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Sen Triplets, Wicked Sisters

Commander / EDH* Control WUB (Esper)

Neurorhythmic


Sideboard

Artifact (1)


The general theme of this deck is control/theft/sabotage with enough adaptability to be able to work against most mechanics. This deck does not require you to use the Triplets as a win condition. They are powerful enough in the right circumstances to win the game but there are plenty of other possibilities within this deck. That said, this deck is generally built around playing two or three opponents. Going head to head with someone from the beginning is tough. It can be done but it's not easy.

Creature Mechanics:

  • Sen Triplets. Their function speaks for itself. The card's goal is to allow to to prevent other players from casting/activating abilities on your turn in addition to allowing you to cast from their hand. The Triplets will become a high value target as soon as they hit the battlefield so first priority is keeping them protected. This can be accomplished through counters, using the lightning greaves, or politicking. The Triplets offer a lot of opportunity to cut deals with your opponents. The main combo card with the Triplets is Paradox Haze as it allows you to target two opponents with them rather than just one providing more protection and more casting opportunity. Omniscience has also been included in this deck to free up your mana to be spent only on opponents hands. Another delightful combo with the Triplets is Head Games. This allows you to craft a hand for your opponent in which you can give yourself the cards you want and cripple their plans.

  • Zur the Enchanter. Zur is essentially the second commander of this deck. He plays very nicely with the Triplets as he is a powerful method of building a board state quickly. This deck does require you to keep yourself safe in early game in order to build yourself into an unstoppable force and Zur is one of the easiest ways to do that. Very much like the Triplets, he will become a target as soon as you play him. Be sure to keep him safe. Against creature, tribal, token, etc. decks, grabbing Propaganda will be a solid first move. Against heavy ramp, you can grab Land Tax to make sure you're hitting every land drop. Against recursion, you can grab Rest in Peace to put an end to that. If you have the Triplets out or if you are planning to use them soon, he can also grab Paradox Haze for you. Against heavy casters, grabbing Rhystic Study to tax them and build card advantage is helpful. Necropotence is an all around good choice to ensure that you always have a full hand, even more so if you have Reliquary Tower or Thought Vessel on the board already. It's very beneficial to build significant card advantage early on. If you have Academy Rector in hand, he can be used to grab Mind Slash to sacrifice her immediately and cheat Omniscience onto the battlefield. Be sure to have a plan if you intend to put out Omniscience as you will immediately become the archenemy of the table.

  • Academy Rector/Omniscience. This combo is extraordinarily useful regardless of whether or not you're using the Triplets. Academy Rector's primary purpose is to cheat out Omniscience. This isn't always possible as it's easy to draw Omniscience with the amount of card draw power that this deck has. She can also be used to grab the enchantments that Zur can't get (i.e. Leyline of Anticipation and Smothering Tithe). I've also used her as a red herring if none of those other options are viable. People are wary of destruction board wipes with her on the battlefield. Even if they hit her with Swords to Plowshares or something similar, she still serves a purpose in burning a spell and drawing attention away from other critical pieces of the board.

  • Tidespout Tyrant. The bouncer. A lot of people I've played against aren't familiar with this card but come to despise it very quickly. He alone can turn the tables in a game with his ability to bounce any permanent. Using him to bounce lands is particularly evil (and very fun). He is extremely versatile and can be useful against just about any deck.

  • Elesh Norn, Grand Cenobite. She is another card that really speaks for itself. She pumps your creatures and weakens/kills your opponents'. Prepare for salt.

  • Avacyn, Angel of Hope. Whenever Avacyn hits the battlefield, it's usually game over for your opponents with this deck. Stopping this deck relies on stopping you from building a board state and she makes that very difficult by making all of your permanents indestructible. Be wary of Merciless Eviction, though. Keep a counter, or multiple, handy.

  • Fatespinner/Grand Abolisher. These cards are very useful particularly in early game. They are some of the most powerful cards in the deck to keep you safe early on. Having these in your opening hand can be a dream if used correctly.

The Mana Base/Ramp:

  • The mana base for this deck is a bit costly. Initially, I tried running less expensive cards but they were too slow for this deck. Esper is already on the slow side so it's not a sacrifice that can be made unfortunately. This deck requires having mana available as quickly as possible.

  • The ramp in this deck is entirely limited to artifacts and/or casting ramp spells from opponents' hands. I prefer talismans over signets because I'm not a fan of the filter effect of the signets.

