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Zndrsplt/Okaun Shimmer Stax (cEDH)

Commander / EDH Combo Competitive Stax UR (Izzet)

NighthawkBotH


Maybeboard


EDIT:

While I'm not actively updating this description, I will update the list per the Flash ban. The deck replaces Flash with Teferi, Mage of Zhalfir. This means we're going to actively avoid using the former Flash when route when we can, but in exchange gain a creature that is far from dead in our hands. If we set up Iso/Rev at instant speed while going off, we can weave in Teferi to win with Thassa's Oracle (also a new addition) at instant speed. All this will make more sense below. Emergence Zone is also coming back from older version since it opens up an alternative win con when we happen to draw it. (Another possible addition is Vedalken Orrery, but may be too dead of a card)

What the hell is this?

This is a fresh rewrite of my UR staxy/midrange deck. The deck is designed to slow the game down and win with a build-your-own Ad Nauseam in the form of Zndrsplt, Eye of Wisdom and Frenetic Efreet. Unlike some more funsie chaos versions, we eschew a lot of the more gimmicky coin-flipping cards and are strictly focused on slowing our opponents and gathering a critical mass of resources before comboing off.

Wait what? How does that work?

Zndrsplt is on the field. We play Frenetic Efreet and activate his ability. We hold priority and activate it again. And again. And again... Once we start resolving X amount of triggers, we start flipping coins. What happens to Efreet doesn't matter at this point. Regardless of if we win or lose or first resolution of the stack, we get to flip a coin, which means we get to draw off of each winning flip with Zndrsplt. With enough flips, we are bound to win ~50% of our activations, thus drawing about half of how ever many activations we decided to dump out.

How do you actually win?

Most of our win conditions hinge on resolving Frenetic Efreet with Zndsplt on the field. We can either activate Frenetic Efreet for a certain proportion of your deck for the less committal route, or we can activate Efreet 1,000,000,000 times and go the Laboratory Maniac route. Or both. More on this later. We can also just manually assemble Isochron Scepter/Dramatic Reversal and win off a variety of methods from there as well.

After drawing all or most of your deck you can usually assemble a win via several divergent routes:

  • With one leftover mana: Simian Spirit Guide > Desperate Ritual > Shimmer Myr > Isochron Scepter/Dramatic Reversal > ...

  • Blue Sun's Zenith everyone to death.

  • If you have more life than everyone else: Rolling Earthquake everyone to death. This tends to be the case if you've been harassing with Okaun or just by virtue of playing against a lot of players with incidental life loss with through fetches, Dark Confidant, or other various means.

  • If we got enough pieces, we can pivot towards the Laboratory Maniac win: Flash in Laboratory Maniac > Blue Sun's Zenith ourselves for the rest of our deck +1 OR we can flash in Sensei's Divining Top and draw out the rest of our deck with Isochron Scepter/Dramatic Reversal activations.

  • ... Or, if for what ever reason we can't go into our Shimmer Myr into Iso/Rev, we can always just do the riskier play and just commit an enormous amount of Efreet draws and Flash in Lab Man before the killing draw trigger.

  • We also can just play Krark's Thumb, play Zndrsplt, and just straight up draw an ABSURD amount of cards at the beginning of our combat step. The most I've drawn was 17 cards. Sometimes that's all it takes and we can assemble Iso/Rev manually from there.

We can also intersperse these steps with additional protective measures like Capsize'ing every single permanent on the board, or flashing in artifact stax pieces like Grafdigger's Cage if someone tries to Flash/Hulk over you.

Of course, there is always Plan Z: Smash the strongest face with Okaun. Either with Efreet, or Krark's Thumb, or just having both Okaun and Zndrplt out can provide enough coin flips to get Okaun's power in RKO range of someone's face. We play card:The Royal Scion as a decent looter with a hard to kill body, but also to provide the very important and strangely missing trample to Okaun. I've also had games where I've Efreet'd with Zndrplt and just -8 with The Royal Scions to just laser-erase someone off their chair, then proceed to beat down the last player remaining with a massive Okaun. Bit Magic Christmas-landy, but it happens.

What if we fizzle?

