Maybeboard


Everyone knows wheels is the most optimal way to play Xyris, but what about something more out of the ordinary? What about infinite combats and stuff?

The primary goal of this deck is to be fun to pilot.

In general, we want to do a few things:

  1. Ramp a ton. We can never have too much mana. Ideally we can both advance our board state on our turns and hold up mana for interaction.

  2. Make our creatures difficult or impossible to block. We have lots of ways to draw cards off dealing combat damage in the early game, and this helps us combo in the late game.

  3. Rapidly draw through our deck. We want to see lots of cards to assemble our jank.

These three goals pair nicely with all three of our win conditions. We also have some secondary goals that help smooth out the creases.

  1. Protect Xyris. This was more important for earlier versions of the deck, but Xyris is still the surest path to pulling off any of our win cons.

  2. Give our creatures haste. This opens up the option to bootstrap a combat loop in some circumstances, turn new snakes into mana, and generally bolster extra combats.

Combat Damage

The idea is to swing with as many creatures as possible (ideally they are unblockable), somehow generate mana on attack, and loop the process. If Xyris can connect or you have something like Edric, Spymaster of Trest out, you will draw cards each cycle to hopefully help perpetuate the loop.

Burn

A secondary (and arguably more powerful) win condition, use Purphoros, God of the Forge and something that generates a lot of tokens to burn your opponents.

You can also finish off opponents at low life totals with Goblin Bombardment.

One power or toughness

Tetsuko Umezawa, Fugitive is the cheapest way to make your whole board unblockable, but she requires some build around. Luckily for us, she is incredibly potent when paired just with our commander and her snakes, which makes the opportunity cost of maximizing this synergy low. With the amount of creature tutors we run, we can rely on this benefit to hugely power up our card draw or mana acceleration engines.

1/1 tokens

We heavily leverage small creature tokens for enormous value. As mentioned above, they help us draw cards and make mana, but they also win the game with cards like Shared Animosity or Purphoros, God of the Forge.

Big mana should be red

Aggravated Assault is our best win condition, so we prioritize making bursts of red mana to activate it multiple times.

  • Chasm Skulker

    I like to use this as a battery for Purphoros, God of the Forge triggers. Plan B is not so bad, either: make a ton of evasive 1/1s.

  • Mystic Reflection

    We'll almost always cast this in response to our commander's snake trigger after dealing combat damage, meaning we'll usually get three copies of the best thing on the board. Though we only have a small number of non-legendary creatures ourselves, most of them have effects that are valuable at any point in the game.

  • Tempt with Vengeance

    We always want more tokens, and this is often a mana-neutral way to get them. Use in conjunction with any of our creature-based mana generators, such as Battle Hymn or Cryptolith Rite.

  • Azusa, Lost but Seeking

    In the early and mid game she lets us quickly make use of excess lands, especially when we start drawing cards with our commander. In the late game, she combos with Moraug, Fury of Akoum to help close out the game.

  • Cultivate, Sol Ring

    Eat your vegetables.

  • Farseek, Nature's Lore, & Three Visits

    Ramping at two mana is great. Ramping and color fixing at two mana is superb.

  • Primal Growth

    This one is right on the edge and probably wouldn't make the cut if the lands didn't come in untapped. We definitely want to kick this if possible to essentially make it a one mana spell. Pairs well with Moraug, Fury of Akoum.

  • Sakura-Tribe Elder

    He can be an attacker when we need him to be, he's a snake for Shared Animosity benefits, and at worst he's a two mana ramp spell.

  • Sanctum Weaver

    We were actually running a fairly high density of enchantments already, and this slots right in. Most notably it combos with Aggravated Assault when we have at least four other enchantments out, which actually isn't super difficult to achieve.

  • Wood Elves

    A solid ETB effect on a 1/1 body that we can make copies of with Mystic Reflection if need be.

  • Aspect of Mongoose & Diplomatic Immunity

    These both serve the same simple purpose: protect our commander. If she is already protected, protect a combo piece.

  • Clout of the Dominus

    This is low-key one of the best cards in this deck. For one mana we get:

    • Protection for our commander
    • Haste for our commander
    • Two extra cards per combat
    • Two extra snakes per combat
    • An enchantment to fuel Sanctum Weaver

  • Goro-Goro, Disciple of Ryusei

    This is on-demand haste that every one of our creature tutors can grab. That {R} cost is a downside, but the situations where it's prohibitive are going to be edge cases. The fact that he can incidentally make evasive creatures for us is a nice bonus.

  • Mass Hysteria

    The fact that this is one mana means everything.

It turns out that lots of the new mechanics Wizards has been designing could work well with Xyris. Things are good with value engines? Fancy that!

I'll document what new toys we're trying out here and how well they're working.

Verdict: Worth it!

So far these have been great! It's always nice to trade our hand with Valakut Awakening   when we haven't found what we're looking for, and Bala Ged Recovery   offers excellent options, especially since we're a touch light on lands.

Verdict: Not worth it

Mystic Reflection is obviously the best of these for us, and it's sticking around since it's cute with Eternal Witness and gives us access to our opponents' best creatures. The rest I tried are simply over-costed and underwhelming, and I was never happy to draw them.

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95% Casual

Competitive

Revision 49 See all

(3 months ago)

+1 Peerless Recycling maybe
+1 Wear Down maybe
Date added 4 years
Last updated 3 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

4 - 0 Mythic Rares

49 - 0 Rares

20 - 0 Uncommons

14 - 0 Commons

Cards 100
Avg. CMC 2.39
Tokens Beast 3/3 G, Dragon Spirit 5/5 R, Elemental 1/1 R w/ Haste, Frog Lizard 3/3 G, Manifest 2/2 C, Snake 1/1 G, Spirit 1/1 C, Treasure
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