Yidris, the Chaotic Ogre. He likes hitting hard and slinging spells. The deck's focus and play strategy is to utilize combat damage, as well as getting the most value out of casting spells. I'm not new to commander, but I'm not the best at the game itself, as I can't play as often as I'd like; I mostly have to rely on the articles and Reddit. As a general rule, I'm on a bit of a budget. There are a few exceptions, like the Vampiric Tutor I pulled in a draft, and the Darksteel Plate I'm putting in since I already had it. I'd like to keep the cost of individual cards low, but I'm willing to pay for good cards.

Draw, Removal, and Ramp are all cards that needs to be in every deck. These types of card are necessities, though I may have too many in them. Some of these cards reflect the strategy of dealing combat damage or value from spells.
These cards help me deal more combat damage, or get bonuses from doing goal #1 of the deck. Double the combat, double the damage. I also decided to add some unblockable anthem effects to get the most value out of playing creatures that love making contact.
Yidris's cascade leads me to two-for one-ing every spell I cast after combat, so I thought I'd make getting more bang for my mana a secondary focus of this deck. The cards in here can draw cards, deal damage, and cast more spells for a fraction of the cost.
These are the meat of the deck. They hit, and hit hard. I get lots of extras from these cards: Damage, cards, spells, or just punishing my opponents. The curve here is a bit high, but I think that's balanced thanks to Yidris's cascade ability.

Utopia Tree, Sylvan Caryatid, Fertile Ground: From playtesting and deck theory, one of the biggest things that gets my deck off the ground is getting Yidris out on turn 3. These three cards allow me to do that, and unlike Rampant Growth effects, they may be susceptible to board wipes, BUT allow any color of mana.

Too Expensive: Demonic Tutor, Damnation, Time Stretch (and a bit high CMC), Scourge of the Throne, Selvala, Heart of the Wilds, and Bloom Tender

Don't work with the deck: Skyshroud Claim/Nature's Lore (Shock lands are too expensive)

Deal Damage? Get stuff or make them hurt! One of the two focuses of the deck is to deal combat damage. The category 'Beaters' is filled with creatures that like to hit my opponents. From gaining more cards off of Etali, Primal Storm, to punishing my opponent with Dreamstealer, or keeping me alive with Ikra Shidiqi, the Usurper. There are also other cards in the deck, such as Druids' Repository and Grenzo, Havoc Raiser that act as anthems for my combat. As with most things, more is better. As such, I've added a bunch of cards that give me extra combat phases or give my creatures double strike. Double the damage, double the effects, double the cascade!. In order to get my creatures to make more contact, I've also added a bunch of unblockable effects like Archetype of Imagination to ensure that I'll be dealing damage when I want to.

Cast a spell? Make it two! The other focus of the deck is to gain more value from casting spells. The prime way to do this of course it attack with Yidris, Maelstrom Wielder. The category 'Double Up' has cards that either double my spells directly, or give me more advantage from them. Sunbird's Invocation is like a different version of cascade, Deadbridge Chant not only draw me cards, but can also give me free a creature every turn, and Warstorm Surge makes every creature a burn spell! I won't just be getting value from my spells, but also my opponents'. Mind's Dilation and Lurking Predators make my opponents think twice before casting a spell. Want to remove one of my beaters? Kaervek the Merciless bites back.

I really need help cutting cards from this deck. All advice welcome, though cutting cards would be most helpful.


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Date added 8 months
Last updated 1 month

This deck is Commander / EDH legal.

Cards 109
Avg. CMC 4.45
Tokens Gold, Treasure, 2/2 Pirate, Monarch
Folders Uncategorized
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