This is a tournament-level combo control deck. It is designed to win in high-pressure environments by withstanding incoming disruption, suppressing opponents, and using efficient and powerful combos.

This deck is built around a network of synergies; the combos have interchangeable pieces, and the cards that support them can be used outside of the combo as general utility cards. Because the number of combo-only cards is minimized, the deck's resilience is increased, and the odds of drawing dead cards are decreased.


The Primer


Comments, suggestions, criticisms, and ratings are all welcome!

When recommending cards, please remember that this deck is tournament-oriented and must only contain the most efficient and powerful cards available. Please do not suggest casual or otherwise nonviable cards for inclusion. Also, please keep in mind that the deck is based around a network of synergies; combo-related cards should be useful outside of their combos.

Comments View Archive

Epochalyptik says... #1

Discussion reset.

This is comment #2,667 on this deck.

May 2, 2016 8:16 p.m.

Dredge4life says... #2

I hate to say this, but the off color fetches in here are now not legal to run as of the rules update. Awesome deck though.

May 5, 2016 8:56 p.m.

Epochalyptik says... #3

@Dredge4life: As of which rules update? I'm not aware of any change that affects the legality of off-color fetches.

May 5, 2016 9:06 p.m.

JWiley129 says... #4

Dredge4life - That was a rumored change that hasn't been made, and is very unlikely to be made. It's a topic the RC has talked about, but you can still run your off-color fetches.

May 5, 2016 9:11 p.m.

Dredge4life says... #5

Ah, it appears I was mistaken. A quick rules search turned up nothing. I guess that's rumors for you. My apologies, and thanks for the clarification. I may need to go buy a Windswept Heath...

May 5, 2016 9:58 p.m.

Inces_Velus says... #6

Have you thought about running three basic islands and tossing in a Walk the Aeons as part of the Azusa, Lost but Seeking+Walk the Aeons+Crucible of Worlds combo?

I made my own version of this deck and its seems to world well and if played right you can walk the aeons into the turn that you can azusa and crucible and either Eternal Witness it or other cards and win that way.

Plus with your commander you just make sure to cast one spell a turn and then keep your hand full when milling other players in order to not draw out yourself with the extra turns.

Just food for thought.

Also ideas on Quickling to flicker a creature if its in threat of being destroyed and you dont want to waste a counter spell?

May 7, 2016 9:52 p.m.

Epochalyptik says... #7

@Inces_Velus: Walk the Aeons is covered in the primer. I don't personally like it because it's expensive and risky. If you do go that route, I don't really think it's necessary to limit yourself to one spell per turn. Infinite turns isn't a win condition, and your opponents won't be decking out if they never get a turn. You need to use the infinite turns to dig for an actual finisher and execute it. Even if you have to draw every card in the deck, you reach a point at which it's possible to combo and win without decking out.

Quickling isn't that good. Think of it like this: I could use Quickling to save a counterspell for later (with the assumption that Quickling is therefore worse than a counterspell), or I could just run another counterspell instead of Quickling. The latter gives me more flexibility.

May 8, 2016 9:01 a.m.

FLATSO99 says... #8

what do you think about Voidslime

May 17, 2016 12:05 p.m.

Bellock86 says... #9

FLATSO99 - Voidslime had been in the deck previously I believe or was at least discussed and Epoch stated it was too mana intensive though it is a good card.

Not sure if that's the exact quote but it was something along those lines

May 17, 2016 12:12 p.m.

FLATSO99 says... #10

ok then what about Countersquall, Dash Hopes, or Deprive?

May 17, 2016 4:27 p.m.

Bellock86 says... #11

FLATSO99 - Countersquall is too restrictive compared with other available options.

Deprive is a tad too risky. Later in the game losing the land would be no big deal. But in the early game it can set your ramp back too far. Even one land can spell disaster in the kind of meta this deck is designed for.

Dash Hopes - may seem good but life totals rarely (read that as barely ever) are relevant in high power matchups. The life would always get paid and you would be down two mana for no reason. It's honestly just not a very good card.

