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This deck has stood against the test of time. Its an offtheme commander that has never been featured amongst the powerful generals of her time. That being said, this deck contains a lot of firepower without relying singular whoops-i-win-cards.

All creatures you control have haste, so manadudes are usually free to cast / or nets mana. That means that your rounds will be big when you have your draw cards in place. This is also a heavy creature theme within the deck, and hence translates into a clear deck weakness, that you will be playing off boardstate. I.E. you play with your power on the board and therefore usually gets very liniar target painted upon you, as the argument is very litterally staring right up upon your opponents.

With that in mind, we move on to win strats. This deck can be played in an exorbiant amount of ways, but main wincon is hence combat damage. This means that you will enjoy the deck if you like tabletop attack strategies. This is also why the deck includes several attack triggers, and combat damage triggers. When playing in pods, this strategy is mostly succesful if you lean hard on the most powerful deck and keep that pressure up. From round 4 or 5 we consistantly deal out an ever increasing amount of combat damage, and when beefed up via Attack allstars like Odric, Lunarch Marshal (doublestrike, vigilance, haste, + whatever on all your creatures) or Pathbreaker Ibex its common to dish out 60-80 damage. Combined with your additional combatphases, this quickly gets out of hand.

Getting what you need is essential in this kind of deck, which is why we have a standard tutor package with main allstar being Captain Sisay who usually tutors our Gaea's Cradle as first target. Depending on our situation, we untap with Samut, Voice of Dissent and search again, and our game takes off.

Most games i play, arent quite as linear, seeing as I as stated, very quickly get targeted by everyone around the board, due to large boardstate and ever present damage potential. This means that my playgroup applies a lot of removal, and most games end in drawn out brawls. This is usually very satisfying, and why we developed our 3 time limit to combolines. When playing vs blue decks. We usually flash in our commander, when theyre low on mana or before our untap step., so that if he gets countered, we can do it again when we have full capacity again.

Overall, its a fun deck to play, and my favorite go-to deck. Lastly this deck is built for my main playgroup, and includes cards specific to this. In the spirit of tabletop magic, it is also powered down a bit, to expand on the "fun" part for everyone. I do however, have the most fun, when brawls end in my favor, so theres that. Cheerio and have fun.

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Casual

96% Competitive

Date added 6 years
Last updated 2 days
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

18 - 0 Mythic Rares

58 - 0 Rares

10 - 0 Uncommons

10 - 0 Commons

Cards 100
Avg. CMC 3.28
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