Maybeboard

Creature (1)


so I wanted to see what turbo fog could do in commander, so I threw this list together to give it a shot. turbo fog is in U/G, and I decided I wanted Prime Speaker Zegana as my commander because she becomes a threat and gives me draw power. I could have done some Vorel, the Hull Clade tokens thing as my win-con, but really I like zegana for being a threat on her own.

Reliquary Tower is something I know I'll be recommended. really, I don't want infinite hand size. I'd end up decking myself out on occasion, especially if there's a mill deck involved in the game. if anyone knows any good discard outlets that don't take mana to use and fit these colors, I'll reconsider. for now I like things hitting the graveyard so I can recycle with Elixir of Immortality at need. Psychic Spiral as an alternate if the elixir gets exiled.

win-cons were weird to try to think of. I'm not running a fast game at all, so it needs to be things I can just let sit in my hand until I can play with plenty of mana open. Omnath, Locus of Mana is great at both letting me play my other win-cons and being one himself. Kruphix, God of Horizons does similar things for me.

also win-cons: AEtherling, Prime Speaker Zegana, Frost Titan, or Master Biomancer

the biomancer may seem weird, I'm not being particularly token or creature heavy, but if I have him hit the board he makes zegana come down bigger.

another card that might need explanation is Progenitor Mimic it's in here to preferably become either Master Biomancer because that just gets really great really fast, or, Prime Speaker Zegana. basically, have zegana out as big(ish), play the mimic on it, sac zegana, every turn the mimic copies zegana, giving me lots of draw, then sac the token to keep the mimic in play. other good targets are the other win-conditions

fog spells seem pretty standard. I have a preference to ones that specify "no combat damage to player" because then if I have out big creatures, I can block for some kills.

counter spells, I realize that commander is often won through comboing off, so counter spells will be as important to me as fog, if I want to be able to live through a combo deck. so I made sure to include a bunch that give some value, specifically, searching for ones that are reusable, exile the spell, or have some extra little utility. price isn't too much of a concern, I have lots of draw to hit lots of lands, and my goal is to play as little on my own turn as possible until I have enough lands to do fine, lots of mana stored from omnath/kruphix, or Prophet of Kruphix to keep me up on everyone's turns.

there's also spells in here that only counter abilities. there's many combos that will go off on abilities alone, and I plan to stop that. I can disrupt infinite mana by countering the untap abilities of some popular mana rocks. I can counter activated or triggered abilities to stop a combo from going infinite and ending the game, which is going to be quite important to staying alive.

two board wipes in Nevinyrral's Disk and Cyclonic Rift give me some chance of coming back from a bad start.

my problem is too many nonlands going on right now, I'd rather get my lands to a 40/60 split, as I intend to leave lots of mana open to me after my turn. any thoughts on what can/should be cut would be awesome. right now I haven't tested it and only intend to use this on cockatrice, but I tried to keep out absurdly powerful cards because of the group I play with's preferences, so cost isn't a big concern.

Suggestions

Updates Add

Comments

Revision 2 See all

(10 years ago)

-1 Arcane Denial main
-1 Clinging Mists main
-1 Diplomatic Escort main