May 17, 2016 4:52 p.m.

Emzed says... #12

Negate is in the deck, so the very similar Countersquall is certainly in the realm of possibility, although a little worse than Negate (the lifeloss is completely irrelevant, but the mana cost is more restrictive).
Deprive is a Counterspell with a serious drawback. The deck tries to assemble 7+ mana as fast as possible, making Deprive really unattractive.
Dash Hopes is never going to be anything but a Lava Axe - no way is this ever finding a place in a competitive deck like this.
If you are looking to add more counters or just replace some of the expensive ones with more budget friendly options, Mana Leak and Logic Knot seem like some of the best options to me, but Countersquall is definitly a solid option as well.

May 17, 2016 5:48 p.m.

@FLATSO99: I agree with Bellock86 and Emzed on those recommendations.

Voidslime was cut from the deck a while ago. It's certainly a good counterspell, and it's very flexible, but the mana cost (specifically, the CMC and not necessarily the colors) makes it difficult to budget for. In a competitive environment, you have to be careful about tying 3+ mana up in a single response because it limits your other options and may not even be used on a given turn.

Countersquall isn't a great spell in competitive environments. Because I win through combo, the loss of life it inflicts on the opponent is irrelevant to my game plan. Therefore, it's just a fully-saturated Negate, which I'd rather not play.

Similarly, Dash Hopes's life loss clause tends to be an easy out for most opponents. I don't generally attack, and most of the damage or loss of life inflicted over the course of a given game is self-inflicted (by all players) from fetches, shocks, Mana Crypts, etc. And in most cases, this loss of life doesn't add up to 35, so an opponent will typically just lose 5 life in order to get their spell to resolve. The reason I have the other pay-to-avoid counterspells in the deck is that they require mana payments, which are much harder to muster in a competitive environment where you're on a tight in-game resource budget. Most people can't actually afford to pay for something like Spell Pierce if they get sucked into the middle of a counter war.

Deprive is good, but it's also risky. I can mitigate some of the risk through Exploration and similar cards, but I have to be careful about losing lands. Losing a land, whether that's because it was returned to your hand or destroyed, is, in practice, a considerable tempo setback.

May 17, 2016 7:25 p.m.

FLATSO99 says... #14

ok :)

May 17, 2016 8:46 p.m.

FLATSO99 says... #15

I like the deck +1 from me

May 18, 2016 9:35 a.m.

Regigigas23 says... #16

Have you also considered Gilded Drake?

May 19, 2016 2:35 p.m.

enpc says... #17

If you're considering Mana Leak for the deck (which I really like), have you also considered Miscalculation? While I get it's easier to pay for, it give you the option of turning into another card if it no longer becomes relevant.

May 23, 2016 7:31 p.m.

SerraMeya says... #18

i f*king really love this deck :) +1 you inspired me sooo much. i just started with EDH about 2 months ago (and i started Magic back in 1998) and it makes so much fun :)

maybe you can have a look on my damia-jumanji list? :)

June 2, 2016 8:59 a.m.

knight611 says... #19

So came across this little common. Natural Connection. half of a cultivate at instant speed seems kind of good. expensive for how many lands you get and that they are basic a bit of a bummer but could still be relevant. Allows you to hold up a counter spell if needed.

June 5, 2016 4:12 a.m.

Coca-Cola says... #20

Have you considered Reverent Silence

June 8, 2016 4:01 p.m.

Coca-Cola says... #21

For some reason it posted twice

June 8, 2016 4:01 p.m.

shiggy1339 says... #22

Hey, I have been playing the deck for a while and was wondering what your thoughts on reanimate were. The life loss is pretty irrelevant, and it can return a killed or countered damia, consecrated sphinx, or one of the combo pieces. I realize that there are situations where it is a dead card, but it is cheap and can provide large tempo swings.

July 3, 2016 9:57 p.m.

Guess I haven't answered questions in a while.

@Regigigas23: Gilded Drake is a good card, no doubt, but I don't think it's that beneficial in this deck. I'm usually not in a position where I want to tie up that mana in a sorcery-speed thief effect, and rarely is there a creature that's worth stealing in the grand scheme of things.

