Amongst magic players it's quite common to find players sleeving their decks, and in particular with Commander, the "Commander" card itself tends to be uniquely sleeved to identify it throughout the game.
I am wondering if there is a product out there that offers a package of unique style sleeves of various artwork to provide Commander players the opportunity of providing their deck with a little sleeve bling?
Marisi, Breaker of the Coil has been released and I’ll take the obvious road as 1000’s of others and build cat tribal, though I’m adding in a strong equipment theme. This deck is not meant to be overly competitive, however suggestions, comments, and criticism is always welcome!!
All my decks try to adhere to these guidelines:
1) Be able to win.
2) Be mostly true to a flavor and a theme.
3) Be good against one or multiple opponents.
5) Be fun to pilot or to play against and interactive.
6) Have multiple paths to victory.
7) Have lots of cool interactions and synergy.
8) Play out differently every game to keep it fun over a long time.
9) Be streamlined and fast to play without excessive upkeep, time-consuming play or overcomplicated boardstates.
10) Integrate the Commanders abilities into the strategy at least a little, but be able to win without ever playing the commander.
The number in front of the card will denote CMC of the creature/spell.
Our meta plays with 40 life totals and no general damage.
This is my take on Teysa, Orzhoc Scion. Over the years I've been very leery about building a EDH deck around this particular General because of how quickly she becomes abusive/oppressive; and especially within our kitchen table meta - which tends to be more casual - I never wanted to build a deck where she's being targeted simply for who she is and not for what the deck can do.
Which brings me to my next card - when Priest of Forgotten Gods was spoiled, I knew the time has come for Teysa, Orzhoc Scion to finally see the spotlight. Building around the Cleric tribe, this deck is intended to bring out the clerics in the early game, sacrifice them to generate spirits in the mid game, and control my opponents board as I pay pump and finishers in the late game.
This build is intended to defeat my opponents through aggro and control. However, this deck has been specifically designed to strongly avoid combo - as it is so easy to achieve with Teysa at the helm. Therefore, no sacrifice effects unless it has a mana cost (Teysa herself obviously being the only exception, but you have to sacrifice 3 creatures....so hopefully that's the balance.) Also no oppressive sacrifice effects/triggers so that my opponents get to play the game too. I'm even avoiding the classic Blood Artist type effects in the interest of pressing other means to victory.
I call this deck "Church of Teysa"
All my decks adhere to these guidelines:
1) Be able to win.
2) Be mostly true to a flavor and a theme.
3) Be good against one or multiple opponents.
5) Be fun to pilot or to play against and interactive.
6) Have multiple paths to victory.
7) Have lots of cool interactions and synergy.
8) Play out differently every game to keep it fun over a long time.
9) Be streamlined and fast to play without excessive upkeep, time-consuming play or overcomplicated boardstates.
10) Integrate the Commanders abilities into the strategy at least a little, but be able to win without ever playing the commander.
The number in front of the card will denote CMC of the creature/spell.
You're spot on for all counts.
- I didn't know Angelic Accord existed - perfect for what I'm trying to achieve.
- I'll grab a copy of Resplendent Angel once she wheels out of standard.
- Moat is a fantastic card. At the moment I'm running Lightmine Field in place, but I definitely agree that Moat is better.
- I have Archangel of Thune in the list. But you are, definitely a beautiful addition.
After some play testing this week, I'll have a better understanding as to what working and what's not...
Hope has once again been found. As the piercing rays of sunlight glitter across the horizon, salvation is at hand for all those who look to her. As for her enemies, beware....
It’s time for a meta-change. Gisela, Blade of Goldnight has been a fun and fantasic deck, however in my meta she is now targeted, stolen, or copied far too often for me to play her reliably – due to her oppressive boardstate ability. Sticking with the angel theme, I’ve decided to run back mono-white with Lyra Dawnbringer leading the charge.
With Lyra at the forefront, this deck will be an obvious angel tribal deck with a focus on lifegain to offset the slowness of the build. I’ll still run some pillowfort in the early game so that I can establish presence in the mid-game and then dominate through aggro in the end-game. For the most part, I’m thinking this deck is going to be for casual play only.
All my decks adhere to these guidelines:
1) Be able to win.
2) Be mostly true to a flavor and a theme.
3) Be good against one or multiple opponents.
5) Be fun to pilot or to play against and interactive.
6) Have multiple paths to victory.
7) Have lots of cool interactions and synergy.
8) Play out differently every game to keep it fun over a long time.
9) Be streamlined and fast to play without excessive upkeep, time-consuming play or overcomplicated boardstates.
10) Integrate the Commanders abilities into the strategy at least a little, but be able to win without ever playing the commander.
The number in front of the card will denote CMC of the creature/spell.
As Varina, Lich Queen was spoiled with the 2018 Commander release, I knew I finally have the opportunity to make Necromancer’s Covenant work! However, my meta is all over this particular legendary creature with two other decks on the field….so I had to lay low and bide my time and now finally bring forth the ZOMBIE HORDES!! (yes...stating it in CAPS makes them more intimidating!)
After careful consideration, I’ve decided to try for more creative approach other than just mindless zombies. After all, Varina is a Lich Queen - the direction of this deck is going to be a ‘everybody discards’ theme, with the goal of playing out madness cards or otherwise other great cards meant for the graveyard to offset my own discards. The graveyards still a huge part and a zombie deck isn’t a zombie deck without the horde part…but the discard will help me skip past the early game where zombies tend to struggle and will drop me into the mid-late game where zombies tend to thrive. It’s thin…I know….but going to try it out anyways.
Suggestions, comments, and criticism is always welcome!!
All my decks try to adhere to these guidelines:
1) Be able to win.
2) Be mostly true to a flavor and a theme.
3) Be good against one or multiple opponents.
5) Be fun to pilot or to play against and interactive.
6) Have multiple paths to victory.
7) Have lots of cool interactions and synergy.
8) Play out differently every game to keep it fun over a long time.
9) Be streamlined and fast to play without excessive upkeep, time-consuming play or overcomplicated boardstates.
10) Integrate the Commanders abilities into the strategy at least a little, but be able to win without ever playing the commander.
The number in front of the card will denote CMC of the creature/spell.
Our meta plays with 40 life totals and no general damage.
Arahbo, Roar of the World, the Avatar, is in search of his lost love. It’s been rumored that his beloved Kaldra has been trapped within ancient artifacts and those too have been separated by distance and time. Arahbo has enlisted his army of cats of all kinds to take up the search and perhaps one day he will see her once again. (granted while technically Kaldra isn’t of the ‘cat’ creature type and will not trigger many of the cat triggers, she is a ‘avatar’ creature type – the only other in the deck from Arahbo.)
Suggestions, comments, and criticism is always welcome!!
All my decks try to adhere to these guidelines:
1) Be able to win.
2) Be mostly true to a flavor and a theme.
3) Be good against one or multiple opponents.
5) Be fun to pilot or to play against and interactive.
6) Have multiple paths to victory.
7) Have lots of cool interactions and synergy.
8) Play out differently every game to keep it fun over a long time.
9) Be streamlined and fast to play without excessive upkeep, time-consuming play or overcomplicated boardstates.
