A while ago I built a deck that was a hybrid of superfriends and stax. My friends did not enjoy playing against it, and I found that it didn't work as well as I had hoped. I was constantly having to debate on rather I needed a stax piece to slow the game down more, a walker to move in for the kill, or something else entirely. I loved the deck, but it was just trying to do too many things at once to do any of them as efficiently as necessary, and since I was effectively the archenemy at the table as of the momen I sat down to play and showed my commander, a deck that was less than maximized in efficiency was not gonna cut it. Since I enjoyed everything the deck did, I didn't want to scrap it, and thus my solution was to split the deck into a superfriends deck and a stax deck. The superfriends deck is now complete, still working on the pieces for the stax deck.

Since this deck is entirely superfriends now, it is extremely vulnerable to the immortal sun, which happens to be among the favorite cards in my playgroup. To deal with it, I stacked my deck with lots of artifact removal.

My WinCons are pretty varied, can be as simple as commander damage or as complex as using Deadeye Navigator + Palinchron to create a Genesis Wave for my entire library and when everything is on the board Tezzeret the Seeker + The Chain Veil to allow Ugin, the Spirit Dragon to kill all my opponent's with spiritual lightning bolts.

Deadeye Navigator + Palinchron

For a long time I ran grand Architect and pili pala. And they're great cards. But they're only great together. Since infinite mana isn't something I generally worry about, I never tutored for either of those cards, meaning the combo happened exceptionally rarely. I decided to switch to deadeye because while both cards require more mana and the combo requires more seed mana, deadeye can be used for so much more on his own. Combine him with any creature and aura shards, let's blow up all my opponent's artifacts. Combine him with deepglow skate and... as much as I'd like to say get infinite counters on all my walkers, more realistically it's watch my opponents rage quit. Pair him with Eternal Witness and my graveyard is an extension of my hand. I went with palinchron to complete the infinite mana combo because of his ability to put himself back in my hand if the need arises.

Grand Abolisher

As previously mentioned, my friends REALLY love the immortal sun. If, as a deck that relies on planeswalkers, I don't kill that card, I'm effectively dead. Which kinda sucks for me. Grand Abolisher ensures that they don't counter my artifact removal, and just generally not having to ask for permission from the blue players to vast any of my spells is nice.

Edit: 11/21/18

The friend who loved the immortal sun so much moved across the country. I miss him. But I do not miss the immortal sun. Artifact removal is not super important in his absence, so I'm cutting down on it, but letting this guy stay to protect me from counterspells as I combo off.

Halimar Depths : I never thought I'd see the day this card was on the chopping block, honestly. But in recent games it seems like it's slowing me down. A 1 time pseudo scry doesn't seem like it's worth a land spot when the land isn't fetch able and I'm forced to draw the cards I see anyway, so if they aren't what I need I know I'm screwed for at least 3 turns.

Temple of Malady much the same issue as Halimar depths, granted it produces 2 colors instead of 1 and it is am actual scry, but scry 1 is hardly powerful. Also I'm trying to get rid of lands that have to enter tapped to try and help make my early game more explosive (the one notable exception to this rule is bojuka Bog as someone in my playgroup is building a muldrotha list I put together for him. It's frightening, so Bog will hopefully keep it from becoming too much of a problem)

Tatyova, Benthic Druid with atraxa out, I generally don't need lifegain. Her card advantage is nice, but digging through the deck one card at a time as I play lands. Im thinking about switching to Captain Sisay since most of the deck is legendary to just find specifically the card I need instead

Mana Reflection card does alot in theory, but not much in practice for this deck. Making my Astral Cornucopia tap for 20 mana instead of 10 when it has 10 counters is nice, but unless I'm gen waving that extra 10 mana probably goes to waste anyway. And the way my curve works out, when I have the 6 mana to cast it I'm generally done ramping.

11/21/18:Removed: Vraska the Unseen , Oracle's Vault , Umezawa's Jitte , Sun Titan , Krosan Grip and Return to Dust Added: Vraska, Golgari Queen Gilder Bairn Rishkar, Peema Renegade Cryptolith Rite Rings of Brighthearth Muldrotha, the Gravetide

Vraska swap seemed like a good idea, my deck is designed to ult walkers easily and giving a bitterblossom token the ability to end the game is pretty op.

