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"He has returned...Thrasios is his visage. Vial Smasher is his hound. Engine is his essence. His will is absolute. His words will be known again and again. Protect us oh Ineffable One. Empower us to desroy our enemies. Lend us thy will. Make us thy vessel. In your name we continue our work, Culling the Weak to strengthen the whole."

-Prayer by an anonymous Priest of Yawgmoth

Ad Nauseam is widely regarded as one of the most broken cards in cEDH.

Paradox Engine has proven to be one of the strongest storm enablers in recent years.

Yawgmoth's Will is one of the most powerful cards of all time. 

This deck aims to abuse all three to their fullest potential. While testing is still ongoing, it is capable of racing the fastest decks in the format. It is built for speed, consistency, and resilence.

With regards to metrics, the deck is currently goldfishing turn 2 victories at an approximate rate of once every six hands.  It wins by turn 3 approximately four out of every seven hands.  There are a number of factors that make this brew capable of these numbers:

1) Color scheme: BUG is the strongest 3 color wedge in cEDH because it offers excellent ramp, interaction, card advantage, and tutor density. Thrasios gets all of those advantages along with a handful of great red cards.  This allows him to have unprecidented card quality outside 5 color lists. In addition, Thrasios is a 2 drop infinite mana sink who provides utility in all phases of the game. Outside of infinite mana situations, Thrasios is an excellent Culling the Weak target and can keep the deck from from fizzling in games where the deck is producing plenty of mana, but has nothing to spend it on.  Vial smasher can uuuuhhhhh make the deck one card smaller?

2) Ramp Thrasios has access to every great mana dork, rock, and ritual.   With 25+ ramp sources, this deck often explodes out of the gates.

3) Tutors and Card Advantage:  As anyone who plays fast combo knows, tutor density is an important determinant in the consistency and speed of a deck.  Card advantage is almost as important since it allows us to see more of our deck each game.    Sans white offers the best combination of these factors and this deck utilizes a powerful selection from among these.

4) Paths to Victory: Some combo decks aim to have many different combos so as to increase the chance of getting the pieces to hand.  Others focus just on one combo with a small number of enablers to decrease the number of dead cards.  This deck can do both There are numerous paths to victory and very few dead cards.  Nearly every combo piece has standalone value and the combos overlap and work together.

The key to consistent early wins is knowing what hands to keep. As I have gotten better at mulliganing my turn 2-3 win rate has skyrocketed. I have found that you can almost always find a useable hand out of the first 3 tries (Initial, Free 7, 6+scry 1). Going to 5 or below is somewhat risky given our low land count so go past 6 at your own peril.

In general, our ideal opener wants 2 lands, 2 fast mana sources 2 card advantage/tutor spells, and 1 interaction piece. Worst case scenario we want the means to cast a turn 2 wheel (This is the equivalent of punting, but it can often put us in position for a turn 3 win), turn 2 Necropotence, or a turn 3 Ad Nauseam/Waste Not+Wheel of Fortune effect. We do not want to generally keep a hand with our only ramp piece being a 2 mana rock and NEVER keep a 4 land hand unless the other 3 cards are incredible (like dark ritual, mana crypt, and ad nauseam). 1 land hands are often viable as long as we have plenty of rocks/rituals/dork and a way to dig deep.

If you have the other essential cards dont fret about missing a land drop early as lands are largely irrelevant after turn 1, what truly matters is nonland sources that tap for mana. Ill add more to this section as I learn more.

Note: Please keep in mind that this advice is meant to teach you how to pilot this deck in playtest mode. In a competitive pod you can't slam down a combo on turn 2-3 and expect to succeed. Picking your spots is often necessary, hence the reasonably decent interaction suite.

All of the following card combinations can win the game by turn one.  While turn one wins are extremely rare even for this deck, turn two wins are often achieved. A high concentration of early game enablers gives this deck the ability to win at any stage of the game with a minimal to nonexistant board presence.  These lines to victory include:

1) Ad Nauseam+Fast Mana: This is the easiest path to victory.  While any number of card combinations can get us to 5 mana the simplest involves Land+Dark Ritual+Mana Crypt/Mana Vault.