10) Integrate the Commanders abilities into the strategy at least a little, but be able to win without ever playing the commander.
The number in front of the card will denote CMC of the creature/spell.
Our meta plays with 40 life totals and no general damage.
Dominaria released, in my opinion, a beautiful set of uncommon Commanders – this deck will be showcasing my take on Tatyova, Benthic Druid with a ‘Land, Draw, Go’ style of play. The idea behind this deck is to play towards a select series of non-traditional win-cons – Helix Pinnacle, Biovisionary, Laboratory Maniac, Sylvan Awakening, Psychosis Crawler – having Tatyova’s draw ability super-saturate my hand towards one of these wincons…
Suggestions, comments, and criticism is always welcome!!
All my decks try to adhere to these guidelines:
1) Be able to win.
2) Be mostly true to a flavor and a theme.
3) Be good against one or multiple opponents.
5) Be fun to pilot or to play against and interactive.
6) Have multiple paths to victory.
7) Have lots of cool interactions and synergy.
8) Play out differently every game to keep it fun over a long time.
9) Be streamlined and fast to play without excessive upkeep, time-consuming play or overcomplicated boardstates.
10) Integrate the Commanders abilities into the strategy at least a little, but be able to win without ever playing the commander.
The number in front of the card will denote CMC of the creature/spell.
Our meta plays with 40 life totals and no general damage.
Michiko Konda, Truth Seeker has a mystery to solve. She is search of a hidden truth found with the AncientKaldraArtifacts. She has a large entourage to support her in her journey – Legendary figures from all over - Soldiers, Knights, and Others – all waiting to see if Michiko can indeed solve the mystery.
Suggestions, comments, and criticism is always welcome!!
All my decks try to adhere to these guidelines:
1) Be able to win.
2) Be mostly true to a flavor and a theme.
3) Be good against one or multiple opponents.
5) Be fun to pilot or to play against and interactive.
6) Have multiple paths to victory.
7) Have lots of cool interactions and synergy.
8) Play out differently every game to keep it fun over a long time.
9) Be streamlined and fast to play without excessive upkeep, time-consuming play or overcomplicated boardstates.
10) Integrate the Commanders abilities into the strategy at least a little, but be able to win without ever playing the commander.
The number in front of the card will denote CMC of the creature/spell.
Our meta plays with 40 life totals and no general damage.
Do not mess with lands. Period.
No bouncing, destroying, changing what they can tap for (ie Blood Moon), and modifying their type (turning them into a creature, artifact, or enchantment).
Awful, awful rule.
Agreed. If this were done in my meta, I can see every deck becoming Green-Blue. Imo, it just isn't a healthy environment for long term gaming.
Welcome all! Kestia, the Cultivator is the General that should have been released at the head of the C18 Adaptive Enchantment. This build consists of a bestow/aura/enchantment theme. Deck rides tall creatures into the opponents and has lots of enchantment fun - aimed for kitchen table play.
I welcome any comments and suggestions.
All my decks try to adhere to these guidelines:
1) Be able to win.
2) Be mostly true to a flavor and a theme.
3) Be good against one or multiple opponents.
5) Be fun to pilot or to play against and interactive.
6) Have multiple paths to victory.
7) Have lots of cool interactions and synergy.
8) Play out differently every game to keep it fun over a long time.
9) Be streamlined and fast to play without excessive upkeep, time-consuming play or overcomplicated boardstates.
10) Integrate the Commanders abilities into the strategy at least a little, but be able to win without ever playing the commander.
The number in front of the card will denote CMC of the creature/spell.
Our meta plays with 40 life totals and no general damage.
Having a soft spot for the elemental tribe, I've been brewing this deck ever since Mudrotha, the Gravetide was spoiling for the Dominaria release. I doubt this deck will be that competitive, but it's geared more for kitchen table, so it'll be okay. Still am open to, and love receiving, suggestions though.
All my decks try to adhere to these guidelines:
1) Be able to win.
2) Be mostly true to a flavor and a theme.
3) Be good against one or multiple opponents.
5) Be fun to pilot or to play against and interactive.
6) Have multiple paths to victory.
7) Have lots of cool interactions and synergy.
8) Play out differently every game to keep it fun over a long time.
9) Be streamlined and fast to play without excessive upkeep, time-consuming play or overcomplicated boardstates.
10) Integrate the Commanders abilities into the strategy at least a little, but be able to win without ever playing the commander.
The number in front of the card will denote CMC of the creature/spell.
Our meta plays with 40 life totals and no general damage.
Brudiclad, Telchor Engineer! Wow. When this card was spoiled, I didn't quite believe Wizards would print this kind of card. First, it's combat ability effect all types of tokens - not just creature tokens; huge versatility there. Second, the tokens are changed permanently - not just until end of turn. I LOVE it.
Adding to the fun, I've themed this deck around an elite core of Artificers - gotta be on the 'in-club' to cast the 'cool' spells. Goal of the game is to pop out some tokens in the early game. Wiggle out a large token in the mid-game. And eliminate the need to have an end game.
All my decks try to adhere to these guidelines:
1) Be able to win.
2) Be mostly true to a flavor and a theme.
3) Be good against one or multiple opponents.
5) Be fun to pilot or to play against and interactive.
6) Have multiple paths to victory.
7) Have lots of cool interactions and synergy.
8) Play out differently every game to keep it fun over a long time.
9) Be streamlined and fast to play without excessive upkeep, time-consuming play or overcomplicated boardstates.
10) Integrate the Commanders abilities into the strategy at least a little, but be able to win without ever playing the commander.
The number in front of the card will denote CMC of the creature/spell.
Our meta plays with 40 life totals and no general damage.
Have you considered vehicles? Friend in my meta runs this deck and has a vehicle package that makes Macar quit devastating; especially the vehicles with crew 2 or less. (Also calls the deck theme...."Mycar"...but that's perhaps beside the point.)
Decklist is now complete. Please refer to the original post for details. I've really tried to focus on wizards and spells that help push an aggro style of play.
I'm calling the deck: Yidris' Battle Mages
I'm always happy to receive suggestions, comments, and questions.
Amongst magic players it's quite common to find players sleeving their decks, and in particular with Commander, the "Commander" card itself tends to be uniquely sleeved to identify it throughout the game.
I am wondering if there is a product out there that offers a package of unique style sleeves of various artwork to provide Commander players the opportunity of providing their deck with a little sleeve bling?
Marisi, Breaker of the Coil has been released and I’ll take the obvious road as 1000’s of others and build cat tribal, though I’m adding in a strong equipment theme. This deck is not meant to be overly competitive, however suggestions, comments, and criticism is always welcome!!
All my decks try to adhere to these guidelines:
1) Be able to win.
2) Be mostly true to a flavor and a theme.
3) Be good against one or multiple opponents.
5) Be fun to pilot or to play against and interactive.
6) Have multiple paths to victory.
7) Have lots of cool interactions and synergy.
8) Play out differently every game to keep it fun over a long time.
9) Be streamlined and fast to play without excessive upkeep, time-consuming play or overcomplicated boardstates.
10) Integrate the Commanders abilities into the strategy at least a little, but be able to win without ever playing the commander.
The number in front of the card will denote CMC of the creature/spell.
