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Oloro, Disciple of Bolas

Commander / EDH* WUB (Esper)

Falandrion


Maybeboard


Feedback and replacement-suggestions are very welcome and corresponding explanations much appreciated.

In particular, I am looking for additional ways to bolster the early- to mid-game defenses.
Currently, it pretty much comes down to Bitterblossom and cheap blockers like Serra Ascendant or Baleful Strix, board wipes or No Mercy.

This is an attempt at a Control Deck that does not spoil the game for everybody else. While naturally trying to prevent your opponents from executing their own game plan perfectly, the deck is designed to feel interactive rather than oppressive. It is relatively light on counterspells and limited to very mild stax elements.

At the same time, I have omitted the usual win conditions (such as Exquisite Blood + Sanguine Bond, Test of Endurance or self-mill) which can sometimes - especially when they seem to come out of nowhere - feel like a sudden unsatisfying ending to an otherwise engaging match.

In combination, the (comparatively) relaxed control aspects and the lack of immediate win conditions also serve to make you appear less threatening and induce your opponents to shift their attention to more immediate threats. Ideally, this allows you to lean back on your giant stone throne and gently 'moderate' the game while secretly preparing the approach of your true master, the Dragon-God.

In the early turns, the deck wants to ramp and establish some sort of a draw engine to set up for the reactive control-strategy laid out in the Deck Philosophy.
Due to the lack of an overwhelming board state or infinite combos, the deck aims to stay under the radar in the mid-game and intervene only when necessary. Glacial Chasm can provide an emergency fall-back, in case this plan fails - though it is preferable to save this for the late-game. At the same time, you want to set up a draw engine sufficiently powerful to support your primary win condition, i.e. Bolas's Citadel, Necropotence, Vilis, Broker of Blood or Dig Through Time.
The deck's eventual goal is to establish a position where card advantage and countermagic allow to utilize one of its win conditions.
Pursuant to the Deck's Philosophy, win conditions should give your opponents a (perceived) option to react.

The primary win condition for the deck is Approach of the Second Sun, ideally cast with Boseiju, Who Shelters All. While there are plenty of ways to facilitate casting it a second time [e.g. Dig Through Time or raw card draw), you still have to work for it and your opponents still have a chance to react after the initial 'warning'.

In addition, while also serving other purposes in the deck, cards like Aetherflux Reservoir, Elspeth, Sun's Champion or Liliana Vess can be adapted as secondary win conditions, all of which require sufficient counterspell-protection.

Finally, some of the cards which are included due to the value they generate on their own can be assembled to game-ending combos:

Obvious omissions (ABUR duals, remaining fetchlands, Sunken Ruins) are due to the fact that I do not own a copy of these. These would otherwise replace Glacial Fortress, Isolated Chapel, Drowned Catacomb and either Adarkar Wastes or Silent Clearing.

Urborg, Tomb of Yawgmoth, Cabal Coffers and Crypt Ghast only work in conjunction and provide mana which the deck honestly can do without.

With regard to mana rocks, I prefer Talismans over Signets, as the latter can sometimes manascrew you with cards that require multiple instances of the same mana and Oloro can offset the occasional lifeloss caused by the Talismans. As the deck is a bit short on ramp, I would ideally include one or two Signets in addition to the Talismans but I fail to find room for them.

Solemn Simulacrum lacks behind its potential in this deck as there are no ways to flicker, sacrifice or recur it. However, the deck needs at least a few early game blockers and the mana cost of Knight of the White Orchid is too restrictive early on while Burnished Hart is less efficient.

Cards under review Show

Notable Exclusions Show

Final notes:
- Currently considering to add Fractured Identity + Phage the Untouchable as a more wanky/fun wincon.

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Casual

90% Competitive

Date added 4 years
Last updated 3 years
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

14 - 0 Mythic Rares

59 - 0 Rares

14 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 3.10
Tokens Angel 4/4 W, Bird 2/2 U, Emblem Elspeth, Sun's Champion, Faerie Rogue 1/1 B, Soldier 1/1 W, Treasure
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