Maybeboard


THAT'S RIGHT. I'm not partnering him. So what? Sue me.

This deck is a competitive Simic combo deck. It's focus is to control the board state while simultaneously digging for combo pieces to end the game. It is meant to be as resilient as it possibly can be so that you always feel prepared to deal with any situation you may find yourself in. It utilizes a number of inexpensive and versatile removal and counter spells to control it's opponents.

Another forte of this deck is its ability to generate card advantage, either through the use of Thrasios himself or one of the many draw spells or accelerators. Generating card advantage is important to ensure we are always able to ward off our opponents' attempts to control the board state as well as helping to find our combo pieces.

Tutors are possibly the most important part of a combo deck, as they directly search for the pieces you need to win the game. This deck includes several tutors, many of which are available for use on our opponents' turns. Of course, the deck also includes a healthy amount of ramp to make it competitive as well. The main combo we run here is infinite mana... obviously. Click the next panel to see how we get it.

We have SEVEN different ways to obtain infinite mana. They are:

  1. Deadeye Navigator + Palinchron
  2. Palinchron + Vorinclex, Voice of Hunger
  3. Mana Reflection + Palinchron
  4. Eternal Witness + Ghostly Flicker + Palinchron
  5. Deadeye Navigator + Peregrine Drake
  6. Eternal Witness + Ghostly Flicker + Peregrine Drake
  7. Palinchron + Phantasmal Image

Many times I have seen players obtain infinite mana, and then the whole table goes, "Now what?". Even though the player has infinite mana, sure they may be able to play everything from their hand, but a lot of the times find themselves unable to immediately win the game. Thrasios as our commander means every time we have infinite mana, we are going to win the game. Just dump all of the mana into him until you draw your deck.

Really all you need to do in most situations is deck each player with Blue Sun's Zenith. BUT, if you are afraid of shenanigans, first get a board state with Deadeye Navigator and Venser, Shaper Savant and send all of your opponents' permanents (including lands) to their hands. This also gives you infinite counter spells. They will be able to do literally nothing at all for the remainder of the game. You should be good to go after that.

The deck does have a turn 3 win. Obviously this is a pipe dream and is not very likely to happen at all, but it's fun to talk about anyways. Here it is:

  1. Play a Tropical Island (or UG source that comes in untapped) and use it to cast Exploration. With that, play a second UG source that comes in untapped and use that land to cast Sol Ring
  2. Play a third land that comes in untapped. Use your three lands and your Sol Ring to cast Peregrine Drake untapping all three of your lands. Use those three lands to cast Eternal Witness getting back nothing.
  3. Play a fourth land, play Ghostly Flicker targeting Eternal Witness and Peregrine Drake. Both enter the battlefield triggering their abilities. Untap all four of your lands with the drake and use Eternal Witness to return Ghostly Flicker to your hand. Cast Ghostly Flicker again with the same targets and repeat netting 1 mana of either color each time. You have infinite mana. Cast Thrasios. GG

There may be other ways to do it by turn 3 but I haven't thought through it very much because like I said earlier, it is not at all likely to happen and the deck generally wants to play a slower game of control rather than trying to combo out as quickly as possible.

This deck is meant to be played very conservatively, never playing too many things on your own turn and instead saving mana for counter spells/removal spells/playing things with flash or at instant speed. You will often find yourself passing your turn without playing anything. What is great about Thrasios as a commander is that his ability can be activated at instant speed, so if you saved mana for counter spells and then it turns out you didn't need to use them, that's great! Use the mana you would have used on those spells to activate Thrasios's ability and ramp/draw. Seedborn Muse also helps with this plan since having it on the board allows you to play things on your turn and still have mana to use on your opponents' turns.

If you haven't noticed, this deck includes some of the best artifact/land ramp in Simic. The deck can ramp pretty darn fast, which is helpful for many reasons, one of which is getting out an early Praetor. Vorinclex, Voice of Hunger and Jin-Gitaxias, Core Augur do a pretty darn good job of locking down the game in their own ways. I've had games where I can get one of these two out real early. I've dropped a Jin turn 4 before and several times I've gotten a turn 3 or 4 Vorinclex via Natural Order If that happens and your opponents do not immediately have an answer, that's pretty much game. However, this deck is meant to be played in pods and such an aggressive strategy may not be appropriate for multiplayer games as someone will surely have removal. This is more helpful for one on one situations or tossing one in in the late game when you know you can deal with your opponents' answers. Like I said though, particularly with counter spell backup, these creatures are great for putting a lock on your opponents.

Speaking of counter spells, this deck has some of the best in the game. Pact of Negation and Force of Will are certainly some of the best every printed. These two make playing that turn 4 Vorinclex a little more viable, since we can tap out for him and will still be able to counter a removal spell. I wanted to try and keep the CMC for counter spells as low as possible as well as making them as versatile as possible. Most of what you see in that category is 2 cmc spells that can counter anything (rather than specifying creature/noncreature etc.). Only exceptions are Swan Song, Voidslime, and Disallow. Swan Song is just too good not to include. It's almost a strictly better Dispel. The other two I mentioned are 3 cmc but are included due to the fact that they can also counter abilities, which is just an amazing thing to have in Commander. 2 cmc counter spells are awesome for Isochron Scepter as well. This is an amazing play early in the game to ensure you are always going to have at least one counter spell each rotation.

Certain cards, such as Mox Diamond, Mana Drain, and Timetwister are not in my budget at the moment. They are in the maybeboard currently and I plan to add them once I feel comfortable spending the money. High Tide does have a place in this deck. I am currently working on obtaining one and finding a place for it. All other inquiries or suggestions are fair game. Thank you for your input!!

Still not sure why TappedOut is showing this deck is 90% casual? LOL. If anyone has an idea on that let me know.. Finally, I would greatly appreciate any feedback. I consider myself to be a somewhat seasoned Commander player, but I know there is still room to improve, so any suggestions will be taken seriously. If you feel this deck is cool enough for one of your folders, please take a second to click the green button :) Thanks guys!

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Revision 11 See all

(6 years ago)

Date added 7 years
Last updated 3 years
Key combos
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

12 - 0 Mythic Rares

46 - 0 Rares

23 - 0 Uncommons

12 - 0 Commons

Cards 100
Avg. CMC 3.00
Tokens Ape 3/3 G, Beast 3/3 G, Bird 2/2 U, Emblem Jace, Unraveler of Secrets
Folders EDH, Ideas?, Simic
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