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.


I finally got around to updating the barebones description. I say updating, but it was more of a total overhaul.

This deck now has a worthy primer that will walk you through everything from the card choices to the combos, and it even offers advice on recreating and adapting the deck.

Feel free to explore the new material and offer comments for the deck or primer as you see fit.

Just resetting the discussion. The page was becoming annoyingly long.

This deck is performing well, but I still feel that it should be faster and more consistent. Maybe I'm just greedy.

Speaking of greed, I have a list of cards to acquire.

I decided to drop some of the slower and more situational cards to add a major boost to my ramp package. The deck now regularly gets to turn three Damia.

I had the opportunity today to play a couple games with this deck, and I also spent a good deal of time speaking with its codesigner. He has opted to drop many of the expensive counterspells and ramp cards in favor of their faster counterparts. He also runs a few mana dorks - a choice with which I don't necessarily agree. However, I more frequently play in multiplayer pods, so I face a higher risk of playing against sweepers.

I cut the filter lands for basics because, after talking with my friend, I realized they weren't always optimal. Running two of each basic allows me to squeeze a few extra uses out of my fetches. I also upgraded the basics into snow-covered basics in case I run into anyone using snow lands any Extraplanar Lens.

Finally, I dropped Survival of the Fittest for Lotus Cobra. I don't run enough creatures for Survival of the Fittest to really do what I need it to do, and Lotus Cobra is stupid with nine fetches, Nature's Lore, Skyshoud Claim, and three Exploration effects.

I'm considering dropping

  • Mana Web - It's limited in application, and completely irrelevant in some games.
  • Bribery - It's great when it works, but there have been many games where I didn't even cast it.
  • Mystic Snake - It has a good interaction with Deadeye Navigator, but I rarely play Deadeye Navigator outside of my combo, and Mystic Snake itself ends up being little more than an expensive counterspell.
  • Cryptic Command - Although I like Cryptic Command as a card, it's prohibitively expensive for a deck that wants to ramp and control as much as possible.
  • Fact or Fiction - I like the instant-speed card advantage, but I often find the mana cost inconvenient.
  • Leyline of Anticipation - I'm on the fence about this one. It's great to have on the field from turn 0, but it's inconvenient to cast if I ever draw it.

Just cleaning up the discussion a bit. At this point, there are 507 comments on this deck.

I'm siding out Deserted Temple for Cavern of Souls on the advice of my co-designer. We play enough Wizards to make Cavern a viable inclusion.

No major changes at this point, just sweeping the existing comments under this update. Discussion for this deck seems to be dwindling, but I still want to keep it updated and finely-tuned. I've been busy lately, but when a tourney or event rolls around, I want this deck to be ready to perform.

In the wake of the RC's horrendous decision to ban Primeval Titan, I have made the following changes to the deck:


  1. Primeval Titan
  2. Cabal Coffers (it isn't good enough without Primeval Titan to find it)
  3. Mindbreak Trap (it hasn't impressed me in the time I've been testing it)


  1. Azusa, Lost but Seeking
  2. Wasteland
  3. Necropotence

Just made a few minor edits and tucked all comments to clean things up.


Epochalyptik says... #1

Discussion reset. Let's see if we can get this to 700!

October 7, 2015 9:40 a.m.

Ohthenoises says... #2


So Epoch, when are you going to flush out your sideboard? Seems pretty lonely in there right now.

Any idea what you would add there?

October 7, 2015 9:42 a.m.

Epochalyptik says... #3

The deck doesn't currently have a real sideboard. I suppose I could build one. Not really sure what I might need, though. It's been so long since I played.

October 7, 2015 9:50 a.m.

Antonius_Cleus says... #5

That sounds wonderful, I would do that if I played this deck just to annoy people and/or make them cry (my enemies, that is)

October 7, 2015 12:30 p.m.

Maringam says... #6

Have you considered Sire of Stagnation over Consecrated Sphinx? It seems like a relevant body, great card draw, and decent deck disruption.

October 7, 2015 9:48 p.m.

Epochalyptik says... #7

Sire of Stagnation is certainly a good card, but I don't think it's really a replacement for Consecrated Sphinx. The deck disruption is not very relevant except perhaps for those corner cases where, by chance, it happens to exile a win condition. In terms of draw power, it is worse than Consecrated Sphinx. You aren't guaranteed to get a trigger per turn (players can choose not to play a land, but they can't choose not to draw a card for their draw step), and the likelihood of getting multiple triggers per turn tends to favor Consecrated Sphinx. Consecrated Sphinx's ability is also a may ability, which can be useful in corner cases.