@enpc: I'll add it to the maybeboard. Mana Leak has a better chance of countering the spell, but the ability to cycle a soft counter is appealing.

@knight611: If it could find duals, it would be better. I don't know if I can justify spending on a single basic land, even if it could be cast with unused counter mana.

@Coca-Cola: I could add it to the maybeboard. I think it would be part of the sideboard to be swapped in against Zur or other decks. I don't know that I would play it as part of the 99.

@shiggy1339: I think it's come up in the past, but I can't remember what my argument was against it (besides it not being applicable in every game). Added to the maybeboard.

July 3, 2016 11:28 p.m.

Silverf1sh says... #24

What are your thoughts on Unsubstantiate and the just spoiled Summary Dismissal?

July 4, 2016 12:48 a.m.

Emzed says... #25

What about trying Seasons Past in your deck? It's a very slow card, but it gives you enormous late game power to the point where you might be able to counter multiple spells every turn and essentially lock the game (return something like Demonic Tutor with Seasons Past and loop those two every turn). That would probably require 10+ mana, but maybe this deck could pull it off.

July 15, 2016 12:28 p.m.

Daeyel says... #26

Enlighten me as to why an Isochron Scepter is not a good add to this deck?

To me, its a loaded gun aimed directly at the opponent, giving him pause before playing his important stuff.

Maybe it only really affects the player after you, but putting him on blast all the time can only help, except in diplomacy cases.

If nothing else, opponents will attempt to remove the Scepter, which allows you to defend it on your terms, or waste a card.

July 21, 2016 2:12 p.m.

Emzed says... #27

Isochron Scepter only becomes actually good once you use it least 3 times. That requires a total of at least 8 mana and won't happen before turn 4 or 5, and it can very easily fall to a Nature's Claim or Krosan Grip before that. That seems a little clunky and unnecessarily risky for a deck that will usually try to win on turn 4 or 5.

July 21, 2016 3:58 p.m.

lucal13 says... #28

Have you ever though of adding Command Beacon because could get quite expensive after she has died at least once.

July 21, 2016 7:01 p.m.

@Silverf1sh: Unsubstantiate has potential, but would require testing. Summary Dismissal is kind of expensive for something that probably won't be relevant all that often. Usually, a single counterspell, well placed, will accomplish the same result as Summary Dismissal.

@Emzed: Seasons Past would be able to return a lot of cards, but that's not necessarily sufficient justification for running it, in my opinion. As you said, it's a very slow and expensive card. It's more of a win-more card than a utility card at that point. I dropped Time Stretch for essentially the same reason. It can be great if recurred properly, but just isn't practical enough to pursue.

@Daeyel: Isochron Scepter is one of those cards I don't like in competitive. It's very good in casual and semicompetitive environments, but it tends to act as a distraction in competitive. You have to budget the extra mana symbol 2 into your game plan, and you usually don't need to be able to recast whatever instant you're imprinting. In most cases, it's sufficient to just cast Counterspell or whatever else once to get rid of the most pressing threat, then use your remaining resources on something else.

Now, that's not to say that Isochron Scepter doesn't have its perks. If you aren't drawing into countermagic, the opportunity to reuse one of your counterspells across several turns is attractive. But I don't think that Isochron Scepter is economical as part of the deck as a whole.

@lucal13: In most cases, I don't actually need to recast Damia. There are some games in which I don't cast it at all. I don't think the occasional utility from Command Beacon warrants adding another colorless-only land to the deck. Your mileage may vary.

July 24, 2016 2:48 p.m.

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Compare to inventory
Date added 4 years
Last updated 3 weeks
Exclude colors WR

This deck is Commander / EDH legal.

Cards 100
Avg. CMC 2.44
Tokens 1/1 Spirit, 1/1 Bird
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Top rank #2 on 2012-08-19
Views 218140

Revision 53 (3 weeks ago)

+1 Reverent Silence maybe
+1 Reanimate maybe
+1 Miscalculation maybe

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