Following the scale that Game Nights podcast created for commander in this episode:

This deck tries to get between the level 8 or 9, between optmized and competitive, that corresponds to:

  • 9-10 Competitive (all the best cards, I'm rich and money is my only friend)
  • 7-8 Optimized (all desired effects, but sometimes with cheaper versions)
  • 5-6 Focused (a deck that tries to do something very well, but with some space for "I like this art")
  • 3-4 Casual (a lot of space to "I like this art" or unusual themes (like hats or chairs), focused on fun and not necessarily trying to win)
  • 1-2 Jank (well ... what's left from the draft?)

This deck was designed based on the one below, but adapting it to my financial reality.


Breakfast Hulk

Commander / EDH* LabManiac_Sigi

SCORE: 135 | 243 COMMENTS | 92470 VIEWS | IN 108 FOLDERS


let's to the deck:

Game Plan:

This deck was built to be extremely efficient and with possibilities of winning in instant speed at any time of the game, and it's very likely to end the game before the end of the third turn. While there are interactive spells such as counters or removals, these inclusions were made just to give you answers when someone tries to interact with you. All the Combo lines of this deck are all-in, wich means that if you don't win once you started the combos, it's very likely that you are going to loose the game to yourself.

When building the deck, I didn't have acsess to all the best card available, so I have to make some cuts and opt for cards not as efficient. This didn't compromise the overall performance, but left a deck with more dead draws and with less redundancy: If you started a combo or while searching its pieces, if somehow one of its pieces become exiled, it's better to start to search for another option.

that said, I chose "two" win conditions - and I tried to minimize the redundancy problem having more options to finish a game once the combo have started. The options are: Laboratory Maniac (and lot's of options to mill the deck out), and with Infinite Mana (and some options to chose from the point that is no longer necessary to worry about costs). Both options are very well explained below. There are, however, variations that may become possible/necessary during the games, but that varies to much to be explained here. You will need to be awere to the game state to catch them whem it happens.

Just to remenber, all the wincon lines become much safer to pull off if we cast Silence and/or Grand Abolisher before we go for the win. We recommend doing this whenever possible, since the deck is very all-in.

The explanations was also taken from the original Breakfast Hulk and editted, when necessary.

Winning from Laboratory Maniac

A) Flash Hulk (Cost: )

We use Flash and Protean Hulk to find the Cephalid Breakfast combo, which also lets us mill our whole deck. Here's how it goes:

Part 1: Setup

  1. Cast Flash while Protean Hulk is in your hand. ()

  2. Put Protean Hulk onto the battlefield.

  3. Decline to pay Hulk's mana cost reduced by up to .

  4. Sacrifice Hulk as part of the resolution of Flash due to not paying for it.

  5. Protean Hulk's death trigger does onto the stack and resolves, letting us search our library for creature cards with total converted mana cost 6 or less and put them onto the battlefield. We use this to find:

i. Cephalid Illusionist (CMC 2)

ii. Nomads en-Kor (CMC 1, total: 3)

iii. Grand Abolisher (CMC 2, total: 5)

iv. Hapless Researcher (CMC 1, total: 6)

Three of these creatures will be used in the following steps of the combo, while Grand Abolisher shuts off most of the cards that could interact with us.

Part 2: Execute

  1. Cephalid Illusionist and Nomads en-Kor form the so-called „Cephalid Breakfast“ combo. Since Cephalid Illusionist mills our top three cards whenever it becomes the target of a spell or an ability, we can repeatedly target it with Nomads en-Kor 's ability. This mills our whole deck three cards at a time. At some point during the milling process, we are going to mill Narcomoeba . Its trigger then goes on the stack and resolves, putting it onto the battlefield.

  2. Once our whole deck is milled, We Flashback Dread Return , sacrificing Cephalid Illusionist , Nomads en-Kor , and Narcomoeba to return Laboratory Maniac to the battlefield from our graveyard.

  3. We sacrifice Hapless Researcher to activate its ability to draw a card on an empty library and win the game with Laboratory Maniac 's effect.

B) Hermit Druid (Cost: (+))

With the way our deck is built to not include any basic lands, a single activation of Hermit Druid sends our whole remaining deck into our graveyard in one go. From this position, we can win the game on the same turn. Here's how it goes:

  1. Activate Hermit Druid to mill our whole deck at once. ()

  2. Narcomoeba trigger goes on the stack and resolves, putting it onto the battlefield.

  3. We use Fatestitcher 's Unearth ability to return it from the graveyard to the battlefield. (). Since Fatestitcher gains haste from Unearth, we tap it to untap the mana source we used to pay for its Unearth cost. (recoup the )

  4. We Flashback Dread Return , sacrificing Hermit Druid , Narcomoeba , and Fatestitcher to return Laboratory Maniac to the battlefield from our graveyard.

