Maybeboard


So here's Vannifar EDH, as competitive as we could make it (for now). Huge thanks to the Vannifar discord for putting up with my insane ramblings as we hammered out these combos and this decklist, and to everyone who gave feedback or suggestions here or on Reddit. If you find a better combo line, or some cool tech, or try out this or a similar list and want to share your results, I'd love to hear it. Good luck and happy podding!
- Blue and Green are easily the best colors in EDH, giving you access to a powerful set of options despite only being in two colors.
- Having a 1-card combo in your command zone makes going off very consistent.
- Only being in two colors gives you substantially fewer options than other decks, which don't need to compromise as heavily on card choices.
- In exchange for its consistency, your combo is slow and vulnerable, requiring you to untap with your commander and then go off at sorcery speed, giving you opponents ample time to interact.
- Lots of combo pieces means high concentration of dead draws.
- Library-centric combo means that drawing a combo piece may be worse than dead, and actively hinder your combo options.
All of our combo lines start from a 2 CMC creature and an untapped Prime Speaker Vannifar . However, with Vannifar out, any creature can be used to reach this state with the following lines.

Line Requires: 2 Forests and 1 Green Fetchland


  • Crack fetch for Dryad Arbor
  • Pod to Quirion Ranger - Untap Prime Speaker Vannifar
  • Pod to Scryb Ranger - Untap Prime Speaker Vannifar


This line gets you to the 2 drop creature and an untapped Prime Speaker Vannifar to transition into a combo line. Note that for the Peregrine Drake combos, you will need three lands total, which between the three of them, produce both colors.

This line is used if Thousand-Year Elixir is unavailable for some reason, or we think our opponents' interaction targets artifacts. Especially useful vs an untapped Yisan, Wanderer Bard. It requires an untap spell in hand ( Dramatic Reversal ) or a Minamo, School at Water's Edge or Wirewood Lodge or Kiora's Follower already in play).

Line requires: ++cost of untap | Untap in hand/play | 3 Lands in Play | 2 CMC Creature

Cards used:
- Spellseeker
- Crop Rotation
- Minamo, School at Water's Edge or Wirewood Lodge
- Fatestitcher - Peregrine Drake
- Body Double
- Deadeye Navigator
- any 2 CMC Creature
- any Untap Spell


  1. Pod to Spellseeker for Crop Rotation
  2. Cast Crop Rotation into Minamo, School at Water's Edge - Untap Prime Speaker Vannifar
  3. Pod to Fatestitcher
  4. Use untap in hand/play
  5. Pod to Peregrine Drake - Untap Prime Speaker Vannifar with Minamo, School at Water's Edge
  6. Pod to Deadeye Navigator
  7. Unearth Fatestitcher - Untap Prime Speaker Vannifar
  8. Pod to Body Double , copying Peregrine Drake
  9. Flicker Deadeye Navigator - Soulbond to Body Double ( Peregrine Drake )


You now have infinite mana flickering Body Double as Peregrine Drake


Proceed to Unhasted Shift Loop Ender

This line plays around graveyard hate (but not Cage, Cage just straight hoses us no matter what). Like Backup 1, it requires an out-of-had untap or a Wirewood Lodge or Minamo, School at Water's Edge , and also requires an additional creature in play to start. Obviously this is not ideal, but neither is playing a combo deck into Rest in Peace. This line doesn't need a specific number of lands, but needs plus the cost of your untap spell in total to go off. Fetching Peregrine Drake as your 5 can reduce down as far as 1UG.

