Maybeboard


You can leave a comment saying what card you would add to the deck in order to make it better.

My little hate eidolons, better known as creatures, are:

Agent of Treachery. It's a cheap way to steal permanents and other commanders (The most efficient is Gilded Drake), and this card can be reanimated in order to abuse it, blinked with Thassa, Deep-Dwelling.

Caustic Caterpillar. It's a cheap artifact and enchantment removal, which is needed in most of the cases, and you can leave it on the battlefield in order to threat others from playing powerful artifacts or enchantments.

Eternal Witness. A cheap creature that can return some of the nonpermanent spells on graveyard to hand, (Cyclonic Rift or permanents if you have played that type of permanent card from graveyard that turn.

Fiend Artisan. A little Tarmogoyf, which can be a sorcery-speed sac outlet, and most important, a creature tutor or you can link it with a general tutor thanks to the Sultai Kahn Sidisi, Undead Vizier.

Hermit Druid. A semi combo piece. It can search for the few basics this deck has while filling your graveyard, and moreover, if your deck has no more basics, it mills your entire deck, which leaves only the Nexus of Fate, dealing extra turns infinitely (when this happens, make sure you have enough wincons).

Hostage Taker. Like a Ravenous Chupacabra, but better, since it exiles creatures or artifacts, and you can cast the again later if you control this creature.

Ledger Shredder. A flying body that every time a player casts 2 spells loots, generating card-advantage, while filling the grave and also generating a big body to kill players, planeswalkers...

Mindslicer. A fantastic creature. It allows you to make everybody discard their hands, while you most of the time will play without it anyway, due to Lion's Eye Diamond. Once you can sacrifice this creature, you can cast your commander or whatever from grave with our fearing counterspells.

Opposition Agent. A star piece that stops opponents from searching, like Ashiok, Dream Render, and then casting the spells you tutored from their decks.

Outland Liberator  . A enchantment and artifact removal that also when it transforms, it blows up those permanents when attack also.

Phantasmal Image. The best clon effect, copying any creature that you need, and if targeted you can reuse it later copying anything else, only for 2 mana.

Plaguecrafter. It's a better Diabolic Edict because can deal with planeswalkers and if they have no creatures it makes them discard. Most of the times you'll sacrifice itself.

Prime Speaker Vannifar. A Birthing Pod on a creature. Pretty useful to search the key creatures for the key moments.

Ramunap Excavator. Crucible of Worlds that hits faces. It allows you to play lands from graveyard when the commander is not on board (early turns or when your commander has been killed so many times), and it works really well with fetchlands.

Ravenous Chupacabra. It's basically targeted creature removal which you can recast over and over again (like the damn rest of the deck lol).

Reclamation Sage. Exactly the same as Chupa, but for artifacts and enchantments (both abusable thanks to Thassa, Deep-Dwelling).

Sakura-Tribe Elder. It's awesome because it ramps you really fast, it sacrifices himself to get experience counters and it's cheap.

Sidisi, Undead Vizier. It's a tutor every single turn (important: the optimal play is sacking herself to it's own exploit ability to use it later from grave).

Spore Frog. Oh boi, this is probably the most annoying card in the deck. A infinite fog that makes you almost invulnerable, and destroys combat-damage-type strategies, like my friend's Brago, King Eternal deck.

Thief of Sanity. A little flier that will need removal or you will steal the opponent's decks little by little, playing their cards and milling them too. Pretty useful to steal things you don't want to be cast (Rest in Peace, for example). Stealing mana rocks, or counterspells it's pretty useful.

Tireless Provisioner. It's like a Lotus Cobra, but better, it can generate with all the fetches in the deck a lot of treasures for ramp, or even food tokens if you need life.

Trinket Mage. The tutor for the Mana Crypt, or Lotus Petal or Sol Ring if you need mana, and if you need card selection you can pick Sensei's Divining Top, or grave hate (Soul-Guide Lantern), or some of the best utility lands with the Expedition Map.

Viscera Seer. The best sac outlet in creature form. With that you can control who stays alive and who dies, and you can scry with it too which is pretty useful.

