Maybeboard


Like any well-loved Commander deck, this list is perpetually a work-in-progress. I welcome any constructive criticism you may have to offer!

Preface

This Alesha, Who Smiles at Death list was conceived as a part of my effort to build a suite of decks with varied playstyles and strategies. Toolbox was an archetype that came to my mind as something I would like to try out, and Alesha seemed promising, offering the potential for the recursion of small creatures with useful abilities that could address a variety of board states and handle troublesome permanents. Beyond that, I had enjoyed the aspect of playing with small utility creatures in my Ezuri, Claw of Progress deck, and this would give me a reason to further explore this side of EDH. Perhaps this documentation will shed some light on different ways to play Alesha, or provide my own unique twists to this style of toolbox deck. My ultimate hope is that someone might find this helpful, either in building their own Alesha, Who Smiles at Death deck or in gaining a new perspective on the general deck-building process. Please note that not all of the decisions made in building the deck will be fully optimized, as I am working on a budget, but I have acquired cards of value over a long period of time, and as I continue to do so, I will update the list with more of these high-dollar inclusions.

Deck Thesis

Get creatures with useful abilities in the graveyard, and continuously recur them to maximize accrued value over the course of the game. Win through attrition, out-valuing opponents, or through a handful of combos built into the deck to close out the game.

Thought Process

Some Baseline Strategy

This version of Alesha, Who Smiles at Death seeks to stock the graveyard with a host of creatures that provide answers to a variety of board states and problematic permanents. The three key points to address to achieve this goal are: 1) Getting the creatures into your graveyard, 2) Having multiple ways to reliably recur them, and 3) Ensuring they can be returned to the graveyard for repeated use. For the majority of the game, you will be focused on assembling your value engines while attempting to fly under the radar. You don't want to build an overwhelming board state until you are ready to win the game, because that is the moment you put a target on your back. Piloting the deck should be about timing and restraint; you want to have enough resources on the battlefield and in the graveyard to allow you to address things that threaten you or your game plan, but you don't want to draw attention to yourself or be set back too far if someone deems it necessary to disrupt your progress.

Composition Breakdown

When critiquing the deck, please consider the framework described below. These numbers are not absolute, but they are tested theories that have proven successful in broadly applicable scenarios. Some components could require adjustment for this specific list.

I am shooting for the following general deck construction guidelines for the supporting framework of the deck:

  • 37-38 lands
  • 10 ramp
  • 10 draw
  • 4-5 board wipes
  • 10 targeted removal (the standard is typically 5, but I aim for 10 here since we are playing toolbox)

And the following general deck construction guidelines for the meat of the deck (to push toward winning):

  • 25 standalone (generally good, solid cards that don't rely heavily on other cards [but maybe Alesha] to function)
  • 10-12 enhancers (cards that don't do much by themselves, but amplify or synergize well with the strategy)
  • 7-8 enablers (cards whose primary function is to cover weaknesses in the deck or protect the strategy)

If you select "Custom Categories" in the drop-down list in the top left corner of the deck list area, you will be able to see how I have organized the cards in the deck into the various categories mentioned above.

Lands

Because this deck is not rushing to win, we do not need to sculpt the mana base to allow us to consistently drop threats early or on time. This affords us the luxury of running perhaps a few more lands that serve a utility role. We don't want to run too many utility lands, since that would prevent us from having the right colors of mana to cast our spells, but a decent number of utility land options will make the cut because they align well with our game plan. For instance, Volrath's Stronghold is a prime utility land for this deck since it adds redundancy to our recursion suite, but can also tap for mana.

I do think that we may want to include more than three of each basic, so as to give us more to pull out of the deck, but I haven't tested the deck to know how often we run out of basics for our ramp effects. I think after enough testing, I'll be able to make that call with more confidence, and make adjustments accordingly.

Ramp

Not having access to green means that our ramp options will be more limited, but there are a number of good choices that align with our deck's core principles. Creatures that with power 2 or less that can be recurred for repeatable ramp are especially prime options in Alesha, so cards like Solemn Simulacrum, Burnished Hart, Kor Cartographer, and Knight of the White Orchid have a lot of potential.