Gilder Bairn was in a very early version of this deck. I took him out because I had too few ways to tap him without attacking suicidally. Putting him back in now because I had way too much artifact removal now that the immortal sun is no longer in every game at my meta. Added rishkar and crytolith rite to help tap him.

Rings of Brighthearth is super broken in a superfriends deck. Almost like a better chain veil. I'm not sure why this wasn't on my list from the start. I have no excuse.

Muldrotha may or may not come out at some point in the future. She's a pseudo crucible that also allows me to bring my walkers back. Which is nice. But she's 6 mana and going to be removed very quickly. Which is meh. Well see how she does I guess. I am very hopeful

11/28/18 Remove: Burgeoning Add: Nissa, Steward of Elements

I had been thinking of adding nissa for a while. The x loyalty counters seemed interesting to me, but I held off because her ult seemed super lackluster. I'm swapping her for Burgeoning which has been under performing in most play tests, and her first abilities set up a nice card advantage engine

1) Jace, the Mind Sculptor I've seen about 8 billion lists for superfriends, and they fall into one of 2 categories. Those who have jace, and those who can't run blue. And I have never understood why he's ran. His abilities don't scale for multiplayer situations. You can scry 1 with his plus, or fateseal one opponent. Remove one threat with his neg. In the unlikely scenario you get him to ult (in which case, how?) You take one person out of the game, but still have 2 more opponents so you might wanna do it again. So what? I'm running him for a brainstorm? Unless I'm running a deck where I need to control the top of my library, just doesn't seem worth it.

2) Ichor Rats or well... anything with infect or poison counters. When atraxa first came out, I ran her as an infect commander. And the game was easy to the point of being unfun. My opponents had to hit me 4x as hard as I had to hit them, and my life link lessens their impact but hey, can't heal poison. So I took the deck apart and vowed never again to run poison in commander. If you want to run infect, more power to you. Maybe Ichor rats on their own wouldn't be all that bad, because they only add one counter putting my opponent's on a 9 turn clock and they don't work with the rest of the deck at all... but then again, is a card that doesn't work with the rest of the deck even worth running? This is just my position.

3) Karn Liberated I don't envision his plus being able to adequately control anyones hand in a format where everyone is drawing all the cards all the time, much less all of their hands when I have multiple opponents. His neg isn't bad on its own, but his mana cost is hardly worth a single exile spell, and his ult seems counterproductive to me. "Hey, you know how I spent a bunch of time making emblems? Let's use the only way in the game to get rid of emblems..."

Some Key combos Deadeye Navigator + Palinchron Already mentioned this one, and it's fairly common. Not going into further detail.

Cryptolith Rite + Gilder Bairn I will tap this Gilder bairn for mana. Use that mana to untap him... double the counters on whatever is most beneficial to me. Is it infinite? Not on its own... but it's good enough to end games when you double the counters on any given walker 10 times in a turn.

Rings of Brighthearth + Any given walker... seriously, why did I wait so long to add this card? My first play test with it was at fnm last week. Copied an ugin ult. On turn 5. It has more than exceeded expectations already, and Ive only played one game with it. I'm in love. I always welcome any suggestions or feedback. I really love this deck and would love to see it perform better. If you like it, please upvote :)

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

97% Competitive

Top Ranked
  • Achieved #42 position overall 5 years ago
Date added 5 years
Last updated 4 years
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

31 - 0 Mythic Rares

51 - 0 Rares

10 - 0 Uncommons

4 - 0 Commons

Cards 100
Avg. CMC 3.75
Tokens Bird 1/1 W, Emblem Ajani Steadfast, Emblem Elspeth, Knight-Errant, Emblem Elspeth, Sun's Champion, Emblem Kiora, the Crashing Wave, Emblem Nissa, Vital Force, Emblem Tamiyo, Field Researcher, Emblem Tamiyo, the Moon Sage, Emblem Teferi, Hero of Dominaria, Emblem Teferi, Temporal Archmage, Emblem Tezzeret, Artifice Master, Emblem Venser, the Sojourner, Emblem Vraska, Golgari Queen, Faerie Rogue 1/1 B, Kraken 9/9 U, Soldier 1/1 W, Thopter 1/1 C
Folders Upgrade, Decks
Votes
Ignored suggestions
Shared with
Views