Our meta plays with 40 life totals and no general damage.
4 Marisi, Breaker of the Coil
//Planeswalker (1)
4 Ajani, the Greathearted
//Cats (17)
2 Oreskos Explorer
2 Fleecemane Lion
2 Hungry Lynx
2 Leonin Shikari
3 Mirror Entity
3 Kemba, Kha Regent
3 King of the Pride
3 Mirri, Weatherlight Duelist
4 Jazal Goldmane
4 Leonin Warleader
4 Taj-Nar Swordsmith
4 Balan, Wandering Knight
5 Qasali Slingers
5 Regal Caracal
5 Arahbo, Roar of the World
6 Nazahn, Revered Bladesmith
7 Raksha Golden Cub
//Non-Cats (2)
4 Odric, Master Tactician
5 Gahiji, Honored One
//Tokens (2)
3x White Sun’s Zenith
3x March of the Multitudes
//Card Advantage (4)
1 Steelshaper’s Gift
2 Open the Armory
5 Mind’s Eye
5 Soul’s Majesty
//Buff & Protection (6)
1 Sigarda’s Aid
2 Heroic Intervention
3 Naya Charm
3 Beastmaster Ascension
4 Gruul War Chant
5 Cathars’ Crusade
1 Path to Exile
1 Swords to Plowshares
2 Declaration of Stone
3 Aura Shards
3 Citywide Bust
4 Glare of Subdual
4 Return to Dust
4 Crush Contraband
4 Dusk // Dawn
5 Sylvan Reclamation
//Equipment (14)
1 Skullclamp
1 Basilisk Collar
2 Lightning Greaves
2 Swiftfoot Boots
2 Blackblade Reforged
2 Sword of the Animist
3 Helm of Kaldra
3 Loxodon Warhammer
3 Mage Slayer
3 Behemoth Sledge
3 Whispersilk Cloak
4 Sword of Kaldra
4 Shield of Kaldra
4 Hammer of Nazahn
//Ramp (7)
1 Sol Ring
2 Selesnya Signet
2 Boros Signet
2 Talisman of Unity
2 Talisman of Conviction
3 Boros Locket
3 Selesnya Locket
5 Mirari’s Wake
0 Command Tower
0 Jungle Shrine
0 Cinder Glade
0 Canopy Vista
0 Sacred Foundry
0 Sunpetal Grove
0 Temple Garden
0 Clifftop Retreat
0 Krosan Verge
0 Fortified Village
0 Windbrisk Heights
0 Gavony Township
0 Slayer’s Stronghold
0 Sunhome, Fortress of the Legion
0 Rogue’s Passage
0 Buried Ruin
0 Temple of the False God
0 Terramorphic Expanse
0 Evolving Wilds
9 Plains
5 Forest
2 Mountain
This is my take on Teysa, Orzhoc Scion. Over the years I've been very leery about building a EDH deck around this particular General because of how quickly she becomes abusive/oppressive; and especially within our kitchen table meta - which tends to be more casual - I never wanted to build a deck where she's being targeted simply for who she is and not for what the deck can do.
Which brings me to my next card - when Priest of Forgotten Gods was spoiled, I knew the time has come for Teysa, Orzhoc Scion to finally see the spotlight. Building around the Cleric tribe, this deck is intended to bring out the clerics in the early game, sacrifice them to generate spirits in the mid game, and control my opponents board as I pay pump and finishers in the late game.
This build is intended to defeat my opponents through aggro and control. However, this deck has been specifically designed to strongly avoid combo - as it is so easy to achieve with Teysa at the helm. Therefore, no sacrifice effects unless it has a mana cost (Teysa herself obviously being the only exception, but you have to sacrifice 3 creatures....so hopefully that's the balance.) Also no oppressive sacrifice effects/triggers so that my opponents get to play the game too. I'm even avoiding the classic Blood Artist type effects in the interest of pressing other means to victory.
I call this deck "Church of Teysa"
All my decks adhere to these guidelines:
1) Be able to win.
2) Be mostly true to a flavor and a theme.
3) Be good against one or multiple opponents.
5) Be fun to pilot or to play against and interactive.
6) Have multiple paths to victory.
7) Have lots of cool interactions and synergy.
8) Play out differently every game to keep it fun over a long time.
9) Be streamlined and fast to play without excessive upkeep, time-consuming play or overcomplicated boardstates.
10) Integrate the Commanders abilities into the strategy at least a little, but be able to win without ever playing the commander.
The number in front of the card will denote CMC of the creature/spell.
3 Teysa, Orzhov Scion
//Planeswalker
4 Sorin, Solemn Visitor
//Clerics (19)
1 Soul’s Attendant
1 Soul Warden
2 Disciple of Griselbrand
2 Hanweir Militia Captain
2 Eight-and-a-Half-Tails
2 Skirsdag High Priest
2 Priest of Forgotten Gods
2 Ayli, Eternal Pilgrim
2 Pitiless Pontiff
3 Edgewalker
3 Rotlung Reanimator
3 Pious Evangel
3 Sin Collector
3 Orzhov Pontiff
4 Goldnight Commander
4 Whisper, Blood Liturgist
4 False Prophet
5 Ravos, Soultender
6 Pontiff of Blight
//Non-Clerics (10)
3 Mentor of the Meek
3 Burnished Hart
3 Midnight Reaper
3 Kambal, Consul of Allocation
4 Smothering Abomination
4 Solemn Simulacrum
5 Deathbringer Liege
6 Sun Titan
6 Requiem Angel
7 Elesh Norn, Grand Cenobite
2 Spirit Bonds
3 Sacred Mesa
4 Field of Souls
4 Rite of Belzenlok
4 Anointed Procession
8 Army of the Damned
//Card Advantage (8)
1 Skullclamp
1 Phyrexian Reclamation
2 Dawn of Hope
2 Arguel’s Blood Fast
3 Dark Prophecy
4 Dread Return
4 Minion’s Murmurs
4 Well of Lost Dreams
//Buff (5)
2 Blind Obedience
3 Rings of Brighthearth
3 Mirage Mirror
5 Cathars’ Crusade
6 Ethereal Absolution
//Control (7)
1 Swords to Plowshares
1 Path to Exile
2 Despark
4 Utter End
4 Dusk // Dawn
5 March of Souls
6 Austere Command
6 Merciless Eviction
1 Sol Ring
2 Orzhov Signet
3 Darksteel Ingot
3 Commander’s Sphere
3 Orzhov Locket
4 Smothering Tithe
//Land (36)
0 Command Tower
0 Godless Shrine
0 Isolated Chapel
0 Orzhov Basilica
0 Scoured Barrens
0 Windbrisk Heights
0 Bojuka Bog
0 Memorial to Folly
0 Vault of the Archangel
0 Westvale Abbey
0 Starlit Sanctum
0 Arcane Lighthouse
0 Terramorphic Expanse
0 Evolving Wilds
0 Reliquary Tower
0 Temple of the False God
10 Plains
10 Swamp
March 2 2019:
Soul Warden >> Suture Priest
Reveillark >> Requiem Angel
Open the Graves >> Field of Souls
Hour of Reckoning >> Elesh Norn, Grand Cenobite
Palace Siege >> Blind Obedience
March 11 2019:
Drana’s Emissary >> Edgewalker
Zulaport Cutthroat >> Disciple of Griselbrand
Xathrid Necromancer >> Rotlung Reanimator
Vindictive Vampire >> Eight-and-a-Half-Tails
Belfry Spirit >> Devout Chaplain
Skeletal Vampire >> Hanweir Militia Captain
Barter in Blood >> Ravos, Soultender
Swamp >> Bojuka Bog
Plains >> Vault of the Archangel
April 23 2018:
Teysa Karlov >> Midnight Reaper
Intangible Virtue >> Dawn of Hope
Suture Priest >> Soul Warden
Ministrant of Obligation >> Sin Collector
Zealous Persecution >> Despark
Devout Chaplain >> Utter End
Vizkopa Guildmage >> Plains
Smokestack >> Merciless Eviction
You're spot on for all counts.
