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Estrid, the Masked as a commander, I decided to focus mostly on the +2 ability, which is : enchanted permanent you control. The deck focus mostly on enchanted lands, instead of creatures, cause they are usually safer to enchant (Wrath of God effect doesn't affect our investment this way). Also, most of the creature we have give or have a certain degree of protection (hexproof).

Goal : Ramp + draw till you get an hexproof unblockable (or evasive) beater.

To ramp (and fix), we use a lot of enchant land that makes our lands produce more mana. (Dawn's Reflection, Fertile Ground, Gift of Paradise, Market Festival, Verdant Haven, Weirding Wood, Wild Growth). The All-Star of this category would be Overgrowth, that makes a land produce 3 mana everytime we tap it for mana.

Other ramp : Sol Ring (for obvious reason). Kiora's Follower and Fatestitcher can, untap one of your land (as well as taping stuff if you need to, for Fatestitcher). Herald of the Pantheon is a way to play your enchantment (1/3 of the deck) for less. Bounce lands are quite usefull as well, cause of the untap from Estrid.

Enchantress! You want as much as you can : Enchantress's Presence, Eidolon of Blossoms, Mesa Enchantress, Satyr Enchanter, Tuvasa, the Sunlit, Verduran Enchantress.

Those, alone, are probably enough, but I also add : Attunement, Righteous Authority (not really used for the draw, but hey.. still doing it), Weirding Wood gives us a Clue.

There's also a cycle of enchantment that you can cast for 1 colored mana, and return it back to your hand for another colored mana. With only 1 enchantress in play, you are able to draw a card for 2 mana, and you can repeat that process as much as you have mana. Whip Silk, Shimmering Wings and Flickering Ward. Beside Whip Silk that is meh, the two others can make one of your creature evasive or can protect it.

As said at the beggin, there's a good amount of hexproof creatures. You want them to stick to the board, boost them and make them unblockable. First : what are those creatures? Ascended Lawmage, Sagu Mauler, Siege Behemoth, Silhana Ledgewalker, Troll Ascetic and Fleecemane Lion that will have it eventually. There's a range from 1/1 to 6/6, each of them with their own ability and mechanic. Ajani's Chosen and Sigil of the Empty Throne will produce creatures everytime you play an enchantment. Always good as defence and offence.

Since most of the creatures are not super big, there's some enchantment that will help : Nylea's Colossus, Righteous Authority, Octopus Umbra, Ancestral Mask and Rancor. The Colossus is amazing if you have the Cycle of aura that can goes back to your hand. The others are pumping. (Ethereal Armor is another good option)

As evasion, there's flying, trample and Siege Behemoth that just ignore blockers. Other cards that gives evasion : Archetype of Imagination, Whitewater Naiads, Rogue's Passage, Shimmering Wings, Flickering Ward and Rancor.

You draw a lot and ramp, so people might be scared of you, and want to attack you. Let's talk how to protec your strategy. The second ability of Estrid, the Masked gives totem armor to any of your permanent, and now they are enchanted and can be untap with the first ability. I don't think this ability will be the best, but it's an option. There's the Octopus Umbra) that give totem armor as well and Flickering Ward, that we just see give protection to a creature.

Island Sanctuary and Sphere of Safety prevent people to attack you. You usually have a lot of draw, so the "downside" of the Sanctuary is not relevant. You also have a lot of enchantments that makes tax of the Sphere quite important.

Aegis of the Gods, Archetype of Endurance and Shalai, Voice of Plenty : give you, your creatures and/or planeswalker hexproof. Just great in general. Also, Aegis and the archetype are enchantments themselves.

This Category is probably the one you want to personalised the most. Those are the removal I use. There's more expensive, efficient, just different that are good options too, depending of your meta and what you have/like.

  • Counter spell : The options for counter spells are diverse in commander. This deck can make a good use of Foil. You don't mind about discarding cards in your hand, cause you gonna draw so many (Forbid is good, maybe a little out of budget). Bant Charm offer a large variety of removal, including counter instant spell, Dawn Charm is another interresting option. Sunken Field is a unique enchant land, that synergize really well in this deck.

  • Acidic Slime, Reclamation Sage, Bant Charm : Just some interresting target removal that can be use in the deck. Those can be replace by other stuff, depending of the meta and what you prefer/have.

  • Board wipe : Phyrexian Rebirth, Tragic Arrogance, Winds of Rath and Cleansing Meditation. Winds of rath doesn't affect much of your board, Cleansing Meditation is actually great for you, if you have Threshold, and the two other left you something on your side after (Rebirth and Arrogance). Here again, you can play other stuff, like Wrath of God, Bane of Progress, Austere Command, Cleansing Nova, Curse of the Swine, Ixidron, Wash Out, Sunscour or whatever you like.

  • Chamber of Manipulation : You don't mind about discarding cards. You can steal a creature for a turn (removing a blocker, getting another attacker, etc). Also, it's an enchant land, so you can untap with Estrid and do it again. It's so good, combine with Animal Boneyard. You steal, sac, +2 estrid, repeat. You gain life in the process. The boneyard is pretty much the only sac outlet in the deck and is an enchantment, so it's not a dead card on itself.

  • Like Foil, Abolish use our draw and cards in hand as a ressource, instead of mana. Since you discard a lot with those, the clean up phase, Attunement and some other discard effect, Drake Haven has an interresting place here. You usually have a lot of mana, so discarding stuff will also produce 2/2 flyers.

What other cards that are just good with the Estrid?

  • Estrid's Invocation : Can copy any of your enchantment and you can choose another one at your upkeep.

  • Oath of Teferi : Great! You can +2 twice per turn? Let's say you have 4 lands, all enchanted with nothing that produced mana (worse scenario) : you have 12 mana in your mana pool. If they all can produced another mana if tapped, it's 24. You draw a lot of cards, right? Well, you have 24 mana to spend on everything you want.

This deck can be upgraded, I made a non-budget version : 200$ +

Hope you appreciate my approach with this commander. It's not tune to be the most competitive, but I'm sure it can be quite good. There's more options in the "maybe" category.


Feel free to make suggestion, feedback and/or (+1). Thx

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Date added 5 years
Last updated 5 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

2 - 0 Mythic Rares

24 - 0 Rares

26 - 0 Uncommons

23 - 0 Commons

Cards 100
Avg. CMC 3.44
Tokens Angel 4/4 W, Cat 2/2 W, Clue, Drake 2/2 U, Mask, Morph 2/2 C, Phyrexian Horror X/X C
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