Power level 7

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Deck Tech

You like to hit your opponents with a hasty fatty and double or even quadrupple its power? Then look no further. This EDH deck is all about the one shooters that kill your opponents out of nowhere.

Early Game

Mulligan into a hand with ramp and card draw or at least one big dumb creature. Ramp and get as many lands out as possible. Karametra's Acolyte is nuts, I usually get 5-7 mana from of her. Play your commander as soon as possible before playing a big creature, because Xenagos, God of Revels can give one creature haste.

Mid-Game

Play a big one and hit one opponent at a time, with Xenagos's +x/+x ability. Usually you don't want Xenagos to become a creature, since indestructible creatures are easier to deal with than indestructible enchantments.

You are vulnerable against boardwipes and single target removal. This deck hates Cyclonic Rift, therefore watch out if the suspicious is open. Calm down the blue player before you strike, e.g. with an alliance and kill him later with infect. Don't play all the big dummies at once only because you can. Always keep a backup fatty in your hand. Especially the infect creatures should be sandbagged for the grand finale. Xenagos will boost only one creature and if you can play another big one after somebody boardwiped, you are ahead because Xenagos survives most boardwipes.

If you successfully connected with Rapacious One or Living Hive you are open for plan B: Skullclamp like there is no tomorrow or Pathbreaker Ibex to rush your opponents to death with 10x 30/30 tramplers.

This deck has a major drawback: usually your opponent team up against you. And they should, because you can easily cast and swing with a hasty 20/20 infect trampler. My best practice is to be political: either team up with somebody that is on the control/combo plan against the player who goes wide and can block for days or roll a dice to choose who you are going to hit. The dice will give you the best alibi and nobody will scream for vengeance. Don't throw the dice if deathtouch creatures are on the board.

Use your single target removal only for creatures like Magus of the Moat that will screw up your game plan.

Decimate is a terrible card, but we have a problem if our opponents have Maze of Ith like effects. Therefore, we need land destruction that is not far off from our core plan. Strip Mine is in the 99 for the same reason.

End-Game

Go out in a final blow with Chandra's Ignition if your opponents are in lethal range. Dealing 10-16 damage to each opponent in the late game will usually do the trick. Especially if this damage is infect damage :)

The more common alternative is to chain multiple combat phases together. Aggravated Assault, Seize the Day, Savage Beating and Scourge of the Throne give you the chance to kill 2-3 opponents at once.

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Comments

98% Casual

Competitive

Date added 6 years
Last updated 9 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

45 - 0 Rares

15 - 0 Uncommons

12 - 0 Commons

Cards 100
Avg. CMC 3.94
Tokens Beast 3/3 G, Copy Clone, Eldrazi Spawn 0/1 C, Insect 1/1 G, On an Adventure, Wurm 6/6 G
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