- I didn't know Angelic Accord existed - perfect for what I'm trying to achieve.
- I'll grab a copy of Resplendent Angel once she wheels out of standard.
- Moat is a fantastic card. At the moment I'm running Lightmine Field in place, but I definitely agree that Moat is better.
- I have Archangel of Thune in the list. But you are, definitely a beautiful addition.
After some play testing this week, I'll have a better understanding as to what working and what's not...
Hope has once again been found. As the piercing rays of sunlight glitter across the horizon, salvation is at hand for all those who look to her. As for her enemies, beware....
It’s time for a meta-change. Gisela, Blade of Goldnight has been a fun and fantasic deck, however in my meta she is now targeted, stolen, or copied far too often for me to play her reliably – due to her oppressive boardstate ability. Sticking with the angel theme, I’ve decided to run back mono-white with Lyra Dawnbringer leading the charge.
With Lyra at the forefront, this deck will be an obvious angel tribal deck with a focus on lifegain to offset the slowness of the build. I’ll still run some pillowfort in the early game so that I can establish presence in the mid-game and then dominate through aggro in the end-game. For the most part, I’m thinking this deck is going to be for casual play only.
All my decks adhere to these guidelines:
1) Be able to win.
2) Be mostly true to a flavor and a theme.
3) Be good against one or multiple opponents.
5) Be fun to pilot or to play against and interactive.
6) Have multiple paths to victory.
7) Have lots of cool interactions and synergy.
8) Play out differently every game to keep it fun over a long time.
9) Be streamlined and fast to play without excessive upkeep, time-consuming play or overcomplicated boardstates.
10) Integrate the Commanders abilities into the strategy at least a little, but be able to win without ever playing the commander.
The number in front of the card will denote CMC of the creature/spell.
5 Lyra Dawnbringer
//Angels (18)
4 Sublime Archangel
4 Angel of Finality
4 Angel of Jubilation
4 Archangel of Tithes
4 Gisela, the Broken Blade
5 Karmic Guide
5 Baneslayer Angel
5 Shattered Angel
5 Angel of Invention
5 Archangel of Thune
6 Deathless Angel
6 Sunblast Angel
6 Adarkar Valkyrie
6 Subjugator Angel
7 Angel of Serenity
7 Angelic Arbiter
7 Emeria Shepherd
7 Bruna, the Fading Light
//Non-Angels (5)
1 Soul Warden
2 Knight of the White Orchid
2 Oreskos Explorer
3 Boreas Charger
4 Michiko Konda, Truth Seeker
//Tokens (4)
2 Luminarch Ascension
3x Entreat the Angels
4 Angelic Accord
4x Decree of Justice
2 Dawn of Hope
2 Endless Atlas
4 Well of Lost Dreams
5 Mind's Eye
6 Staff of Nin
6 Coveted Jewel
//Buff (7)
1 Brave the Elements
3 Ghostly Prison
3 Unbreakable Formation
3 Rootborn Defenses
4 Lightmine Field
4 Angelic Exaltation
6 True Conviction
//Control (10)
1 Swords to Plowshares
1 Path to Exile
4 Crush Contraband
4 Return to Dust
4 Settle the Wreckage
5 Hallowed Burial
5 Fumigate
6 Descend upon the Sinful
6 Austere Command
6 Planar Cleansing
//Ramp (13)
0 Everflowing Chalice
1 Sol Ring
2 Oath of Lieges
2 Pearl Medallion
2 Sword of the Animist
2 Mind Stone
3 Pristine Talisman
3 Urza's Incubator
4 Endless Horizons
4 Smothering Tithe
4 Thran Dynamo
4 Hedron Archive
6 Caged Sun
0 Emeria, the Sky Ruin
0 Nykthos, Shrine to Nyx
0 Eiganjo Castle
0 Seraph Sanctuary
0 Forge of Heroes
0 Mirrorpool
0 Myriad Landscape
0 Blighted Steppe
0 Terrain Generator
0 Rogue's Passage
0 Temple of the False God
27 Plains
March 4 2019:
Plains >> Nykthos, Shrine to Nyx
Mind Stone >> Angelic Accord
Banishing Stroke >> Descend upon the Sinful
As Varina, Lich Queen was spoiled with the 2018 Commander release, I knew I finally have the opportunity to make Necromancer’s Covenant work! However, my meta is all over this particular legendary creature with two other decks on the field….so I had to lay low and bide my time and now finally bring forth the ZOMBIE HORDES!! (yes...stating it in CAPS makes them more intimidating!)
After careful consideration, I’ve decided to try for more creative approach other than just mindless zombies. After all, Varina is a Lich Queen - the direction of this deck is going to be a ‘everybody discards’ theme, with the goal of playing out madness cards or otherwise other great cards meant for the graveyard to offset my own discards. The graveyards still a huge part and a zombie deck isn’t a zombie deck without the horde part…but the discard will help me skip past the early game where zombies tend to struggle and will drop me into the mid-late game where zombies tend to thrive. It’s thin…I know….but going to try it out anyways.
Suggestions, comments, and criticism is always welcome!!
All my decks try to adhere to these guidelines:
1) Be able to win.
2) Be mostly true to a flavor and a theme.
3) Be good against one or multiple opponents.
5) Be fun to pilot or to play against and interactive.
6) Have multiple paths to victory.
7) Have lots of cool interactions and synergy.
8) Play out differently every game to keep it fun over a long time.
9) Be streamlined and fast to play without excessive upkeep, time-consuming play or overcomplicated boardstates.
10) Integrate the Commanders abilities into the strategy at least a little, but be able to win without ever playing the commander.
The number in front of the card will denote CMC of the creature/spell.
Our meta plays with 40 life totals and no general damage.
