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[[Primer]] Hulky Bulky Deck Search Thingy

Commander / EDH* Combo Competitive GU (Simic) Toolbox

Kiddragon


Prime Speaker Vannifar is an adaptative combo commander that can win from almost any boardstate, so long as you can tap your commander. You'll love playing her if you think of each boardstate as a puzzle to solve, you like high-customization combo decks or you want to reminisce the days of Modern Pod.
Huge thanks to the Vannifar Discord server and notably Desdenova, for all the brewing going over there to make those awesome pod chains.
This deck is unusual for a Prime Speaker Vannifar deck as there is only one main combo line, with a high volume of pieces to protect said line and interact with opponents boards and plays. The combo line requires to execute, and requires to cast one spell without the protection of your whole deck. The traditional combo line of the deck is :

Potential pre-combo steps


  1. Any 2 CMC > Trophy Mage, tutor for Thousand-Year Elixir
  2. Cast Thousand-Year Elixir ()
  3. Untap Vannifar with Thousand-Year Elixir ()
  4. Trophy Mage > Fatestitcher, untap Vannifar
  5. Fatestitcher > Tidewater Minion, untap Vannifar
  6. Unearth Fatestitcher, untap a land/dork with it ()
  7. Tidewater Minion > Great Oak Guardian, Vannifar and Fatestitcher untaps
  8. Great Oak Guardian > Protean Hulk, untap Vannifar with Fatestitcher
  9. Protean Hulk > Nothing
  10. Using Protean Hulk's trigger, search for Spectral Sailor, Incubation Druid and Vigean Graftmage
  11. As they enter the battlefield, Graft a +1/+1 conter from Vigean Graftmage to Incubation Druid
  12. Proceed to create infinite mana, then draw your whole deck
  13. Cast Scavenging Ooze
  14. Cast Eternal Witness
  15. Cast Winds of Rebuke, targeting Eternal Witness
  16. Empty all opponents' graveyards with Scavenging Ooze
  17. Cast Eternal Witness, targeting Winds of Rebuke
  18. Repeat steps 15-17 until all opponents are rid of their decks
  19. Cast Timetwister
If you have an haste enabler in hand (Thousand-Year Elixir, Concordant Crossroads or Lightning Greaves), there is an alternate line for + the casting cost of the haste enabler. the line is :

Potential pre-combo steps


  1. Play Haste enabler.
  2. Any 2 CMC > Vizier of Tumbling Sands, untap Vannifar
  3. Vizier of Tumbling Sands > Fatestitcher, untap Vannifar
  4. Fatestitcher > Tidewater Minion, untap Vannifar
  5. Unearth Fatestitcher, untap a land/dork with it ()
  6. Tidewater Minion > Great Oak Guardian, Vannifar and Fatestitcher untaps
  7. Great Oak Guardian > Protean Hulk, untap Vannifar with Fatestitcher
  8. Protean Hulk > Nothing
  9. Using Protean Hulk's trigger, search for Spectral Sailor, Incubation Druid and Vigean Graftmage
  10. As they enter the battlefield, Graft a +1/+1 conter from Vigean Graftmage to Incubation Druid
  11. Proceed to create infinite mana, then draw your whole deck
  12. Cast Scavenging Ooze
  13. Cast Eternal Witness
  14. Cast Winds of Rebuke, targeting Eternal Witness
  15. Empty all opponents' graveyards with Scavenging Ooze
  16. Cast Eternal Witness, targeting Winds of Rebuke
  17. Repeat steps 14-16 until all opponents are rid of their decks
  18. Cast Timetwister
The main strategy of the deck is to resolve a Vannifar as close to the end of the previous player's turn as possible, so you can start comboing with as little interactions as possible. In the meantime, you'll aim to remove potential stax pieces that would prefent you from comboing efficiently and prevent opponents from winning with your counterspells.
  • Sphere of Resistance, Thorn of Amethyst, Thalia, Guardian of Thraben, Lodestone Golem
    These cards affect your capacity to interact with the other players, but otherwise are not detrimental to your play. Count carefully, but otherwise use them to protect your own combo.
  • Null Rod, Collector Ouphe, Stony Silence
    Minor inconveniences, we run them ourselves, so we should already be able to deal with them. Be careful, as you need an extra untapper to combo while Null Rod is on the battlefield.
  • Aven Mindcensor, Ashiok, Dream Render
    These pieces needs to be removed before you can combo. Very hard lock for the deck.
  • Thalia, Heretic Cathar, Blind Obedience, Authority of the Consuls, Frozen Aether, Kismet, Root Maze
    Since it makes your creatures enter the battlefield tapped, this deck cannot combo through it. Needs to be removed before you can chain, although it is possible to deploy Vannifar with them still on the battlefield. They also tend to slow down opponents, so keeping them up might be good for you and someone might also blow them up.
  • Hushbringer, Hushwing Gryff, Torpor Orb
    Similar to before, but you can chain through all the parts up to Great Oak Guardian if you have an haste enabler, and up to the Hulk pile with an extra untapper (and it's not Hushbringer). You can even throw extra mana on Incubation Druid and combo through Torpor Orb. Since they doesn't really screw up other players, don't feel bad killing them early if you have the chance.
  • Rest in Peace, Leyline of the Void, Grafdigger's Cage
    Those cards really screw up the chain. Needs to be removed before you can combo. They tend to be prime targets for Breach-based decks and some reanimator combos, so you might want to let them remove it if there are those kind of decks in your meta.
  • Linvala, Keeper of Silence, Cursed Totem
    These cards really hurt the deck. Losing both the win plan and the ramp of the dorks is hard to recover from. Might want to kill them early if there are no commanders with activated abilities on the table since you'll be the only one suffering.
  • Back to Basics, Blood Moon, Magus of the Moon, Winter Orb, Hokori, Dust Drinker
    They are hard if you haven't deployed your dorks yet, but otherwise they won't hurt that much. If you suspect an opponent is running either of the first three cards, maybe consider fetching basics over Tropical Island to prevent a full lockdown. Consider not destroying them if you can, since they tend to kill 4 and 5-color decks.
  • Static Orb, The Tabernacle at Pendrell Vale
    Just rough cards to live with all around. Play carefully, and you might even be able to leave them up while you combo.
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    Suggestions

    Updates Add

    -Island
    -Narset's Reversal

    +Cephalid Coliseum
    +Fierce Guardianship

    Late to the party, but finally added the Coliseum for that extra tech against Fish decks. Also Fierce Guardianship is a very sweet tech to add to protect our combos.

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    Date added 4 years
    Last updated 3 years
    Exclude colors WBR
    Legality

    This deck is not Commander / EDH legal.

    Rarity (main - side)

    11 - 0 Mythic Rares

    42 - 0 Rares

    22 - 0 Uncommons

    19 - 0 Commons

    Cards 100
    Avg. CMC 1.83
    Tokens Ape 3/3 G, Bird 2/2 U, Treasure
    Folders Wishlist Decks
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