Sideboard



2 Princesses 1 Prison - Tana & Tymna stax

Commander / EDH elfric

SCORE: 2 | 7 COMMENTS | 1776 VIEWS | IN 1 FOLDER


Mana Crypt
  • no card disadvantage
  • does not restrict developing colored mana via lands
  • isnt a one shot
  • unmatched in mana-cost/mana-quantity-production
  • parity breaker with winter orbs and geddons
  • broken

this deck goes for the mana-engines first and can transition into more cards the faster the mana is available. either via stax slowing the game or tymna building an engine. the more cards available UNDER ENOUGH MANA the more the game can be slowed down. the slower the game the more can be made use of the manaengines. a turn 1 manacrypt whose mana gets used every turn for 10 turns delivers a total 20 mana at the cost of 0.

There are 2 distingt kinds of moxen: the "lotus petal" variants and the "mox diamonds". both variants add an emediate mana now. the difference are the followup turns where they are either used up (petals)or are an extra mana generator at the cost of a card from the hand or hindering your colored mana development(moxen).even though this basic is true there are alot of more hidden knowledge about the moxen in this deck and their upsides over the usually better ones.

Simian Spirit Guide most of the time this is a colorless lotus petal but when its not its way better than the petal: they are equal in that they can pay for fire covenant under a contamination but the spirit guides upside is under spheres. spirit guides add mana under a trinisphere and under null rod. now the deck would really prefer black and white spirit guides over the green and the red ones but its the way it is. what this brings though is interesting: even though tana at 4 mana has a heavier cost and thus tymna seems to come down earlier its different for turn 1s. if there are start with a turn 1 commander its way more often tana than tymna because of these 2 spiritguides and their redundancy to the overall deck.

Elvish Spirit Guide see simian. other differences: this is a hidden mox. first mode = petal. second mode if you have an elf in your hand = tapped mox. third mode if you have wild growth in your hand it turns into a true carddisadvantage mox locked on green. special upside target: manglehorn can come down turn 1 with any sol.

Lotus Petal for when its time to turn 1 linvala. double black and or double white extreme early colors add way more than just the plus one mana. works under contamination but not under null rod. an uspide though over the spirit guides is its a saccable permantent to worldqueller or smokestack.

Chrome Mox tricky with ts requirement sometimes but flexible in colors sometimes with the gold cards as premium fixers. the carddisadvantage is made up by the decks speed to regain tracktion. a suspendable mana source that also breaks paritity for winter orb and gives emediate mana plus is what power this decks consistency. a mox into cmc2 hatebear and turn 2 tymna is a fast engine but thats not even its best plays.

Mox Diamond like chrome a pillar of the deck: maxedwith moxen. its the best a colorfixing but if you star with 2 lands and dont draw into your next landdrop it turns into a petal.

Gemstone Caverns if its in moxmode its the best as it can kinda give a free turn. vampiric tutor or similar pre turn 1 can be insane. in those cases it gives its second mana turn 1 and gives perfect colors. when not in moxmode its still a land unlike a topdecked moxdiamond. doesnt break winter orb but is supported with nature's will. when mulliganing this deck hands with gemstone caverns and mox diamond become interesting as both can pith the other to become a mox no matter if on the play or not.

Ancient Tomb colorless +1 mana that eats up the colored landdrop for the turn. as its a land its good under taxers, null rods and winter orbs. this is also a no carddisadvantage "mox".

City of Traitors see ancient tomb. also dont think of it as a land. its a petal much more often than a mox variant but sometimes you can keep it for 2-3 turns without falling behind. needs carefull planing but is well worth the carddisadvantage.

the definition of sol is 2 sided like with the moxen in 2 subtypes. adding up front mana now or even more mana next turn at the cost of an initial one mana/land value. at minimum a Rite of Flame the present turn. and for the next turn at minimum better than Jeweled Amulet. finally maybe its also suspended like sol ring as the guideline. but all in all they just arent as good as the truly one and only: mana crypt. the difference is big. one single mana shouldnt be underestimated though. now the thing is this deck packs more sol ring redundancy than any other deck and abuses that fact as a pillar to form its power.

