In honor of dasebeleren's retired deck, the original Too Many Cooks planeswalker control list. Which has been an inspiration to my take on the Superfriends playstyle.

A superfriends commander deck that aims to control the board until we can take over the game with ultimates, armies of tokens, or some kind of combo.

The deck also uses some powerful seemingly one-sided enchantments such as Moat and Dueling Grounds to slow down combat, and protect our planeswalkers. There is a selection of versatile wrath effects, and universal removal cards to help keep the board in check. There are many lines of plays and ways to win. You can swarm with tokens, and combine them with the ultimate effects of Garruk, Cursed Huntsman or Elspeth, Sun's Champion to attack for tons of damage. You can combo off using Oath of Teferi, Aminatou, and Nicol Bolas, Dragon-God. The previously mentioned will give you infinite mana, and allow you to draw your deck by having Bolas and Aminatou blink each other with their second activations each. From there you can do pretty much anything you want, and win with whatever combination of Planeswalkers you wish. Since Nicol Bolas Dragon-God has all loyalty abilities among Planeswalkers across the battlefield you also have infinite loyalty activations of any planeswalker you want. Almost every Planeswalker ultimate will likely win you the game on the spot; either from your opponents scooping in response, or you will just gain such sheer advantage that you cannot lose.

Tamiyo, the Field Researcher grants you Omniscience and draws you three cards that you can now cast for free. This pairs very well with Tamiyo, the Moon Sage who's emblem triggers a replacement effect, returning any card that WOULD go to your graveyard back to your hand instead. So if a card is destroyed, discarded, milled, or used in the cases of instants and sorceries, it goes back to your hand instead. This allows infinite extra turns with Nexus of Fate, or the instant destruction of every permanent your opponents control with Assassin's Trophy. Destroying everything they have, then destroying the land it finds. Rinse and Repeat until they have nothing.

Chandra, Awakened Inferno is a power house of a Planeswalker. Especially good to play if Oath of Teferi is already out. She can kill almost all tokens, utility creatures, and a good chunk of commanders with her minus. Then plus back to a safer loyalty. Or if the board is already clear drop her down, and plus her twice. You've just put a doomsday counter on every opponent, and unless they have haste you're going to get to do it at least once more. She also cannot be countered; which is a great way to stick it to control decks.

Dack Fayden is a fantastic planeswalker who can really shift the early game in your favor with his first two abilities. Being able to double 'loot' is fantastic card filtering. Tossing lands into the graveyard is great if you've got a Crucible of Worlds or Wrenn and Six in your hand. Tossing high costed Planeswalkers into the graveyard is great if you've got a Primeval's Glorious Rebirth in hand. His minus is fantastic; there aren't a whole lot of cards that steal artifacts permanently for three mana. Dack steals an artifact permanently, and sticks around to generate even more value if your opponents can't get to him. One of the best three mana Planeswalkers. One of the best planeswalkers in the format.

Tezzeret, the Seeker is very fun to play at any stage of the game. With the right board he can essentially be free to cast, and can come down and generate lots of mana with artifacts like Chromatic Orrery, Sol Ring, and Mana Crypt. He can find almost any artifact you need. In the late game he can find Chain Veil and put it straight into play. Using Tezzeret's +1 untapping The Chain Veil, and Chromatic Orrery grant you infinite mana and infinite loyalty activations.

Kiora, the Crashing Wave is a great Planeswalker to get out early. She is usually just used as a double 'Explore', but if you have the board to protect her the Emblem is great fun. However don't overlook the first ability; since it reads target "permenant" it shuts down extremely powerful cards and effects like Purphoros, God of the Forge. Terror of the Peaks, Warstorm Surge, etc.

Nahiri, the Harbinger is very flexible. She provides card filtering with her plus, and can exile tapped creatures, tapped artifacts, and enchantments. Her ultimate isn't as scary as most other Planeswalkers and I've often found she isn't attacked if there is another threat at the table. It is primarily used to pull out Deepglow Skate, and Vorinclex if I have a planeswalker I want to try and ultimate. However I've grabbed Chromatic Orrery before for the excellent mana bump it provides.

Lilliana, Dreadhorde General is so insanely powerful, and back breaking to go against. I've sat across from one before and it is definitely a card you have to play around. She creates zombies to protect herself and other Planeswalkers, but you'll often find your opponents won't swing at them because they really don't want you drawing all the cards from your tokens dying. Her minus ability can destroy the tempo of your opponents while drawing you two cards, and can hopefully stick around to start ticking up to do it again. You win the game if you get to use her ultimate.

Aminatou is really great. Her minus can blink Planeswalkers, and allow you to use their loyalty abilities another time. She can also blink Niv-Mizzet allowing you to get his enter the battlefield abillity all over again. As mentioned above she combos with Nicol Bolas, Dragon God and Oath of Teferi as a win condition.

Garruk, Cursed Huntsman could be replaced with a variety of things, but I enjoy Planeswalkers that create more then one token to protect themselves. These wolves also have an anaconda effect in the way that, opponents won't attack if they can't get to him. These wolves are special because they give loyalty whenever they die. This makes it slightly harder for him to die as multiple players attack. His minus is great, and it draws a card. His Emblem is great if you're forced to play the long game and kill with tokens.

Kaya the Inexorable is a new addition, but I love everything this card provides. Her plus is very similar to Kaya's Ghost Form which was already a card that I really liked. I say similar because the card goes back to your hand, not to the battlefield. You do get a 1/1 flyer which is a great chump blocker. Her minus is Utter End, which is also fantastic. Finally that ultimate, oh boy, that ultimate ability is amazing. It's not good to base Planeswalkers off their ultimates, but oh man. You can cast Primeval's Glorious Rebirth every turn, Karn's Temporal Sundering every turn. Even bring back Exiled planeswalkers. So tasty.

Kethis blocks decently well, reduces the cost of almost every card in our deck by one, and can provide late game recursion if we need to. Being able to cast Primeval's Glorious Rebirth out of our graveyard is very, very strong.

Carth the Lion is the real commander of this deck, and one of my new favorite cards for the Superfriends Archetype. Getting you a card when he enters, when a planeswalker dies, and allowing Planeswalkers to ult the same turn they come in with Oath of Teferi is absolutely insane. He's also a great blocker, and two colors to boost Sisay.

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