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Artifact (2)

Creature (1)


This commander hits upon a midrange to late game strategy, in order to dominate your opponent through aggressive plays, gaining advantage with cards that usually hinder both players but instead will only affect your opponent. And then finally by finishing them off through combo’d effects that advantage on the board creatures and mana sinks.

In short the reason why Derevi is the best commander for flicker over more conventional flicker commanders like Rune and Brago, is because Derevi is best defensive (the tap down or up portion of its effect), offensive (when coupled with cards like winter orb), and consistent commander (since you can reliably recast via put into play effects). Ways to defend with this command can be done in several ways, before blocks are established you can flash in Derevi for a surprise block either against you or your planeswalkers, or prior to the attack step you can flash her in and tap down a suspected troublesome creature preventing it from attacking, and the best thing is the opponent can't respond unless they have a stifle effect. Offensively this commander only really works when coupled with creatures and/or artifacts. The more creatures dealing damage the better, but derevi is more than enough alone, especially when couples with the artifacts winter orb and static orb which only work when untapped, which means if done correctly, you can keep your opponents from ever untapping their assets correctly ever again, while you can untap as normal all by using derevi’s tap/untap ability. Also don't forget if you run out of mana in M1, if you attacked or you bring in Derevi you can untap mana and rocks for more mana in M2. In building this deck in addition to having the kick ass commander Derevi, I also wanted to make sure the deck was self-sustaining and able to function with Derevi. Which is why when you playtest this deck Derevi is less of the key that the whole deck revolves around but more the accelerant that makes the deck explosive.

The control portion is pretty unique in this deck as it revolves a lot around slowing down your opponent, which is why I consider counterspells, removal and stax cards the same in this situation, as they both have the same objective. Also creatures like Gaddock Teeg, Elesh Norn Grand Cenobite, Grand Arbiter Augustin IV and Frozen Aether are great at controlling your opponents from playing cards and cards like Aura Shards and Cyclonic Rift are great at removing them if they do successfully get cast.

The main focus of this deck are the cards that have ETB effects and the others that enable ETB effects to have so much more value when triggered. Cards like Sun Titan, Acidic Slime, Avenger of Zendikar, Palinchron, Thassa's Oracle and Archaeomancer are all great value ETB’s, so when they combo’d with cards that can have them trigger more than once, sometimes even more than once in a single phase that makes these cards really explosive. Which is when you would cards like Venser, the Sojourner, Flickerwisp, Ghostly Flicker, Ephemerate, Eerie Interlude (which is great against bored wiped btw), Brago, King Eternal, Deadeye Navigator, Panharmonicon and Conjurer's Closet. Also side note when playing ETB’s it is often important to play these cards/effects on your opponent's turn, which is why i have included cards like Vedalken Orrery and Alchemist's Refuge (and having Seedborn Muse enables you to play even more cards on your opponent's turn) . The combo package (outside of the main ETB recurring combos) in this deck is pretty versatile, meaning there are several ways to have game winning plays without only having to rely on one single combo or duo of cards. First combo as an example; ​In this idealized situation ​Karmic Guide​ and some value creature with power 2 or less are in our graveyard. Let’s use ​Wall of Omens​ for convenience and for the love of drawing cards. We evoke ​Reveillark​, which forces us to sacrifice it as soon as it hits the battlefield. This triggers its exit the battlefield ability bringing ​Karmic Guide​ and ​Wall of Omens​ back to the battlefield. ​Karmic Guide​ enters the battlefield and returns Reveillark​. Now there are three creatures on board where previously there were none and ​Wall of Omens​ draws a card. Then when Phyrexian Alter is introduced with this combo by sacrificing the right creatures you can have infinite mana and draw your whole deck. The combo can also be started with the likes of ​Saffi Eriksdotter and Sun Titan. The second combo, which is probably the most common amongst ETB decks is using Palinchron or Peregrine Drake with Deadeye Navigator to gain infinite colored mana (which is evan easier with Mirari's Wake), which I would recommend coupled with Capsize to make your opponent force a scoop also so they can never play anything else for the rest of the game. And finally a game winning combo which is as old as EDH itself, Avenger of Zendikar and Craterhoof Behemoth, which if you play Tooth and Nail on the same turn with is especially nasty and game ending.

And to wrap it up, every other card, for the most part, even though very important is mostly there just to get you there faster and harder than your opponents. So cards that tutor I recommend using only for combo pieces, especially if you have part of the combo in play or in your hand. Cards like Lightning Greaves and Bear Umbra protect your commander with added bonuses. Birthing Pod, Eldritch Evolution, Tooth and Nail get creatures out there when needed. You're able to draw very efficiently with cards like Rhystic Study, Sylvan Library, Windfall and Thassa's Oracle. And finally you have a lot to work with so you can utilize Derevi’s effect and so you can ramp harder.

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Casual

100% Competitive

Date added 3 years
Last updated 1 year
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

14 - 1 Mythic Rares

56 - 2 Rares

16 - 0 Uncommons

8 - 0 Commons

Cards 100
Avg. CMC 3.10
Tokens Bird 2/2 U, Emblem Venser, the Sojourner, Plant 0/1 G
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