Sol Ring emediate plus one and suspended plus 2 every turn without carddisadvanatage at the siple cost of 1 mana. broken.

Tinder Wall one shot sol ring that requires color but also gives color which isnt useless as it can atleast power out tana turn 2 alone but basically is a near color shifted rite of flame in green.

Mana Vault a bigger one shot than tinder wall with the upside to feed smokestack or worldqueller later on. can also untap under a nether void to come out ahead a turn earlier than opponents. in a special league with mishras workshop, crop rotation and dark ritual as those power out trinisphere turn 1 "alone".

Dark Ritual great with any 4 drop that isnt double non black costed. oneshot plus 2 mana that sometimes delivers the colors for multple black in one turn is a must again no question.

Crop Rotation needs color unlike the ring but is sol too as it finds ancient tomb or city of traitors.

Vampiric Tutor and Enlightened Tutor are within the most powerfull cards in this deck as they either find anything you need or they replicate sol ring by finding mana crypt as the most tutored card in the deck. their biggest upside to Imperial Seal is when opening turn 0 with gemstone caverns as in that case its not replicating sol ring but another copy of mana crypt as there is no 1 mana needed turn 1(at the cost of 2 cards!). otherwise all 3 of them can be a carddisadvantage sol ring imitates.

Arbor Elf+Wild Growth+Forest you get the picture: 4 mana turn 2. sometimes you have these as the opener...

+2 mana now. thats their essence. they appear in different forms with pros and cons but are the most compact bursts of mana:

Dark Ritual and Mana Vault compared to workshop: they are not limited to artifacts but they dont give net mana the followup turn after their initial use. they need another card(land) to function but this often comes at the advantage of not eating your landdrop like workshop does.

Mishra's Workshop and Crop Rotation: while limited to artifacts having "2" workshops is broken. some of you might think of breya as THE artifact deck but crop rotation proves the difference. no deck has the possibility to open as often with a trinisphere as this deck. while being powerfull under spheres and winter orbs they often serve just one purpose: a fast uba mask!!!! smokestack, trinisphere or tangle wire when ahead. but basically a fast uba mask is really that good. CR is carddisadvantage but workshop isnt. its the most compact mana card legal in edh.

flexible is what they are here. as the amount of moxen, sol and similar is limited these form the backup backbone of the deck.they get you to 3 mana turn 2 within landdrops but with any mana net positive ramp they get to 4 mana turn 2.their flexibility is thanks to tymna: they either ramp or swing for cards. they deliver colored mana while under contamination and sometimes they also fuel contamination. they break parity for winter orbs and geddons and are faster than any othern non-broken ramp.
  • Llanowar Elves
  • elvish mystic
  • fyndhorn elves
  • arbor elf
  • boreal druid
  • deathrite shaman
  • avacyn's pilgrim
  • Elves of deepshadow
Birds of Paradise perfect colors but cant draw for tymna!

Wild Growth doesnt draw for tymna and is limited at green. good with elvish spirit guide, arbor elf and the winter orbs.

Grim Monolith not good enough without other ramp but atleast manapositive or storaged 3 mana or "waving" under spheres. supports moxen, sol, dorks and mishra's crypt.

Orzhov Signet an awesome filter to cast tymna reliable off all the "useless" colorless/green/red mana.

what does this deck different/ better than other decks? the difference at first sight is being way more all in because the deck sacrifices cards for speed/tempo. now this might seem like a big disadvantage but lets look at the upside first. 2P1P uses more fastmana cards than any other deck. this makes the turn1 /2 manaexplosions way more consistent over other decks to reliably cast higher cmc cards than other decks do at that stage of the game. note: of course other decks have their fastmana starts too. but this deck also does it when it doesnt draw exactly those pieces. its built to abuse this particular mana-base. if its not the cards everyone runs its a dork plus any mox that gives 4 mana turn 2. thats about openings but what about the long games (because if this deck gets traction it creates exactely those)? running more fastmana again becomes vital when resolving a draw-engine. any fastmana drawn in addition to the landdrops is like being ahead on mana - even if those are only rituals and not continuous mana-sources. and the context with draw-engines and fastmana of course is you will resolve them earlier. the spirit guides are fantasic for a turn1 bob/library.

