(Currently Under Construction)

Hatebears/Tax builds are not uncommon across MTG, as there are plenty of strong cards that can be used to stall opponents and possibly lock them out of the game. While the most apparent hatebears commander is Gaddock Teeg due to his abilities, he does cost a lot of money. This made me want to look into other commanders that would fit our gameplan, and I found Sidar Kondo of Jamuraa.

While Sidar may not lock certain decks out of the game like Teeg, he comes with an upside, as he allows us to get our hateful creatures under most opponent's noses and allow us to beat down our opponents with relative ease.

This deck wants be stalling our opponent's gameplan for a few turns, that way we cna build up our board presence, and then start attacking our opponents while Sidar is in play. This means we want to capitalize on spells that would stop our opponents, as well as focus on getting us ahead in the game.

Since we on a budget, the manabase is relatively simple

Arctic Flats , Blossoming Sands , Canopy Vista , Elfhame Palace , Graypelt Refuge ,Selesnya Guildgate, Selesnya Sanctuary , Sunpetal Grove, Temple of Plenty: We get a bunch of budget duals that make sure we have the mana we need to have when we try to cast our spells.

Homeward Path: his card should honestly be in every deck, Homeward path defeats cards like Scrambleverse, Reins of Power, Insurrection, Mob Rule the list goes on, this card is very overpowered.

Ghost Quarter: With the exception of being able to mana-screw an opponent, quarter serves as a cheap version of Strip Mine, allowing you to deal with troublesmome lands like Academy Ruins.

Plains & Forest: We have tons of basics.

Avacyn's Pilgrim , Elvish Mystic, Llanowar Elves: Common mana-dorks that serve as creature based ramp for this deck, as well as creatures we can get in with when we have Sidar on board.

Dryad Militant: A hatecard mostly for decks like storm, Dryad Militant makes sure our opponents can't resuse their spells unless they deal with this creature first.

Path to Exile, Swords to Plowshares: The best 1 cmc creature removal available.

Disenchant & Revoke Existence: These can get rid of a troublesome artifact or enchantment that we need to get rid of.

Grand Abolisher: A 2/2 that lets us have our turn without any worry about counterspells, allowing us to make our plays in peace.

Kami of Ancient Law : A Disenchant on a 2/2 body.

Kataki, War's Wage: Artifact decks beware! Kataki makes sure your friends don't go overboard on artifacts but tearing down the amount that they can have. It doesn't affect us as much since we don't play too many of them.

Leonin Arbiter: If your opponents play fetchlands, tutors, or virtually anything else, Leoin Arbiter is going to be a pain for them, since paying 2 mana is pretty relevent for many decks in commander.

Mask of Memory: This card combos well with unblockable creatures, that way we can get around white's weakness of poor card draw.

Qasali Pridemage: A 2/2 that gives us both Exalted and another Disenchant is very welcome to the table.

Rampant Growth: Some early game ramp to make sure we stay fueled up and can make our bigger plays.

Rest in Peace: This card destroys most graveyard strategies, RIP will get rid of anything in the graveyard.

Scavenging Ooze: Just in case your gravehate wasn't enough, Ooze allows us to get a bigger creature over time, as well game some life.

Selesnya Signet: More manaramp similar to growth.

Selfless Spirit: Since we do play a lot of creatures, it is important that we should be able to survive them. Selfless Spirit makes sure that we can save our board should we have to.

Spirit Bonds : The more creatures we play, the more little spirits we get, we can also give indestructibility to the creatures we want to save should we have mana up.

Spirit of the Labyrinth: This card denies what many stragies use as a key piece, card draw. Without major car draw, certain decks run out of gas, and begin to top-deck, just like we often end up doing.

Swiftfoot Boots: Sidar may be fun but he puts a big target on his back since he is in our deck, Swiftfoot is a great way to protect the creatures we want to.

Thalia, Guardian of Thraben: The posterchild for Hatebears, Thalia, slows down the vast majority of strategies that depend on little/no cost spells to win the game.

Banisher Priest & Fiend Hunter: These creatures allow us to Journey to Nowhere creatures that are scary on the board that we don't want to have to deal with.

Bygone Bishop: Since the vast majority of creatures in our deck run 3 or below, Bishop is basically just a car drawing engine that allows us to refuel our hand when we need to.

Choke: With many blue decks running around in commander, killing of manabases can be very relevent (Should it resolve)

Courser of Kruphix: The poor man's Bob, Courser allows us to fig through the lands in our deck to prevent clunky draws of just lands from occurring, or simply decreasing our land draws that we have to make, while at the same time giving us life to work with.

Darksteel Ingot: 3 cmc mana ramp, comes with a bonus of being indestructible.

Eternal Witness: Eternal Witness is an easy way to fetch something back from our graveyard so we cna cast it again.

Far Wanderings: A 3 cmc mana ramp spell, wanderings gets better as the game goes on, as fetching 3 lands for 3 mana is a pretty good deal.

Fireshrieker: Double strike on any creature (especially a commander) can be very powerful, it also gives us the ability to hit hard with our weenies under sidar for big damage.

Frontline Medic: With an easy way to trigger battalion, Frontline Medic

Gravity Well :

Lifecrafter's Bestiary:

Mangara of Corondor :

Mirran Crusader :

Mirror Entity:

Oblivion Ring:

Shaman of Forgotten Ways:

Sword of Vengeance:

Thalia, Heretic Cathar:

Trinisphere:

Vryn Wingmare:

Wood Elves:

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Revision 3 See all

(6 years ago)

-1 Angel of Jubilation main
+1 Ghostly Prison main
Date added 6 years
Last updated 6 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

9 - 0 Mythic Rares

31 - 0 Rares

20 - 0 Uncommons

14 - 0 Commons

Cards 100
Avg. CMC 3.14
Tokens Clue, Emblem Elspeth, Sun's Champion, Plant 0/1 G, Soldier 1/1 W
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