On top of reusable creature ramp, we will include some standard mana rocks in non-green three-color combinations, such as the signets, Sol Ring, and Chromatic Lantern. Chromatic Lantern is a mana rock I particularly like in decks with three or more colors, because it eases our color-fixing woes and allows our utility lands to be flexible mana producers when we need them to be. I also think that Sword of the Animist is quite good in non-green decks with creatures that attack with relative frequency. Rampant Growth every turn seems pretty solid to me.

Even though the creature-based ramp provides us with the highest potential for value, I generally try to keep core components of any deck (draw, ramp, etc.) from being too one-dimensional. This keeps us from getting shut-down if one of these options is made infeasible by the board state (for example, a Torpor Orb would make our creature-based ramp useless).

Draw

Similarly to ramp, it is ideal when we can find creatures with power 2 or less that we can use as repeatable draw engines. Some creatures that are prime options along this vein are Mentor of the Meek, which provides sustained card advantage over the long term, and creatures like Disciple of Bolas and Vulturous Aven, which provide card draw capability upon entering the battlefield. Some card-drawing creatures that work double-duty are Solemn Simulacrum, which can ramp us and draw us cards upon death, and Mindless Automaton, which can allow us to pitch creature cards sitting in our hand in order to allow us to recur them with Alesha.

Despite the sheer value of creature-based draw in this deck, as I stated in the ramp section, I think it is a good idea to have at least a little bit of diversity in each key area of deck-functioning. As such, I have included Phyrexian Arena, an excellent long-term value draw engine that puts in a ton of work over the course of a game, as well as Vampiric Rites and Skullclamp, which aren't creatures but still align well with our deck's go-to strategies.

Value

Numerous cards have been considered due to their nature of being tangent to certain incidental sub-themes within the deck. Due to the large number of ETB (enter-the-battlefield) effects, Panharmonicon has some promise for amping up our value engines. Since we naturally want to sacrifice our creatures in order to continuously recur them, Blood Artist and friends (i.e. Falkenrath Noble, Zulaport Cutthroat, etc.) also seem promising.

Because of our inherent capacity - as a reanimator deck - to get multiple uses from our creatures, we have the option to trim back a little bit on essential categories of the deck, such as ramp, draw, or spot removal. It's risky to trim back too much on these areas, given that this will reduce our chances of drawing into them when we need them, so it won't even matter if we can reuse them. I would say that this would only be a good idea if we cannot find other areas of the deck to trim back.

Removal

Having access to both black and white means that we have access to some of the most flexible targeted removal and board wipes there are in EDH. Of course, it is still true that when we can find these effects stapled to creatures with power 2 or less, it is tempting to run them for repeatable use. Naturally, it follows that we are running cards like Nekrataal, Ravenous Chupacabra, Duplicant, and Duergar Hedge-Mage. Creatures like Fiend Hunter and Leonin Relic Warden also synergize with a free sacrifice outlet in an interesting way. Due to how their abilities are worded in two separate clauses (much like Oblivion Ring), if we sacrifice them while their ETB ability is still on the stack, their leave-the-battlefield ability will resolve first, resulting in a somewhat roundabout way of permanently exiling their targets.

I think it also wise to run a couple of minimally-conditional, instant-speed removal spells, so Anguished Unmaking and Utter End seem like solid inclusions.

Beyond targeted removal, we have to be sure to include a handful of board wipes to have a hard-reset when we need it. As a deck that dabbles with the graveyard, we can expect to be impacted less on average by traditional board wipes. Because of our desire to keep our creatures in our graveyard, we generally favor wraths that destroy creatures, as opposed to things like Hallowed Burial or Descend upon the Sinful, although we do have enough sacrifice outlets that we would be comfortable running some of those effects to more permanently deal with opponents' creatures while still being able to send ours to the graveyard. There are also numerous wraths that are selective for power of creatures, like Retribution of the Meek and Fell the Mighty. We can use these to our advantage, since the vast majority of our creatures will typically survive these spells.

Tragic Arrogance and Merciless Eviction are some of my favorites, because they are flexible enough to give you a fair amount of control over the outcome. False Prophet is very interesting because it's a repeatable mass-exile effect that provides a panic button that you can manipulate with Alesha's reanimation and a sacrifice outlet. The downside is that an opponent can use their own removal on it if you play it before you are prepared to use it yourself. Furthermore, having a repeatable mass-exile effect might lead to slow and grueling games that opponents will begin to dread, so we have to consider the fun-factor, as well, when deliberating over this choice. We want to build a powerful, synergistic, and interesting deck, but we want people to enjoy playing against it.

