Description

"Serpents bride, the end awaits!"

Endless curse, blood runs cold. Human prey, no swords or armor shield you from your fate. You can't escape! Welcome to the vault of madness!"


- Welcome -


Purpose/Theme: Combo-Control

"This deck blends elements of combo with elements of control to achieve a balance between powerfull end-game strategies and all-around resilience.

As a combo deck, this list wins by executing an infinite mana combo and then using it to enable a finisher of some variety. Combo is the best finisher in multiplayer Commander because it doesnt rely on life totals or board states; rather, it secures the victory by creating an insurmountable threat that functions immediately and applies irrespective of most actions taken by opponents. It also means that the deck has a defined, consistent means of establishing victory: it uses one of a set number of combos to win in a controlled manner rather than the unreliability of combat-oriented winning."

(Epochalyptik)


- Welcome -


Task/Mission: Steady Progress

I have several Commander decks. Most are made for fun and enjoyable multiplayer games with many interactions between all players. They follow a strong theme but dont try to win by combo in first case. This brings fun to the table as everyone takes part in the game. Many of these games can last several hours. I like those games a lot.

This deck does not belong to the above mentioned ones. This deck is designed to win as fast as possible without giving fun to any other players.

This deck is/was my first Commander deck. It started as a semi combo-control deck and was not that much focused on winning by combo/going infinite like now. Well, I wanted at least one deck that is able to win outta nowhere and because I love this deck the most (many cards included here have their own story, e.g. my grandma got me the Shocklands before she died last spring - god bless ya Nona!!!), I started transforming this deck into a real threat.

While social multiplayer Commander games bring hours of fun to the table, this deck wont need more than 10 turns to kill the whole table most times. It happened, that playgroups banned it after I won Turn 6 in Game 1, Turn 7 in Game 2 and Turn 6 again in Game 3. It can possibly win even faster, but that would be just a lucky opening hand.

The current list is a semi-competitive list (at least i hope it reached this status). There is much room to improve this list and make it even more powerful by optimizing each slot. The potential of this type of deck is amazing.


- Welcome -


How to win immediatly

1) Infinite Mana

We try to find any of the above pair of creatures as soon as possible. Tutor for them. ideally we use Tooth and Nail to get them directly

2) Possible wincons

the only way to end the game immediatly is exiling our opponents libraries. all other infinite-combos will result in a hard lock for your opponents - they won't be able to do anything or play anything and sit there without a single card on their board but technically the game is not over; in fact 99,9% of all players out there will drop and that is a direct win too anyways


- Welcome -


Updates

Primal Command left the list for Exploration as more ramp is granted

Comments

metalevolence says... #1

This deck is mostly strong, but has some really questionable cards, namely: fog of gnats, opaline unicorn, frontier guide, malakir familiar, onyx mage, manalith and pulse of llanowar.

I would definitely remove those cards and add some of the best ramp spells, specifically Kodama's Reach and Cultivate, and the signets and talisman in your colors, Dimir Signet, Simic Signet, Golgari Signet and Talisman of Dominance. If you play multiplayer you should also definitely play Mystic Remora, it's extremely powerful.

I'd also increase the land count a bit, and find some decent color-fixing lands. Some budget options are Opulent Palace, Yavimaya Coast, Vivid Creek, Vivid Grove, Vivid Marsh, Temple of Deceit, Temple of Mystery, Jungle Hollow. I would remove some basics for lands like those, and also increase the land count to at least 36. My suggested additional cuts to make room for more lands would be elixir of immortality and redirect.

With 36 lands and the improved mana ramp cards I listed, you should find your deck running a lot faster and more smoothly.

Cheers

May 11, 2016 5:48 a.m.

SerraMeya says... #2

hi metal :) thanks you very much for your suggestions!

this is my first commander-deck. it has been Born about 1 month ago and i threw Cards together i already had left at home (i just bought damia). i totally agree with the named questionable cards.

Pulse of Llanowar did a great job with all these Basics... yet, but of course i will go ahead with my landbase by getting some duals. nice side-effect of pulse was, that most Player just looked at my manabase, saw that all Islands where tapped, played a spell and started crying when i threw a Counter.

