Narset Super-Friends! This deck was originally a combination of an Aura/Enchantment deck and super-friends, but I decided to separate in into two packages, sorta like a massive sideboard. This has allowed me to have two deck styles in one. If you want to check out the other half, Aura-merica, I'd appreciate it.

Note: My meta basically consists of my two best friends and brother, one with a Sliver Deck with Sliver Overlord the other with a Blue/White Dragonlord Ojutai deck, and my brother with a Zurgo Helmsmasher deck. Plan your suggestion accordingly? I dunno.

Note #2: I decided not to go with the extra turn/extra combat round + rebound shenanigans, or the Enter the Infinite + Omniscience combo or anything else like that because I thought this was powerful enough, and completely dominating games like that isn't fun for anyone. Also, I just really like Planeswalkers.

Note #3: The side-board are the cards I own, the maybe-board are the cards I'm considering but don't have. Any help with these is appreciated.

So, without further adieu, let's break this down, shall we?

Lands: Won't go into much detail here, pretty much the exact same ratios of colors for the non-basic lands, a couple of utility lands, and then five plains, two mountains, and two islands. Haven't had any problems with it.

Mana ramp: 34 lands may look like too few, but the nature of Narset, Enlightened Master's triggered ability means that lands aren't what you want to draw all the time, especially when Narset's swinging. To compensate, I have a lot of artifact mana ramp. All three of the signets, three Keyunes(thinking about running all of the cluestones too), Sol Ring(obviously), as well as Jeskai Banner , Commander's Sphere, and Darksteel Ingot, and rounding it all off, Chromatic Lantern to fix all my mana problems.

With lands and ramp out of the way, I can get on to auras! Some auras still remain from the original deck, Aqueous Form, Unquestioned Authority, and Steel of the Godhead for unblockable effects, Indestructibility and Gift of Immortality for some protection, and Scourge of the Nobilis and Eldrazi Conscription for some raw power.
Tutors: Open the Armory, Long-Term Plans(great for right before you swing with Narset) and Sovereigns of Lost Alara(one of the two other creatures in the deck). Even though I'm only running a handful of Auras now, Sovereigns' ability is still very powerful, especially if I grab Eldrazi Conscription.

Flash Enablers: Sigarda's Aid and Leyline of Anticipation. Suuuuper handy for getting some Auras onto Narset mid-combat. For free with Narset, instant speed with these.

Haste Enablers: Finally fit in some more haste, now I have Hall of the Bandit Lord(which I don't really like) and Generator Servant(one of my favorite cards, easily worth the risk of it being a creature) and also Need for Speed and Fervor.

Control: While this is mainly an aggressive deck, there's room for some control too. Arrest, Suppression Bonds and Control Magic for enemy commanders, Nevermore for potential cards I don't like, Smoke for some go-wide creature control, and Sphere of Safety because I still have enough enchantments, so it's still viable. Surprisingly, Vanishing has been an all-star for control. I've attached it to my opponent's commanders more than Narset so far.

Removal: Swords to Plowshares and Radiant Purge (most of my main threats are multicolored). Celestial Purge(bye, Zurgo), and Supplant Form for bouncing my friend's Sliver Overlord and getting a copy to steal his other Slivers. Really can't wait to drop that one on him...

Mass Removal: Used to have more, but I have one creature and I like to keep have her alive. Just Divine Reckoning and Winds of Rath . If there are any other boardwipes that would keep an un-enchanted Narset alive, let me now in the comments!

And now, the main attraction! Planeswalkers! Here I'll go over each of them in some detail and explain my reasoning on why they're in here.

Teferi, Temporal Archmage: Untapping the The Chain Veil and the mana to pay for it, allowing me to ultimate all of my other walkers. If the Veil isn't out the card draw is nice and his ultimate is also helpful for all my other walkers.

Ral Zarek : His +1 is helpful for control and the Chain Veil combo, his -2 is a good emergency play, and his ultimate is a win condition.

Ugin, the Spirit Dragon: Mostly here for an emergency boardwipe that usually would keep Narset alive, but his ultimate is also a game winner.

Ajani Steadfast: Very versatile. I can either buff Narset, Support my other walkers, or add some protection for myself.

Ajani Vengeant: Good for controlling my opponents' lands, destroying my opponents' lands, or just being a really expensive Lightening Helix.

Ajani, Caller of the Pride: He's alright I guess. good for buffing Narset, and if I can ultimate him for some chump blockers, okay.

Narset Transcendent: Card draw, rebound for my tutors/removal, and control.

Chandra, Torch of Defiance: Mana ramp, Damage/Potential card advantage, aaaand more damage.

Venser, the Sojourner: Flickering things like my scrylands is nice, making Narset unblockable is nicer, and exiling anything I want whenever I cast a spell is just plain mean.

