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The idea here is to make a red/white control deck that forces the pod to play on my terms, which means in this case that combat becomes their only real option. Forcing all creatures to attack, and makes them pay if they want to target me is a core mechanic. I'm looking to lock down the other main ways commander decks tend to fire their win conditions, and make it hard to attack me specifically. There is also a theme of using enchantments in this deck, so running enchantment support is good. Generally, this deck hides behind a pillow-fort until it's 1v1 with the last other person in the pod, then whittles them down or uses one of the following win conditions:

  1. Aurellia + Helm of the Host for infinite combat phases and tokens
  2. Insurrection to take control of all creatures for a turn and swing out.

(No, I dont want to change to a blue deck. Yes, I know that would be easier. This is more my style. And I am only looking for moderately competitive, not overpowered.)

I'm having trouble narrowing down my card selections and optimizing, considering the large number of cards that are synergistic with this strategy. Pointers for stuff to cull out and ideas for cards I may have missed would be helpful!

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99% Casual

Competitive

Date added 4 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

48 - 8 Rares

18 - 4 Uncommons

10 - 3 Commons

Cards 100
Avg. CMC 3.51
Tokens Elephant 3/3 G, Goblin 1/1 R for Goblin Spymaster
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