacking in card draw at times so this one's a huge bonus.
  • Karn Liberated - -3: Exile target permanent. Probably some of the sweetest three words ever written in the history of mankind. Hits everything. And Karn's ult is absurd so I try not to use it in friendly, casual play.
  • Kaya the Inexorable - -3: Exile target nonland permanent. Almost as good as Karn and still great in and of itself.
  • Liliana, Dreadhorde General - -4: Each player sacrifices two creatures. Sacrifice is a particularly useful mechanic as I don't have a lot of that in my deck. The card draw from my creatures that die is a nice bonus on top.
  • Nicol Bolas, Dragon-God - -3: Destroy target creature or planeswalker. Not as good as exile and only hits creatures and walkers, but still. C'mon, I mean it's Nicol Bolas for crying out loud.
  • Nicol Bolas, God-Pharaoh - +2: Target opponent exiles cards from the top of their library until they exile a nonland card. Until end of turn, you may cast that card without paying its mana cost. +1: Each opponent exiles two cards from their hand. -4: Nicol Bolas, God-Pharaoh deals 7 damage to any opposing target opponent or creature an opponent controls. -12: Exile each nonland permanent your opponents control. Every. Single. Modality. is some form of removal. Because that's what Nicol Bolas does.
  • Nissa, Ascended Animist - -1: Destroy target artifact or enchantment. Similar to Freyalise, artifact and enchantment destruction is unique which is why I made sure to include them both.
  • Ob Nixilis Reignited - -3: Destroy target creature. Nothing more, nothing less.
  • Tamiyo, Field Researcher - -2: Tap up to two nonland permanents. They don't untap during their controller's next untap step. It's not straight up removal but Tamiyo certainly helps slow things down, especially since she's one of the lower drop walkers.
  • Teferi, Hero of Dominaria - -3: Put target nonland permanent into its owner's library third from the top. Teferi is especially great for dealing with cards that you don't want to go the graveyard.
  • Vraska, Betrayal's Sting - -2: Target creature becomes a Treasure artifact with ", Sacrifice this artifact: Add one mana of any color" and and loses all other card types and abilities. Vraska's give back of a Treasure token isn't a bad exchange for creature removal. And it can be used on my own creatures if I ever need it.
  • Vraska, Relic Seeker - -3: Destroy target artifact, creature, or enchantment. Create a Treasure artifact token with ", Sacrifice this artifact: Add one mana of any color to your mana pool."
  • Wrenn and Six - -1: Wrenn and Six deals 1 damage to any target. Wrenn and Six is mostly in my deck for its other abilities, but 1 damage is occasionally relevant.

It's a longstanding principle that some of the best planeswalkers are the ones that can generate creature tokens to protect themselves and my life total. And since my deck runs walker heavy and creature light, token creature generation is premium. Over half of my walkers have an ability to make or get creatures.

Early play mana ramp and mana rocks is the name of the game. Most everything lower cost in my deck is designed to speed up play to get to the larger, more powerful spells.

Artifacts

Arcane Signetfoil and Sol Ring are staples that need no explanation. And I've always been a huge fan of running Chromatic Lantern in decks with 3+ colors.

Creatures

Birds of Paradise is also a staple with so much value as a one-drop. Bloom Tender and Faeburrow Elder do the same thing and get increasingly powerful the more colors I have on the board. And I like to think of Oracle of Mul Daya as the fusion of Courser of Kruphix and Dryad of the Ilysian Grove, all three of which are in this deck.

Enchantments

Rhystic Study is awesome for obvious reasons. But I also find it a bit annoying sometimes when I have to constantly ask other players, "Are you going to pay , or can I draw a card?" Lol jk. Clearly its benefits outweigh my pettiness and is an auto-include anytime I'm playing . Sylvan Library is another auto-include for me in . Sifting through the top three cards of my deck with the option to keep one for four life can really turn the tide when I'm getting mana screwed, mana flooded, or desperately in search of an answer. And The Prismatic Bridge   is simply a bomb that hits nothing but good stuff with the way my deck is built.

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93% Casual

Competitive