This is quite e fun deck to play. Ukkima has an awesome ability that, each time he leaves the battlefield the opponents loses as much HP as his attack and I gain the same amount. His unblockable ability would suit him for a voltron deck where you try to one shot the opponent with one or two powerful attacks. Seing as Ukkima is relatively weak and has no defense capabilites, he is quite suishy and easy to deal with when unequipped and so his ability wouldn't have a big impact if he is handled immediately. Sure, you could build the deck as half artifacts/buffs and half counter spells and make an uninteresting control deck with an avergae commander. This is all the list i could've seen for now, because most people play him in multiplayer.

As I said, his ability triggers each time he leaves the battlefield and that includes: death, exile, flick and bounce. So i've just constructed my deck around all those: low mana cost spells to bounce/sacrifice ukkima to activate his ability and cheap revival spells. The point of the deck is to put Ukkima T3 and always be able to play one of those spells to rpotect him. Because if he starts to go back too much to the command zone, casting him becomes almost useless. Opponent casts a removal spell on him? He either goes back to my hand or goes to the graveyard, activating his ability anyway. Sacrifice spells to be able to either handle an opponet's creature or just detroy ukkima to activte his ability. Since most of the spells are quite cheap, you can quickly afford to : attack, bounce, recast and bounce ukkima. It might not look like much damages, but 2 to 4 hp every turn starting at T3 can make the opponent's hp go down pretty fast, and it also allows me to take some more damages because i aslo gain health each time the ability is activated. Resurection spells are used to not put ukkima back into the command zone and therefore not making his cost too high. The equipment spells are a nice bonus because it doubles the amount of damages you can do (swing for 4, activate abilities, bounce him and you've done 8 damages and gained 8 HP, more for Batterskull) You can also use the bounce spells to control the opponent's board, so this deck is nice in a sense that you can deny most of the opponent's attempts to kill your commander (when it doesn't have protections from all colors with the swords) by just bouncing him and still getting HP out of it. A few draw spell to always try to have at least one removal spell in hand.

I find it really fun to play =)

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Casual

91% Competitive

Revision 1 See all

(3 years ago)

+1 Drana, Liberator of Malakir main
-1 Mystical Tutor main
Date added 3 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

14 - 0 Mythic Rares

19 - 0 Rares

16 - 0 Uncommons

30 - 0 Commons

Cards 100
Avg. CMC 2.25
Tokens Phyrexian Germ 0/0 B
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