Redundancy

It is important to have multiple cards with desired effects in a deck to increase consistency and avoid sputtering out, but it is also possible to have too many redundancies of certain effects. As such, we must take care to strike a delicate balance between having too few or too many of these effects. Certain areas in the deck, such as protection and evasion-granting cards can be trimmed back, as having too many of these situational cards can lead to a detrimental frequency of dead draws. That is not to say that these cards are not important, but that they are better in moderation.

Recursion

Recursion effects, in this context, are spells and abilities that either return creatures directly from the graveyard to the battlefield, or return them to our hand so we can re-cast them later. Alesha, Who Smiles at Death has her own built-in recursion effect, so it may be tempting to rely heavily upon it, but it is essential to have a back-up plan if we cannot use her for any reason. There are plenty of cards that synergize well with our game plan and fill these roles, be it creatures with power 2 or less that recur things, like Karmic Guide or Ravos, Soultender, or creatures that recur small creatures, like Sun Titan or Reveillark.

Win Conditions

This deck has options for combo-kills and more grindy/fair wins. The multiple ways we can secure the game give us ways to keep things fresh and varied, as well as have back-up plans when things go awry.

Here are the main win conditions we're packing:

Changelog

First Edits (trimming down to 100 cards)

Cuts: Antler Skulkin, Break Through the Line, Crackling Doom, Lim-Dul's Paladin, Faithless Looting, Dark Petition, Increasing Ambition, Mastermind's Acquisition, Expedition Map, Retribution of the Meek, Vandalblast, Fell the Mighty, Martyr of Dusk, Beetleback Chief, Elenda, the Dusk Rose, Dread Return, Entomber Exarch, Feldon of the Third Path, Ankle Shanker, Vizier of Remedies, Behind the Scenes, Boros Charm, Swiftfoot Boots, Whispersilk Cloak, Zulaport Cutthroat, Sunforger, Magus of the Will, Sidisi, Undead Vizier, Lightning Greaves, Filigree Familiar, Kor Cartographer, Animate Dead, Merciless Eviction, Homeward Path, Gray Merchant of Asphodel, Mindclaw Shaman, Panharmonicon, Faceless Butcher, Ponyback Brigade, Siege-Gang Commander, Battlefield Forge, Selfless Spirit

Reasoning for cuts (mostly one card at a time):