all in all the manabase can feel very strange at times as you go up and down with how much mana you have access to for a turn but this is not a problem but a nuance of the deck. my advice for beginners is to build a braids cabal minion deck consisting of no cards cmc4 or above while permanent count should be at 70% minimum. goldfish this and try to always rush out braids as early as possible. now that will teach you what is possible and what isnt under a sacrifice engine but basically it dictates a variyng flow of mana. getting used to that gives you a more intuitive feel about what risks to take and what not while playing this deck. also note: i'm not talking about any interactions via opponents. getting used to this decks manaflow is as important as knowing all possible doomsday piles in a DD-deck.

in essence the manabase makes playing aggro possible. in multiplayer aggro has nothing to do with turning dudes sideways (even though this deck likes combat too). using the initiative without representing a lethal threat; on a consistnent basis; within redundancy inside the deck.

Trinisphere: while in midgame under enough taxes even for yourself it might appear that your hand refills more than you can dump all those cards to make use of that advantage. there are several cards that you can abuse to get rid of that taxer for a turn. just to unload your hand onto the table and wrench the game even more.
  • kataki, war's wage
  • cataclysm
  • smokestack
  • world queller

except for kataki these can also get rid of the drawrestricting cards (spirit of the labyrinthand & chains of mephistopheles)to refill the hand if tymna is established.

then there is the null rod or other artifact-restricting cards you can free yourself from to explode and play stony silence as last card to sum it up.

Nature's Will is a potent mana-engine that optimally is played free prior to the first abusive turn. this sometimes comes at the cost not drawing via tymna as you might cast her second main after untapping. its the only high cost mana-engine in the deck and justified only because it also turns the winter orbs on. while on the first look it appears antisynergistic with the geddons i ashure you thats not always the case. as long as it gives a short momentum of overwhelming mana advantage while the hand has enough impact the outcome is very likely to be superior at the boardstate. that particular spot is a very good moment to geddon. it can also give an advantage if under nether void. a dork costs 4 mana but if you can play 2 a turn you come out ahead faster. agian a great spot to throw them behind with a geddon before they could do anything while waitingly rebuilding. if in a slowed down midgame its mana lets you cast 2 spells instead of 1 it attaches a whole "extra" turn at all your topdecked tutors. this s especially true for the sorcery speed ones.

Kismet into Aven Mindcensor into tymna. opening asymetric and possibly punishing fetchlands double hard to catch up cards later on to hold the pressure.

Sylvan Library into Nether Void grinds for cards first and wont end mana superiority at first. the longer it goes though the more fast mana you draw in addition to the landdrops. when the opponents pop that void you are probably prepared and just say thanks for that mana-boost.

mox into hatebear into tymna is a pretty basic fallback plan to when there is no real fast start.

Dark Ritual into Necropotence might not go for a win turn2/3. but that is not the goal anyway. basically this is a keep as its like a free mulligan that costs you 15-20 life if there are no other good cards in hand.

Winter Orb is a symetric global effect. dorks, rocks and rituals (while not missing landdrops - so even better with an active drawengine) make you not suffer as hard. so if your board is favorable you can play it as a negative engine and hurt opponents more to gain mana advantage. but its also a card that pushes kismet over the edge of development disruption and the worb turns nature's will from a mana-engine into a lockpiece. a little cherry on top are the sol-lands, wild growth and workshop.

