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Saskia is a Mathematician

Commander / EDH BRGW

pwnatron


Introduction

Combine Saskia with Red Damage Doubler effects to multiply your combat damage by 6x. This deck is clocked around fairly consistent turn 4/5 wins.

Overview


Turn 1: Play a 1 drop ramp card like Birds of Paradise
Turn 2: Play a 3 drop like Khenra Charioteer
Turn 3: Play Saskia the Unyielding, swing for 3 Trample damage each, then deal that much again again if it all connects [12 damage total for the turn].
Turn 4: Play a doubler effect like Bitter Feud, double both creatures to 6 Trample damage each [12 total], then deal the damage again with Saskia's trigger, doubled again to 12 each [24 more damage which makes 36 damage total for the turn].

Leverage fast pressure combined with global trample, evasion, double strike and permanent style buffs to kill your opponent with the power of math.

More Info!

This is not a cheap deck, especially the lands. I already owned everything except the dual lands in my personal collection, and I loved the playstyle so much that I went out and bought the dual lands. I really would not recommend playing this deck without this land package though, as there are a a lot of double mana costs in various colors (even triple in red) and Saskia herself means you need to hit as fast as possible. Additionally, as it's an aggro deck, you really can't afford to use cipt lands.
Lands
All 10 fetches, on color shocks and duals + filter lands. Pain lands like Mana Confluence and anything else we can find that gives us as many color options as possible give us the versatility to hit multiple forms of or on turn 3 (2 with ramp) plus Saskia on curve.

Damage Dealers
Creatures with great evasion and combat stats that scale extremely well with Saskia's damage boost and other damage buffs. Play one, play Saskia, profit. Powerful double strike creatures like Silverblade Paladin along with beefy flyers like Master of the Feast find themselves here, plus great buffing/scaling creatures like Khenra Charioteer and Hero of Bladehold.

Damage Enablers
This is the stuff that makes your attacks huge. Damage Doublers like Dictate of the Twin Gods are insane, giving us a 6x multiplier to our printed damage numbers with Saskia's proc. From there, we have a fancy suite of aura's and equipment that pump our power and add even more options for getting damage through. Buffs from cards like Elspeth, Knight-Errant or Rancor will add great punch to saskia or your other already powerful creatures. Also we run the best swords in the game, cuz...well swords are good.

Removal
Pretty much just the best removal cards ever printed. Not much to see here.

Ramp
Some selectively powerful ramp cards here, and Sol Ring is arguably the weakest one. Having an enchant or dork that enables multi-color play is really important for hitting that or we talked about. Hitting ramp turn 1 into a 3 drop and Saskia on curve can often mean a turn 4 kill.

Draw
Just a couple amazing draw cards; again not much to see here.

Utility
Rounding out the deck we have some tutoring, a little board protection and some late game recursion. Just some tools to help you in a variety of situations.
Pros
  • Fast and Efficient! With a haste general and powerful 3 drops, we can put out a lot of damage early, and we don't have to overextend much to do it. Just two creatures can quickly be enough to swing through and end the game.
  • Multiplicative Scaling. A 2/2 with Saskia deals 4. A 2/2 with double strike and Saskia does 8. A 2/2 with double strike and Saskia and Dictate does 24. (first strike damage of 2, replaced to 4 from Dictate + Saskia trigger replaced by Dictate again for 8, then we do it again for normal combat damage) Math is fun!
  • Evasive. Between flying and trample and protection, we have all kinds of ways to get around, over and through blockers to get our damage in.
  • Removal. Our colors allow us access to some of the most efficiently costed removal in the game for just about any board threat, pick and choose your favorites!
  • Consistent Land Base. I know I know, it doesn't seem like it should be, but it is! We are in 4 colors and I very rarely if ever have any trouble playing multiple double mana symbols from any of the colors, plus one of each for Saskia. I'll be it the base is expensive as all hell, but by god it works!


Cons
  • Instant Removal. Since we don't have to extend super far to do big damage, board wipes aren't actually awful for us. They aren't great don't get me wrong, and you can throw in some things like Dauntless Escort if your meta is heavy with them. We have boots and swords and all kinds of stuff to help keep Saskia around, but a timely instant speed spot removal spell is gonna slow you down a lot. Without Saskia, we lose a big multiplier and there is no doubt it will set you back.
  • Spell Combo. The deck doesn't interact with spells on the stack. If it hits the board we have a chance, but sometimes that's even too late. Usually your best bet is just to kill a combo player faster than they can combo, because we can't really do anything to stop it.
  • Multiplayer 4+. Talk about being a threat in a hurry. You will make yourself a target fast with this deck. And while it can actually 2v1 decently (because you can name the other opponent that you aren't attacking with Saskia's ability), expect to eat a lot of hate which will be hard to overcome.
  • Land Destruction. Remember that whole thing about the land base being a pro? Yea well if you play against land destruction, it isn't. But lets be honest, people who play with land destruction aren't your friends anyway. You don't need that in your life, find a new playgroup.


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Date added 5 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

17 - 0 Mythic Rares

69 - 0 Rares

9 - 0 Uncommons

5 - 0 Commons

Cards 100
Avg. CMC 2.74
Tokens Emblem Elspeth, Knight-Errant, Human 1/1 R, Soldier 1/1 W
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