4 Varina, Lich Queen
//Zombies (26)
1 Gravecrawler
2 Wayward Servant
2 Rotting Rats
2 Miasmic Mummy
3 Midnight Reaper
3 Plague Belcher
3 Diregraf Colossus
3 Sibsig Icebreakers
3 Death Baron
3 Lord of the Accursed
3 Diregraf Captain
3 Cemetry Reaper
3 Lich Lord of Unx
4 Graveborn Muse
4 Forgotten Creation
4 Grave Scrabbler
4 Undead Warchief
4 Risen Executioner
4 Liliana's Reaver
5 Advanced Stichwing
5 Gray Merchant of Asphodel
5 Havengul Lich
5 Phyrexian Delver
5 Noxious Ghoul
6 Mikaeus, the Unhallowed
6 Pontiff of Blight
5 Psychosis Crawler
//Tokens (6)
2 Zombie Infestation
4 Gisa’s Bidding
5 Awaken the Erstwhile
5 From Under the Floorboards
5 Open the Graves
8 Army of the Damned
//Card Advantage (9)
1 Skullclamp
1 Vampiric Rites
1 Call to the Netherworld
3 Windfall
5 Cryptic Gateway
5 Kindred Discovery
5 Vanquisher’s Banner
6 Zombie Apocalypse
7 Grave Betrayal
//Buff & Protection (6)
1 Reconnaissance
1 Elixir of Imortality
2 Waste Not
3 Behind the Scenes
6 Necromancer’s Covenant
6 Ethereal Absolution
//Control (7)
3 Sudden Spoiling
4 Barter in Blood
4 Crush Contraband
4 Utter End
5 Living Death
6 Meriless Eviction
6 Austere Command
1 Sol Ring
2 Fellwar Stone
2 Oath of Lieges
3 Chromatic Lantern
3 Herald’s Horn
4 Smothering Tithe
5 Gilded Lotus
6 Rooftop Storm
//Land (36)
0 Command Tower
0 Arcane Sanctum
0 Exotic Orchard
0 Watery Grave
0 Isolated Chapel
0 Choked Estuary
0 Underground River
0 Cave of Koilos
0 Bojuka Bog
0 Crypt of Agadeem
0 Vault of the Archangel
0 Unholy Grotto
0 Rogue’s Passage
0 Reliquary Tower
0 Terramorphic Expanse
0 Evolving Wilds
10 Swamp
5 Island
5 Plains
2 Skirk Ridge Exhumer
3 Cemetry Repear
3 Lich Lord of Unx
4 Stitchwing Skaab
5 Deathbringer Liege
5 Corpse Harvester
6 Vela the Night-Clad
7 Elesh Norn, Grand Cenobite
3 Victimize
3 Gravepurge
3 Behind the Scenes
4 Utter End
5 Demonic Collusion
5 Liliana’s Mastery
6 Life’s Finale
Jan 9 2019:
Vengeful Dead >> Lich Lord of Unx
Gisa and Geralf >> Elesh Norn, Grand Cenobite
Arguel’s Blood Fast >> Cemetry Reaper
Intellectual Offering >> Austere Command
Ancient Excavation >> Gilded Lotus
Feldon’s Cane >> Reassembling Skeleton
Graf Harvest >> Behind the Scenes
Mirage Mirror >> Utter End
Tenacity >> Sorin, Solemn Visitor
Gleam of Resistance >> Oath of Lieges
Feb 14 2019:
Sorin, Solemn Visitor >> Reconnaissance
Smothering Abomination >> Smothering Tithe
Learn from the Past >> Awaken the Erstwhile
Dark Prophecy >> Cryptic Gateway
Reassembling Skeleton >> Liliana's Reaver
Champion of Stray Souls >> Grave Betrayal
Elesh Norn, Grand Cenobite >> Ethereal Absolution
Smallpox >> Open the Graves
Arahbo, Roar of the World, the Avatar, is in search of his lost love. It’s been rumored that his beloved Kaldra has been trapped within ancient artifacts and those too have been separated by distance and time. Arahbo has enlisted his army of cats of all kinds to take up the search and perhaps one day he will see her once again. (granted while technically Kaldra isn’t of the ‘cat’ creature type and will not trigger many of the cat triggers, she is a ‘avatar’ creature type – the only other in the deck from Arahbo.)
Suggestions, comments, and criticism is always welcome!!
All my decks try to adhere to these guidelines:
1) Be able to win.
2) Be mostly true to a flavor and a theme.
3) Be good against one or multiple opponents.
5) Be fun to pilot or to play against and interactive.
6) Have multiple paths to victory.
7) Have lots of cool interactions and synergy.
8) Play out differently every game to keep it fun over a long time.
9) Be streamlined and fast to play without excessive upkeep, time-consuming play or overcomplicated boardstates.
10) Integrate the Commanders abilities into the strategy at least a little, but be able to win without ever playing the commander.
The number in front of the card will denote CMC of the creature/spell.
Our meta plays with 40 life totals and no general damage.
5 Arahbo, Roar of the World
//Planeswalker (1)
4 Ajani, the Greathearted
//Cats (17)
2 Oreskos Explorer
2 Fleecemane Lion
2 Hungry Lynx
2 Leonin Shikari
3 Mirror Entity
3 Kemba, Kha Regent
3 Pride Sovereign
3 Mirri, Weatherlight Duelist
4 Temur Sabertooth
4 Jazal Goldmane
4 Leonin Warleader
4 Taj-Nar Swordsmith
4 Balan, Wandering Knight
5 Qasali Slingers
5 Regal Caracal
6 Nazahn, Revered Bladesmith
7 Raksha Golden Cub
//Non-Cats (3)
2 Metallic Mimic
3 Knight of Autumn
4 Odric, Lunarch Marshal
//Tokens (2)
3x White Sun’s Zenith
3x March of the Multitudes
//Card Advantage (5)
1 Steelshaper’s Gift
2 Dawn of Hope
2 Open the Armory
5 Mind’s Eye
5 Soul’s Majesty
1 Sigarda’s Aid
2 Heroic Intervention
3 Spear of Heliod
3 Bow of Nylea
3 Beastmaster Ascension
5 Cathars’ Crusade
5 Join Shields
//Control (11)
1 Path to Exile
1 Swords to Plowshares
2 Declaration of Stone
2x Martial Coup
3 Aura Shards
3 Citywide Bust
4 Glare of Subdual
4 Return to Dust
4 Crush Contraband
5 Sylvan Reclamation
5 Hallowed Burial
//Equipment (12)
1 Skullclamp
1 Basilisk Collar
1 Bloodforged Battle-Axe
2 Blackblade Reforged
2 Sword of the Animist
3 Helm of Kaldra
3 Sword of Vengeance
3 Loxodon Warhammer
3 Behemoth Sledge
4 Sword of Kaldra
4 Shield of Kaldra
4 Hammer of Nazahn
1 Sol Ring
2 Selesnya Signet
2 Talisman of Unity
3 Selesnya Locket
4 Hedron Archive
5 Mirari’s Wake
//Land (35)
0 Command Tower
0 Temple Garden
0 Sunpetal Grove
0 Canopy Vista
0 Fortified Village
0 Stirring Wildwood
0 Saltcrusted Steppe
0 Krosan Verge
0 Emeria, the Sky Ruin
0 Windbrisk Heights
0 Temple of the False God
0 Buried Ruin
0 Blighted Steppe
0 Gavony Township
16 Plains
5 Forest
2 Qasali Pridemage
2 Sunspear Shikari
4 Alms Collector
4 Nylea’s Emissary
6 Spirit of the Hearth
6 Pathbreaker Ibex
7 Emeria Shepherd
2 Nature’s Way
3 Citywide Bust
4 Marshal’s Anthem
4 Harmonize
4 Tenacity
6 Argentum Armor
May 10 2019:
Phantom Nishoba >> Knight of Autumn
Coveted Jewel >> Dawn of Hope
Brave the Sands >> Spear of Heliod
Settle the Wreckage >> Ajani, the Greathearted
Lightning Greaves >> Basilisk Collar
Caged Sun >> Bow of Nylea
Dominaria released, in my opinion, a beautiful set of uncommon Commanders – this deck will be showcasing my take on Tatyova, Benthic Druid with a ‘Land, Draw, Go’ style of play. The idea behind this deck is to play towards a select series of non-traditional win-cons – Helix Pinnacle, Biovisionary, Laboratory Maniac, Sylvan Awakening, Psychosis Crawler – having Tatyova’s draw ability super-saturate my hand towards one of these wincons…
Suggestions, comments, and criticism is always welcome!!