Necropotence or any other card-engine. unlike strom decks whose method is to chain single bursts - this means investing mana for draw spells over and over - this seeks to squeeze a static drawengine and make it draw loads of cards without "byubacking" it again and again. the high density of fastmana quickly can turn the card-engine into a mana-engine too. tymna for example can draw 3-4 extra cards a turn. over 4 turns thats potentially between 10-16 cards. for 3 mana! quite a miniadnaus when just comparing amount of mana paid and cards drawn.

Ravages of War is a potent card ranging from tempo changer to bare finisher. the deck packs slightly more lands than other cedh decks. this makes shure the mulligan is vital, there are more landdrops to hit in longer games AND this last thing also breaks the geddons. having those landdrops to followup after a geddon can be as important as it can be rewarding. what can a geddon do? buy time when ahead. when far ahead it becomes a finisher. but what if there is an equilibrium at the table? an example (this example is not about what is a good play in which situation but to draw a basic picture): starting hand consists of 3 lands, sol ring and a geddon. scenario 1 you are the first player in turn order. turn1 land, sol ring. turn2 land, choose a commander to play. turn3 geddon, land and play whatever you might have drawn - go. scenario 2 you are the last player! you go for the same plays. the outcome might look the same but it isnt. in scenaio1 you reseted the game to turn1 from the landdrop perspective. also within normal landdrops you destroyed 2 lands per opponent. in scenario 2 you stared last playing lands and changed the order to you being the first player dropping lands after the reset while also you destroyed 3 landdrops per opponent.

Tainted Pact: similar to demonic tutor with some ups and downs. being instant speed means you can hold it longer and wait to see what card it is that you need to turn the game in your favor and allows sometimes to find aven mindcensor and flash it into play. now necropotence and uba mask negate the exile clause as you wont ever die to decking after resolving it. important when using it going deep is to be aware of what lands you remove as it can make some fetchlands dead. the upside of tainted pact here over straight combo decks using it is you basically have no risk. there are no essential combo pieces that you would need to stop at. the deck packs redundancy and many different ways to lock the game.

boils down to the global effects:

Kataki, War's Wage, null rod and stony silence aint in love with your manarocks

Sphere of Resistance and other taxers

Spirit of the Labyrinth and other drawrestriction

now the key to these is to know when to play them and when not to. of course there is no short answer possible except for when you are ahead or if you would die ithout playing them even if not ahead. to determine when being ahead probably needs a complete different section.

Dark Confidant or any other draw-engine make taxers or other global effects bad. world queller's main use is for killing lands but dont hesitate to name creature or whatever is their drawengine.

Mana Drain is unlike any other card! under low mana it can give that opponent a window for a turn to escape the stranglehold this deck forces uppon opponent's mana. the worst thing though is this deck packs alot of business-cards at cmc4 resulting in giving the manadrain player good target on a consistent basis.

Snapcaster Mage: mana drain number 2!

Cyclonic Rift: when you think you just need that last card to resolve and even if they have a counter - you will bait them and play the finisher next turn. suddenly that counter is no "a" counter but Mana Drain gets you and they overload C-rift at their turn. the ultimate lock escape!

razaketh, the foulblooded : big, large, huge creatures. worse if flying or other evasion. other examples: Prossh, Skyraider of Kher and Oona, Queen of the Fae. oona might be considered an outdated combo-commander. but beware that a player resolving her can give this deck more problems than tasigur or thrasios as she is a fast clock under all those manadenial this deck packs. her ability spawning tokens can also help keeping her under sacrifice engines like prossh. typical other random fatties in reanimator shells or Ruric Thar, the Unbowed. also some decks pack midrange beaters like Sun Titan, Sire Of Insanity or Ob Nixilis, Unshackled.

everyone knows legacy delver so this shall be my example: your deck is built to reach its interactive spot before your opponents does. stifle FoW and daze are the typical small answers to keep the opponent far from developing their plan. BUT!! all of this is worthless without a threat to profit from hindering the opponent. so you need a threat and you need to grind this threat over a couple of turns to defeat the opponent. defeat is reached if you resolve a critical mass at a specific value (damage/ lifeloss in this particular example).