I'm not really concerned about how large the bodies are because this deck does not attack and rarely has to block.

Now, these are just initial reactions. I don't have test time with Sire of Stagnation. But, on paper, it seems worse than Consecrated Sphinx in the chosen capacity.

October 7, 2015 9:56 p.m.

Ohthenoises says... #8

Maringam You can't always depend on someone dropping a land, you CAN always depend on someone drawing at least one card.

There isn't an EDH deck that doesn't have a draw engine as well so chances are you are going to be drawing 4 cards per turn.

I know that Epoch never acknowledges his attack step but evasion is also a thing, sire doesn't have flying so I'm not sure +1/+1 beats flying.

October 7, 2015 9:59 p.m.

klone13 says... #9

October 7, 2015 10:06 p.m.

Ohthenoises says... #10

klone13 /sigh....

October 7, 2015 10:08 p.m.

Maringam says... #11

Thats fair.

October 7, 2015 10:09 p.m.

klone13 says... #12

If nekusar is in your meta then...

October 7, 2015 10:10 p.m.

knight611 says... #13

what would you suggest against to fight an arccum dagson deck?

October 14, 2015 3:50 a.m.

Krosanbronze says... #14

Okay, Firstly, I've been playing Damia combo for over a year now in competitive play using your primer. I did make a few changes I think you would appreciate though. I play Walk the Aeons as an alternate win condition. Walk + Azusa + Crucible is infinite turns. I also use Urborg, Tomb of Yawgmoth + Cabal Coffers. 7 Lands and Palinchron is infite mana. I'm also quite fond of Villainous Wealth as a win-con/utility. Trickbind > Stifle any day. And in my meta, creature decks are a huge problem for me so I had to add in evacuation as a backup for damnation.

October 19, 2015 6:09 p.m.

@knight611: There are a couple of approaches. You could run dedicated answers if it's the largest or only threat in your meta. However, I think the best answer is to include more permanent-facing removal as well as to play a more defensive control game. Arcum can potentially go off before this deck does, so you may need to adjust your tempo to allow for things like Abrupt Decay. You can play some efficient artifact hate in Crumble and Oxidize. Krosan Grip is also on the table, but it's very expensive to cast. I think, though, that shutting down Arcum is really a matter of killing the general because the ability can be used at instant speed once it's online.

@Krosanbronze: Good to hear that you've been playing the deck (or a variant of it, anyway). But I can't help but feel that some of the substitutions you've made are subpar, especially at the competitive level.

Walk the Aeons is an expensive card to run as a utility, and it's only really valuable if you have Crucible of Worlds and Azusa, Lost but Seeking. And if you're at a point where you can tutor the pieces to that combo, you could have already executed another combo.

Cabal Coffers was cut three years ago when Primeval Titan was banned. It's not good on its own; you really need to have Urborg, Tomb of Yawgmoth on the field before Cabal Coffers is even worth playing. And the interaction is not strong enough early enough to justify inclusion if both lands can't be tutored simultaneously.

Villainous Wealth is, as I explain in the primer, not really a good card for this deck (or even for competitive in general). It's unreliable and expensive as a utility spell, it doesn't necessarily guarantee you the win when played as a combo finisher, and it doesn't win you the game any differently than Blue Sun's Zenith does.

Trickbind vs Stifle comes down to your meta and your personal preferences. Stifle's main benefit is its low cost, whereas Trickbind's main benefits are its split second and one-turn shutdown. Both are certainly good cards.

I think you would want to play Toxic Deluge before Evacuation. It's a cheaper answer to more board states, and the fact that it actually kills things rather than giving them back to your opponents makes it a more permanent answer as well.

October 19, 2015 8:13 p.m.

wtfmidun says... #16

Villainous Wealth is a blast to play and resolve in a casual metagame. But so is Prophet of Kruphix.

October 19, 2015 10:39 p.m.

knight611 says... #17

Thanks for the ideas, deffinitly will have to test them. I am giving Frontier Siege a try. I saw it in your maybe board and im on a hunt of hidden or overlook tech for decks. something that people aren't prepared for. My Deck if you care to look. I am also trying Sultai Charm, I am a fan of the flexibility and its instant speed. The cost is very high without a doubt but have to try it.

October 20, 2015 1:58 a.m.

