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This is my, maybe a bit peculiar, take on the obligatory Mono-blue deck for your average table.

And yep, It's a Mono-blue Voltron.

Counterspells, Cyclonic Rifts, cantrips and instant card draw spells are all present, but the main thing of the deck and the game plan is just whacking face for 10 (or more) at a time with a massive, glorious, soaring, sun blotting Ibis God!

Kefnet is a really cool creature. 5/5 for 3 with flying is nothing to scoff at. But he's also indestructible! And he can draw cards. What's not to like?

Planning for having seven or more (usually exactly seven) cards in your hand before you go to attacks makes for a very interesting play pattern for a voltron deck. I like it so far as a break from my other decks that all tend to play as your basic midrange-ey bitch deck (whatever the hell that is supposed to mean).

Surprisingly, the deck likes to tap out on your own turn in order to go ham with Kefnet beats, but also supports a more controlling gameplan with card draw from Kefnet, counterspells and mass bounce.

The big bird boye's two main weaknesses are instant speed exiling removal and Edict locks / Fleshbag Marauder abusers (as any voltron deck would generally be).

How to win

Main game plan is to get a commander damage clock, backed up by blue control instants. Empyrial Plate and a more recent Hand of Vecna are essentially the two of the most thematic pieces in the deck.

How else to win

If main game plan goes haywire, then winning with a hasty Atemsis, All-Seeing and a sculpted hand is definitely possible. In the same vein there is Triskaidekaphile - Deck can quickly stack up a lot of cards in hand out of nowhere thanks to Kefnet's activated ability as well as the likes of blue draw spells and whatnot.

Alternative ways to win may include Mindslaver and Academy Ruins, but I find that very wonky, since the deck does not really ramp all that well, and you need a crap load of mana to pull that one off.

Another dirty piece of equipment in this list is the Worldslayer. Who's the most worthy of safekeeping such powerful and dangerous weapon if not the most Mindful?

Training Grounds is perfect for this commander!

Sometimes you don't mind paying four mana to draw a card if you have nothing better to do. But paying two mana to draw a card is actually super sweet!

I reluctantly forked over 20$ for my copy. But the-little-enchantment-that-could is definitely putting in it's miles.

Swords of Feast and Famine and Fire and Ice and Sinew and Steel and maybe War and Peace are probably best for the deck (in that order and dependant on your meta), that is if you are desperately addicted to using those in voltron. Notably there are much more synergistic equipments at lower costs (both monetary and manavalue-wise) for the deck.

I highly endorse O-Naginata and Inquisitor's Flail as well as already mentioned Empyrial plate and Hand of Vecna.

Mana Crypt is obviously the cheesiest way to accelerate this commander out on turn one. Except my guilty conscience would not let me sleep at night for having such a broken piece of ramp in the deck; also because a missing kidney that I sold to buy the damn card would be killing me.
This section refers to Commandeer, Force of Will, Force of Negation, Foil etc.

These are really tricky, because obviously, since the deck doesn't ramp that well, it should welcome the chance to cheat on mana. Except that all of the card pitching is in fact straight out disrupting to the voltron commander plan.

You should really try to only massively utilize the likes of these cards if you have a strong draw engine online, or can negate their turn-skipping aftereffects.

Jushi Apprentice   could be really broken good in the deck, but only if a couple conditions are met. It's straight gas if you open with Training Grounds on turn 1 and Jushi on turn 2, to quickly flip it by turn 4. Or it could be fine if you draw it late, with a lot of mana on the table and haste to flip it immediately.

The flip side can draw you into all sorts of goodies during uneventful enemy turns. Or can go for an Hardmode achievement and try to mill someone out.

There's also a synergy with Triskaidekaphile where, if you do the "quick maffs", the cards left in hand after flipping into Tomoya * 2 off it's following activation is conspicuously close to 13.

Trade Routes essentially turns all your lands into Lonely Sandbars. It's not amazing, but it barely costs anything and could help you enable Kefnet if you really need to attack right now by returning lands to hand. It also prevents flooding out in the late game after bouncing all those islands to hand.

Pretty cool two-drop all in all.

If you feel like going heavy on equipment in general, then Grand Architect is a must for any voltron with artifacts and especially equipments that can afford to play it.

It buffs your

Direct Kefnet-to-Face Damage

output, as well as provides bucketloads of mana to cast even more mana rocks and equipments to use with Kefnet.

It also pays a neat per creature to use for equip costs of all that stuff.

Walking Atlas is another cool two drop. Straight up the best mana rock in the deck. Cool tricks you can do with it include snap putting Glacial Chasm or other ETB lands into play on enemy turns and then returning them back to your hand with Kefnet's ability before your turn starts.

A perfect crime.

Gush is probably one of the best, if not the best card in the deck. It almost completely refills your hand for mana. See, a line that goes something like:

  • tap 4 lands
  • activate Kefnet to draw one and return one of the tapped lands to hand
  • return two of the other tapped lands to hand and draw another two with Gush

Actually puts 6 (!) cards in your hand! That quite simply can straight out annihilate an unprepared opponent.

Walk the Aeons. Cards with buyback is another category of cards that could be explored in this deck's construction. This one is especially cool, simply because you could easily take upwards of three extra turns with it if you were a bit lucky with extra ramp like Dowsing Dagger   and Sol Ring.

They usually say that Sensei's Divining Top is good in any deck, but in this one it essentially acts like a delayed cantrip. It can catch people off guard quite often by messing with their math:

  • they see you have 6 cards in hand and are tappedOut
  • they attack into your untapped Kefnet
  • BAM!
  • "Draw a card, put Top on top."

Not to mention it grooves with Future Sight, shuffles with Thaumatic Compass   and is an all around excellent filter tool for a control deck.

Engulf the Shore as an instant speed board wipe fits the deck's mana curve perfectly. Kefnet costs and has 5 toughness. Casting Engulf right before your turn seven with two non-basics on the board feels really good. Not to mention, that there's a sneaky synergy of returning islands to your hand with Kefnet's ability to let him fly under the threshold.

Obviously this spell is very poorly suited to take out enormous beaters, but Kefnet can usually go toe to toe with them anyway, while go-wide-aggro (the archetype that gives this kind of mono-creature deck most trouble) is easily thwarted just for 4 mana.

"Why would you want to timewalk yourself three turns back?"

Dumb things like Thwart, Daze, Disrupting Shoal and Ensnare are undeniably some of the best gotcha spells to play in commander. It's a personal preference, but I found that The drawback of having to travel back in time to the first turns of the game is far outweighed by the ecstasy of getting someone real good by Dazing their X-spell, or precision countering their life-saving Rift with a pitch of a mindstone for a Disrupting Shoal.

To be fair, the deck does want to spend as much mana into drawing cards. But the curve operates in such a way that you can get by with three lands. Often, when the game is about to end, those extra lands on the table wont help you advance the game plan anyway.

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Date added 5 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

3 - 0 Mythic Rares

32 - 0 Rares

30 - 0 Uncommons

15 - 0 Commons

Cards 100
Avg. CMC 2.74
Tokens Frog Lizard 3/3 G
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