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The deck wants to cast Talrand, Sky Summoner turn 3 if possible, curry favor through politics by countering big threats to the board (and anything that directly threatens its board state), casting low cost draw spells, and using this to build a board of Talrand, Sky Summoner drakes, Docent of Perfection   wizards, Murmuring Mystic bird illusions, and Metallurgic Summonings constructs. Coat of Arms and Favorable Winds help pump those guys up. The deck can win either by this "counter big threats and use that to fuel aggro" strategy or just by keeping itself alive till it can cast Guile .

The deck gets around the problem of counterspell tribal losing steam through a few recursive methods. Metallurgic Summonings or Elixir of Immortality can sac itself for this, but our main combo is Archaeomancer + Deadeye Navigator or Deadeye Navigator + Mnemonic Wall to draw any spell we need back for a very reasonable price. We also run Deadeye Navigator + Peregrine Drake for infinite mana generation because, hell, why not? Also Deadeye Navigator + Diluvian Primordial and Chaos Wand to cheat spells. Jalira, Master Polymorphist is good for getting value out of the drakes as well.

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Date added 6 years
Last updated 5 years
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

1 - 0 Mythic Rares

19 - 0 Rares

25 - 0 Uncommons

24 - 0 Commons

Cards 100
Avg. CMC 3.02
Tokens Ape 3/3 G, Bird 2/2 U, Bird Illusion 1/1 U, Boar 2/2 G, Construct */* C, Drake 2/2 U, Frog Lizard 3/3 G, Human Wizard 1/1 U, Zombie 2/2 B
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