Elspeth, Knight-Errant: Versatile, with an extremely relevant ultimate ability. also, two +1s?? C'mon son.

Elspeth, Sun's Champion: Tokens! Boardwipes! Anthems! Widely considered one of the best all-around walkers.

Gideon, Champion of Justice: He's really here just to be a big threat. If he's anywhere near being able to ultimate, he's going to be the target, and not me or my more important walkers.

Gideon Jura: Same concept as the last Gideon, only now I can force my opponents to attack something other than me or my other walkers.

Dovin Baan : Mostly here for his +1, which hurts my friends Sliver Overlord a lot, and his Ultimate is a nice compliment to Smoke.

Jace, Architect of Thought: he's, um, a $2 planeswalker, okay? EDIT: Actually pretty underrated, as I can tutor for anything in my deck(like Ugin, Teferi, Eldrazi conscription...) and also, my friend has Omnescience in his deck.

Saheeli Rai: Scrying. Damage. Copies of Sol Ring or Strionic Resonator. and tutoring for a The Chain Veil.

Oath of Gideon: Some blockers and getting my planeswalkers that much closer to their ultimates.

Inexorable Tide: This really only works if there are already planeswalkers out, but with the amount of spells I cast per turn this can easily ultimate my walkers in no time.

Contagion Engine: Two loyalty counters on each of my walkers for 4 mana? I'll take it! the creature removal isn't bad either.

Call the Gatewatch : Gotta get Teferi amiright?

The Chain Veil: And the magic gods looked upon superfriends players and smiled. Pretty good effect for the price, the more walkers you have out the better it is. Also the combo with Teferi, Temporal Archmage is great.

Other random but really helpful cards: Brainstorm and Index for some pre-attacking deck manipulation, and Strionic Resonator to copy Narset's or even sometimes Sovereigns of Lost Alara's abilities. And Mana Severance for clearing my deck of lands for a game winner.

On to win conditions yaaay!

Win condition #1: Smack face with Narset. Commander damage is still a viable wincon. But it's only really possible with Eldrezi Conscription and some Planeswalker buffing.

Win condition #2: Ultimate Ral Zarek , Ugin, the Spirit Dragon, Venser, the Sojourner, Ajani Vengeant, or Gideon, Champion of Justice. Firing off any of these guys isn't necessarily The game winner, but it means I'm very close.

Win condition #3: Build up a critical mass of planeswalkers. Even if I don't have my big guns out, The shenanigans I can pull of with Teferi and The Chain Veil is ridiculous. The amount of tapping and untapping and counters and ultimating the lesser walkers can go on forever and make people scoop.

Optimal turn progression:

Play Leyline of Anticipation from opening hand

Turn 1: Mountain, Sol Ring, Azorius Signet

Turn 2: Island, Generator Servant, Boros Keyrune

Turn 3: Plains, sack the Generator Servant, play Narset, Enlightened Master, Ajani, Caller of the Pride, use his -3, and start swinging. Hit Eldrazi Conscription and you get a turn three win.

Any and all thoughts/advice are welcome, though keep in mind I'm trying not to break the bank here! I especially need help with my ever-growing maybeboard and what to swap out and such. Thanks in advance! Please Upvote if you like the deck!

Suggestions

Updates Add

Pulled a lot of good stuff at my pre-release, including TWO As Fortolds and a Rhonas, but the best pull came after it was over, with my last pack revealing a fricking Gideon of the Trials!!!!!!!! Very pleased with my pulls in the end.

IN:

Gideon of the Trials

As Foretold

Pyramid of the Pantheon

OUT:

Darksteel Ingot

Scourge of the Nobilis

Suppression Bonds

Comments

Attention! Complete Comment Tutorial! This annoying message will go away once you do!

Hi! Please consider becoming a supporter of TappedOut for $3/mo. Thanks!


Important! Formatting tipsComment Tutorialmarkdown syntax

Please login to comment

Top Ranked
  • Achieved #69 position overall 7 years ago
Date added 7 years
Last updated 7 years
Exclude colors BG
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

21 - 0 Mythic Rares

35 - 0 Rares

16 - 0 Uncommons

19 - 0 Commons

Cards 100
Avg. CMC 3.33
Tokens Cat 2/2 W, Copy Clone, Emblem Ajani Steadfast, Emblem Chandra, Torch of Defiance, Emblem Dovin Baan, Emblem Elspeth, Knight-Errant, Emblem Elspeth, Sun's Champion, Emblem Gideon of the Trials, Emblem Narset Transcendent, Emblem Teferi, Temporal Archmage, Emblem Venser, the Sojourner, Kor Ally 1/1 W, Soldier 1/1 W
Folders Interesting decks, EDH, EDH Decks, Try, edh
Votes
Ignored suggestions
Shared with
Views