Part of my Figurehead cycle of decks: a set of 6 mono-coloured edh decks, each led by a different figurehead, and each with their own theme to the deck. Check out all of them here: The Figurehead Cycle

This is the final deck created for my Figurehead cycle, when I realized that I could have a colourless deck as part of the cycle too. Much less choice for commanders here though, only Karn, Hope, and the Eldrazi Titans. I decided not to use the titans, since not only do they tend to be on the more expensive side, they also tend to be fairly oppressive as commanders, and the decks only really work as Eldrazi Tribal, and I already have a tribal deck in the cycle. Karn was also passed over for similar reasons; his decks tend to be very artifact combo heavy and I already have an artifact-based deck in the cycle in King Macar. So, we're left with Hope of Ghirapur , a cute little 1/1 flyer for . And I know, it might look like we're doing another artifact based deck, but this is very different; King Macar abuses the fact that he can generate artifacts, whereas this deck instead plays mostly equipments.

That's right, the theme of this deck is Equipment/Voltron.

The Commander

Really not much to say about Hope of Ghirapur , it's a little 1/1 commander, but it only costs , so you can get it out nice and early, and it naturally has flying, which means you can fairly reliably get commander damage in. It also has a second ability that allows you to lock out noncreature spells after you deal damage, but we're not going to be using that.

The Deck

Buffs! Buffs everywhere! The cards in this deck are fairly self explanatory, lots of equipment to throw on Hope and get swinging with. Bloodforged Battle-Axe is amazing, and can just be a game-winning card if you get it on early, because all those +2/+0 buffs add up very quickly on a flying commander. Dowsing Dagger   is also great mana ramp, you don't care about those plants, just fly over them, and then get yourself a land that taps for 3 mana! And, for late game, Argentum Armor and Eldrazi Conscription are pretty effective.

Quite a few mana-rocks, to be expected in a colourless deck, and several mana reduction effects: Cloud Key , Foundry Inspector , and most importantly The Immortal Sun . This thing does everything we want; it shuts down planeswalkers, which we only have 1 of, it makes our spells cheaper, it buffs our commander, and it gives us card draw, which is practically non existent in colourless. Another worthy mention is Mycosynth Golem , which with a big enough board can make our commander free through many deaths.

There aren't a huge amount of non-permanents in the deck, mostly because there aren't a huge amount of colourless spells. Not of This World is good for protecting Hope, especially if its buffed, and All Is Dust boardwipes everyone but yourself (also useful for getting rid of pacify type enchants if they managed to hit Hope before you found some hexproof.

The Combos Well, we have Urza's Tron lands: Urza's Tower , Urza's Mine , and Urza's Power Plant , because they're the most effective land ramp in colourless.

Junk Diver and Scrap Trawler can find each other in graveyards when they die, which can give you continual rotating chump blockers if you need them.

Darksteel Citadel imprinted on Prototype Portal gives you a free extra land per turn.

And Sword of the Animist , Strata Scythe and Blackblade Reforged just have great synergy with each other.

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Date added 6 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

5 - 0 Mythic Rares

35 - 0 Rares

28 - 0 Uncommons

14 - 0 Commons

Cards 100
Avg. CMC 3.25
Tokens Copy Clone, Eldrazi Scion 1/1 C, Energy Reserve, Plant 0/2 G, Spirit 2/2 C, Treasure
Folders The Figurehead Cycle
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