  • Antler Skulkin could be an infinite combo piece, but it requires a lot of set-up, it's slow, and it's generally underwhelming on its own; considering these factors, I opted to cut it.
  • Break Through the Line is cute and can help us get Master of Cruelties through, but there really aren't that many creatures that we intend/need to connect with. On top of that, it doesn't even help us allow Alesha to attack safely.
  • Crackling Doom is nice in the right deck, but this deck is packing a plethora of answers, and this one is the most underwhelming. I would rather just rely on Anguished Unmaking and Utter End for instant-speed, near unconditional removal.
  • Lim-Dul's Paladin is a solid option, but due to the fact that there are other equally sufficient options for drawing/discarding, the fact that this deck isn't really on the beat-down plan, and the fact that this card would be harder to find while trading, I have chosen to cut it.
  • Faithless Looting is also a good card, but I'd rather have creatures that I can recur to accrue more draw value over the course of the game. Plus, if I really need to discard things, I have Mindless Automaton or Key to the City.
  • Dark Petition is a decent option as far as tutors go, but first of all, I don't run a ton of instants and sorceries for spell mastery, but I never like running more than 3-4 tutors in any deck. I would rather play non-linear games, since they tend to be more interesting and engaging for all the players at the table.
  • Increasing Ambition again, like the previous card, I prefer to keep the tutor count low and the tutors more theme-specific.
  • Mastermind's Acquisition is in the same boat as the previous two cards.
  • Expedition Map is excellent for grabbing important utility lands like Cabal Coffers or Urborg, Tomb of Yawgmoth or something like Maze of Ith, but black has better options for tutors that are either more flexible or more in-line with the theme of our deck.
  • Retribution of the Meek is probably a decent card in this deck, but it's not cheap to purchase, and too many wraths that don't hit low-power creatures could mean we won't be able to find a wrath that hits smaller key creatures our opponents control, or token armies. Therefore, I've decided to cut it from the list.
  • Vandalblast is a card that I think is good, but when you're running white, you can hit more than artifacts with your wraths. You also have to consider that opponents are typically much more tolerant of creature or all-permanent wraths, but can be taken aback by non-creature wraths. This may lead to some crack-back from opponents who are angry you just blew up all of their mana rocks. One of these days, I think I'll find a deck that it works wonders in, but that is probably not this one.
  • Fell the Mighty is alright, but when the other power-dependent creature wraths we have also serve other functions - Dusk // Dawn has the recursion and Elspeth, Sun's Champion gives us tokens and anthems - we would likely prefer the additional options.
  • Martyr of Dusk is decent, but not amazing. It was going to be part of a combo, but I opted to not run that combo, so now it's just a somewhat mediocre, unreliable token producer. We've definitely got better options for that role.
  • Beetleback Chief is in a similar position to Martyr of Dusk. We've just got better options available to us that are relatively cheap to acquire, such as Ponyback Brigade and Siege-Gang Commander.
  • Elenda, the Dusk Rose is a powerful card, but it's not cheap at the moment, and we aren't exactly building our deck to abuse it to its full potential. It may deserve a spot in the list, but for now I'll be leaving it out. It's important to understand that this deck is not a token deck, so token-producers are not a huge priority in the first place.
  • Dread Return is good in some decks, but we have lots of other options that are repeatable and better suited to our purposes. Besides, there really aren't that many single creatures that we are desperate to reanimate.
  • Entomber Exarch is alright, but targeted hand-destruction is not nearly as useful in EDH as it is in 1v1 formats, and we have better options for recursion effects.
  • Feldon of the Third Path is a good card, but it's better when we have massive, impactful creatures to reanimate for cheap. Plus, we have more removal than we need, and I'd rather not spend extra money for a card we don't particularly need and don't own. Furthermore, it's not going to do any recurring unless it sticks around for a turn, and it doesn't have any evasion to help it survive. Ravos, Soultender may have to stick around for a turn, as well, but it has flying to help it soar over the top of blockers, and the fact that we have to pay for the creatures is not as big a detriment when so many of our creatures have low CMC's.
  • Ankle Shanker seems pretty nice in this deck, but its ability doesn't actually trigger when you reanimate it with Alesha, as it is an on-attack trigger, and Alesha brings it in already attacking. This means it does nothing the turn it comes in with her recursion. Furthermore, we don't mind if most of our creatures get blocked, given that we want them in the graveyard in order to recur them. Generally, Alesha is the only creature we want to protect in combat, but we can rely on other, more finessed options for this, like Reconnaissance or Key to the City.
  • Vizier of Remedies was really only in the deck for its combo with Murderous Redcap, but Anafenza, Kin-Tree Spirit fills that role and is actually pretty good in the deck on its own, whereas Vizier does nothing by itself. There was the possibility of including Cauldron of Souls that made the Vizier more appealing, but Anafenza can still help counteract the -1/-1 counters from persist, and many of our creatures have 2 or more toughness and won't die instantaneously from the -1/-1 counters.
  • Behind the Scenes is good for making Alesha and company unblockable for opponents with big, beefy creatures, but in reality, we don't mind if creatures other than Alesha die. Furthermore, we have an overabundance of protection cards, and this one is not stapled to a creature, which is a mark against it. Finally, in my opinion, it is worse than Reconnaissance due to its higher CMC and lower capacity for control of which creatures go unharmed.
  • Boros Charm is a great card, but not every deck wants to protect its board by making it indestructible, and there are plenty of wraths for our opponents to choose from that get around indestructibility (Tragic Arrogance, Merciless Eviction, Toxic Deluge, and more). The other modes are generally lackluster, so as good as this card is in many decks, I think we would rather have a different protection spell, like Eerie Interlude, which gives us extra ETB effects, or Teferi's Protection, which about as absolute as emergency-buttons go in EDH.
  • Swiftfoot Boots is yet another protection spell that I am choosing to cut. I have an instinct to jam it and Lightning Greaves into every EDH deck where I may want to protect key creatures, but sometimes it's important to step back and take a critical eye to these instincts. In this case, we're already packing a handful of potent protection spells and recursion, as well as potentially Greaves, so I think we have enough to cover the bases without Boots. Plus, that 1-mana equip cost might seem like nothing, but it does have an impact. I really only ever recommend running Boots over Greaves when you need to target the creatures you're protecting with your own effects.
  • Whispersilk Cloak is a similar case to Boots, mentioned above. Given the quantity of protection spells in the list right now, we have to cut back, and we have numerous ways of dissuading or preventing our opponents from blocking and killing Alesha. For instance, we have Key to the City, Reconnaissance, and Archetype of Finality. You must also consider that, relatively frequently, you may find yourself with an opponent unable to block at all, or willing to make a deal to let it through if you do them a favor. Politicking can be as useful as a card in your deck, and you can use it to your advantage with Alesha.
