I built this deck after playing too many games where my commander was either shut down early or too expensive to play, and decided that I want a commander that will always be relevant no matter what. Hence Squee, the Immortal, the challenge then was making a viable mono-red deck. Most people see Squee as an infinite combo piece or as a voltron commander, but in mono red, it is very clunky trying to go infinite and there are much better red voltron commanders, therefore, the strategy of this deck is to ramp hard and win with some janky combos that revolve around sacking poor old Squee.

I would love to hear your thought's and suggestions for improvement as this is my first in-depth commander brew I've written. My biggest struggle when building this deck is deciding how many cards of each category to run. I know I have to prioritize ramp and sacrifice outlets to make my deck work but then I'm stuck between having answers or cards on theme. After many days of tinkering, this is what I've got, I hope you like it! If you have any more fun Squee synergies please comment them down below!

NOTE: While I would love to upgrade this deck as much as possible, some cards like Purphoros, God of the Forge, Kiki-Jiki, Mirror Breaker, Caged Sun, Extraplanar Lens, and Blood Moon are a bit too pricey for now.

Conclusion First:

I will be the first to admit that this deck is not the most competitive, but I've found that it can hold it's own in casual playgroups. Most importantly though, it's so much fun to play. The more I looked, the more I found fun little synergies with Squee such as Goblin Assassin which may just be my favorite combo in this deck. If you love janky combos, guaranteed commander involvement, and Squee's lovable face, then this deck is for you.

In an effort to keep this deck relatively budget, I opted not to run wheels and some of the more expensive card draw for mono red. Fortunately, I actually found that Squee doesn't necessarily need tons of card draw seeing as you can always sink your manna into casting and sacrificing Squee to fuel your shenanigans regardless of what's in your hand.

I'll start with beat-down, using Squee combo's you can amass a considerable army of powerful creatures such as Chandra's Spitfire, Hamletback Goliath, Greater Gargadon. Alone, they are a force to be reckoned with, but with Rogue's Passage and or Eldrazi Monument out, they suddenly become game finishers.

Lastly, you can combo your way to victory repeatedly sacking Squee, dishing out damage with Impact Tremors, Warstorm Surge, Bontu's Monument and Flayer of the Hatebound. If Neheb, the Eternal is around, it's not too difficult to generate tons of manna, otherwise Mana Geyser can get you there. Combo also enables go wide strategies with pay offs like Genesis Chamber Oketra's Monument and Desecrated Tomb.

If necessary, Mana Geyser + Comet Storm can win games in any red deck.

The greatest thing about Squee coming in and out of play so frequently is that it get's so much value out of tribal cards like Vanquisher's Banner without limiting your card pool in any way! For obvious reasons, the OG Squee, Goblin Nabob is in the deck for flavor, discard fodder, chump blocking, and general value as a mono red staple.
Because Squee is so expensive to recast multiple times a turn, even with manna reducers, you're required to lay low for a while. Luckily, both Squees offer decent protection as pseudo indestructible blockers, Bontu's Monument provides decent life gain once you pop off, and Genesis Chamber acts as a chump block generator. Decent removal and boardwipes, should hopefully do the trick for everything else. On that note, I found that Vance's Blasting Cannons   provides insane value and will promptly go in any red deck I make in the future, it straight up locks some of the most popular commanders while providing ramp, card advantage, and removal.
Unfortunately, we really have very few ways to deal with enchantments (dammit red!) and persistent removal/counters can really cripple our win conditions. Instead of running lots of protection, which isn't that great in mono red to begin with, I opted to run multiple win conditions and hope that one slips through. For this reason, I highly recommend that you play this deck mostly in multiplayer as you will rarely be arch-enemy and are surprisingly good at laying low while your opponents duke it out (Curse of Opulence is amazing for this!!), ignoring your Squee Shenanigans. I would recommend holding onto some of your alternate sac outlets and combo pieces in your hand, since you don't really need more than one or two on the board at a time and it let's you recover from board wipes.

Favorite Synergies/Combos:

These are best case scenarios, and the combos will usually work with just 2 or 3 combo pieces, but a Squee can dream!

Squee, the Immortal + Goblin Assassin

Squee, Goblin Nabob + Smuggler's Copter

Squee, the Immortal + Flayer of the Hatebound / Warstorm Surge / Hamletback Goliath

Mob Rule + Ashnod's Altar / Altar of Dementia / Thermopod

Squee, the Immortal + Impact Tremors / Bontu's Monument + Chandra's Spitfire

Squee, the Immortal + Thermopod + Genesis Chamber + Hazoret's Monument/Goblin Warchief This will actually go infinite if all 4 are in play

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Date added 5 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

3 - 0 Mythic Rares

32 - 0 Rares

25 - 0 Uncommons

12 - 0 Commons

Cards 100
Avg. CMC 3.40
Tokens Bat 1/1 B, Goblin 1/1 R, Gold, Myr 1/1 C, Satyr 1/1 R, Warrior 1/1 W w/ Vigilance
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