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This deck is my baby. She was my first commander and has been through a broad variety of deck styles from the classic noob "Wow, look how many extra turns I can take!" Narset to the "Oh damn, I can't blow anything up because I've already blown everything up" Narset. Now, finally, she's a varied deck that always plays well but gives a broad variety of options in most circumstances.

My win conditions are:

  1. "IsoDrama" Isochron Scepter / Dramatic Reversal / Sensei's Divining Top / Aggravated Assault / Comet Storm : If you are unfamiliar with the "Isodrama" / "Dramascepter" combo it functions around untapping artifacts to produce infinite mana. If I have a 3 colorless producing mana rock out with it, I have infinite colorless mana (tap for 3, pay 2 to untap, etc.) If I have a color producer out also, I have infinite colored mana. The untap mechanic will also allow you to use Sensei's Divining Top to draw your whole deck. You must state that you are holding priority (you must do this on your turn). You then tap the top to draw a card, then respond to the draw ability of the top by activating the scepter. This untaps the top, allowing you to do this again. No matter how many times you do this the top will end up on top of your library, but you can draw as many cards as you want then with the infinite mana you have already created you can then cast your entire library (or just enough to win ;P). The Aggrivated Assault turns your infinite mana into infinite combat phases (and thus infinite Narset swings).
  2. Rest in Peace / Helm of Obedience . If you haven't seen this combo before, it's pretty interesting. Rest in Peace never allows a card to reach the opponents graveyard, so you can pay one mana and have someone put their entire library into exile, call turn, then they go to draw a card and loose the game. This combo is particularly nice since it doesn't require Narset at all. If I have one in hand I can wait till Narset gets countered, then tutor for the other (usually at instant speed on their EOT) and play them both/ activate on the same turn.
  3. Narset, The Enlightened Master + Armageddon / Ravages of War / Cataclysm . If Narset is on the field and all the lands go away, it's often game. The soonest you could possible do anything would be three turns. Arcane Lighthouse plus another land to pay in plus a one drop removal: Swords to Plowshares for instance. Alternately three for a wipe would work. Yes you could do it in two turns with a Sol Ring , Swamp , and Toxic Deluge , but who would still have Sol Ring in hand that late in the game? Alternately one player could Arcane Lighthouse and another use the spot removal to do it in two turns. Point is, if Narset is on the field, time is on my side, and I just bought myself a few turns.

Beyond that I like protection. Some counterspells and just enough spot removal to keep game ending threats at bay. Board wipes, Board wipes, oh, and did I mention Board Wipes? If the board state isn't to my liking, let's reset it! If the board state is where I want it (which usually just means Narset is on the field) let's blow up all the land so it stays the same!

Yes infinite turn Narset is (unfortunately) a thing, and whilst I take extreme issue with these decks the fact is that having some extra turn/ attack phase cards is pretty much inevitable. Only a few for me though, as I've run the infinite turn Narset and found it not only hated by my fellow players, but It's just boring even when you're the guy taking the turns. I found myself literally apologizing to my opponents when Narset had swung three or four times and still not won but just pumped extra turns until three commander damage slowly, slowly, slowly added up to killing damage. NOT FUN for me, NOT FUN for anyone else, so why waste so much money to build a boring deck?

I like Narset to be hasty as much as possible, so Hall of the Bandit Lord is a must. I also add Need for Speed . Generator Servant has come in and out of the deck a few times. On paper he's amazing, but since he has a tap ability and doesn't have haste himself, he usually just eats removal. (Still not necessarily a bad thing, but he's not a reliable source of mana/haste.)

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Casual

100% Competitive

Date added 8 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

12 - 4 Mythic Rares

57 - 8 Rares

18 - 3 Uncommons

11 - 0 Commons

Cards 100
Avg. CMC 2.83
Tokens Bird 2/2 U, Manifest 2/2 C, Spirit 1/1 C
Folders Cool Decks, Contol
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