Fog of Gnats and Malakir Familiar just filled Slots for blocking Flyers. Onyx Mage just filled a Slot as a blocker too and he supports the tokens in a good way (noone wants to lose his/her creatures to a 1/1 deathtouch token).

Manalith, Frontier Guide and Opaline Unicorn where my last backup for mana-fixing. they'll get replaced as soon as possible with good ramp spells.

next Goals would be Tooth and Nail, some more countermagic and manaramps. upgrading the landbase of course too...

what is your oppinion on adding more countermagic?

May 11, 2016 9:17 a.m.

metalevolence says... #3

You are in green, you have a billion options for mana ramp. A simple Rampant Growth is so much better than something like opaline unicorn or manalith. Also I cannot understate how good the signets and talisman are especially for how cheap they are to pick up. Also Fellwar Stone is very good.

Pulse of llanowar is arguably worse than a basic land

frontier guide is definitely worse than a basic land

Rather than run so many chump blockers you could run some more good removal like Go for the Throat, or a sweeper like Crux of Fate (budget Damnation, yo)

Arcane Denial and Swan Song are the best counterspells you lack and are cheap. Depending on the speed of your meta, Mana Leak, Remand and Spell Pierce can be good. Negate is decent. Pact of Negation, Force of Will and Mana Drain are obviously powerful but pricey.

I wouldn't play any counterspell with cmc 3 or more unless it had a REALLY good added effect, which scatter to the winds does not. I also think redirect is too narrow and a counterspell would be better.

May 11, 2016 1:57 p.m.

SerraMeya says... #4

thanks for ya Feedback. first changes made :) malakir fam. and Onyx will go out soon too. we'll see how it will work

May 12, 2016 8:03 a.m.

SerraMeya says... #5

short update: Cultivate, Kodama's Reach, Tooth and Nail (finally) and Ultimate Price arrived me today (wasnt able to get a Go for the Throat yet)

May 13, 2016 8:21 a.m.

luisserpa says... #6

It's a very cool deck, and quite frankly I don't know what to add. But, thinking about the infinite interactions, there are a couple of cards that I can think of. Summoner's Pact to get a creature that you need. Sure, you have to 4 or you'll lose, but since it's EDH, you will be fine.

Worldly Tutor again to get a creature that you need to get your combo pieces.

I would also add some cantrips to control the top deck, Brainstorm, Ponder, Preordain and Thirst for Knowledge.

These are some suggestions that came to my mind, but I don't have many experience with commander decks. +1, I really liked it.

May 17, 2016 12:51 p.m.

SerraMeya says... #7

thanks for ya input :)

Summoner's Pact doesnt do much cause my combo-pieces are all non-green. Worldly Tutor is quit nice, but losing a draw give some Kind of disadvantage. i got Rune-Scarred Demon, Sidisi, Undead Vizier, Demonic Tutor, Primal Command and Citanul Flute to get me what i want. all of these spells can do something beside just finding 1 creature. Tooth and Nail provides a direct combo-Play, so this is what im searching for most time.

i have seen many decklists with cards like Brainstorm, but i dont really like it in edh (at least as Long as i dont run much fetchlands yet). manipulating the top 3 cards out of at least 92 (if you brainstom in first turn while you started the game) is just... meh

i will try to get a Palinchron. this guy paired with Deadeye Navigator or Phantasmal Image goes for infinte mana too.

protecting the Combo with more countermagic is important too, so i have to search for more Slots here too.

at least ramping is important as my commander and/or going infinite needs an horrible amount of mana to go. cards like Exploration, which let me Play more than 1 land per turn, would be nice. just added some ramp spells and (as metal already explained me) the deck runs much smoother now.

only problem i see is that making this list more competive will result in kicking all non combo-relevant cards. this will kill the fun factor as i dont like just running for one Combo that Ends the game immediatly... but well, thats damia

May 18, 2016 2:52 a.m.

luisserpa says... #8

Ups, didn't notice the green factor of Summoner's Pact, my bad. As for the other cards I get your point, but for Brainstorm, that card can be very good. It's true that with fetches is much better, but you still have a lot of cards that make you shuffle your deck. This is just my opinion, but I believe that you can get many value with it.

