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"Did you just attack me?" spot removal tribal

Commander / EDH Casual Five Color Jank Multiplayer

manioo8

Maybeboard

Sorcery (1)

Enchantment (1)

Creature (1)


Description

Sit back and enjoy the show! keep any mana you have open though, lest someone actually attacks you, because they think you can't cast a removal spell.

Game strategy:

Familiarize everyone with one simple rule in this deck. Anyone that attacks you suffers great consequences for doing so. Kill all creatures attacking you with instants, and if you can't, make sure to kill their commander after it's cast, or majorly disrupt their strategy if you can, just for attacking you. After a game or two, most people will realize that there's nothing to be gained by attacking you, and they can lose a lot, and magically nobody attacks you anymore. From this comfortable position of having your mana open and board empty, you can slowly gather gates with maze's end, or prepare for casting approach of the second sun. You can cast Child of Alara and kill it in a pinch to clear the board too.

Remember to search for Maze's End with the first ramp spell you get, as it provides a mana sink and a consistent land drop for 4 mana per turn

Win combos:

  1. Approach of the Second Sun + draw spells / Trail of Evidence clues / wiping the board with alara

  2. Maze's End and tutoring a gate each turn. boost this with Tempt with Discovery, Hour of Promise or Reap and Sow. Also Azusa, Lost but Seeking and Amulet of Vigor allow you to fetch more than one gate per turn. Scapeshift is a great card to help Maze's End, but it costs too much for me right now.

janky plays:

  1. Head Games someone and give them:
    • basic lands only for making their future plays harder
    • spot removal and board wipes only, since you usually benefit from them
    • a winning combo, if you're feeling particularly janky
    • a specific card to defeat a bigger threat on the board than both of you
  2. Abzan Charm your Child of Alara to kill anyone in 3 turns.

Suggestions

Updates Add

Rith's Grove -> Grand Coliseum

better mana fixinng, and a tap land (on theme, lol)

Jund Charm -> naughty // nice

the effect of jund charm seems lackluster since I put in more wipes into the deck. Also, I need to test out that holidays card. Sadly, tappedout doesn't support it, so I can't actually put it into my decklist >:[

Comments

O-Kagachi, Vengeful Kami seems good. I love the idea! +1!

August 30, 2017 10:46 a.m.

Problem with O-Kagachi, Vengeful Kami is that he's too slow. it takes one turn to play him, and you need to keep him on the board to do something. Also, people don't like the sight of big creatures on the board, and by having him out you draw their attention to yourself. Once your playgroup knows that it's not worth attacking you, you don't need big creatures on the board to discourage them, only untapped mana and a hand of 7 cards. I sometimes divide my hand into 2 piles called "instants" and "non instants" while I'm bored and waiting for my turn. People see you put 5-6 cards in the instants pile, and generally don't want to attack you.

August 30, 2017 11:30 a.m.

A deck after my own heart! Five color theme jank is my favorite commander archetype.

Skullwinder could be worthwhile, as it duplicates the Eternal Witness Regrowth effect while also giving you a bit more social manipulation ability. I'd expect that this deck plays nearly as much in discussion and silver tongued deal making as it does in actually casting spells, so I would even consider replacing Eternal Witness with Skullwinder if you can't find another cut. It's even lighter on the color requirement.

To shamelessly self promote: Give my collection of single CMC jank decks a glance, especially Two Is Company. Seems like something you might enjoy.

September 12, 2017 7:34 p.m.

Child of Alara's effect only works its sent to the graveyard and not the command zone.

October 11, 2017 5:25 p.m.

Control is my city. Spot Removal is my country. Try Dismember.

October 20, 2017 10:07 p.m.

Removal suggestions: Utter End, Vindicate, Chaos Warp, Disallow

Ward of Bones since your list is low in permanents this could be brutal

October 20, 2017 10:12 p.m.

Utter End and Chaos Warp are fine additions to my deck. Vindicate is a great card, but it's a sorcery effect, so it can't be included due to being too slow. I'm on the fence about Disallow because most of the time I'd rather allow a threat to enter the battlefield and then remove it if it targets me. It usually doesn't target me. Ward of Bones would be great in this deck, but it'd draw hate as well, and I really can't draw hate in this deck, or the whole political aspect falls apart. Dismember seems great on the surface, but I fear a situation in which it doesn't work because a creature has 6 or more toughness. unconditional removal is the way to go usually. Also it doesn't kill Child of Alara.

October 22, 2017 8:26 a.m.

You are already running Voidslime... Why are you on he fence about Disallow? The more the merrier. They are great Swiss army knife counters. Also, Song of the Dryads is another unique spot removal permanent similar to Imprisoned in the Moon.

October 22, 2017 2:13 p.m.

I think to better fit the tribe your commander should be O-kagachi.

October 22, 2017 2:27 p.m.

Azorius Guildmage seems kinda out of place in the deck to me, Vraska's Contempt would be great, probably better than Unmake (usually one mana but easier to cast, gains life, and can hit walkers)

October 23, 2017 1:51 p.m.

Hi,

your deck-idea is great! +1

I once thought about a similar deck, but it was more goofy. It tried to incentivize the opponents to attack each other and then cast pump spells and cards like Berserk or Blood Frenzy on the attacking creatures - ideally on their commander. Your deck somehow reminded me of that idea. I think, I'll have to start working on that again.

Some suggestions:

The following cards were in the deck I mentioned before and could be nice in yours as well:

That's all for now. Let me know what you think

October 23, 2017 2:57 p.m.

What about destructive attack like No Mercy or Teysa, Envoy of Ghosts? Rout can be cast at instant speed.

October 25, 2017 6:31 a.m.

