Maybeboard


I wanted to build a deck based around one concept: Land, Go. Everything besides the commander is at instant speed. My restrictions for the deck were to only use cards that are an Instant, or a creature with flash. To clear up confusion from the Title, the goal is not to win at instant speed, it was just a clever name to go with the theme. You play every single card at instant speed, with the idea of always keeping you opponent on their toes. The deck is loaded with hate and versatile answers since we are running 5 color, and if the board gets two out of hand since we don't have a lot of instant wrath options, we have Child of Alara which we can target with out own removal to blow up the board. The deck is meant to be fun and not hyper competitive but i still made it as strong as I could think of while keeping with the theme. I'd love suggestions for clever cards to add, most importantly more instant speed mana fixing would help.

- Creatures: The main goal with the creatures was to have as much flying power as possible and still do it at instant speed. Not a lot of great options for evasion, but that's really what the deck needs to take board control since we have so few. The effects are equally immportant. Draining Whelk answers anything you need it to, Aven Mindcensor is a fantastic play in response to a fetch land or a tutor, we all know how good Vendilion Clique is and finally Angel of the Dire Hour really helps fill in the wrath gap the deck has compared to other lists.

The other mangs are all for different purposes but mainly synergy reasons, the only exception is Surrak Dragonclaw who is just an efficent big body that can't be countered and is very nice to have out with a flier or White Sun's Zenith but i would be open to a better choice in his slot. Notion Thief wins games, when used correctly.

  • Instants: I set out looking for basically 4 things to establish our base for control. Card draw to keep our hands full, Wraths to reset, variety of hate, and most importantly any and all mana fixing we could find. This also effected the land base, needing to include some number of basic lands for landcycling and tutor effects for colored mana.

One of the ways I established the first thing card draw is with as many valuable cantrips I could. In a deck with no permanents, cards that replace themselves become even more valuable. Second is big hand refillers that we can sit on, and on a turn with not a lot of our actions we need to take we can load back up. Second thing was wraths which were hard to find to say the least. Basically whats in the deck is what I could find. Then came the hate options which are more than abundant in the instant slot. I really like the versatility of charms, commands, and confluences and basically anything that has more than one option. So I tried to fit in all the good instants like that, while mixing in a good variety of cantrips. The last thing was mana fixing which again like the wraths was basically what I could find, is what I put in the list.

  • Lands: Tri-Lands give us the access to the most mana so all 10 made it, The duals and fetches are the best way to have a variety of choices for the mana colors, we needed some basics for our instants that search for them. Even though it puts us at a disadvantage because it's only one color, the ability to get the color we need is too valuable. I'm often tutoring for Realms Uncharted to make sure we get 5 color lands - Rupture Spire, Command Tower etc. Either that or you search up 4 tri lands with it and make them bust their brain trying to cut you out of a color.
Land, Go. The End.

Just kidding, obviously there is more to it than that. Basically we need to gain card advantage first, make them dump their hand, answer everything they do, then play a fatty and start bleeding them down. That's the game plan. The counters are best saved to protect an answer they may have to your guys when you land them. Given our very small amount of dudes and the risk of losing our board, the Volrath's Stronghold is necessary to make sure we can get them back when we need to.

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Dropped

  • Consume the Meek
  • Grixis Charm
  • Fork
  • Dromar's Charm

Added

  • Wild Ricochet
  • Spelljack
  • Torrential Gearhulk
  • Noxious Revival

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Revision 3 See all

(7 years ago)

+1 Silumgar's Command main
-1 Tribute to Hunger main
Top Ranked
  • Achieved #37 position overall 7 years ago
Date added 7 years
Last updated 7 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

8 - 0 Mythic Rares

44 - 0 Rares

31 - 0 Uncommons

12 - 0 Commons

Cards 100
Avg. CMC 3.59
Tokens Cat 2/2 W, Ooze */* G, Warrior 1/1 W, Wurm 5/5 G w/ Trample
Folders edh decks
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