2) Dramatic Reversal+Isochron Scepter+3 mana worth nonland based permanent ramp.  The turn 1 victory requires something like Mana Crypt/Mana Vault+Mox Opal in addition to the two combo pieces.  This is our most mana efficient combo 4 mana (or two mana with LED in hand), but unlike ad naus or engine it requires two specific combo pieces to go off. 

3) Paradox Engine+Self Replacing Card+Fast Mana Rocks: This is harder to come by with more initial points of failure.  To realistically get engine to the point where it is self sustaining you will usually need at least 3 mana worth of rocks in total with 1 that can tap for all colors (i.e Fellwar Stone; Mox Diamond; Mox Opal).  You also will need a cantrip or tutor that replaces itself after the initial untap to start producing mana and to (hopefully) draw into fuel. If we get stuck with nothing but interaction after the first few spells (which is relatively common scenario) a great way to get ahead on mana is to cast a removal spell (i.e nature's claim), then counter it (i.e. mental misstep) and then counter that spell (i.e pact of negation). Since engine untaps everything on CAST, not resolution, you will get to untap everything 3 times for one mana total. This will often allow you to activate Thrasios' draw ability until you get to the spell that will end the game. The engine win condition snowballs very quickly so if you manage to untap after casting it on an ad nauseam turn, its almost impossible to fizzle.

4) Waste Not+Wheel of Fortune/Windfall/Whispering Madness: This combo is a nice enabler for many wheel based decks, but this deck is designed to consistently win the turn it is assembled.  While the results of this pairing can vary widely, one can often expect to at least draw 10-12 cards, produce 8-10 black mana, and have a couple of zombies for good measure. If we are fortunate enough to draw directly into an Ad Nauseam or Paradox Engine or the means to assemble Dramatic Reversal+Isochron Scepter its often gg.  However it is more often the case that we have to continue to dig by playing rocks that produce blue or red mana for more wheels or tutors for ad naus or engine.  This line often requires numerous decisions along the way that will make or break our ability to get there.

5) Yawgmoth's Will, Lion's Eye Diamond and stuff: The turn 1 win will require a minimum of Dark Ritual, Ad Naus or a card like Demonic Tutor/Grim Tutor, and LED+Yawgwin. Turn 2-3 wins are vastly more common. This line is fairly difficult to describe in typical situations so I will simply describe the first game where I realized the potential of yawgwin and LED.  I was playing in a 4 player pod and I drew my second seven after using my free mulligan: 

Lion's Eye Diamond, Mystical Tutor, Yawgmoth's Will, Pact of Negation, Nature's Claim, and two fetchlands.  My initial thought was "Damn this is a shit hand." I did not want to go down to 6 and I had something to play on turn one and two so I kept the hand.  I went first and drew my first card Tainted Pact. At first I was a bit irritated, and then in a flash of insight I came to the realization "shit I could win on my next turn." I played my fetchland and passed turn.  Each of my opponents  played a land and tapped out for a 1 drop spell (2 dorks and a mystic remora), so with the coast likely clear and a free counterspell to boot, I crack my fetchland for an Underground Sea and use Mystical Tutor to topdeck Dark Ritual.

Turn 2: Play my second fetchland, Play LED, Tap Sea to play ritual.  Use my BBB to cast Yawgmoth's Will hold priority crack LED before yawgwin resolves, put BBB in my mana pool.  From my graveyard I cast ritual from my graveyard to go to BBBBB then play and crack LED to go to BBBBBUUU and one untapped land.  Yeah thats 9 mana...I then proceed to topdeck Ad Nauseam with Mystical Tutor, "draw" it with Tainted Pact then cast it with one untapped land available.  Now this deck is built to win off a main phase ad nauseam, but luck was not with me. Despite drawing into enough cards to produce 7 mana post ad naus I never did get the cards necessary to play engine or dramatic scepter. I ended up fizzling and rewarded my Mystic Remora opponent with 19 cards of a first turn U spell. 