Line requires: +cost of untap spell | Untap Spell in Hand | 2 CMC Creature | 0, 1, or 2 CMC Creature

Cards used:
- Trophy Mage
- Thousand-Year Elixir
- Fatestitcher - Peregrine Drake
- Deadeye Navigator
- Selvala, Heart of the Wilds
- any 2 CMC Creature
- any 0, 1, or 2 CMC Creature - any Untap Spell


  1. Pod to Trophy Mage for Thousand-Year Elixir
  2. Cast Thousand-Year Elixir - Untap Prime Speaker Vannifar
  3. Pod to Fatestitcher - Untap Prime Speaker Vannifar
  4. Pod to Any 5 CMC Creature - Cast Untap Spell from Hand
  5. Pod to Deadeye Navigator - Soulbond to Prime Speaker Vannifar
  6. Flicker Prime Speaker Vannifar
  7. Pod your other creature to Selvala, Heart of the Wilds (You can Untap by Flickering Prime Speaker Vannifar
  8. Flicker Deadeye Navigator - Soulbond to Selvala, Heart of the Wilds


You now have Infinite Mana by Flickering and Activating Selvala, Heart of the Wilds


Draw your Library by Flickering Deadeye Navigator
Remove the opposing Graveyard Hate Piece Proceed to Unhasted Shift Loop Ender (Step 4)

Start State: Infinite mana | Body Double paired to Deadeye, Vannifar in play | Haste Enabler in Play | 2 drop creature in graveyard


  1. Flicker Body Double , copying 2 CMC Creature
  2. Flicker Deadeye Navigator - Soulbond to Prime Speaker Vannifar
  3. Flicker Prime Speaker Vannifar
  4. Pod Body Double into Eternal Witness , returning 2 CMC Creature
  5. Cast 2 CMC Creature
  6. Flicker Prime Speaker Vannifar
  7. Pod 2 CMC Creature into Spelleeker
  8. Flicker Deadeye Navigator - Soulbond to Spellseeker
  9. Flicker Spellseeker for Mystical Tutor
  10. Flicker Spellseeker for Ponder
  11. Cast Mystical Tutor for Beast Within , draw it with Ponder
  12. Flicker Spellseeker for Reality Shift
  13. Flicker Deadeye Navigator - Soulbond to Eternal Witness
  14. Loop Eternal Witness + Beast Within to Destroy all Permanents
  15. Loop Eternal Witness + Reality Shift to Exile all Beasts and Libraries
  16. Win Game

If Eternal Witness is inaccessible for some reason, you can use this alternative line. It is technically a more complete win than the other two enders, exiling opponents' graveyards as well as their fields and libraries, and causing them to lose the game on your turn, rather than in their respective draw steps. However it requires the very expensive Timetwister and is much more complicated and time consuming to execute.
Start State: Infinite Mana | Deadeye Navigator in play
1. Depending on your graveyard state, pod Body Double as a 2 CMC Creature for Spellseeker or Flicker Body Double as Spellseeker
2. Flicker Spellseeker to find Mystical Tutor , Reality Shift , Noxious Revival , Ponder , Brainstorm , and another spell
3. Cast Mystical Tutor for Beast Within
4. Cast Noxious Revival on Mystical Tutor
5. Cast Brainstorm to draw Mystical Tutor and Beast Within , putting back the third card you draw and the other spell you got from Spellseeker
6. Cast Mystical Tutor for Timetwister
7. Cast Ponder to draw Timetwister
You'll have drawn your deck, so you'll already have access to all of the cards you need. Cast Spellseeker
1. Cast Beast Within on an opponent's permanent
2. Cast Reality Shift on your opponent's Beast Token
3. Cast Timetwister
4. Flicker Spellseeker to find Mystical Tutor , Reality Shift , Noxious Revival , Ponder , Brainstorm , and another spell
5. Cast Mystical Tutor for Beast Within
6. Cast Noxious Revival on Timetwister
7. Cast Brainstorm to draw Mystical Tutor and Beast Within , putting back the third card you draw and the other spell you got from Spellseeker
8. Repeat from this process until all opponents lose the game drawing for Timetwister from an empty library.

