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Enchantment (1)

Artifact (1)


This deck is currently in the play-test phase. Any ideas and card changes are welcome. Thanks for taking a look!

Introduction

This Sygg deck is all about denying your opponents resources and then using those resources against them. It takes advantage of graveyards through mill and discard, and also uses straight up theft to gain access to your opponents best cards. Sygg's card draw ability is used to break parity when all players are forced to discard. There are also a couple of combos to help us along, one of them being game ending.

Filling Up The Graveyards

The main plan of action in this deck is to fill up both your own and your opponents graveyards to act as our hand. This is done through milling and discarding.

Mill

The deck is running 9 cards that force opponents to mill cards. The 3 standout cards in this package are Mirko Vosk, Mind Drinker, Mind Grind, and Consuming Aberration. Cards that mill over and over and cards that mill and have another ability stapled on such as Bond of Insight and Extract from Darkness were given priority here.

Discard

There are currently 10 cards that force players to discard. Once again, I prioritized cards that can be used repeatedly like Bottomless Pit and Cunning Lethemancer, or provide extra utility like Dire Undercurrents and Syphon Mind.

Taking Advantage of the Yard

This deck is running 13 graveyard payoff cards split into two categories. The first is getting creatures from the yard. Examples of this are Rise of the Dark Realms, Sepulchral Primordial, and Animate Dead. Next up is using the graveyard to cast instants and sorceries. Good examples are Snapcaster Mage, Memory Plunder, and Bond of Insight.

Incidental Value

Waste Not and Geth's Grimoire are cards that use or primary plan to create incidental advantage over the course of the game.

Theft

Another aspect of using your opponents cards against them is just plain old stealing what they have. Treachery, Gilded Drake, and Bribery all fall into this plan in which I have included 7 cards.

Prowl and Ninjutsu

There is a small package of prowl and ninjutsu cards in this deck such as Ink-Eyes, Servant of Oni, Knowledge Exploitation, and Okiba-Gang Shinobi. Most of these cards revolve around resource denial. The commander is a rogue which can be used to turn on prowl. I also included Rogue's Passage and True-Name Nemesis to help turn those cards on.

Ramp

This deck does not have a huge ramp package as it is comfortable playing the long game. There are 35 lands and 6 pieces of ramp included.

Extra Turns

Notorious Throng and Temporal Trespass slot well into this deck and can help grind out some extra value when needed.

Card Draw and Tutors

Counting our commander there are 15 card draw and tutor cards in this deck. Grim Tutor, Mystical Tutor, Brainstorm, and Lim-Dul's Vault are here to help us churn through the deck and get to our combos if needed.

Combos

This deck runs three main combos, one of them being a game ending combo.

First up is Cabal Coffers + Urborg, Tomb of Yawgmoth . You like mana, I like mana, we all like mana.

Next is Notion Thief + Windfall . I like cards, do you? Narset, Parter of Veils and Jace's Archivist work here as well.

Finally, Duskmantle Guildmage + Mindcrank will mill our opponents out for the win.

Weaknesses

As I said earlier, this deck is in play-test mode. The biggest weakness as of now is the lack of instant speed interaction. The deck relies almost entirely on resource denial to win. Narset, Parter of Veils, Earwig Squad, and Ashiok, Dream Render can help out a bit. At the end of the day this deck is all in on what it do.

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95% Casual

Competitive

Revision 1 See all

(3 years ago)

+1 Ancient Tomb main
+1 Ashiok, Dream Render main
-1 Bag of Holding main
-1 Diabolic Vision main
-1 Dimir Locket main
-1 Hedron Crab main
+1 Snapcaster Mage main
-1 Stitch Together main
-1 Tolaria main
+1 True-Name Nemesis main
+1 Windfall main
Date added 3 years
Last updated 3 years
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

45 - 0 Rares

19 - 0 Uncommons

11 - 0 Commons

Cards 100
Avg. CMC 3.75
Tokens Faerie Rogue 1/1 B, Spirit 1/1 C, Zombie 2/2 B
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