No Mercy and Teysa, Envoy of Ghosts can easily be removed from the board, I'd rather play more instants. I've thought about Rout, maybe I should put it in for it's flash ability. I'll put Cyclonic Rift in some time, and I really want to put in Comeuppance, Mirror Strike and Entrapment Maneuver to try them out

October 25, 2017 3:17 p.m.

Is Mirror Strike at all better than Deflecting Palm ?

October 25, 2017 6:07 p.m.

@kameenook: there are some different applications. You cannot target creatures that would deal damage to your opponents with Deflecting Palm.

More important, Deflecting Palm prevents the damage and then deals the same amount to the creatures' controller. So it never deals infect or commander damage.

Mirror Strike on the other hand just redirects the damage to the controller, so that a commander could deal 21 dmg to its controller or an infect creature could deal 11 infect to its controller. While this may be a cornercase it is a really sweet one at least.

But in the usual situation where you are beeing attacked by a non-commander creature without infect, Deflecting Palm is more efficient, yes.

October 25, 2017 7:13 p.m.

Im confused, what is the tribal? @manioo8

November 3, 2017 8:14 a.m.

Im confused, what is the tribal? manioo8

November 3, 2017 8:15 a.m.

Jokereon the tribe is cards that have an "instant" type.

November 4, 2017 8:45 a.m.

manioo8 I just bought the deck and all the added suggested cards! I'm excited to try it out :)

November 4, 2017 4:30 p.m.

Jokereon Just remember that the first few games people will attack you. Just keep removing their creatures and destroying their stuff while telling them it's because they attacked you, no matter how small the creature. After a few of those games people should stop attacking you even though you have an empty board. When you reach this stage just sit back and relax, and slowly play your taplands. Also, don't remove people's stuff, no matter how threating it looks, unless it attacks you or wins them the game (like a combo piece). If someone has a big beater and equips it with Lightning Greaves then in response I ask them if it's going to attack me. If they don't assure me that it's not attacking me then I remove it as well.

November 5, 2017 5:39 a.m.

manioo8 Do you have discord by any chance? I have some more questions about the deck and how it should be played

November 5, 2017 10:12 a.m.

LOVED IT

November 21, 2017 6:45 a.m.

I meant to say Exploration, rather than Explore.

November 21, 2017 7 a.m.

Insurrection costs too much, Rites of Flourishing don't seem that good, as I'd rather the game go slower than faster. Also it's a permanent. what would I use Enlightened Tutor for? Rhystic Study draws peoples' attention to me, which is never a good thing in this deck, and also is a permanent. Cast Through Time costs too much for a small effect. I get to kill 2 creatures instead of one? Easier to just cast another removal most of the time. Also it's a prime target for others' enchantment removal. Lotus Cobra is a creature, dies to board wipes, and produces mana in my main phase (which I don't usually need). Exploration would probably be good, but I have burgeoning in the deck already. Might swap azusa for it some day. Dismember is counterable and answerable. Sudden Death is not, and I've used it to kill sackable creatures before.

November 21, 2017 7:49 p.m.

I should have explained some of my suggestions better. Rites of Flourishing I had suggested because I thought it would be useful to get more lands out considering you were using the guildgates and all. You afterall have a lot that enter tapped. Plus I suppose unlike Rhystic Study it isnt going to be making you a target.

I suggested Enlightened Tutor because I thought maybe you would have found it useful to have another way to find Amulet of Vigor primarily.

While Rhystic Study I suggested because I had thought the card draw which generally is always a good thing would make it worth it, especially considering you want to have a lot of instant speed answers ready.

Although I will admit Cast Through Time while sounding potentially useful is costly mana wise, and you dont have much to protect it from being destroyed I now see.

I changed my mind on Lotus Cobra I just couldnt edit my post. My thoughts were that you had a lot of lands entering tapped and that it may be useful to make up for that, but then I realized its giving you mana at a time you wouldnt care for.

I had suggested Dismember because (at least for my meta I guess?) no one plays a lot of counters so that wouldnt be an issue potentially to play the card for less mana would be worth it. I will admit I was just making an inference on this as it would be good in my meta at least.

November 21, 2017 8:22 p.m.

For all the dual lands you can swap them out with the ones that give you a life each.

Example- Bloodfell Caves or Blossoming Sands

December 18, 2017 8:31 a.m.

SkullOfPoison I could, but those lands are essential to winning with Maze's End

December 19, 2017 5:25 a.m.

You didn't include Vindicate because it's sorcery speed removal, so what do you think about including Beast Within?

January 2, 2018 8:22 p.m.

MahBoi100 I thought about it, but each time I see it, I fear that giving people a 3/3 beater will just tempt them to hit me with it, and I'll have to use another spot removal on that beater.

January 3, 2018 1:07 p.m.

Why not Ramos, Dragon Engine as the Commander? He acts a mana battery for more kill spells. I did something similar with my Infinite Torment and Death deck.

January 11, 2018 4:44 p.m.

bem77 I don't have a lot of wipes, and having access to one on each of my turns is really good, especially since I usually have a kill spell to trigger it. I don't need that much mana, usually having 3 lands untapped is enough for a turn cycle, and I don't even cast anything during that turn cycle most of the time. I'd have to devote a turn to cast that dragon, and be response-less for a turn cycle. 6 mana for a beater/mana rock that doesn't work the turn it comes in versus a 7-8 mana wipe on the same turn. I can usually get to that 7-8 mana by the time I need to use it, and if not, divide it into 2 turns, since it's a 2 spell combination of alara + kill spell.

January 12, 2018 10:21 p.m.




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Date added 4 months
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Legality

This deck is Commander / EDH legal.

Cards 100
Avg. CMC 3.27
Tokens 2/2 Zombie, Gold, 1/1 Spirit, 1/1 Shapeshifter, Clue
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