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YAAS QUEEN, SLAY ME

Commander / EDH BRGW

Greasballz


This sassy lady originally was a Xenagos, God of Revels. It performed fantastically and was capable of KO’ing players by turn 4-5. However, due to the lack of options battle cruiser decks have; turn 6-7 usually meant that I had run out of gas and my threats were removed.

That’s when Saskia the Unyielding came and beat the tar out of me. The 4 color identity filled the gaps that was lacking from Gruul, though it isn’t perfect.

The weaknesses that aggro decks tend to have are not excluded from this list. We still lack card draw. We still lack board control outside of combat. And combo is difficult to deal with, it usually is anyways.

Now, with that said we are also prime targets for single target removal and creature theft. We carry an extremely aggressive and effective strategy and because of that I have noticed that the table will focus their eyes onto us. Games quickly become 2 vs 1 or 3 vs 1. Saskia commands an intimidating presence on board. Committing 2-3 creatures to the board usually means someone or two will be KO’ed in the next couple of turns.

Well, with the negatives out of the way we can now look at where we excel and how we do it.

First off, my group of friends tend to build strong decks and establish their strategy by turn 4-5. That means I need to go fast and find my colors quickly. Fetch lands are essential in having the correct colors. Untapped two color lands also ensure that we are able to establish a presence on time.

Red and green are the cornerstone colors to us. Followed by white and finally black.

Red and green are essential due to helping us find correct colors and dealing damage where and when it matters. White brings the deck together. Combat for white is where it shines. Black is our supporting color, we lack card draw but not tutors.

I’ve been told that mana rocks in a green deck aren’t the greatest since we are capable of producing mana dorks and land ramp. Outside of Mana Crypt and Sol RingI do tend to agree with that statement. Rocks are fragile investment that can be destroyed and being destroyed means we are SOL and with out the correct colors. Sure lands also are subject for removal, but the “rules” of commander dictate otherwise.

Now we can talk about our creatures. This is our most important aspect of the deck. Our deck does not work if we cannot find the correct creatures. Bloom Tender and Deathrite Shaman find us the colors we need and put us ahead of curve blah blah blah. We all know what dorks do.

Now we can talk about the booping enablers.

                                            Nothing in the 1 and 2 CMC section.

At three we have Combat Celebrant, Drana, Liberator of Malakir, and Mirri, Weatherlight Duelist. Each of these gives the other a small buff.

Combat celebrant is part of a combo within the deck. Alongside Kiki-Jiki, Mirror Breaker, Combat Celebrant produces infinite combat steps. Thankfully only Kiki needs to have haste; create a token of CC with Kiki-Jiki attack and exert CC. Untap, rinse, and repeat.

                                 4 CMC is when things get very spicy. So lets go alphabetically.

Captian Sisay is a fresh addition. Most of our creatures are legendary. So, putting them in our hand once a turn seems like its worth the mana.

Goreclaw, Terror of Qal Sisma makes our creatures very cheap all the while giving them trample and +1/+1.

Grand Warlord Radha is another combo enabler, thought not very reliable. Aggravated Assault is one of our key pieces to a quick win. Unreliable due to needing at least 5 creatures to float sufficient mana.

Iroas, God of Victory is extremely important. Giving "menace" and preventing combat damage to our creatures leads to very difficult defends.

Neheb, Dreadhorde Champion is another combo enabler and decent card selection.

Odric, Lunarch Marshal is keyword soup. Very nice early on with a hasty creature.

                                            5 CMC is a stepping stone.

Illharg, the Raze Boar will cheat out the things worth cheating out. Otherwise a 6/6 trample.

Kiki-Jiki, Mirror Breaker is part of a combo previously spoken about. General value outside of combo.

Nethroi, Apex of Death new addition bringing back 10 power is an alright deal. Will have to see if its worth the slot.

Xenagos, God of Revels The old commander finds his spot here as well. A "secret" commander if you will. He does what we need very well.

                                           6 CMC+ is where we finish the game

Each creature here is capable of finishing the game as soon as they hit the battlefield.

Our removal suite is decent at best. Single target removal is out best way to punch through. Flexible removal is essential.

Our enchantments and sorceries make sure our attacks hurt.

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Casual

100% Competitive

Date added 4 years
Last updated 3 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

24 - 0 Mythic Rares

49 - 0 Rares

11 - 0 Uncommons

7 - 0 Commons

Cards 99
Avg. CMC 3.37
Tokens Beast 3/3 G, Copy Clone, Treasure
Folders decks, Cool Beans
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