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Oona, Queen of the Fae ::: cEDH Primer

Commander / EDH Competitive Infinite Combo Primer UB (Dimir)

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Oona, Queen of the Fae ::: cEDH Primer

Oona Naaa Naaa

"Oona. Oona is the queen and mother of the faeries on Lorwyn. She lives in Glen Elendra and sees the world through her children and the harvested dreamstuff they bring her. She is one of the few creatures that retained her memories after the Great Aurora, and was in fact the source of all previous Auroras. [1]"

**Aurora**

"The ancient Roman goddess of the dawn. [2]"

"Meteorology. a radiant emission from the upper atmosphere that occurs sporadically over the middle and high latitudes of both hemispheres in the form of luminous bands, streamers, or the like, caused by the bombardment of the atmosphere with charged solar particles that are being guided along the earth's magnetic lines of force. [2]"

Oona, Queen of the Fae is an absolutely amazing and powerful general that can compete at any level of cEDH. She holds her own against the Top Tier decks and is considered to be extremely strong, resilient & super fast. The deck runs the control pieces you need to keep the game in check, the tutors you need to fetch your combos or utility and the combos & synergy you need to bring home the win.

How Do We Win?

You cast Thassa's Oracle and with Thassa's Oracle's ETB trigger on the stack you cast Demonic Consultation . Be very careful to be aware of "Draw" effects your opponents can cast on you ie: (Cephalid Coliseum).

Generally, you will want to hold up counter magic and potentially a Stifle effect if you feel you're going to be targeted by an activated ability for "draw".

  • Isochron Scepter + Dramatic Reversal + from Mana Rocks = Infinite Mana, Potentially Infinite / (depending on rocks in play).

  • Grim Monolith + Power Artifact = Infinite Colorless Mana

  • Blue Sun's Zenith, Declare X to be 100 and knock a player out.

  • Very rarely will you ever end up here but hey, sometimes games get weird. You may find yourself constantly making 1/1 Faeries and grinding out a game. For example of someone plays Rule of Law or a similar card, you may end up making a lot of 1/1 Faeries.

    Card Choices & Descriptions

    • Demonic Consultation, Generally you don't want to use either of these cards as a tutor unless you're in survival mode. This card is part of our primary win-con, however, it can be used to grab whatever card you want (at a potential major cost, exiling everything you flip through until you reveal the card you need).

    • Demonic Tutor, arguably the best tutor in MTG. You'll be able to grab whatever you need to handle the board state or fire off your combo. Early D-Tutors are generally to fetch a combo piece and secure half or the "other half" of your combo.

    • Fabricate, Your primary targets with Fabricate will generally be Isochron Scepter or Grim Monolith. Very rarely if ever would you want to tutor for anything else.

    • Imperial Seal, Just like D-Tutor, however, you're setting yourself up for the next draw. Imperial Seal is great if you can activate Sensei's Divining Top to draw or have another Draw outlet available.

    • Lim-Dul's Vault, Set yourself up with a GREAT 5 card stack! You'll want to cast Lim-Dul's Vault on the end step before you turn and look for a pile that's going to either: 1, Win you the game on your Turn or 2, Take care of whatever shenanigans you need to deal with on your turn.

    • Merchant Scroll, Generally you're fetching a counter spell here (Force of Will, Pact of card:Negation) that's going to protect you when you need to combo. You can also fetch up Dramatic Reversal if you're in need of the combo piece.

    • Muddle the Mixture, Honestly one of my favorite tutors because the "Transmute" effect is very difficult to respond to. Only Stifle effects can hit Transmute. Your targets are generally a 2CMC combo piece.

    • Mystical Tutor, You'll most likely end up Tutoring for Dramatic Reversal or a card:Counter Spell. Sometimes you might do the "Tutor for a Tutor" in which you end up getting Demonic Tutor on the End Step before your turn. Make sure to always try to Mystical Tutor on an End Step or "In Response" to a Rhystic Study or similar card being cast.

    • Praetor's Grasp, Not many players look at Praetor's Grasp and consider it a Tutor. It really depends on what decks you're playing against. In most cEDH pods you're more then likely to have another deck running some of the same combo pieces you run. Praetor's Grasp doesn't always have to be used to remove a combo from someone, I consider it a utility play.

      • Shred Memory, Another favorite tutor, because the "Transmute" effect is very difficult to respond to. Only Stifle effects can hit Transmute. Your targets are generally a 2CMC combo piece.
    • Spellseeker, Pretty much the same approach as Mystical Tutor.

    • Transmute Artifact, You'll always be using Transmute Artifact to get Isochron Scepter or Grim Monolith.

    • Tribute Mage, You'll always be using Tribute Mage to get Isochron Scepter or Grim Monolith.

    • Vampiric Tutor, Same as D-Tutor, however, cast at the End Step before your turn or "In Response" to a Rhystic Study or similar card being cast.

    The draw spells are self explanatory, if they're instant's; make sure to cast them on end steps or "In Response" to cards like Rhystic Study. Of course, use them if you just cast Imperial Seal and need a draw.

    Control / Resource / Stax

    • Chain of Vapor

    • Cyclonic Rift

    • The Tabernacle at Pendrell Vale, An Early Tabernacle can really screw up some decks acceleration. For example, Animar gets destroyed by an early Tabernacle.

    • Extract, Picking the right target is essential, however, if you know the combo pieces Extract will always be worth the cast.

    • Praetor's Grasp, Same with Extract, however, at times you may need to grab the other half of your combo piece :D.

    • Torment of Hailfire

    • Steal Enchantment, Generally your target will be a Rhystic Study or other value enchantment on the board. Very rarely will you be able to steal a Food Chain, however, it happens :).

    Removal

    Counter Magic

    Notes: This deck will continued to be updated as new cards are released, new metas are formed and most importantly - how to keep having fun & winning some cEDH. Stay tuned for future updates!

    Sources:

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    Casual

    95% Competitive

    Revision 4 See all

    (4 years ago)

    -1 Ashiok, Dream Render main
    -1 Narset, Parter of Veils main
    -1 Tainted Pact main
    -1 Telepathy main
    Top Ranked
    Date added 4 years
    Last updated 4 years
    Legality

    This deck is Commander / EDH legal.

    Rarity (main - side)

    15 - 0 Mythic Rares

    45 - 0 Rares

    15 - 0 Uncommons

    12 - 0 Commons

    Cards 100
    Avg. CMC 2.00
    Tokens Bird 2/2 U, Faerie Rogue 1/1 UB, Frog Lizard 3/3 G, Manifest 2/2 C
    Folders Commander, Guides and Primers
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