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Tana & Tymna's Terrific Tandem Transgression

Commander / EDH BRGW

Pernicious_Dude


"Transgression" was the best T-word I could find, okay?

This deck is the culmination of an idea I've had since 2017, to have a partner commander deck packed "commanders matter" cards to double their utility. Trust me... it seemed a lot more clever back in 2017 when there were only a handful of "commanders matter" cards and not the, I don't know, 800 we have now. But whatever, being clever is for decks with Islands in them, and we're here to just run out our commanders, give them whatever bonuses we can, and crack skulls.

Granted, T&T aren't the fastest aggro commanders out there, so we're playing more of a aggro/midrange game, if you feel the need to classify such things. Tymna's abilities help us keep a full hand and/or help us stay at a healthy life total, and Tana can grow us an army of 1/1 dorks surprisingly fast. With commander buffers like Guardian Augmenter or Bastion Protector your commanders will keep being a threat as your opponent's develop their defenses, and will be harder and harder to deal with. Along with more general buff effects from creatures like Loyal Guardian or Maja, Bretagard Protector, T&T and their ever growing posse of saprolings will dominate the board.

But yes, yes, I know, opponents aren't always so obliging to not put sweepers in their deck's. T&T by their very nature have built in recoverability (is that a word?) through their card drawing and token generation, but if your opponent forces you to replay them multiple times then they only seal their doom by pushing up your Commander Storm Count! I'm talking about Empyrial Storm, Genesis Storm, and the real game ending Final Smash Skull Storm. Each partner tracks their "commander tax" separately, and "commander storm" counts the combined total, so it's easy to get much bigger numbers than you'd see in a typical deck.

A note about this deck: it is the most dice-intensive deck I've built by far. You are tracking several extra values, including two commander taxes, two tracks of commander damage per player (don't leave it up to your opponents to do this), and multiple waves of saprolings each with various amounts of +1/+1 counters on them, among other things. If you think this is a neat idea and want to try it out, know ahead of time that you'll need your accessories, and make an extra effort to communicate what everything means!

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95% Casual

Competitive