Krosanbronze says... #18

@EpochalyptikWhile I respect your comments and have seen the downsides to the deck first hand, I am firm with my current decklist aside from Tezzeret's Gambit. I cannot come up with a better draw spell that I don't have. I understand what you mean about Villainous Wealth and Evacuation being too heavy and not strong enough but with my meta they're the best suited cards I have. Most of the other players are a variant of combo or aggressive decks. If you have any suggestions, here's the link to my list with credits to you in the description.

October 20, 2015 9:10 p.m.

electromancer says... #19

Epoch- I see you're considering a "Wish" card. These cards don't work in EDH tournament because of the following rule (found under "Play"):

"Abilities which refer to other cards owned outside the game (Wishes, Spawnsire, Research, Ring of Ma'ruf) do not function in Commander without prior agreement on their scope from the playgroup."

You could consider Merchant Scroll since it fetches one your win-cons and nearly all of your instances are blue anyway.

October 22, 2015 8:54 p.m.

Merchant Scroll isn't a bad card, but it's not particularly useful in this deck. It could only really find Blue Sun's Zenith, Lim-Dul's Vault, or a counterspell. As a 2-drop sorcery, it's also somewhat slow for how little value it finds. Granted, it could be used to find a free counterspell, but it's not any better in that respect than many of the other, more flexible tutors available.

October 22, 2015 9:13 p.m.

Formalized the JTMS and Voidslime cuts for Diabolic Intent and Pongify. Now if only I had a group to test with anymore.

October 22, 2015 9:30 p.m.

Online? Or is the politics aspect particularly important for you?

October 22, 2015 9:43 p.m.

I don't really like playing online. I think better with paper cards, and there's no chance for UI clunkiness or bugginess.

October 22, 2015 9:49 p.m.

enpc says... #24

Wouldn't Pongify fall under "Control" more than "Utility". Also, noticed the swap in with Toxic Deluge - it's a solid card and I don't think you'll regret it.

Out of curiosity, have you considered Peregrine Drake over say Diabolic Intent? while I get that Intent can fetch you TaN, Peregrine Drake provides redundancy to your wincon (as the deck pivots entirely on Palinchron combo wise). That or Great Whale, though I think Peregrine Drake is the more solid of the two.

October 23, 2015 12:26 a.m.

Ohthenoises says... #25

I'd love to play with you Epoch, I could learn so much.

If I didn't live in the boonies though.....

October 23, 2015 1:03 a.m.

Indigoindigo says... #26

If Deadeye Navigator ever got banned, how would that affect the power-level of the deck? How would you adjust?

October 24, 2015 2:34 p.m.

@enpc: You make a good point with Peregrine Drake. I guess my problem with it has traditionally been that it can't go infinite with anything other than Deadeye Navigator. Same with Great Whale. Of the two, though, Peregrine Drake is the choice.

@Indigoindigo: Deadeye Navigator is one of the core cards of the deck, unfortunately. It drives the infinite mana combo and also facilitates many of the deck's engines and win conditions (e.g., bouncing Rune-Scarred Demon to tutor the deck, bouncing Venser, Shaper Savant to bounce all permanents opponents control).

That said, you could, in theory, just substitute some other card for it and run the same engine because you can still combo Palinchron and Phantasmal Image. The play there is to Tooth and Nail for Palinchron and Rune-Scarred Demon, then tutor Phantasmal Image. (You can't put both Palinchron and Phantasmal Image onto the field simultaneously because Phantasmal Image can't copy anything that isn't already on the field.) You go infinite, then copy Rune-Scarred Demon and tutor your win condition.

I'm leery about that course of action because it means you're really running with no suitable backups. You'd want a backup infinite mana combo, but that means running another utility card that doesn't really interact with the other cards in the deck.

October 24, 2015 3:11 p.m.

Silverf1sh says... #28

Peregrine Drake never really feels bad to play; I think in this deck the list is a lot tighter over the three colors that it may not be necessary, but say in my simic that has both more space because of and a lack of what black brings to the table, it becomes more of a no brainer.

Certainly, it could fit in here if you needed the added consistency, but if the meta already has a tough time dealing with what you're bringing to the table as is, it's likely not necessary.

October 25, 2015 12:42 a.m.

knight611 says... #29

I highly recommend Frontier Siege. The testing i have done has been really promising. It provides just enough mana to keep enough lands untapped to keep things under control and keep moving forward towards your win. If unanswered for 2 or 3 turns with a decent draw source it really charges ahead. Yes it is four mana and i have had people remove it be fore my next turn but having them use it on something like that vs a combo piece, even better if it gets countered

October 25, 2015 1:07 a.m.