now what are the typical edh tempo engines? bob, fish, slibrary, tasigur, thrasios, rashmi, tymna, necro, edric, baby jace, yisan, pod, keranos, gitrog, ruric thar, zur, animar...

but thats different you say?!?!? no. the specific value might be different but the basic principle stays the same: reaching a critical mass at that value. now most of these cards give cardadvantage that if it reaches a critical mass might be engough to combo off even through counters or whatever hindrance there might be. the key element for comparison here is that most legacy decks dont abuse their life total and thus there is no resource thats attacked. its just reaching critical mass at a certain value with your tempo engine.

an important difference to aggro/sligh/burn decks:(still using legacy as example) even though these also aim to hit a critical mass at the same value their method to reach that goal is different. delver decks come with 3 basic cardtypes: 1. mana(lands), 2. tempo engines(delver/mongoose/whatever), 3. disruption (counter bounce removal ....). now you need to get access to a certain balance of these each game to have a fighting chance. burn comes with only 2 (for the nitpicky this might not be 100% correct but it doesnt matter if you can follow me to get the picture) basic cardtypes: 1. mana 2. threats. so its way easyer to hit the right balance here as there is a foctor less but at the cost of not having interaction when you might need so. another advantage is it doesnt matter if one or two threats get countered as you come with enough redundancy. just hit that critical mass to win.

so a tempoengine often isnt as redundant as threats in aggro decks are. in edh reaching critical mass via a tempo-engine can be translated via card-engines often. but how to translate threats from the aggro decks to edh? before delving any further lets sidestep into negative tempo-engines.

Smokestack doesnt give you resources to hit a critical mass at a certain value but it attacks the opponents resources. is it a threat like hermit druid in a combo deck? no. it doesnt represent emediate defeat if resolved and active. but its similarity to the tempo-engines is that it wants to stay as long as possible on the battlefield to do its thing. just inverting getting value to taking value.

now back to delver and burn: their similarity is the initiative. they both need to be proactive at a certain point and develop a threat to force the opponent into the reactive. this might force to change the opponents play to be reactive instead of developing their own plan to win. their threats though never mean emediate defeat for the opponent. only the last bolt/ attack that gets you to reach the critical mass symbolizes lethal value.

is an edh-tempo-engine a threat? not always. you might just let them have it and still combo off. of course a fish can get out of hand quickly so you cannot get throught their counterwall. same with a negative tempo-engine. you might suffer a little but in the end it doesnt matter if you can slip through with your combo to win.

so what is threatening and can be redundant in an edh deck? threatening but not emediately being lethal to opponents though( not a combo that wins on the spot)! not much as 100 singleton vs 120 life can not use the same tools/cards as you can abuse in legacy. but in my view there are some packages: reanimation + looting/entombing/tutors to get entomb can be packed enough to be redundant to get fast threats. be those negative engines like Sire Of Insanity, tempo engines like Consecrated Sphinx or a hybrid(praetor) like Jin-Gitaxias, Core Augur. when looking at this deck you also see lots of tempo engines, negative engines, symetric and asymetric tempo-decelerators. alone they never get a win. but if you resolve a critical mass of those you might win like the burn deck.

all in all i guess this is a really abstract picture but i hope this might give a brief understanding about my perception regarding edh and what can be aggro. a control player should definitly counter a lethal threat(combo) but cannot counter every threat(bolts or whatever in the legacy example). now a key about this is that in multiplayer if you counter a non-lethal threat the next opponent might just follow that up with a lethal-threat. i think there is a general understanding about this but not as deep as it could be. playing strangers often reveals them seeing threats wrong and countering a non-lethal threat only to lose to the next combo player. playing with regulars and talking about perspectives can change this to a better for this deck.

