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Zhalfiran Victory

Commander / EDH*

Q_is_564453


Have you ever felt guilty playing a combo deck that wins abruptly and keeps the rest of the table from having fun? Has there ever been a time when you've demonstrated your combo, and then promptly conceded so the rest of your friends can continue playing? In spite of those times, do you still love wacky combo decks that win the game in the most absurd ways possible? If you answered yes to any of these questions, this might be the deck for you!

This deck is designed to win in such a way that your opponents can keep playing, despite you already having achieved victory. It does so with the very strange interaction between Lethal Vapors and Teferi's Protection. Lethal Vapors has the activated ability, ": Destroy Lethal Vapors. You skip your next turn. Any player may activate this ability." This ability is typically seen as an out for players who want to play creatures. If you look closer, you can see it as a way to lock yourself out of the game indefinitely by skipping your next 1200 turns.

Of course, merely skipping 1200 turns just means you do nothing, leaving you totally vulnerable and letting your opponents take you out at their own pace. That's why we play Teferi's Protection. If you can manage to activate Teferi's Protection importantly reads, "Until your next turn, your life total can't change and you have protection from everything." Activating Lethal Vapors 1200 times and casting Teferi's Protection on the same turn means your opponents will have to spend the next 1200 turns figuring out how to kill you without being able to deal damage to you or target you, and you won't be drawing cards from your deck because, well, you're skipping all of your turns. Unless they have alternative win conditions in their decks, unpreventable infect creatures, or ways to prevent themselves from milling out, this interaction should win you the game. We'll get more into that later.

Now, astute opponents may realize what you're doing while you're explaining the combo and respond to you skipping your next 1200 turns by skipping their next 1200 turns as well. After all, Lethal Vapors can inconveniently be activated by any player. We need to keep them from doing that. As such, we play the very typical combo protection pieces, City of Solitude and Grand Abolisher. Other decks run these cards to protect their combo, but don't actually need them in play to combo off. This is not the case for this deck. Since there are smart opponents out there, do not go for the combo without sticking one of these two cards. Your opponents must not activate Lethal Vapors.

So there we go, a three card combo that lets you sit back, relax, and watch your opponents play for second place. Unless, of course, they have a way to actually win the game.

You'll need to spend a lot of turns putting together the mana and finding the combo pieces you need to make this win condition happen. Since the deck is built to take the time it needs to pull off this combo, you'll need to be doing something besides tutoring, drawing cards, and ramping in the meantime. Since cards like Laboratory Maniac and Ulamog, the Infinite Gyre thwart our strategy, there's a heavy exile theme built into the deck. If you suspect your opponents could have cards like these in their decks, you'll want to target them with spells like Bitter Ordeal and Praetor's Grasp. Be proactive in cleaning these nuisances out of your opponents' decks so that it's pure, Cruel Entertainment once you go off.

I hope you enjoyed this deck list. Let me know what you think, and terrorize your opponents with it if you feel so inclined.

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Date added 6 years
Last updated 6 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

8 - 0 Mythic Rares

56 - 0 Rares

13 - 0 Uncommons

8 - 0 Commons

Cards 100
Avg. CMC 3.63
Tokens Beast 3/3 G, Demon X/X B
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