While that particular attempt did not produce a turn 2 win it opened my eyes to the possible lines within my deck.  The beauty of yawgwin & LED is that a number of different combinations of tutors and rituals can produce a similarly explosive start.  As the game goes on, this path to victory gets much stronger. Worst case scenario you pay for 2 Black Lotus and the ability to play every card from your hand and graveyard for the rest of the turn.

As I have mentioned multiple times in this primer this deck is built to win off a main phase ad naus, which makes us a turn faster than it otherwise would be. You may be wondering what allows this deck to pull this off.  The most important factors include:

1) An avg cc of 1.62:  This allows me to draw 25 to 30 cards if done early enough and with a fairly intact life total. You will generally want to stop around 5 life because its much easier to win if you still have access to cards like Vampiric Tutor and Gitaxian Probe.

2) Every playable ritual and net positive rock:  Aside from the obvious cards, combo pieces such as Voltaic Key & Copy Artifact become net positive with either Mana Crypt or Grim Monolith in play.  Chain of Vapor acts as a powerful "ritual" allowing you to bounce up to 4 net positive rocks on turn 3 by sacraficing your lands. You can even bounce Carpet of Flowers and replay it to add its mana to our second main phase. Culling the Weak can be used to sacrafice Thrasios for a net gain of 1 mana if you cast him post ad naus but zombies off waste not or one drop dorks are preferable targets.  

3) Numerous cards to end the game:  The most obvious is engine.  Get to 5 mana cast engine untap with a 0 mana spell and its gg since you will have tons of fuel necessary to sustain the deck indefinitely.  However you are not guaranteed to draw engine.  In those situations a number of cards become important.  These include:

Gamble: With 25-30 cards in hand the downside becomes almost entirely negligable and this becomes a one mana Demonic Tutor

Transmute Artifact: With an expendable 2 cc rock you can put engine into play for just 5 mana.

Gitaxian Probe & Manamorphose: Can turn our topdeck tutors into one mana demonic tutors. Baby jace and Top in play are equally useful here.

Yawgmoth's Will+Lion's Eye Diamond:  If you read the section before this you should not be suprised.  Often if you get to three with mana with both these cards in hand you will jump to a minimum of 6 mana of any color, but often more and you will have access to every card that was in your hand or in your graveyard.

Dramatic Reversal: If you have what you need to win, but lack the fuel, your best option is to tutor for this card if you do not already have it.  It can sometimes mean the difference between 4 and 5 mana.  Other times it will allow you to play every rock in your hand (including the net negative ones and then untap everything for 8 to 12 mana.  Even outside its role as a combo piece, this card is simply incredible.

Windfall: Why not draw a fresh 25 cards for 3 mana after playing all your net positive spells?

Helm of Awakening: This card may get cut, but on a combo turn, it generates incredible amounts of mana.

For a more interactive version of this deck look no further.

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Revision 16 See all

(5 years ago)

+1 Abrade main
+1 Birds of Paradise main
-1 Candelabra of Tawnos main
+1 Cyclonic Rift main
+1 Dark Confidant main
+1 Deathrite Shaman main
+1 Dimir Signet main
-1 Fire Covenant main
-1 Into the Roil main
+1 Plunge into Darkness main
-1 Pyretic Ritual main
+1 Rite of Flame main
+1 Serum Visions main
-1 Snap main
-1 Spell Pierce main
+1 Tainted Pact main
Top Ranked
  • Achieved #6 position overall 7 years ago
Date added 7 years
Last updated 5 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

15 - 0 Mythic Rares

47 - 0 Rares

15 - 0 Uncommons

17 - 0 Commons

Cards 100
Avg. CMC 1.74
Tokens Bird 2/2 U, Spirit 1/1 C
Folders cEDH Spice, Needs to buy, Commander decks, EDH, Awesome deck, Omg, Favs, competitive, Faves, EDH ideas
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