All my decks try to adhere to these guidelines:
1) Be able to win.
2) Be mostly true to a flavor and a theme.
3) Be good against one or multiple opponents.
5) Be fun to pilot or to play against and interactive.
6) Have multiple paths to victory.
7) Have lots of cool interactions and synergy.
8) Play out differently every game to keep it fun over a long time.
9) Be streamlined and fast to play without excessive upkeep, time-consuming play or overcomplicated boardstates.
10) Integrate the Commanders abilities into the strategy at least a little, but be able to win without ever playing the commander.
The number in front of the card will denote CMC of the creature/spell.
Our meta plays with 40 life totals and no general damage.
5 Tatyova, Benthic Druid
//Planeswalker (1)
4 Kiora, the Crashing Wave
//Creatures (19)
1 Sylvan Safekeeper
1 Sakura-Tribe Scout
2 Budoka Gardener
2 Coiling Oracle
2 Thrasios, Triton Hero
2 Llanowar Scout
3 Yavimaya Elder
3 Tireless Tracker
3 Chasm Skulker
4 Rashmi, Eternities Crafter
4 Oracle of Mul Daya
4 Stone-Seeder Hierophant
4 Horizon Chimera
4 Arixmethes, Slumbering Isle
4 Soratami Savant
5 Murkfiend Liege
5 Meloku the Clouded Mirror
6 Progenitor Mimic
6 Rampaging Baloths
//Wincons (5)
1 Helix Pinnacle
3 Biovisionary
3 Laboratory Maniac
3 Sylvan Awakening
5 Psychosis Crawler
1 Minds Aglow
3 Horn of Greed
3 Rites of Flourishing
3x Blue Sun’s Zenith
4 Ghirapur Orrery
4 Abundance
5 Restock
7 Zendikar Resurgent
//Protection (4)
1 Blossoming Defense
1 Vines of Vastwood
2 Constant Mists
5 Psychic Spiral
//Buff (5)
3 Retreat to Kazandu
4 Precongnition Field
4 Rite of Replication
5 Venser’s Journal
6 Spitting Image
//Control (9)
1 Nature’s Claim
2 Echoimg Truth
2 Cyclonic Rift
2 Broken Bond
2 Reality Shift
2 Unravel the Aether
2 Deglamer
4 Aetherize
5 Devastation Tide
1 Collective Voyage
1 Burgeoning
3 Harrow
3 Journey of Discovery
3 Kodama’s Reach
3 Cultivate
7 Boundless Realms
//Land (41)
0 Command Tower
0 Hinterland Harbor
0 Temple of Mystery
0 Thornwood Falls
0 Simic Guildgate
0 Simic Growth Chamber
0 Evolving Wilds
0 Terramorphic Expanse
0 Blighted Woodland
0 Myriad Landscape
0 Alchemist’s Refuge
0 Homeward Path
0 Reliquary Tower
14 Forest
14 Island
100 cards in decklist
Oct 20 2018:
Winter Orb >> Zendikar Resurgent
Time Warp >> Stone-Seeder Hierophant
Michiko Konda, Truth Seeker has a mystery to solve. She is search of a hidden truth found with the Ancient Kaldra Artifacts. She has a large entourage to support her in her journey – Legendary figures from all over - Soldiers, Knights, and Others – all waiting to see if Michiko can indeed solve the mystery.
Suggestions, comments, and criticism is always welcome!!
All my decks try to adhere to these guidelines:
1) Be able to win.
2) Be mostly true to a flavor and a theme.
3) Be good against one or multiple opponents.
5) Be fun to pilot or to play against and interactive.
6) Have multiple paths to victory.
7) Have lots of cool interactions and synergy.
8) Play out differently every game to keep it fun over a long time.
9) Be streamlined and fast to play without excessive upkeep, time-consuming play or overcomplicated boardstates.
10) Integrate the Commanders abilities into the strategy at least a little, but be able to win without ever playing the commander.
The number in front of the card will denote CMC of the creature/spell.
Our meta plays with 40 life totals and no general damage.
4 Michiko Konda, Truth Seeker
//Planeswalker (1)
4 Elspeth, Knight-Errant
//Soldiers (12)
2 Auriok Steelshaper
2 Leonin Shikari
3 Aerial Responder
3 Mentor of the Meek
3 Archetype of Courage
3 Thalia, Heretic Cathar
4 Odric, Lunarch Marshal
4 Taj-Nar Swordsmith
4 Selfless Squire
5 Catapult Master
5 Gustcloak Savior
6 Captain of the Watch
//Knights (6)
2 Knight of the White Orchid
3 Danitha Capashen, Paragon
4 Balan, Wandering Knight
4 Hero of Bladehold
4 Kwende, Pride of Femeref
5 Knight-Captain of Eos
//Others (4)
3 Burnished Hart
6 Sun Titan
7 Emeria Shepherd
7 Elesh Norn, Grand Cenobite
//Tokens (4)
3x White Sun's Zenith
4 Entrapment Maneuver
5 Conqueror's Pledge
1 Steelshaper’s Gift
1 Scout’s Warning
2 Endless Atlas
5 Mind's Eye
6 Staff of Nin
6 Coveted Jewel
//Equipment (11)
1 Skullclamp
2 Lightning Greaves
2 Swiftfoot Boots
2 Sword of the Animist
2 Blackblade Reforged
3 Loxodon Warhammer
3 Sword of Vengeance
3 Helm of Kaldra
4 Shield of Kaldra
4 Sword of Kaldra
4 Hammer of Nazahn
//Buff (4)
1 Sigarda’s Aid
1 Brave the Elements
4 Jade Monolith
5 Cathar's Crusade
//Control (9)
1 Swords to Plowshares
1 Path to Exile
3 Paraselene
3 Citywide Bust
4 Return to Dust
4 Retaliate
5 Hallowed Burial
6 Austere Command
7 Martial Coup
1 Sol Ring
2 Pearl Medallion
2 Oath of Lieges
2 Mind Stone
4 Settle the Wreckage
4 Hedron Archive
4 Endless Horizons
6 Caged Sun
//Land (35)
0 Myriad Landscape
0 Terrain Generator
0 Temple of the False God
0 Daru Encampment
0 Homeward Path
0 Buried Ruin
0 Blighted Steppe
0 Forbidding Watchtower
0 Memorial to Glory
0 Windbrisk Heights
0 Emeria, the Sky Ruin
24 Plains
100 cards in decklist
/Wishlist
4 Knight Exemplar (NTBY)
3 Brimaz, King of Oreskos (NTBY)
3 Field Marshal (NTBY)
3 Solemnity (cut?)
2 Suture Priest
4 Stonehorn Dignitary
2x Unexpectedly Absent
2 Hero's Blade (enough impact?)
3 Mirage Mirror
June 19 2018:
Oreskos Explorer >> Auriok Steelshaper
Herald's Horn >> Oath of Lieges
Aug 15 2018:
Loreseeker's Stone >> Coveted Jewel
Heirloom Blade >> Endless Atlas
Teshar, Ancestor's Apostle >> Emeria Shepherd
Nov 17 2018:
Wing Shards >> Citywide Bust
Agreed. If this were done in my meta, I can see every deck becoming Green-Blue. Imo, it just isn't a healthy environment for long term gaming.