While it's very unlikely, it happens. We activate Efreet 120 times, we score a bit under a ~50% draw rate, and all our pieces are on the bottom 20. One useful thing about Efreet is that sometimes the first activation just phases him and we get another shot next turn. Worst case scenario, he gets sacc'd and we start trying to assemble combo lines manually or use the aforementioned PLAN Z SMASH route. Luckily we have some very strong stax pieces that just lock some decks out from playing. Blood Mooning color greedy manabases sometimes just shuts down players and lets clock down the table. Or some other weird interaction will come up occasionally. Point is, you gotta get creative sometimes when you're playing Izzet.

Why have you wasted so much of your previous time on this planet working on this?

I'm a Johnny by heart. I like taking conventionally terrible cards and pushing them to their absolute ceiling. And despite mainly playing cEDH when I'm playing commander, I appreciate and identify with the duality of Okaun and Zndrsplt. It's a beautiful duality of a cunning and resourceful approach with the primal ME SMASH instinct that bubbles up sometimes. Plus they're both huge eyeballs and oh my god I just realized they are partners because two single eyes make a pair of eyes wow.

Cards Possibly to Cut:

  • Lightning Greaves: I really don't like Lightning Greaves in my decks usually, but getting an out of nowhere RKO with Okaun is really fun. Probably biased here as it ends up being a mid-late game dead draw.
  • Drift of Phantasms: One of our two tutors for Efreet. Feels necessary, but also so slow and more color intensive than Imperial Recruiter.
  • Capsize: Might just be a win-more card.
  • Stranglehold: I actually really like this card, but 4 CMC just to have someone fire off their Vampiric Tutors they've been waiting to cast end of turn feels really bad. Huge tempo loss.
  • Thought Vessel: Useful when going off with Efreet and getting the Shimmer Myr line going but you end up fizzling. Getting to quick cast it in before having to discard to hand size has its uses. But it's also such a vanilla mana rock.

Suggestions

Updates Add

Out:

-1 Mana Maze: Too narrow and too often inhibits ourselves more than others

-1 Torpor Orb: Too narrow and we're very tight on slots

-1 Trinisphere: Ends up just helping some players combo off by inhibiting our interaction, as well as the other two players' interaction

-1 Winter Orb: Just ends up helping flash hulk untap one and play a land into flash

-1 Static Orb: ""

-1 Frozen Aether: 4 mana is too huge a tempo loss

-1 Dack Fayden: Usually just steals an artifact then dies. Sometimes loots and dies.

-1 Treasure Nabber: A little too slow, would much rather resolve a Dockside Extortionist

-1 Mind Stone: Better mana rocks going in

-1 Magus of the Moon: More vulnerable Blood Moon, not worth the 3 mana investment

-1 Anger of the Gods: Bit narrow, double red can be a pain sometimes

-1 Impulse: Subpar cantrip replaced by higher impact cards; might go back if I have a hard time filling in two mana

-1 Pyroclasm: Getting more and more narrow; would prefer more meaningful interaction

In:

+1 Tribute Mage: Tutors for manual Isochron Scepter. It can also be tutored by Imperial Recruiter for a dumb roundabout way of getting our pieces. Can also tutor for Krark's Thumb!

+1 Flash: Flash + Lab Man opens up alternate win line other than Isochron/Reversal

+1 Arcane Signet

+1 Voltaic Key: We need bigger mana spikes to get to 5, Voltaic Key opens us up better to the monolith rocks. We can also be cheeky and untap Winter Orb if we ever decide to flex it back in

+1 Basalt Monolith: We need bigger mana spikes

+1 Grim Monolith: Ditto

+1 Izzet Charm: More interaction; replaces dead stax pieces in late game; good modality for otherwise stiff deck

+1 The Royal Scions: Fulfills looting role of Dack Fayden; gives Okaun the very important trample; not sure how feasible it is yet, but with a much more healthy loyalty count than Dack, could possible one shot someone after a failed Shimmer line with its -8

+1 Dockside Extortionist: Very good new mana spike

+1 High Tide: Mana spike and we run plenty of islands

+1 Flusterstorm: Originally I felt like our slots were too tied up in stax to put in more interaction. Now that we are stepping back a bit we can put in some of our better interaction.

+1 Delay: ""

+1 Narset's Reversal: Same as above but also I have no idea why this wasn't in earlier when it should've been.

Comments

Casual

91% Competitive

Date added 5 years
Last updated 4 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

42 - 0 Rares

19 - 0 Uncommons

14 - 0 Commons

Cards 100
Avg. CMC 2.13
Tokens Bird 2/2 U, Treasure
Folders decks i want to build (not my design), MISC, interesting
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