@Silverf1sh: To clarify, this deck doesn't play its combo pieces individually. The only time Palinchron or even a Peregrine Drake would come out is through or immediately after a Tooth and Nail. So I'll address your comment in the context of "play" meaning "include."

Peregrine Drake wouldn't be a bad choice because it is, as you suggest, extra security. Its inclusion is not so much dependent on whether the meta can typically handle the deck's main game plan as it is on whether the meta can possibly handle the deck's main game plan. Even the most consistent or powerful decks encounter suboptimal scenarios where your primary pieces get removed or are unavailable for one reason or another, and those are the times at which it really would pay to have an alternative ready. One of the weaknesses of this deck is that it currently relies very heavily on Palinchron. There's a single point of failure when it comes to the infinite mana combo. That on its own is enough to make an alternate piece a consideration.

@knight611: I never did get the chance to test Frontier Siege, but I'm wary of adding cards in the 4-drop slot. The issue with paying that much in this deck is that it really sets you back in terms of tempo. It's very difficult to play a 4-drop and have it come down (1) early enough to have a meaningful impact on the game and (2) without costing you too much to bring online. So my concern going in is really that there's no convenient time to really play something like Frontier Siege. I actually cut Jace, the Mind Sculptor for the same reason: CMC 4 is just a very bad place on this deck's mana curve, and it's very awkward to play around it.

October 25, 2015 12:21 p.m.

Just did the math. It would cost me $3900 to upgrade to foils and promos of most of the remaining cards in my paper list, and that's with Unhinged basics and Expedition lands. And it's not counting the paper cards that need to be replaced to match the online list.

October 25, 2015 1:05 p.m.

enpc says... #32

Then you just need to petition WotC to print some foil ABURs.

October 25, 2015 5:35 p.m.

knight611 says... #33

your right about the 4 drop spot. I dropped Jace for the same reason. This does refund half of its mana cost which helps. Sadly I feel that my results arent very good right now because my deck has been giving very awkward lately and tripping on itself.

October 26, 2015 3:11 a.m.

enpc says... #34

Epochalyptik: Which cards are you currently missing from the list (ignoring promos/foils)?

Also, wouldn't running unhinged lands mean you go back to regular basics instead of snow-covered ones? Or has it not been relevant?

As for the earlier comment about Peregrine Drake, this is also why I highly recommend Ghostly Flicker. I also run Archaeomancer in my list over Snapcaster Mage because for me the repeatability is important (that and snapcasters are expensive).

Just something to think about I guess (I appreciate that I've recommended this before).

Oh, and have you figured out what to do with the Dryad Arbor?

October 26, 2015 10:14 a.m.

@enpc: I'm still missing Hinterland Harbor, Carpet of Flowers, Toxic Deluge, and Diabolic Intent.

And yes, the switch to UNH basics would mean losing the snow-covered basics, but those are more of a cutesy tech answer to anybody playing monocolor ramp with Extraplanar Lens (which isn't highly common at the tournament level) than a "serious" design choice. I haven't found them to be relevant or irrelevant yet.

Ghostly Flicker is another option, and I think maybe the solution is to run both Peregrine Drake and Ghostly Flicker for the overall resilience boost. Eternal Witness is sufficient to enable a Ghostly Flicker combo (which is a backup combo anyway), so I don't think Archaeomancer is really necessary. The question really is what to drop for them. I think I can get away with cutting Diabolic Intent (despite having not tested it) because the other tutors in the deck are quite solid. But nothing in this list is really an obvious choice, which is why improving the deck is such a process.

As for Dryad Arbor, I think I might replace it with Gaea's Cradle. With Dryad Arbor, you get one guaranteed turn of tempo loss because Dryad Arbor has summoning sickness, and you also risk sweepers killing one of your lands. With Gaea's Cradle, you get a more even distribution of chances for tempo loss across turns depending on when you play your creatures and how many you play. In recent goldfishing, I realized that the number of creatures I play is often 0 until Damia or the combo turn. I admittedly didn't do many test games, but it's still cause for some concern over Gaea's Cradle's viability.

October 26, 2015 7:14 p.m.

knight611 says... #36

With what you say about Gaea's Cradle how relable is Diabolic Intent? I am currently considering putting Intent in my deck but i have a similiar situation where i dont any creatures for the most part until i go to combo off.

November 7, 2015 4:54 a.m.

Jaxtol says... #37

A very good example on how to properly write an amazing deck description, will use it for future reference :)

November 8, 2015 10:15 a.m.

