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Storm the Citadel

Commander / EDH*

LiquidGaming


The goal of this deck is to abuse the card Bolas's Citadel in combination with control pieces to either net us an absurd amount of life, or to storm off and utilize Tendrils of Agony or Aetherflux Reservoir to finish our opponents off.

We plan to utilize cards such as Mana Severence once we have established our citadel into play to remove our dead cards (lands) from our deck to attempt a finalized kill. We are also utilizing Beacon of Immortality as well as a few other oddball mass lifegain effects to offset the use of life draining into our casting spells off the citadel. Highlights of the life gain spells are the above mentioned Beacon, Archangels Light, Ancestral Tribute, and certainly not least but regrettably last in this train of thought on spells is Heroes Remembered. All of these spells gain us a silly amount of life to continue our casting chain.

We utilize tutors within the deck to both establish our citadel into play but to also manipulate our casts off said citadel into viable threats. We are trying to specifically put cards on top of the deck to build a critical mass. Counterspells do not actually hurt us in this setting as we can continue to just pay life and coumter our own spells to dig even further into our deck until we hit critical mass.

Critical Mass Combinations within the list:

Bolas's Citadel + Sensei's Diving top : Digs through the deck into our reservoir for game.

Worldgorger Dragon + Animate Dead/Dance of the Dead/Necromancy : Infinite mana as long as we have a reliable secondary target to end the chain, otherwise we force a draw and go into game 2.

Show and Tell + Omniscience/Bolas Citadel/Academy Rector/Kozilek : Reaching a turning point of inevitably to turn the game into our favor is important. We are a control deck, so once we can manipulate the game into our favor and have reasonably assessed the threats within our opponents deck and hand, we can safely begin to push Show and Tell to the red zone.

Gameplay:

We cannot aggressively mulligan as easily as other combo or synergistic decks can. Unlike any other deck in the format for an oppressive finish, we are not necessarily utilizing our commander very often, nor does our 5 color commander allow built in secondary conditions. This is purposefully done for a few reasons. Primarily, we do not want to fully outclass the table with reliability. The core of commander (EDH) in our playgroup and those we regularly attend is not necessarily winning, but setting up enjoyable games without the hard press of making a playgroup into a game of Archenemy if you play this deck. There are obvious and glaring upgrades besides the commander, but again, weaker choices are not bad choices. It is done strictly for the ability to be more widely playable as well as more widely affordable.

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Date added 5 years
Last updated 5 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

11 - 0 Mythic Rares

50 - 0 Rares

19 - 0 Uncommons

6 - 0 Commons

Cards 93
Avg. CMC 3.10
Tokens Spirit 1/1 C
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