Primer

Thanks for visiting my Narset, Enlightened Master Commander deck! Narset, Enlightened Master and her fellow Jeskai monks at the monastery are inspired by the real life Shaolin Temple (少林寺, hence the name of the deck). Although she has many followers studying the mystic arts under her watch, she has no problem dispelling your opponents by herself using her years of training, patience, and quick wit.

I've decided to create this deck when I opened a promo foil Narset, Enlightened Master at my Khans of Tarkir Prerelease. Even though I didn't perform too well at the Prerelease, even after pulling a second Narset, Enlightened Master in my pool, I was already in love with the color combination and was excited to find out what kind of deck I would create. In truth, my original deck list was a lot more competitive than what the one I am presenting is. It used to play more fast mana like Mana Vault and additional combos such as Aggravated Assault + Sword of Feast and Famine . However, the more that I played the deck the more by friends would try to convince me to play a different deck, or even prevent me from playing the deck in the first place.

Therefore, the goal of this deck is to strike a balance between keeping a fun and fair-to-play game, while also keeping that traditional Narset, Enlightened Master feel of casting spells for free. An added challenge to an already challenging deck, but think I have struck a balance in my playgroup. My local playgroup has a wide variety of Commander decks in their arsenal, so this deck is designed in order to ensure a fun and fair game experience while still being able to perform stupid Jeskai things.

This deck is heavily dependent on casting and attacking with Narset, Enlightened Master . Sure, you have a few other creatures you can cast to win the game such as Nezahal, Primal Tide or Etali, Primal Storm , but 95% of the time you won't be able to win the game unless you are attacking with Narset, Enlightened Master . That being said, all this deck wants to do is to cast and attack with your commander to get that SWEET trigger. After that, the deck goes into autopilot mode.

So you sit down at the table and you reveal your Commander. Immediately you are painted at the target as Vietnam flashbacks of past Narset, Enlightened Master decks scroll through your opponents' minds. This is a bad thing. For the first few turns, be prepared to take a lot of damage. This is normal, they'll just take out their aggression until someone else becomes a bigger threat than you. So anticipating this, your mulligan decisions are very important. When choosing mulligans you only need to worry about Lands and Ramp, nothing else matters. You don't want to take too much heat from your opponents for too long, so trying to get that sweet Narset, Enlightened Master 's trigger as fast as possible should be priority number 1.

Now that you have ramped, lets talk about the inevitable. Narset, Enlightened Master is going to die. If she doesn't die, or get bounced, you are in the clear and can just skip to the next paragraph. But in the scenario where she does meet her untimely demise and there is nothing you can do to protect her, it's okay. Just let it happen. It will be a sad sight to have her put into the command zone, but it's worth it. Once your opponents feel like they have dealt with the threat at the table, they will shift their attention from you to someone else. You can use this to your advantage later in the game to swing in for a surprise attack and win the game.

Now that you have successfully attacked with Narset, Enlightened Master , congratulations! You're halfway there to winning the game! After this point, it's all luck. Of course there's the change that you'll whiff and flip over four lands, but it's more likely that you'll hit some cards that will impact the game in some way for your benefit. I have found in testing that there is an order of what card types should be cast first from this trigger. That order is:

  1. Counterspells
  2. Removal
  3. Ramp & Utility
  4. Voltron
  5. Extra Combat & Turns
I have made this list to ensure that your opponents don't counter or remove your most important spells. Counterspells are first so you can protect your more important spells. Next is Removal to try and bait out a response from your opponents and see how they plan to stop you. Ramp and Utility go hand in hand in this category since your opponents will most likely not care about you casting them, but those cards can help you later on in the game. Voltron cards are next so you can make Narset, Enlightened Master even scarier with Steel of the Godhead , Eldrazi Conscription , and the like. Lastly, the most important spells in the deck, Extra Combat & Turn cards. These are the cards you want to protect since this is how you will win the game. Being hit in the face by your beefed up Commander multiple times is game ending and is your ultimate win condition.

Also, Narset, Enlightened Master is your Commander! Which means she deals Commander Damage! So you only need to deal 21 damage to your opponent to defeat them! A super easy feat that can happen once you have your engine going.

In addition, it is good to remember that you can cast these spells until the end of your turn. If you flip an Extra Combat spell and an Extra Turn spell, you can cast the Extra Combat spell first, take that extra combat, get another Narset, Enlightened Master trigger, then cast your Extra Turn spell. This can help you find a counterspell or a removal spell just in case things turn sour.

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Deck Contents

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Casual

96% Competitive

Revision 5 See all

(3 years ago)

Date added 6 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

15 - 0 Mythic Rares

46 - 0 Rares

14 - 0 Uncommons

16 - 0 Commons

Cards 100
Avg. CMC 4.25
Tokens Copy Clone, Emblem Chandra, Torch of Defiance, Emblem Elspeth, Sun's Champion, Emblem Narset Transcendent, Monk 1/1 W, Soldier 1/1 RW, Soldier 1/1 W
Folders Commander Decks
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