This is a commender deck I have wanted to build for awhile now and finally pulled the trigger recently. I initially was attracted to Slimefoot due to his triggered ability being damage in place of life loss. I was excited about strapping him up with keen sense, phyresis, glistening oil, snake umbra, and so on. But, ultimately I found the benefits of these cards were a little difficult to set up and weren't worth the resources required to set up the dream scenarios where your drawing X cards a turn and infecting the table. Sac outlets are red flags to opponents. Token doublers are red flags to opponents. It is hard enough sticking these on the table together without being pushed out of the game by becoming THE target, and that's even if those permanents aren't destroyed on site. I found myself wanting to reach two/three spell territory as quickly as possible which meant a focus on accelerating my mana. I also found myself desiring alternate ways to win so I eventually drifted towards a "lands" strategy since I already had quite a few slots dedicated to that type of strategy already. I have been toying with the idea of trying to find the slots to incorporate an enchantress engine as well, but I am struggling with deciding what can be cut without hurting the other strategies too much (tokens, lands, combo). This list will be a continuous work in progress but this is what I have so far!

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Date added 5 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

51 - 0 Rares

14 - 0 Uncommons

10 - 0 Commons

Cards 100
Avg. CMC 3.57
Tokens Beast 3/3 G, City's Blessing, Eldrazi Spawn 0/1 C, Elephant 3-3 G, Faerie Rogue 1/1 B, Human Cleric 1/1 BW, Insect 1/1 G w/ Flying, Deathtouch, Marit Lage, Plant 0/1 G, Saproling 1/1 G, Saproling */* G, Squirrel 1/1 G, Zombie 2/2 B
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