  • Chromatic Lantern is an absolute necessity with the Triplets. Without it, you will find it very difficult to cast from opponents' hands. I've seen Celestial Dawn used in some Triplets decks but it nullifies the other abilities of lands like Maze of Ith, High Market, Inventors' Fair, etc. because it turns them all into plains. It can be helpful if you'd rather include it as Zur can grab it, but definitely fix the mana base if you do. I'd definitely recommend it if you're considering cutting costs on the mana base.

Strategy:

  • Be picky about your opening hand. As with any deck/hand, have a plan for how you'll make it work before you decide to keep. It's crucial to stay ahead of your opponents throughout the game. Topdecking is a death sentence. Never, ever, under any circumstances rely on your first draw to make your hand work. The gamble isn't worth it. I'd rather have a 5 card hand that I have a plan for rather than a 7 card hand that requires me to draw the right card on my first draw. It's okay to mull down to a smaller hand with this deck. It has enough card draw to make up for it later as long as you have a plan.

  • Stay safe in early game. It's best to not draw unwanted attention in early game. You don't want to burn counters or bounces unless you absolutely have to. This means make yourself as non-threatening as possible as you build your board state. Of course, you'll draw some attention but let someone else be more threatening at first. As I said before, this deck plays best with two or more opponents. That's what it's built for.

  • Craft your hand. I'm sure you've noticed the absurd amount of tutoring effects in this deck. This allows you to pull what you need in order to address specific types of opponents/decks/board states. Need card draw? Grab the Sphinx, Necropotence, or Rhystic Study. Is the game getting away from you? Grab a board wipe. You get the idea. Being able to craft your hand allows you to stay ahead/on top of your opponents even if your board state isn't where you want it to be.

  • Be patient and be explosive. This deck works best if you cram as much action into as small of a window as possible. It's okay to let your opponents think they're getting ahead or even get in some good hits as long as you have a plan. You're planning long-term not short-term. When it's time to take control, it's best to do it all at once. Put out the power pieces and cripple your opponents in one fell swoop. Don't just get ahead, crush them.

  • Toughen up. If you're considering using the Triplets as a commander, you need to understand that this deck is not about playing nicely. You are going to upset/frustrate opponents. You're stealing from them and stopping them from playing the game. That's the nature of this deck. Do not crumble under the pressure of their emotions/responses. If they're getting upset, you're doing well. Bounce their commander. Get rid of their lands. Steal their win condition. Be a monster. Make them cry.

  • Watch your opponents closely. In order to stay ahead, you need to watch what they're doing. Try to figure out what cards they might be holding and what their plans might be. This is crucial in choosing targets for the Triplets. Picking the right opponent at the right time can be a make or break decision.

  • Learn how to politic effectively. There are many opportunities to cut deals with this deck. Any deal you choose make should allow you to advance more than your opponents (preferably in a way that it doesn't appear so to them). Find ways to pit opponents against each other. Learn to control their plays through politics not just with your cards. Does an opponent have a card in their hand that they really want to keep? Offer them a deal to not steal it on your next turn if they tutor for another card you want to steal instead. Is an opponent struggling to build a board state? Offer them a deal to let them draw more cards but not pay for Smothering Tithe or offer to not counter their spells for a couple turns if they don't pay for Rhystic Study. Does another opponent have a card that's stopping the other opponent from playing the game? Offer to get rid of it in exchange for them focusing on that opponent for a couple turns. The sky is the limit. Just be sure you're getting further ahead than anyone else with the deals you make.

How It Wins:

  • The Cheap Shot. You can sideboard in Helm of Obedience if you'd like. Just get Helm of Obedience and Rest in Peace on the board and you can nuke one opponent per turn, or two if you have Voltaic Key. Unwinding Clock can also help with this as you can activate the Helm of Obedience on an opponent's upkeep after your artifacts untap. You can win as early as turn 3 or 4 with this combo in perfect conditions. It's easy enough to it pull off with this deck given all the tutoring effects but I think it's pretty boring. I used it for a while but ended up cutting it. However, if you're playing against someone that's using similar combos. I say sideboard it in and make them regret it.

  • The Beatdown. I've won games by using only my own creatures to beat down opponents. There are some heavy hitters in here that hit even harder with Elesh Norn on the board. Stealing creatures from opponents makes this even faster/more powerful.

  • The Wildcard. Use your opponents' decks/mechanics against them. This is what the Triplets are all about and it's the most fun way to play this deck in my opinion. This means that each game will be different with each one having its own win condition. It requires a good understanding of the meta and how other decks work in order to do this effectively/efficiently but it's very rewarding to pull it off.

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Casual

100% Competitive

Date added 3 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

20 - 0 Mythic Rares

41 - 1 Rares

16 - 0 Uncommons

10 - 0 Commons

Cards 100
Avg. CMC 3.02
Tokens Treasure
Votes
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