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"With faces like that you oughta have two masks!"

Commander / EDH Enchant Gate Room

Jovoo


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Theme of the deck is those Scooby-Doo chase scenes where there's a door-laden hallway with the gang being chased by the gremlin of the week and entering one door and exiting one of the others in a way that doesn't make any sense, getting turned around and accidentally chasing the skeleton instead of the other way round, getting split up, winding up on the ceiling by some fashion, that sort of thing. Rooms, halls, doors and getting reversed are the things that stitch the deck together. Thematically, anyway. No doubt this'll turn out a shitshow in practice.

Marina Vendrell and her Rooms together with Nine-Fingers Keene and her Gates serve as the two main prongs of the deck, the former serving the Commander role to access all five colours, with the two win-cons being either completely exploring the labyrinthine innards of the house and finding a way out through the Central Elevator / Promising Stairs or finding the End of the Maze through Maze's End.

Some funky stuff I put in because they make me chuckle or because it's sort of good, or at the very least neat:

  • Minas Morgul, Dark Fortress turns Marina into a Wraith as well as giving her the keyword Shadow in the reverse of how Scooby-Doo episodes play out, which tickles my thematic bone and also allows her to be untapped through Maze of Shadows. Convoluted? Yes, but I like the image of Marina actively haunting these rooms and corridors as a flickering specter flitting in and out of sight. Making her a Wraith with Shadow through Minas Morgul works perfectly for me. The deck has easier ways of untapping Marina in Patriar's Seal, Thousand-Year Elixir and Minamo, School at Water's Edge but I can't say no to a little flavour.

  • Aeon Engine, Pramikon, Sky Rampart and Fatespinner are all meant to mess around with how the table interacts with space and time as they are lost within the halls. Getting turned around on accident, unable to trace your own steps back the way you came only able to plod blindly forward, and tripping over loose boards and foregoing crucial steps of your turn while off-balance. These cards are the panic setting in.

  • Strionic Resonator and Illusionist's Bracers to double up on Marina's triggered ability and really get going on unlocking or re-locking those rooms, Glaive of the Guildpact for Keene to swing with.

  • With how Starfield of Nyx interacts with Enchantment Rooms, the strength of the creatures created through the Starfield increases as the second half of the Room is unlocked, which is pretty neat! A measly Funeral Room / Awakening Hall 3/3 can turn into an 11/11 when the Awakening Hall is unlocked after the Funeral Room. Nifty stuff, and once again thematically appropriate, as the Rooms really are alive here. Zur, Eternal Schemer's activated ability does not work this way sadly.

Need to actually play with it more to get a better feel for it but I'm really enamoured with the way it seems on paper and playing with it a few times. Getting this down to 100 cards was painful. Suggestions welcome.

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92% Casual

Competitive

Date added 1 week
Last updated 1 week
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

14 - 0 Mythic Rares

38 - 0 Rares

23 - 0 Uncommons

25 - 0 Commons

Cards 100
Avg. CMC 4.33
Tokens Copy Clone, Demon 6/6 B, Horror 2/2 B, Spirit 3/1 W, Spirit X/X U, Treasure
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