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Enchantment (1)


Update!!!!August 18th

still a few slots bugging me, an a couple work around im developing for no-bos. but im close, getting really really close. Primer almost complete

Card slots im still rotating.

Mox Diamond//Mox amber, amber is notably worse but with uba mask i often dont have the option to tass a land anyways so situationally here after turn 3-4 amber is performing better.

sunbird's invocation//spreading plauge//ad nausem, Sunbirds from hand clause is a bit annoying with uba mask//yawgs will but it adds so much value to casts. I would like to get my average cmc down a bit more for ad nausem to work its way back in, and spreading plauge is so hot or cold its really unreliable.

Price of glory//smallpox, price hasnt done much yet which probably means its woring as a good deterrent and smallpox leaves me in a situation where im likely sacing my commander. further testing needed.

i would really like to add Daretti Iconclast back in, it makes the rack feel alot better but im having a hard time finding space. abrade may also work its way back in, it feels situationally better then kholaghans command often enough.

forboading ruins and smoldering marsh are on the edge, i need them to meet mana needs but they turn up at badtimes every now and then.

Alright lets try and explain what i am doing here and try and lay out why one would play this style of Mogis deck, even though hes kinda not that great of a commander. This is my take on a group slug Anti-combo deck, im trying to set up soft locks and slow the game to a crawl while i grind my opponents down and punish decks for abusing single mechanics. This deck has potential to be fast out of the gate and has a few combos that will lock the game or mill out opponents, there are a few cards that are missing to "optimize the deck" but currently i am happy with how its running and will continue to refine and alter the deck.

I have tried to consider Mana to damage potential with this deck and built it on the principle that i need to do 120 points of damage (40 per player) damage to win he game. Any card in here that damages yourself is doing more damage towards that 120 point goal to your opponents so dont be afraid to bleed.

this type of deck will need to be tailored to each meta because that just the way group slug goes.

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Date added 8 years
Last updated 5 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

11 - 0 Mythic Rares

64 - 0 Rares

16 - 0 Uncommons

5 - 0 Commons

Cards 100
Avg. CMC 2.76
Tokens Emblem Chandra, Torch of Defiance, Human Cleric 1/1 BW, Kobolds of Kher Keep 0/1 R, Marit Lage, Zombie 2/2 B
Folders Likes, Edh resources, Interesting decks, Real, EDH, For Future Reference
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