Because our primary combo line is a land-based combo, we run only the best mana rocks available. Chrome Mox provides colors and acceleration, while Mana Crypt , Mana Vault , and Sol Ring all provide large amounts of colorless, which can especially help casting our Commander and our Thousand-Year Elixir , allowing our lands to stay up for interaction. Carpet of Flowers is a cEDH autoinclude, with a huge majority of decks being blue, and can provide a powerful and fast mana advantage. The rest of the land base is built with a focus on consistency, as our primary combo needs at least one source of each color, and can be very forest-intensive if Quirion Ranger and Scryb Ranger are needed to bridge the pod chains. Wirewood Lodge and Minamo, School at Water's Edge give us additional ways to untap our Commander, and let Spellseeker into Crop Rotation act as an untapper in pod chains. Utopia Sprawl and Wild Growth act as an additional 'land' for the purposes of comboing off with Peregrine Drake, as we need lands that tap for 3 total mana. Lastly, we play every 1-mana dork we can, and the best 2-mana ones in our colors, allowing us to cast our commander early and start our pod chains.
Our counter suite is tuned mostly toward protecting our combo turns, with as many cheap and free counters as we can fit, while maintaining their usefulness in stopping our opponents' action as well. Our removal is mostly generic bounce spells and artifact/enchantment removal, and Beast Within and Reality Shift double as pieces of our combo win loops.
Not a ton to say here, all the best draw engines and 1 mana draw spells we can play, tutors for action spells or protection. Eternal Witness and Spellseeker feature heavily in combo lines but can also just be cast for value if drawn. Timetwister isn't needed for most combo lines and is played primarily for value. It can definitely be cut in proxy-less paper decks for budgetary reasons.
Intruder Alarm / Faces of the Past / Thornbite Staff : the obvious "level 0" combos with Vannifar. While incredibly powerful and much less limiting in their combo lines, allowing for the cutting of 'bad' combo cards, the lack of good tutors in Blue and Green make them too unreliable for a dedicated combo deck. Either you build your deck to go off without them, and accept that you have to make suboptimal inclusions, or build your deck to go off with them, and sometimes brick out. For this deck, we've chosen the former, but there are certainly options to be explored with these cards in other builds.
Flash /Hulk: the boogeyman of cEDH, Flash and Hulk lose a substantial amount of their power in a Blue Green deck, with all the piles that win the game requiring a huge number of terrible cards ( Ezuri, Claw of Progress + Sage of Hours ) or pieces outside of the pile itself ( Grand Architect + Pili-Pala + Rootwater Diver + Walking Ballista ). There's a flash hulk pile that backdoors into the primary combo line, but it's not a good enough reason to run two cards that are dead on their own.
Pestermite / Deceiver Exarch / Bounding Krasis / Breaching Hippocamp / Disciple of the Ring / Tidewater Minion /Chakram Retreiver: Although these cards featured heavily in early drafts of these combo lines, the centralization around Thousand-Year Elixir and Fatestitcher simply made them obsolete. Trophy Mage into Thousand-Year Elixir gives us an untap on 3 and the best untap we can have on 4. Spellseeker with Crop Rotation into Minamo, School at Water's Edge or Wirewood Lodge give us another good untap on 3 that also turns our Peregrine Drake on 5 into an untapper. The other untappers don't do anything that we don't already get from better, more flexible, or more essential cards.

Suggestions

Updates Add

Following lengthy discussion, I'm moving off the Elite Arcanist line. It doesn't add enough in terms of resiliency, being dead to the same hate pieces our main combo is, and is too mana hungry to be reasonable in an average game. I'm also tentatively cutting the stax pieces, following some playtesting reports, but I'm still not entirely convinced they're incorrect. In

Out:
Benefactor's Draught
Cerulean Wisps
Winter Orb
Back to Basics
Elite Arcanist
Negate
Caustic Caterpillar

In:
Muddle the Mixture
Isochron Scepter
Elvish Piper
Worldly Tutor
Stern Proctor
Compost
Rhystic Study

Comments





Compare to inventory
Date added 1 week
Last updated 2 days
Legality

This deck is not Commander / EDH legal.

Highlight illegal cards
Illegal cards Prime Speaker Vannifar
Cards 100
Avg. CMC 1.94
Tokens 3/3 Ape, 3/3 Beast, 1/1 Bird, 1/1 Spirit, 2/2 Manifest
Folders Uncategorized, Cool Lists, NetDecks, Decks to consider building, vannifar research, Ideas, Deck ideas, Follow, EDH ideas, General, See all 18
Top rank #2 on 2019-01-14
Votes
Ignored suggestions
Shared with
Views