Maybeboard


You're preparing for a combat phase that could make or break your game. Almost sweating, you look around the table, relieved to see everyone tapped out. You announce that you'll move to combat and ready yourself to destroy one of them. Your selection has been made. They need to go. As you tap your attackers, you say their name out loud, savoring the doomed word. But wait. YOU CAN'T ATTACK THEM!!!!

Um. Please excuse me. I like to write. Anyway, that is the scenario I imagined when I was building this deck, fueling my direction for it. I hope you enjoy it! >:D

And now, for some kind of Primer...

Marisi, Breaker of the Coil leads the pack, behind which an army lies in wait. Already, Marisi is a 5/4 for 4 mana, which are decent stats in my book. He allows us to put an end to any nasty combat trick surprises, assuring that a little 1/1 we let get through doesn't become a 5/5 with the opponent's beef spells.

His second ability, however, is the golden thing here. This deck's home is in (optimally) a 4-way commander game, although it fares well in 3-way. Thus, we are quite dedicated to making sure our attacks get through so that we are not attacked. Having a turn 2-3 Marisi is incredible, and it really helps the deck out. With lands like Oran-Rief, the Vastwood to make him stronger when he comes into play, creatures like Spirit en-Dal to make him pretty much unblockable, and artifacts like Whispersilk Cloak, we make sure that the damage leaks through eventually. This brings us to how we win.

Using our group-hug techniques, we make sure that everyone beats each other up while we sit back and relax. Eventually, our opponents will either die of damage, or they will die from the ever-present commander damage. Both of these are equally attainable, and by the time you are down to one opponent, you should be able to kill them off swiftly. This can be done with tons of tokens from Tempt with Vengeance or from Titanic Ultimatum's creature buff.

Here's a list of our rampers, here to ensure that we can cast our bigger spells quickly and without worrying about using all of our mana.

A list of all the card advantage in this deck, even some of the iffy stuff like Domri.

  • Beast Whisperer: Really helpful, since we do want to cast a lot of creatures. Rewards like this are really quite nice.

  • Grenzo, Havoc Raiser: Albeit not card advantage from our own library, it can tap into bombs from our opponent, or at the very least, get rid of a huge threat.

  • Ohran Frostfang: Helpful ability for our creatures, plus card draw when we deal damage. A dream come true in this deck.

  • Shamanic Revelation: Helps a lot when we have cards like Leonin Warleader on the field. Very good in this deck.

  • Domri Rade: Helps us look at the top, and if it's a creature, it gets it to our hand.

  • Lifecrafter's Bestiary: Allows us to see our next draw, plus it lets us draw off of our casted creature spells.

  • Skullclamp: I feel there is already enough said, but when we have low toughness creatures, or just tokens, Skullclamp is broken.

  • Guardian Project: Draws us a card off of our creatures, great card.

  • While we Assemble the Legion, our opponents will be left baffled by Norn's Annex. Archetype of Agression and Rhythym of the Wild help out our own creatures, while cards like Ghostly Prison, Windborn Muse, Blind Obedience, Thalia, Heretic Cathar, and Shiny Impetus help us out. War Cadence and War's Toll are incredibly annoying to our opponents, slow them down, and make us happy to see them frustrated. (Jk on that last part.) Hushbringer will slow down ETB strategies. Inspiring Unicorn helps out the whole team. Shalai, Voice of Plenty makes it so that we can not be targeted. And last but not least, Silent Arbiter ensures that tokens and go wide strategies can't quite get through. And if they somehow do...I'd like to see them use all of their mana for their creatures to even attack.
    I don't think our opponents saw all of our defensive stuff above, but if they're still casting spells, let's give them a taste of our removal. For artifact and enchantment removal, we have Shattering Spree, Return to Dust, and Decimate. For meddling creatures, the classic Path to Exile, Swords to Plowshares, and the second ability on Gideon Jura. Domri Rade and Domri, Anarch of Bolas get our creatures to fight, effectively killing off creatures that our opponents don't want to attack or block with. Beast Within and Generous Gift so the same thing and get rid of any permanent.

    (THIS IS MY FIRST PRIMER PLEASE BE NICE.) Thank you for checking out the deck!! I was really exited while building and describing the deck's inner workings! I will add a combo list soon, but there aren't many... Anyways, please upvote and comment (if you'd like), and I hope you have a lovely day! :D

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    98% Casual

    Competitive

    Date added 3 years
    Last updated 3 years
    Exclude colors UB
    Legality

    This deck is Commander / EDH legal.

    Rarity (main - side)

    6 - 0 Mythic Rares

    37 - 0 Rares

    22 - 0 Uncommons

    18 - 0 Commons

    Cards 100
    Avg. CMC 2.98
    Tokens Beast 3/3 G, Cat 1/1 W w/ Lifelink, Elemental 1/1 R w/ Haste, Elephant 3-3 G, Emblem Domri Rade, Human 1/1 R, Soldier 1/1 RW, Treasure
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