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Stop Hitting Yourself - Bruce & Tymna EDH

Commander / EDH RBW (Mardu)

eskanonen


Sideboard

Card Draw (1)


Maybeboard


This deck seeks to win by causing our creatures to deal damage to themselves infinitely...


... but how???




1) Have a creature that damages opponents when damaged:

Boros Reckoner, Spitemare, Truefire Captain, Mogg Maniac, Spiteful Sliver



2) Make that creature indestructible:

Boros Charm, Nahiri's Machinations, Chance for Glory, Darksteel Plate, Make a Stand



3) Make that creature take more damaged when damaged or dealing damage through one of three options



a. Enchant with Guilty Conscience:

Said creature will deal damage to itself every time it deals damage, which creates more damage to send at opponents, which restarts the loop.


b. Cause damage to be redirected yourself to said creature:

Gideon's Sacrifice, Martyrdom, Pariah, Pariah's Shield, and Saving Grace

i: Play Justice: This will cause yourself to take damage every time said creature deals damage, but that damage will be redirected back at that creature, which creates more damage to be sent at opponents, which restarts the loop.

ii: Play Repercussions or equip creature with Binding Agony or Spiteful Shadows: This will cause yourself to take damage every time said creature takes damage, but that damage is redirected to the creature, which creates more damage to be sent out but also restarts the loop.



4) Damage loops can be started manually with lands that do one damage to you or through Talismans:

City of Brass, Battlefield Forge, Sulfurous Springs, Caves of Koilos, Talismans of Indulgence, Conviction, and Hierarchy)


Throwing lifelink into the loop will give infinite life. In 99% of situations this will be "win more" so there is minimal focus on this aspect (Vault of the Arch Angel and technically Bruse, he's mainly there for the deck to be considered red)



Protection:

Grand Abolisher, Red Elemental Blast, Swiftfoot Boots and Reverberate will help stop opponents from disrupting the combo.



Angel's Grace serves it's normal purpose, but also potentially allows for getting out of the loss condition from a Chance for Glory if that extra turn doesn't work out.



Ramp:

3 dual colored signets, Arcane Signet, Sol Ring, Sword of the Animist, 3 Talismans, Mind Stone, Sol Ring, Dockside Extortionist, and Smothering Tithe.



Card Draw:

Tymna (commander so extra accesible), Night's Whisper, Read the Bones, Magus of the Wheel, Phyrexian Arena, Necropopo, Magus of the Wheel, Wheel of Fortune, Incendiary Command.



Removal:

Bojuka Bog, Swords to Plowshares, Despark, Oblation Anguished Unmaking, Chaos Warp, Generous Gift, Sudden Spoiling, Toxic Deluge, Utter End, and Austere Command

In a pinch, Oblation also works as card draw.


Tutors:

Gamble, Imperial Seal, Vampiric Tutor, Demonic Tutor, and Beseech the Queen (usually) can grab anything. Open the Armory, Enlightened Tutor, and Sunforger are more restrictive


Card = Can be grabbed by Sunforger


That's literally everything

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93% Casual

Competitive

Revision 2 See all

(2 years ago)

+1 Angelfire Ignition maybe
+1 Blacksmith's Skill main
+1 Fiendlash main
+1 Professor's Warning maybe
+1 Zurgo Helmsmasher main
Date added 4 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

45 - 0 Rares

19 - 0 Uncommons

15 - 1 Commons

Cards 100
Avg. CMC 2.46
Tokens Elephant 3/3 G, Treasure
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