Dude, why settle for unhinged when you could have Guru or judge promo full art lands? It's only a couple hundred more dollars.

November 9, 2015 9:44 p.m.

enpc says... #39

Figag: You may as well get some Summer Magic Islands :P

They don't come in foil but they go for $600 a piece NM/M.

November 9, 2015 10:38 p.m.

PlattBonnay says... #40

I cant help but wonder if Tasigur, the Golden Fang would be better than Damia as a commander. Have you given this any thought?

November 19, 2015 4:40 p.m.

I addressed Tasigur in previous updates.

The long and short of it is that Tasigur offers almost nothing to the deck in terms of sustain. The last ability is only really relevant if I have infinite mana, at which point I can recur everything from my yard. But Tasigur doesn't actually help me get to the late game. Outside of a combo, it's just a more expensive and inefficient recursion spell. Damia, on the other hand, actually provides midgame sustain that helps to carry this deck to the combo turns.

November 19, 2015 5:24 p.m.

Megalomania says... #42

I'm having trouble deciding whether or not to put Necropotence back into my deck. People in my group tend to drop everything they are doing whenever I play necro and prepare for whatever it is I might do next. Do you find yourself in a similar situation? How do you deal with it?

November 20, 2015 12:44 a.m.

Bovine073 says... #43

(I think you probably have, but I will ask anyways.)

Have you thought about transmutating for one of your WinCons, (particulary Blue Sun's Zenith)?

November 23, 2015 1:29 p.m.

enpc says... #44

Hey Epoch, what're your thoughts on the new Mystic Confluence?

November 24, 2015 11:02 p.m.

@Megalomania: Necropotence is certainly worth running. If you're concerned about the political aspect, you may just have to find more advantageous times to play it (or anticipate the shift of focus and have protection ready). I don't generally have issues, but I also don't play very often.

@Bovine073: The only transmute card in the deck is Tolaria West, which can only find 0-drops. I can't transmute for Blue Sun's Zenith.

@enpc: If you're running Jace's Ingenuity, then Mystic Confluence is strictly better. However, I don't think it's particularly worthwhile. It's much like Cryptic Command in that it costs a lot of mana and doesn't really do anything great for that investment. I'd rather pay half the cost and get the effect that's most relevant so I can actually afford to fit it into my game plan.

November 25, 2015 9:14 p.m.

Bovine073 says... #46

Epochalyptik, sorry, it was a poorly phrased question.

Would you think about adding Dimir Machinations or Drift of Phantasms to tutor your Blue Sun's Zenith?

November 25, 2015 10:21 p.m.

NecroPony says... #47

I get the feeling that the transmute cards don't do enough on their own to be worthy of running. A straight up tutor would be a better replacement for the transmute cards and the dexklist is tight as it is.

November 25, 2015 10:33 p.m.

No. Those cards don't do anything on their own, and they're very limited in application. I'd rather run Grim Tutor for that mana; it's more flexible.

Additionally, tutoring for Blue Sun's Zenith isn't really the issue. If you combo, you probably have Rune-Scarred Demon to grab your whole deck. Tutoring for Tooth and Nail or Teferi, Mage of Zhalfir is typically the play to make.

November 25, 2015 10:33 p.m.

NateJH says... #49

Mystical Teachings always seems like a weird choice to me, can you convince me otherwise? A four mana, conditional tutor always seems just like a worse Diabolic Tutor which is almost always a subpar choice.

November 25, 2015 10:44 p.m.

@NateJH: Mystical Teachings isn't the best card in the deck, but it has its uses. It can find Teferi, Mage of Zhalfir (and once Teferi is out, it can be flashed back to find any other creature in the deck), which is essential to enabling a protected combo. If you can Tooth and Nail to put Teferi, Mage of Zhalfir onto the table, the rest of your turn becomes uncounterable and your opponents can't interact with your combo.

Flashback means that Mystical Teachings can be used to find Blue Sun's Zenith if the combo wasn't able to grab Rune-Scarred Demon. You can EOT Mystical Teachings for countermagic, use Tooth and Nail to find and play both halves of the infinite mana combo, and use Mystical Teachings to find the win condition.

Additionally, it can be used to find a free counterspell (or really any counterspell).

Its major drawback is, of course, the high mana cost.

November 25, 2015 11:56 p.m.

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Date added 3 years
Last updated 1 month

This deck is Commander / EDH legal.

Cards 100
Avg. CMC 2.35
Tokens 3/3 Ape, 1/1 Spirit, 2/2 Bird
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Top rank #2 on 2012-08-19
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