Sideboard


Maybeboard


Updated version of the 'Deep Clue Sea' precon.

The main goal of this deck is to create artifacts (mostly by 'investigating') AND drawing aditional cards, so you can gain all sorts of advantages by doing so. Will most of the time take it's winning turn around the 8th - 11th round, even if you get board wiped once. For two big board wipes between the game, it will be around the 14th turn you'll probably make your final move. I would put this deck's Power Level around 7 on a good day, and around 6 on a bad day.

Because of the Clue-Tokens you make (and other 'draw cards') you will go through your library quite fast, which gives you more possibilities so you can respond well in almost any situation.

This deck has a little bit of everything which may look chaotic at first, but since you draw a lot of cards you can always do something with what you've got. Most of the cards rely on Artifacts or Enchantments, which is good since you will have a lot of both (mostly Artifacts though).

This "Little bit of everything" strategy has a wonderful surprise element behind it, although it is sometimes hard to find 'that one card' you need in a dire situation. Sometimes you just have to believe in the heart of the cards.

There are also some 'shenanigan cards' I added (like The Pride of Hull Clade, Ghostly Prison, Ethersworn Sphinx, Psychosis Crawler, Chasm Skulker, Wayward Swordtooth, ...) because, well..., I just liked them. It gives this deck it's personality, I guess? They're not a perfect fit and I might change them later, but they fit well enough to work and be useful in a game.

The best strategy that works for me is to be as 'low profile' as possible. Don't swing a 2/2 creature at someone in the early game just to make them take that little damage. Only act aggressive if they act aggressive to you or if someone is a big threat to everyone (but even then it's better to convince someone else to do the heavy lifting for you). You will get your shot at winning the game if you have enough cards in hand and mana on the field. To get to that point, you have to play the waiting game. Be defensive, be neutral, act dumb, play smart. And when you have enough resources to work with, you can make a killer board with a small chance they'll stop you (because of some of the instants like Counterspell, Reverse the Polarity, Disorder in the Court, Cryptic Command ...).

If it wasn't obvious, this is a Casual Commander Deck: I want to keep it a good running deck while also not being too OP. I don't play 'tutors' or other card searchers, since that would be considered too strong. You may always share advice your opinion/advice (mostly cards that YOU would include or exclude). I just don't want the total price of the main deck to go over the €300 because of a couple overpriced cards...

(Thanks to king-saproling for the suggestions, will definitely try them out!)

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Date added 1 month
Last updated 2 weeks
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

50 - 7 Rares

22 - 4 Uncommons

6 - 2 Commons

Cards 100
Avg. CMC 3.61
Tokens City's Blessing, Clue, Construct 0/0 C, Copy Clone, Detective 2/2 WU, Eldrazi 10/10 C, Emblem Tezzeret, Betrayer of Flesh, Food, Phyrexian Germ 0/0 B, Pilot 1/1 C, Spirit 1/1 W, Squid 1/1 U, Thopter 1/1 C, Treasure
Folders Commander try
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