World Shaper. Not only it has a beautiful art, but it mills you when attack, and if it dies, you get back all land cards from your grave right onto the battlefield (but tapped). This little guy can ramp you 7 or 8 lands at once, or maybe more...

Yisan, the Wanderer Bard. A creature tutor engine that has to be killed and if not can bring out of the deck the mytic Spore Frog from the first activation, and so on on the future activations.

Once finished with creatures, I won't talk too much about mana-base because my arms hurt so much for writing this, and I have to write a lot more, so... I will talk about:

Homeward Path. This utility land is for the decks that steal creatures, and you can get them back all at once with this land, basicaly because if they steal your little Muldrotha, the Gravetide they can use it no matter the deck they run, so they will be really interested by her beauty (and passive).

Cephalid Coliseum. First of all, if you can, get it from the edition From The vaul: Realms, is beautiful. Talking about this land, it enters untapped, ping you for adding blue but the reason of the addition of this to the deck is the ability of pay blue and draw 3 and discard 3 if you have Threshold.

Glacial Chasm. (get it from From The Vault: Realms edition too, it's completely worth) This land that don't add mana, it's in the deck because it will save you for some turns when you want to pay life and need a break of the tremendous hits of your opponent's Zada, Hedron Grinder for example. Meanwhile you develop your board and try to wrath all the threats, and if you let the land die, you can recast it from grave if you don't mind sacrificing a land. Btw don't worry about the frase You cant attack, because the main win-con of the deck is establishing so much dominance that your opponents scoop.

Having finished with the lands, I will talk about the nonpermanent spells:

Cyclonic Rift. Basically because it's a one-sede boardwhipe and it's OP (you can get it back with Eternal Witness).

Demonic Tutor and Vampiric Tutor. The classic tutors that will help you with the piece you need at the right moment (you can get it back with Eternal Witness).

Life from the Loam. The solution for a landrop problem, reusable, cheap in mana and fills your graveyard. Also can help with some deck that mills you out, dredging instead of drawing and surviving more turns, if somehow Nexus of Fate is not avaliable (probably because is in the hand and you dont have enough mana to cast it at instantspeed).

Nexus of Fate. This is an extra turn card, at instant speed, that allows your deck to not dying to mill, because it always returns to the deck.

Toxic Deluge. The cheapest wrath for creatures if we talk about mana cost. This spell, as well as the other wraths (Pernicious Deed, Oblivion Stone) cost 3 mana, that means that you can get it through Gaddock Teeg, which is very important.

Talking about planeswalkers, I run those:

Ashiok, Dream Render. With the passive, shut down opponent's fetchlands and tutors, it costs only 3 mana, and it's graveyard hate for opponents and you can mill yourself with her ability or mill someone else for extra dominance.

Oko, Thief of Crowns. Yes, I know, I know, but look at him: Cheap of mana, +2 creates an artifact token, which can be sacrificed to gain life and activate metalcraft for the card:Opal Mox, the +1 can turn mana rocks and opponent's commanders into elks, the ulti can steal a lot of commanders with low power, he has a beautiful six-pack... It has all you want (and if it dies, recast it again and make them cry).

Vraska, Golgari Queen. It can be your sac outlet, at least once per turn, can gain you a bit of life and draw you some cards, its cheap to cast and can also destroy non land permanents with low cost (including planeswalkers).

Talking about enchantments, I run only the best of them:

Animate Dead. If you need a creature in your graveyard or the grave of someone else if you need. But more importantly, this, as an enchantment for turn, it allows you to cast 2 creatures per turn instead of one, so if you are blocked having to recast over and over the Spore Frog, you cannot play more creatures since you solve the ago problem, but with this you can.

Binding the Old Gods. A potent saga that first of all can destroy one nonland permanent, including planeswalkers, which is hard to deal with this deck, the next turn ramp you putting a Forest card onto play, including shocks, duals (if you can afford them, but i cannot XD) and the triome. The final chapter of the saga is completely useless in this deck, but some occasion might be relevant at some point.

Mystic Remora. A little enchantment that can give you a lot of card advantage while the opponents cast non creatures, and if you don't want to pay more tax for it, leave it in the grave and then recast it with your commander.