New:
so there is floating this perception about only combos being able to win in cedh. i partly agree. i say partly not because there is anything wrong about it but to disagree about what kind of combo it must be.what i mean by this is the difference between 2 kind of different types of combo. one that is accepted as proven and the other kinda discarded or not really understood:

the first combo type has the following attributes:

  1. as few pieces needed as possible (example: TCV in teferi)
  2. as few "dead on it's own" pieces as possible (example: lab man)
  3. as low cmc as possible (example: flash-hulk)

this results in being able to execute the whole thing in a single turn. a key strength when abusing adNaus and similar strats to overcome opponents with enough resources or at the right timing.

the other combo type i wanna talk about is the hardlock. when having the right cards these also can form a winning combo. an example would be linvala, null rod, tana, trinisphere, armageddon and a cmc4 artifact with 2 soot counters on it(can't recall the name).

now whats the difference:its way more pieces and way more mana needed to resolve all this. so thats a big downside right there. so way bother any further look? i tell ya now:no "dead on its own" cards. resolving this all in one turn also will never happen. the key thing though is that it does not need to be a downside to play those "combo-pieces" spread over multiple turns. of course this plan is more vulnerable to removal as it gives opponents time to find them and the mana to destroy them. now there are multiple upsides to it too.

the first will be that you are not set on single unreplaceable cards (example: dakmor land in gitrog) that if destroyed make winning for you VERY hard if not impossible. the deck is packed with multiple different angles to form a lock especially as it all depents on the gamestate/board. often these can transition easy into each other or can perform roles with different cards(example: with a sacrifice lock you want a sphere to turn it from soft into hard if that cuts of the last room to breath. kismet that is working nice with the orb based taplocks can also fullfill the role for a sphere, atleast often its long enough to find a sphere or tutor if in such a state.). because of that its likelier to avalanche into a win if you already created a near complete web to keep you opponents tangled (like you on the opposite can not win out of nowhere that fast). having no dead card also makes for a good an pretty consistant early game (example: since the mulligan change a complete type of deck isnt viable anymore - narset and other decks that played "too" much payoff cards that you dont want to see in your opener but need a density high enough to profit and spiral oata control to eventually just win right there. imo this just shows that the mulligan change mad "dead cards" even worse than they were before/the space to run them got punished so that the more compact you are about it the less you suffer.)

the second upside imo is because of the multiplayer nature of the game. imo there are 4 different kind of threats and also their power can differ from deck to deck even if its the same card. but the main difference i see is this:

  1. a lethal threat: execution of a combo that begs for an answer because if isnt stop everony else looses right there.

  2. a non-lethal threat. here its gonna be interesting as there are different kinds.

A. a tempo enigne that is spell based/ single shot effects like wheels or other big draw. these are normal combo deck's main force as with enough mana they can just chain into each other to spiral out of hand into a potential win/lethal threat. decks with less rituals or tutors cannot profit that much in comparison.

B. a tempo engine that is permanent based (ex: necro as a carddrawer). in a fastcombo deck it might not be the fastest engines they run but they are much more likely to spiral into a winning outa nowhere state. thus for other decks its much more threatening than my deck as opponents having such draw might spam more lethal question than others might answer. even though cardengines are likelier to avalanche than manaengines the same is true for manaengines: combo decks reaching their critical manaspot are likelier to win now)

C. a negative tempo engine: in the same vein as not all decks profit from tempo engines these raise the opposite question: who suffers. not all decks will suffer under a sacrfice engine if theres enough permanents on their board and thus the negative t-engines's effectivness depends on the gamestate too but with enough support they can form a winning position through a lock.

running enough non lethal threats that can avalanche into a win is the name of the tempo game. in multiplayer environment that is full of lethal threats it is not optimal to counter or remove too many non lethal threats as this opens the gates for the patient combo players to punish your fear of stax. basically this could be just called threat-assessment but i dont see any written words as of jet to touch on this multiplayer topic in the way i did. of course accepting a staxpiece can be a setback for "you" but who else is it that suffers. sometimes they are even helpfull in restricting other opponents even more but for the most part if those other decks are hurt the same way it should be clear removal is just setting yourself and the staxplayer back and upping the chances for other combodecks to take that as an opportunity.there are definitely metagames where people dont recognice this and thus stax wont win as it faces too much removal but at the cost of what? often not the player disrupting the non-lethal wins. its someone else that wins. important in competition is always to analyze and comunicate. without there wouldnt be evolution too.

