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Gods as commanders are harder to remove, meaning that you can count on being able to trigger their abilities (unless you're up against Shatter Gang Brothers). Athreos is powerful for two main reasons: 1) strong synergy potential with many artifact, black, and white weenies that have enter or leave battlefield triggered abilities; 2) he's out on turn 3.

The deck is designed to have at least two weenies coming out and dying per turn, a two-weenie wheel, if you will. That's 6 damage per turn to your opponent unless they want you reusing your weenies, which costs you nothing except maybe lost opportunity to Extort.

Extort:Athreos lets you cast many spells per turn, especially when you're recycling one drop weenies. Being able to extort them multiple times is essential, as you're whittling away at your opponent.

Evoke:The creature comes into play and then dies, triggering the abilities of the other cards that synergize with Athreos, like Suture Priest and Blood Artist. They act essentially as sorceries, so you get a good benefit, and then, like the other creatures, it's back to your hand or three life to your opponent.

Added synergy:Wiping the board frequently is very useful, especially in big games, as, thanks to Athreos, you get your cards back unless opponent takes a huge hit, and Athreos will still be in play. Max out on board wipe cards!Likewise, anything that makes all players sacrifice creatures works to your advantage.

Creatures to keep in play:Blood Artist -- you benefit from all the death. Suture Priest -- you benefit from all the weenies you play. Mortician Beetle -- becomes a threat very quickly from all the death. Harvester of Souls -- draw card engine for all the death.

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Date added 9 years
Last updated 8 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

4 - 3 Mythic Rares

22 - 17 Rares

19 - 7 Uncommons

26 - 4 Commons

Cards 100
Avg. CMC 2.30
Tokens Demon 5/5 B, Eldrazi Scion 1/1 C, Manifest 2/2 C, Soldier 1/1 W, Spirit 1/1 W, Thrull 1/1 B, Zombie 2/2 B
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