I welcome any comments and suggestions.
All my decks try to adhere to these guidelines:
1) Be able to win.
2) Be mostly true to a flavor and a theme.
3) Be good against one or multiple opponents.
5) Be fun to pilot or to play against and interactive.
6) Have multiple paths to victory.
7) Have lots of cool interactions and synergy.
8) Play out differently every game to keep it fun over a long time.
9) Be streamlined and fast to play without excessive upkeep, time-consuming play or overcomplicated boardstates.
10) Integrate the Commanders abilities into the strategy at least a little, but be able to win without ever playing the commander.
The number in front of the card will denote CMC of the creature/spell.
Our meta plays with 40 life totals and no general damage.
4 Kestia, the Cultivator
//Enchantment Creatures (12)
2 Leafcrown Dryad
3 Boon Satyr
3 Eidolon of Countless Battles
3 Nimbus Naiad
3 Observant Alseid
3 Harvestguard Alseids
4 Eidolon of Blossoms
4 Nylea’s Emissary
5 Celestial Archon
5 Whitewater Naiads
6 Humbler of Mortals
7 Nylea’s Colossus
//Other Creatures (11)
2 Kor Spiritdancer
2 Sram, Senior Edificer
2 Herald of the Pantheon
3 Umbra Mystic
3 Mesa Enchantress
3 Satyr Enchanter
3 Danitha Capashen, Paragon
4 Chameleon Colossus
5 Glamer Spinners
6 Sun Titan
6 Sovereigns of Lost Alara
//Card Advantage (4)
3 Enchantress’s Presence
4 Bident of Thassa
5 Creeping Renaissance
6 Open the Vaults
3 Duelist's Heritage
3 Estrid’s Invocation
5 Sphere of Safety
//Auras (14)
1 One With Nature
1 Ethereal Armor
2 Alpha Authority
2 Spirit Mantle
2 Flickerform
3 Ancestral Mask
3 Unquestioned Authority
3 Unflinching Courage
4 On Serras’ Wings
4 Bear Umbra
4 Sage’s Reverie
6 Indrik Umbra
6 Epic Proportions
8 Eldrazi Consription
//Control (12)
2 Lignify
2 Darksteel Mutation
3 Song of the Dryads
3 Imprisioned in the Moon
4 Faith’s Fetters
4 Return to Dust
4 Supreme Verdict
4 Divine Reckoning
5 Winds of Wrath
5 Single Combat
5 Relic Crush
5 Sylvan Reclamation
1 Sol Ring
1 Font of Fertility
1 Wild Growth
2 Fertile Ground
3 Chromatic Lantern
4 Dawn’s Reflection
5 Gilded Lotus
//Land (36)
0 Command Tower
0 Seaside Citadel
0 Evolving Wilds
0 Terramorphic Expanse
0 Sunpetal Grove
0 Hinterland Harbor
0 Glacial Fortress
0 Canopy Vista
0 Prairie Stream
0 Fortified Village
0 Krosan Verge
0 Thornwood Falls
0 Tranquil Cove
0 Temple of the False God
0 Mystifying Maze
0 Rogue’s Passage
0 Reliquary Tower
0 Mosswort Bridge
7 Forest
7 Plains
4 Island
Soul Snare >> Gilded Lotus
Selesnya Charm >> Chromatic Lantern
Oct 2 2018:
Invisible Stalker >> Alpha Authority
Rampant Growth >> Wild Growth
Kodama’s Reach >> Ancestral Mask
Cultivate >> Font of Fertility
Oct 20 2018:
Serra Ascendant >> Knight of Autumn
Silent Sentinel >> Ajani's Chosen
Pathbreaker Ibex >> Hydra Omnivore
Karmic Justice >> Supreme Verdict
Bant Charm >> Bident of Thassa
Plains >> Duelist's Heritage
Nov 1 2018:
Ajani's Chosen >> Sram, Senior Edificer
Bruna, Light of Alabaster >> Tuvasa the Sunlit
Sigil of the Empty Throne >> Estrid, the Masked
Nov 17 2018:
Estrid, the Masked >> Serra Ascendant
Hydra Omnivore >> Observant Alseid
Dec 23 2018:
Mirri, Weatherlight Duelist >> Sovereigns of Lost Alara
Mirari’s Wake >> One with Nature
Gavony Township >> Forest
Aura Shards >> Eldrazi Conscription
Sungrass Prairie >> Hinterland Harbor
Blossoming Sands >> Fortified Village
Forest >> Reliquary Tower
Feb 23 2019:
Serra Ascendant >> Darksteel Mutation
Tuvasa the Sunlit >> Leafcrown Dryad
May 3 2019:
Knight of Autumn >> Single Combat
Having a soft spot for the elemental tribe, I've been brewing this deck ever since Mudrotha, the Gravetide was spoiling for the Dominaria release. I doubt this deck will be that competitive, but it's geared more for kitchen table, so it'll be okay. Still am open to, and love receiving, suggestions though.
All my decks try to adhere to these guidelines:
1) Be able to win.
2) Be mostly true to a flavor and a theme.
3) Be good against one or multiple opponents.
5) Be fun to pilot or to play against and interactive.
6) Have multiple paths to victory.
7) Have lots of cool interactions and synergy.
8) Play out differently every game to keep it fun over a long time.
9) Be streamlined and fast to play without excessive upkeep, time-consuming play or overcomplicated boardstates.
10) Integrate the Commanders abilities into the strategy at least a little, but be able to win without ever playing the commander.
The number in front of the card will denote CMC of the creature/spell.
Our meta plays with 40 life totals and no general damage.