Another card that I think can be good to get your creatures is Defense of the Heart. This doesn't simply use green creatures and can get pieces for your combo, or just creatures that seem fit for the situation.

May 18, 2016 5:22 a.m.

SerraMeya says... #9

Defense of the Heart already got me a headache while thinking about including or not including it lol. well, "epo" said "This card is sort of like a mini Tooth and Nail, but it's more vulnerable, more obvious, and less reliable. The timing is awkward because getting it to go off and win means having an opponent that controls three or more creatures and having the cards in hand to protect whatever the ability finds (and then win from it). That's a lot of effort and chance, and it's not worthwhile when there are much more effective ways of accomplishing the same Task." i guess he got the Point and b'cause of that ill try it without that card.

May 18, 2016 6:32 a.m.

luisserpa says... #10

Ok, fair enough, it's a solid point.

May 18, 2016 6:34 a.m.

SerraMeya says... #11

thanks anyways. i love ya Input :) you always have ideas

May 18, 2016 6:36 a.m.

luisserpa says... #12

You're welcome, although I don't have a good insight of EDH, I just recently started and I'm still learning a lot of things.

May 18, 2016 6:44 a.m.

luisserpa says... #13

I liked your changes. This makes your mana base more stable. What is your oppinion about the scry lands? Have you test them with your deck?

May 23, 2016 7:58 a.m.

SerraMeya says... #14

well, i dont like scrylands. scry is a nice effect of course, but at least its just a land that comes into play tapped.

shocklands can come into play untapped and much more important is that they can be fetched cause they're swamp/forest/island too.

next step will be some fetchis (at least the 3 BUG) and finally the original duals Tropical Island, Bayou and Underground Sea (long term plan lmao).

the rest will stay basic. this deck can handle manafixing and ramping quit well.

May 23, 2016 4:04 p.m.

luisserpa says... #15

Yup, I completely understand you. Although scry is good, they have that handicap, and if you're going for the fetches and the ABUR, then you'll have a very good mana base. That's a good route to take.

May 24, 2016 4:52 a.m.

mama_tom says... #16

Just so you know Prophet of Kruphix and Primeval Titan are banned in edh. You can play them in duel commander but there are also other cards in this deck that a banned there as well such as Sol Ring

May 25, 2016 4:33 a.m.

SerraMeya says... #17

my main playgroup laughs about the current bann-list, so we ignore this list. when i play in other playgroups, i remove the banned cards and take my Sideboard in :)

May 25, 2016 5:11 a.m.

Hi :) i'm not the biggest commander-player, but i like the deck.

What do you think about Displace? It's especially sweet with eternal witness and pretty much every single one of the etb-abilities.

October 17, 2016 3:32 a.m.

SerraMeya says... #19

hi :)

Displace seems to be the new Ghostly Flicker and would fit very well in here. i can see a backup for endless mana with Displace + Eternal Witness + Peregrine Drake .

October 17, 2016 5:59 a.m.

Devi0us says... #20

Just asking why is Multani, Maro-Sorcerer in the deck? Is it just a big beater?

March 25, 2017 8:33 a.m.

SerraMeya says... #21

Multani is just for fun. he is a part of the deck since its first hour and i never booted him out. in a multiplayer game multani is a beast on the battlefield but most time he just sits around and keeps me free from little sidekicks by opponents till i combo off. of course there are other cards that would fit better (at least a counterspell more) but i like multani :)

March 25, 2017 4:36 p.m.

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Compare to inventory
Date added 1 year
Last updated 1 week
Legality

This deck is Commander / EDH legal.

Cards 100
Avg. CMC 3.09
Tokens 1/1 Assassin, 3/3 Beast, 3/3 Frog Lizard, 1/1 Eldrazi Scion, 3/3 Ape, 1/1 Bird
Folders My own Decks, might want, Damia, EDH (Control)
Views 2805