so in conclusion running a suite of stax pieces that can later on form locks is another way to play combo. much more about prediction. the whole combo thing spreads over multiple turns instead of a single one but the interaction can be in the same vein complex. its just another method. this is absolutely different to combo decks that run stax too but not to form locks but to have golden meta bombs to buy time for a complete different combo line. the weakness this approach of stax to complement combo has is the antisynergy inside the deck. basically its the dead cards argument but even worse imo as there are even more of them as the deck is kinda split and at times you kinda just draw "combo-pieces" of one half that can not support your staxplan or you draw stax instead of tutors and cannot get the job done with your other half combo of the combo. these decks often tend to be closer to a pure tempo deck that cannot race with a fast combo but come with enough resiliencey and draw engines as glue to survive midgame.

so instead of listing the hate cards like this:

card:manglehron - artifact-based mana; Birthing Pod; The Chain Veil; opponent's Trinisphere, Winter Orb and Static Orb; Memory Jar; Scroll Rack; eggs like Mishra's Bauble; random artifact creatures cant block for a turn

i will display a section of combos and list the pieces included in this deck to stop them.


Protean Hulk + sacrifice outlet(=5): Rest in Peace, Stranglehold, Aven Mindcensor, Linvala, Keeper of Silence

Kiki-Jiki, Mirror Breaker + etb untap creature(=5): Tocatli Honor Guard, Kismet, Linvala, Keeper of Silence, Loxodon Gatekeeper, Suppression Field

Splinter Twin + etb untap creature(=6): see kiki combo & Aura of Silence

The Chain Veil + teferi and sol-power(=4): Aura of Silence, Null Rod, Stony Silence, Suppression Field atleast demands more mana to untap each cycle

Leonin Relic-Warder + reanimating enchantment(=3): Aura of Silence, Tocatli Honor Guard, Rest in Peace

Worldgorger Dragon + reanimating enchantment(=5): see LRW combo & Kismet, Loxodon Gatekeeper

Auriok Salvagers + Lion's Eye Diamond(=9): Linvala, Keeper of Silence, Null Rod, Stony Silence, Suppression Field, Rest in Peace, Thalia, Guardian of Thraben, Sphere of Resistance, Trinisphere, Nether Void

Thrasios, Triton Hero + infinite mana(=3): Linvala, Keeper of Silence, Spirit of the Labyrinth, Chains of Mephistopheles if opponent is hellbent

Isochron Scepter + Dramatic Reversal + 3 nonland mana: see TCV combo

Food Chain + prossh(=3): Aura of Silence, Linvala, Keeper of Silence, Nether Void

" + etb outlet(=1): Tocatli Honor Guard

" + haste & anthem (infinite creatures move to combat)(=2): Kismet, Loxodon Gatekeeper

Food Chain + Misthollow Griffin /Eternal Scourge + etb commander(=6): Aura of Silence, Sphere of Resistance, Nether Void, Tocatli Honor Guard, Stranglehold & Aven Mindcensor if tazri needs to get that win ally

Laboratory Maniac + cantrip(=3): Uba Mask, Spirit of the Labyrinth, Chains of Mephistopheles if hellbent

Aetherflux Reservoir + infinite life(=3): Null Rod, Stony Silence, Aura of Silence

The Gitrog Monster + dregdeland + discard outlet(=3): Rest in Peace, Spirit of the Labyrinth, Uba Mask

gitrog + infinite draws on the stack while deck is drawn(=4): Thalia, Guardian of Thraben, Sphere of Resistance, Nether Void, Trinisphere

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Date added 6 years
Last updated 6 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

14 - 2 Mythic Rares

62 - 1 Rares

9 - 1 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 2.22
Tokens Saproling 1/1 G
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