6 Muldrotha, the Gravetide
//Elementals (21)
1 Embodiment of Spring
3 Offalsnout
3 Fertilid
4 Seed Guardian
4 Briarhorn
4 Nevermaker
4 Timbermare
5 Night Incarnate
5 Mulldrifter
5 Shriekmaw
5 Torrent Elemental
5 Creeperhulk
5 Whisperwood Elemental
6 Aethersnipe
6 Roil Elemental
6 Bane of Progress
6 Vigor
6 Cloudthresher
7 Doomgape
7 Avenger of Zendikar
7 Tornado Elemental
//Non-Elementals (6)
1 Caustic Caterpillar
2 Sakura-Tribe Elder
3 Burnished Hart
3 Moriok Replica
3 Sylvok Replica
3 Eternal Witness
1 Phyrexian Reclamation
2 Animate Dead
2 Courier’s Capsule
3 Elemental Bond
3 Buried Alive
3 Lifecrafter’s Bestiary
3 Secrets of the Dead
3x Villainous Wealth
4 Greater Good
5 Kindred Discovery
//Buff (6)
1 Glaring Spotlight
2 Perpetual Timepiece
2 Aspect of Mongoose
3 Mirage Mirror
5 Conjurer’s Closet
5 Cauldron of Souls
//Control (9)
0 Tormod’s Crypt
1 Nihil Spellbomb
1 Executioner’s Capsule
1 Seal of Removal
2 Seal of Primordium
2 Seal of Doom
3 Pernicious Deed
4 Nevinyrral’s Disk
5 Living Death
//Ramp (10)
1 Wayfarer’s Bauble
1 Expedition Map
1 Font of Fertility
2 Golgari Signet
2 Simic Signet
3 Commander's Sphere
3 Darksteel Ingot
3 Chromatic Lantern
3 Herald's Horn
4 Tempt with Discovery
0 Command Tower
0 Primal Beyond
0 Opulent Palace
0 Hinterland Harbor
0 Woodland Cemetery
0 Overgrown Tomb
0 Yavimaya Coast
0 Llanowar Wastes
0 Tainted Wood
0 Thornwood Falls
0 Jungle Hollow
0 Bojuka Bog
0 Blighted Woodland
0 Ghost Quarter
0 Evolving Wilds
0 Terramorphic Expanse
11 Forest
6 Island
4 Swamp
Jan 3 2019:
Slithermuse >> Font of Fertility
Possessed Portal >> Eternal Witness
Mind Stone >> Tempt with Discovery
Jwar Isle Refuge >> Overgrown Tomb
Voyager Staff >> Burnished Hart
Feb 23 2019:
Splinterfright >> Villainous Wealth
Dreamstone Hedron >> Kindred Discovery
Boundless Realms >> Herald's Horn
Adding to the fun, I've themed this deck around an elite core of Artificers - gotta be on the 'in-club' to cast the 'cool' spells. Goal of the game is to pop out some tokens in the early game. Wiggle out a large token in the mid-game. And eliminate the need to have an end game.
All my decks try to adhere to these guidelines:
1) Be able to win.
2) Be mostly true to a flavor and a theme.
3) Be good against one or multiple opponents.
5) Be fun to pilot or to play against and interactive.
6) Have multiple paths to victory.
7) Have lots of cool interactions and synergy.
8) Play out differently every game to keep it fun over a long time.
9) Be streamlined and fast to play without excessive upkeep, time-consuming play or overcomplicated boardstates.
10) Integrate the Commanders abilities into the strategy at least a little, but be able to win without ever playing the commander.
The number in front of the card will denote CMC of the creature/spell.
Our meta plays with 40 life totals and no general damage.
6 Brudiclad, Telchor Engineer
//Planeswalker (1)
4 Saheeli, Sublime Artificer
//Artificers (14)
2 Chief Engineer
2 Reckless Fireweaver
2 Tawnos, Urza’s Apprentice
2 Riddlesmith
3 Feldon of the Third Path
3 Thopter Engineer
3 Quicksmith Genius
3 Sai, Master Thopterist
4 Padeem, Consul of Innovation
4 Pia and Kiran Nalaar
4 Master Transmuter
4 Whirler Rogue
4 Faerie Artisans
4 Jhoira, Weatherlight Captain
//Non-Artificers (1)
4 Crafty Cutpurse
//Toys (9)
4 Phyrexian Metamorph
5 Mishra's Self-Replicator
6 Soul of New Phyrexia
6 Wurmcoil Engine
6 Sharding Sphinx
6 Steel Hellkite
7 Myr Battlesphere
9 Inkwell Leviathan
10 Ancient Stone Idol
//Tokens (11)
1 Retrofitter Foundry
1x Tempt with Vengeance
3 Cackling Counterpart
3 Mimic Vat
4 Elemental Mastery
4 Helm of the Host
4 Rite of Replication
5 Rite of the Raging Storm
5 Mirrorworks
6 Saheeli’s Artistry
9 Clone Legion
1 Skullclamp
2 Reshape
3 Rhystic Study
3x Whir of Invention
4 Trading Post
4 Bident of Thassa
5 Tamiyo’s Journal
//Control (11)
1 Vandalblast
2 Counterspell
2 Disdainful Stroke
2 Impact Tremors
2x Comet Storm
3 Chaos Warp
4 Into the Core
5 Aether Gale
5 Confirm Suspicions
5 Spell Swindle
9 Blasphemous Act
//Ramp (10)
1 Sol Ring
2 Izzet Signet
2 Mind Stone
3 Izzet Locket
3 Commander’s Sphere
3 Darksteel Ingot
3 Ashnod’s Altar
4 Hedron Archive
5 Blinkmoth Urn
0 Command Tower
0 Steam Vents
0 Sulfur Falls
0 Swiftwater Cliffs
0 Izzet Guildgate
0 Highland Lake
0 Great Furnace
0 Seat of the Synod
0 Darksteel Citadel
0 Phyrexia’s Core
0 Foundry of the Consuls
0 Buried Ruin
0 Mirrorpool
0 Gargoyle Castle
0 Temple of the False God
12 Island
9 Mountain
2x Comet Storm (NTBY)
4 Faerie Mechanist (cut?)(how many artifacts do I have?)
3 Worn Powerstone
3x Saheeli’s Directive (cut?)(how many artifacts do I have?)
4 March of the Machines (cut?)(how many non-creature artifacts?)
5 Echo Storm (cut?)
5 Tezzeret the Seeker
2 Loyal Apprentice
2 Etherium Sculptor
4 Padeem, Consul of Innovation
2 Tetsuko Umezawa, Fugitive (cut?)
3 Tuktuk the Explorer
6 Duplicant
6 Mindwrack Liege
5 Myr Turbine (cut?)
5 Minion Reflector (cut?)
7 Call the Skybreaker
4 Thopter Spy Network
5 Jace’s Ingenuity
6 Opportunity
1 Clout of Dominus
2 Teleportal
3 Cloudstone Curio
3 Hammer of Purphoros
8 Insurrection
Aug 21 2018:
Pentavus >> Mishra's Self-Replicator
Prototype Portal >> Rite of Replication
Ghirapur Aether Grid >> Vandalblast
Chief of the Foundry >> Panharmonicon
Island >> Temple of the False God
Sept 25 2018:
Tempt with Reflections >> Crafty Cutpurse
Pia Nalaar >> Comet Storm
Thirst for Knowledge >> Into the Core
Mountain >> Gargoyle Castle
Island >> Mirrorpool
Oct 20 2018:
Efficient Construction >> Helm of the Host
Golem Factory >> Izzet Locket
Feb 24 2019:
Maverick Thopterist >> Padeem, Consul of Innovation
Experimental Aviator >> Sai, Master Thopterist
Steel Overseer >> Rhystic Study
Panharmonicon >> Elemental Mastery
May 3 2019:
Saheeli, the Gifted >> Saheeli, Sublime Artificer
I'm calling the deck: Yidris' Battle Mages
I'm always happy to receive suggestions, comments, and questions.