Necromancy. Almost another copy of Animate Dead. It can be played at instant speed if you need desperately a blocker or the Spore Frog has been killed at your end step by an ago deck and you face lethal next attack, you can reanimate it, or maybe you need an instant destroy target creature or target artifact for example, reanimating some creature with an ETB.

Pernicious Deed. The best wrath effect that this deck has. you can pay the amount you need to destroy the board of your enemies, but careful because it don't will planeswalkers. This card is the main reason because of which they concede.

Phyrexian Arena. Drawing 2 cards per turn it's so good, at a very low price of 1 life every turn.

Rhystic Study. One of the best blue enchantments. It can give you card draw or if not it will interfere in the amount of mana your opponents would have spend that turn, and it will consume neurons and leading to misplays for their tired minds while you are asking them the forbidden question: "Do you pay the 1?".

Seal of Doom. Instant speed removal unless you want to kill an artifact or black creature.

Seal of Primordium. Enchantment and artifact removal.

Seal of Removal. Unsummon on a stick (in this deck it's almost a Karakas).

Sylvan Library. A cheap enchantment that provides you potential card advantage and top selection, very useful if you need cards and with all the fetchlands this deck runs.

Witness Protection. One mana to turn your opponent's commander into a 1/1 without abilities is pretty powerful.

And finally, lets explain the artifacts:

Arcane Signet, Chrome Mox, Talisman of Curiosity, Talisman of Dominance, Talisman of Resilience, Mana Crypt, Mana Vault, Mox Opal and Sol Ring. Artifacts that add mana, pretty useful early game.

Ashnod's Altar. Instant-speed sac outlet that can ramp you a little sacrificing the useless creatures that don't do anything for the moment.

Jeweled Lotus. A Black Lotus to cast your commander early, and can be recasted instantly to prevent your commander dying, and having it again to recast it it's useful.

Lightning Greaves. Creature protection and a haste enabler for those legendary that need to tap to activate him/herselves.

Lotus Petal. A way to have like two landrops a turn playing it for free from the grave.

Oblivion Stone. A wrath that can deal with planeswalkers, and if you need it you can save some of your permanents with the fate counters, or even save them from other oblivion stones.

Sensei's Divining Top. Because knowing the 3 top cards and draw one of them is so potent, and this can evade artifact removal going to topdeck.

Soul-Guide Lantern. Graveyard removal that don't exile himself, exiles all opponents' graveyards and if you need to, you can sacrifice it for a card.

Some games you will have to kill this way, because it's the only way or you need to speed up the win in order to arribe a Taco Bell in time (true story).

The combos I have are those, but there are a lot more to try:

Nexus of Fate + Sidisi, Undead Vizier . This infinite turn combo requires 12 mana available, Muldrotha in the field (protected if you can but not needed), and no disruption from opponents (no counterspells nor grave disruption). The combo consists in spending 5 mana into Sidisi, Undead Vizier, sacrificing itself with her own Exploit, searching Nexus of Fate, casting it for 7 mana, getting an extra turn and shuffling it into the deck. In the extra turn repeat the process, drawing a card for turn each time and playing probably a land every turn as well, so it's all about finding Cyclonic Rift and the swinging with the team every turn and win.

PD: the combo can be done without Sidisi, if its exiled or something, but you will need to "craft" it, with Demonic Tutor + Eternal Witness and a sac outlet to send eternal to grave or a blink effect with Seal of Removal (with this you will need an extra mana to perform the combo).

Suggestions

Updates Add

Comments

Attention! Complete Comment Tutorial! This annoying message will go away once you do!

Hi! Please consider becoming a supporter of TappedOut for $3/mo. Thanks!


Important! Formatting tipsComment Tutorialmarkdown syntax

Please login to comment

Casual

98% Competitive

Date added 4 years
Last updated 1 year
Exclude colors WR
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

14 - 0 Mythic Rares

42 - 0 Rares

24 - 0 Uncommons

14 - 0 Commons

Cards 100
Avg. CMC 2.43
Tokens Day, Elk 3/3 G, Emblem Vraska, Golgari Queen, Food, Night, Treasure, Zombie 2/2 B
Folders Fun EDH, Possible Buys, borrowed decks for random games, Favorites, deck of the day
Votes
Ignored suggestions
Shared with
Views