  5. From here it is necessary to have a draw spell, ir enought mana to activate card:Thrasios' abillity in order to win the game.

C) Ad Nauseam and Angel's Grace (cost: + + + Draw spell of effect)

Pretty like discribed above, these two cards allow us to draw the whole deck without requiring access to infinite Mana, although there are easier ways to win from here, it is possible to cast Laboratory Maniac and win from trying to draw something. The other way is using a double Windfall (Cost post Ad Nauseam + Angel's Grace: + + + + = ):

  1. We cast Brainstorm to put Noxious Revival and a cantrip on top of our deck.

  2. We cast Windfall with our whole deck in our hand and an active Angel's Grace . Everyone discards their hand and draws however many cards we had after casting ANAG. This might already kill some players. We draw our Noxious Revival and cantrip.

  3. We cast Noxious Revival targeting Windfall .

  4. We use our cantrip to draw the Windfall .

  5. We cast the second Windfall . Since our opponents still have most of their decks in their hand, it doesn't matter that we're empty-handed when we do it.

D) Infinite Mana (cost: )

There are lot's of ways that you can win with infinite mana in this deck, so I will explain in a section of its own. The question is much more "how to get an efficient way (and cheap, in my case) of generating infinite mana?" than "how to win with infinite mana?".

So, this deck generates infinte mana with positive mana rocks, like Grim Monolith or Mana Vault (or even a lot of mana rocks and dorks combined), by using them again and again when untaping with Dramatic Reversal wich is imprinted on a Isochron Scepter . The combo itself cost just to execute. This allow us to draw or whole deck with Thrasios, Triton Hero , and, from this point, lots of other cool things:

A) Win with a double Windfall to mill out our opponents (works the same way as described above):

  1. We cast Brainstorm to put Noxious Revival and a cantrip on top of our deck.

  2. We cast Windfall with our whole deck in our hand and an active Angel's Grace . Everyone discards their hand and draws however many cards we had after casting ANAG. This might already kill some players. We draw our Noxious Revival and cantrip.

  3. We cast Noxious Revival targeting Windfall .

  4. We use our cantrip to draw the Windfall .

  5. We cast the second Windfall . Since our opponents still have most of their decks in their hand, it doesn't matter that we're empty-handed when we do it.

B) Memory's Journey loops

Option one - Lots of birds:

  1. We draw our whole deck.

  2. We cast our outlet spell, which means casting any Instant, Sorcery, or Enchantment, holding priority, and countering it with Swan Song in our case. This gives us a 2/2 Bird.

  3. We cast Memory's Journey , targeting Swan Song and the spell we countered.

  4. Draw the cards with Thrasios, Triton Hero and repeat steps 1-2.

  5. We cast Noxious Revival on our Memory's Journey to put it back on top of our library. Remember: We have infinite Mana, so we don't need to pay 2 Life to do this.

  6. We draw Memory's Journey with Thrasios, Triton Hero and re-do the previos steps.

  7. We cast Memory's Journey targeting Noxious Revival , Swan Song , and the spell we countered.

  8. Repeat steps until we have an arbitrarily large army of birds.

The result of this combo is that we have a lot of 2/2 birds and most of our deck in hand. All we need is for the turn cycle to go through so we can attack for the win. If our opponents try to interact with us during their turns, we have a lot of Counterspells and other interaction at our disposal.

Option two - milling & destroying:

It's possible to replace Swan Song and the other card to Reality Shift and or Assassin's Trophy or Beast Within , In this way we mill our opponents decks and destroy all their premanents, wich is pretty effective.

Dead cards - 12 (cards that are used only for combos and have no other use in the deck):

If you are going to try this deck, I recomend you to try to reduce the number of dead draws that may occur. Lots of this cards, if they aren't in the right place and in the right time, may make the combo impossible, wich is pretty bad. So, in order to reduce this possibility, it's necessary to reduce the number of dead cards in the deck, making it more resilient and functional.

Combo Fixers:

In order to reduce the number of dead draws, I've reduced the number of combo fixers to only functional cards:

  • Brainstorm - If there is something that shouldn't be in my hand.

  • Noxious Revival - If there is something in my grave that should be my hand.

  • Eternal Witness - If there is something in my grave that should be my hand.

  • Memory's Journey - If there is something in my grave that should be in the deck.

  • Tutors: If there is something in the deck that should be in my hand.

Tutors:

Redundancy:

Today, this build is running with almost no redundancy in it's combos, wich may become a problem with slower and more interactive decks. The Redundancy in this deck is provided only by tutors and combo fixers.

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Date added 5 years
Last updated 3 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

8 - 0 Mythic Rares

55 - 0 Rares

20 - 0 Uncommons

17 - 0 Commons

Cards 100
Avg. CMC 1.99
Tokens Beast 3/3 G, Bird 2/2 U, Manifest 2/2 C, Spirit 1/1 C
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