Maybeboard


It's a duel. Between you and me and me!

This is my take on a Riku of Two Reflections commander deck. This deck is mostly meant for 1 vs 1, and there is not a broad strategy for playing against multiple opponents. I know there are two ways to run Riku, either creature heavy, or instant/sorcery heavy. In this case I chose to run the deck with more creatures while running some key spells for my end game.

As Riku decks get fairly expensive in terms of mana, I tried to minimize the amount of creatures with a 6+ CMC, to avoid ending up with no options once Riku comes out. However, I have balanced this with the addition of many shapeshifters such as Phyrexian Metamorph or Clever Impersonator to either double my end game creatures or my opponent's should they get some heavy hitters out first.

Many key creatures rely on ETB effects so that Riku's doubling effect works twice as well against my opponents. Creatures like Acidic Slime or Woodfall Primus are key to destroying an opponents key lands or artifacts, and bringing two out at once amplifies the destruction. Also, I've included Conjurer's Closet to help with the creation of more ETB effects against my opponents.

Some key combos:Note I do not want to run an infinite combo with Palinchron, either using Riku of Two Reflections or High Tide.

Riku of Two Reflections or Deadeye Navigator + Woodfall Primus or Acidic Slime or Avalanche Riders = Land destruction

Riku of Two Reflections + Inferno Titan = Important creature disposal

Riku of Two Reflections + Frost Titan = Great Defense against attackers or utility creatures

Riku of Two Reflections + Keiga, the Tide Star = Stealing an important creature

Riku of Two Reflections + Clever Impersonator or Clone or Phyrexian Metamorph = Either two more great creatures for you, or copying one of their great creatures, and taking two of them for your disposal.

In terms of instants and sorceries, there are a few card draw options such as Mind Spring or Harmonize that can easily fill up an empty hand. Some of the most important spells I run are Temporal Mastery, Temporal Trespass, and Time Stretch, as they can be used to take over the game or can be crucial for playing catch up if need be.

This deck is still on the cheaper side, and I'm interested in getting some good feedback before I make larger purchases. Some of the expensive lands came from booster packs, so I got lucky there. I do know that I should include Craterhoof Behemoth, but I want to ensure that my deck functions well without it before I am willing to purchase it.

Thank you for reading! Please comment and leave suggestions, I greatly appreciate it!

Suggestions

Updates Add

Switches

Svyelunite Temple and Dwarven Ruins removed in exchange for Vivid Creek and Vivid Grove.

Stitch in Time replaced by Time Stretch.

Lava Burst replaced by Banefire

Fertile Ground out, Rampant Growth in.

Void Stalker and Chronozoa removed, replaced with Guided Passage and Artifact Mutation.

Thanks to Forceofnature1 and enpc for their help so far!

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Revision 7 See all

(2 years ago)

Date added 9 years
Last updated 2 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

13 - 0 Mythic Rares

33 - 0 Rares

18 - 0 Uncommons

19 - 0 Commons

Cards 100
Avg. CMC 3.66
Tokens Copy Clone, Saproling 1/1 G, Satyr 2/2 GR
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