  • Zulaport Cutthroat is our third effect of this variety, and the others (Blood Artist and Falkenrath Noble) also trigger off of our opponents' creatures dying, so I think we would rather have them than the Cutthroat. Honestly, this was a personal judgement call, trying to find ways to trim back on redundant effects that we aren't really trying to prioritize as the theme of the deck in the first place.
  • Sunforger was a tough cut for me, because I love the card in theory. It just happens to be that I rarely find the card to fit well with the decks I brew. I often keep a rather tight package of instants, so there aren't that many to pull, and they're usually panic-button cards. Plus, you have to consider the fact that having to equip it for 3 mana and then unequip it for a red and a white each time you use it does take a toll on the mana available to you for other spells. But mainly, now that we've narrowed it down to 5 instants, I think this may be an ambitious card to include.
  • Magus of the Will is very potent, but with our more thematic, synergistic, and reusable options, I think we have enough recursion cards. There are a lot of good cards that we have considered, but I tend to favor including the more synergistic and thematic options in my decks. I feel that doing this makes the decks feel more cohesive and unique. I enjoy making decks that consistently stick to a theme, as opposed to putting together a bunch of the most powerful cards available to me. Not only do I personally find it more satisfying, but sometimes my opponents acknowledge and appreciate this, as well.
  • Sidisi, Undead Vizier is also a quality option for tutors, especially in a reanimation strategy, but given the game plan and support pieces for reanimating low-power creatures combined with my personal preference to run only a few tutors, and the fact that I don't own a copy of Sidisi, I'm opting to not include her. This is largely a choice based on my preferences.
  • Lightning Greaves - I know - it's a cardinal sin to not run this, but I think I'm going to try it. I'm really trying to make cuts, and it's getting difficult to find places with excess cards. I believe, though, that we have more protection spells than is necessary, plus we can always recur Alesha key creatures if they get removed, so I don't think that losing them once or twice will be the end of the world for us.
  • Filigree Familiar is getting cut because it's a relatively low-power card that relies on the opponent blocking or us having a sac outlet in order to draw the cards from it. Typically, I try not to cut cards from "essential categories" (draw, ramp, removal, wraths), but it's getting quite difficult to find ways to slim down the list without cutting win conditions, and we do not want to wind up with a linear deck. Having a wide variety of ways to win is the point we are striving to achieve.
  • Kor Cartographer is coming out because I would say that, while Knight of the White Orchid is conditional, it can come down slightly sooner and will get us just about as much value. Due to the low number of actual Plains cards in the deck, having both seems like it might be overkill.
  • Animate Dead is getting cut because we have a lot of reliably reusable recursion already, and besides the occasional upside of getting to reanimate something sweet from an opponent's graveyard, Victimize is typically going to get us closer to winning more often. Victimize can pull any two-card creature-based combo out of our yard, like Anafenza, Kin-Tree Spirit and Murderous Redcap, Kiki-Jiki, Mirror Breaker and Felidar Guardian, Karmic Guide and Mirror Entity, etc.
  • Merciless Eviction is being pulled from the main list because we need more places to trim down, and there aren't many enchantment, artifact, or superfriends decks in my meta. Therefore, creatures are the most frequent thing we want a wrath for, and if we need to exile creatures en masse, we have False Prophet. Granted, I have my doubts about False Prophet, in that I worry my opponents might get frustrated about the potential lock on them, resulting in them focusing on beating me down. I will give this some testing and see how it goes, then if need be, I'll sub Merciless Eviction back in for False Prophet.
  • Homeward Path is being pulled because it's getting harder and harder to make cuts without infringing upon the core of the deck. I think we can afford to run one fewer land, given our average CMC is reasonably low, and that land should probably be a utility land. The only utility land that we were running that I thought was not essential was Homeward Path, given that if someone tries to steal our creatures, we can either sacrifice them to a sac outlet, exile it with an O-ring creature and bounce it to return it to our battlefield, or kill it/board wipe and recur it. As much as I swear by this card, I think we can afford to go without it in this deck.
  • Gray Merchant of Asphodel, Gary, I love you man, but I've got to make some more hard decisions, and I already have life gain/drain effects that are more subtle and less likely to draw attention to me with Blood Artist and Falkenrath Noble. I think Gary is just generally better suited in mono-black or multicolored decks where you plan to have a lot of black permanents out on the battlefield.
  • Mindclaw Shaman is a card that I have wanted to run in Alesha, Who Smiles at Death ever since I first thought about making this deck over a year ago. Unfortunately, it's pretty bad on its own, given it costs a lot and you can whiff pretty easily, so we have to think more objectively about it. Furthermore, Gonti, Lord of Luxury and Grenzo, Havoc Raiser already let us play a little with our opponents' cards, so Mindclaw Shaman may not even be the best option for that aspect of our deck in the first place. So long, friend; perhaps we'll meet again some day.
  • Faceless Butcher is good with a free sac outlet, but without it, it's just an Oblivion Ring on a stick. That isn't a bad thing, but when we've got to make cuts, I'd rather keep in the ETB-destroy-a-creature effects than the O-ring effects, because they require less pieces to be consistently good.
  • Ponyback Brigade is getting the axe because as we get close to being done with cuts, we have to make some sacrifices, and the token army back-up plan was never meant to be more than just that; a back-up plan. As such, I believe it is fine to cut the token producers that make tiny tokens and keep the ones that make beefier tokens, like Urbis Protector and Priest of the Blood Rite. Bigger, evasive beaters are likely to be more impactful in a game than a multitude of tiny vanilla 1/1's.
  • Siege-Gang Commander is getting cut along with Ponyback Brigade for the same reasons as it. Siege-Gang Commander does provide a slight extra benefit, but it is relatively small and we have other things that can do it better, like Murderous Redcap.
  • Battlefield Forge is coming out of the deck as a rather risky move, in my opinion. I rarely ever venture below 37 lands, so this is going to be unfamiliar territory for me. Unfortunately, we're in a rather tight spot with the last two cuts, given we have already made a lot of tough decisions. With our generally lower average CMC, this may be a fine decision, but I would definitely rather cut a land than a ramp card. You can't play two lands on the same turn, but you can play a land and a ramp spell.
  • Selfless Spirit is a great card, but if we have to make one last cut, I guess this would be it. With the amount of recursion we're packing, it shouldn't be disastrous for us if we have to rebuild our board after a wrath. Future testing of the deck will allow me to decide if this was the correct decision, and it can always be subbed back in for an under-performing card later, once I determine how the deck plays.

