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What do you do when you want to make several different commander decks but they all share overlapping cards / strategies? Play a 4-color commander and jam them all into the same deck, of course!

Yidris is a great commander for this deck because of his color identity, and because he wants to ramp and use wheels to keep our hand full. We untap lands with stuff like Sword of Feast and Famine and Nature's Will , and then use that mana to cast more spells in our second main to trigger cascade, or to activate abilities on The Scarab God , The Locust God , Thrasios, Triton Hero , Tasigur, the Golden Fang , or Yisan, the Wanderer Bard . We can even activate these abilities in between untap triggers if we happen to have both Sword and Will in play.

The 5 commanders I just mentioned are all great commanders in their own right, and they all share something in common: their love for Training Grounds and Seedborn Muse , and to a lesser extent, wheel effects (Thrasios and Yisan don't really benefit from wheels). Tasigur comes down for cheap and is able to create card advantage out of our stocked graveyard, and everyone's yard offers gifts for The Scarab God. Wheels also make a shit ton of tokens when The Locust God is around, providing us with sac fodder should we encounter Grave Pact type effects, chump blockers that can get in front of fliers, or simply warm bodies that we can use with Opposition ! (more on Opposition below)

Additional cards that aim to weaponize or break the symmetry of all of our wheel effects are Nekusar, the Mindrazer , Psychosis Crawler , and Notion Thief .

When we don't have The Scarab God making zombies out of creatures that got wheeled away, we play a host of cheap reanimation spells in Animate Dead , Reanimate , Necromancy , and Dance of the Dead , which can grab dudes out of any graveyard. At the top of the curve, there's Rise of the Dark Realms , which is hella fun and serves as a win con if it's allowed to go off.

With Seedborn Muse in the deck, including Vedalken Orrery , Leyline of Anticipation and Alchemist's Refuge seemed like a great idea. They're deece to deece+ cards on their own, but when we're untapping in every player's untap step, they're just that much better. Everyone knows that having the option to do something at Instant speed is infinitely better than being limited to Sorcery speed.

I mentioned Opposition briefly already, but this card is gross with Seedborn Muse on the field, tapping down attackers or mana-producers on each opponent's turn, or clearing a path for Yidris to get through on our own turn. Winter Orb is an extremely powerful magic card and has great synergy with both the Muse (breaking the symmetry) AND Opposition itself, which allows us to tap down the Orb just before oour turn to get a regular untap step.

Most of the other cards in the deck should be straight forward: tutors, ramp, cheap removal, etc. I'm not really playing any typical counterspells for 2 reasons: they make for bad cascades, and I'd like for my opponents to have some outs to my silly board states (I think the power level of this deck will be above my gaming group's). Mystic Confluence is a counterspell, or a bounce spell / draw spell that can do something when you cascade into it. I skipped Cryptic Command because of the UUU in the casting cost.

I still have cuts to make, so please feel free to make suggestions! Thanks :)

Meta:

Casual-competitive. Too many commanders and strategies to list all of them, but a few are UG Ezuri, Ghave, Edgar Markov, Queen Marchesa, Derevi, Ephara.

Budget:

I have a huge card pool, so feel free to throw out any suggestions. If I don't have the card, I might be willing to buy it. Notable exceptions are OG duals, $60+ fast mana like Crypt and Monolith, etc. If the card seems stupid obvious, then I probably didn't include it because I don't own it or it's part of an infinite combo.

Play style:

I'm a sucker for value and utility, and strongly dislike winning via infinite combo. I really like winning in different ways using the same deck. It keeps things fresh for me. I like having some control elements in pretty well all of my decks, though some have far more than others. I very rarely play super linear aggro decks, as I like having lots of options and decisions to make, and enjoy decks that reward tight play.

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Date added 7 years
Last updated 4 years
Exclude colors W
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

12 - 0 Mythic Rares

69 - 0 Rares

18 - 0 Uncommons

10 - 0 Commons

Cards 115
Avg. CMC 3.34
Tokens Beast 3/3 G, Elf Warrior 1/1 G, Insect 1/1 UR, Manifest 2/2 C, Zombie 2/2 B
Folders EDH
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