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.


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.

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Checkout @ TCG: $3679.29

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Compare to inventory
Date added 4 years
Last updated 1 month
Exclude colors WR

This deck is Commander / EDH legal.

Cards 100
Avg. CMC 2.44
Tokens 1/1 Spirit, 2/2 Bird
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Top rank #2 on 2012-08-19
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Revision 52 (1 month ago)

+1 Cryptolith Rite maybe

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