Whew! That was a lot of tough decisions, but we're done for this round of cuts.

March 2018 Edits

Edits:

Cut Ashnod's Altar and add in Altar of Dementia

Reasoning:

Altar of Dementia is a no-cost sacrifice outlet which fills essentially the same role as Ashnod's Altar. We do not make the most of the colorless mana from Ashnod's Altar, so substituting it with Altar of Dementia gives us the upside of incremental self-mill to get reanimation targets in our graveyard, as well as opening up the possible win-condition of milling out our opponents with our infinite creature recursion engines.

August 2018 Edits

Edits:

Cut Boros Garrison, Orzhov Basilica, Rakdos Carnarium, and Dragonskull Summit. Add in Rugged Prairie, Fetid Heath, Isolated Chapel, and Sacred Foundry.

Reasoning:

I acquired better lands to upgrade the mana base of the deck. I consider Sacred Foundry to be better because it is fetchable, I consider Fetid Heath and Rugged Prairie better because they come in untapped and can help filter colored mana, and I consider Isolated Chapel better because the deck is more heavily skewed towards white and black spells.

Thank you for taking the time to look at the deck list! Please feel free to comment with any suggestions or criticism you may have to offer.

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Date added 6 years
Last updated 2 years
Exclude colors UG
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

47 - 0 Rares

30 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 3.48
Tokens Angel 4/4 W, City's Blessing, Copy Clone, Demon 5/5 B, Emblem Elspeth, Sun's Champion, Soldier 1/1 W
Folders Mardu EDH Ideas
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