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Let your friends hate you for being on the table and punish them for many hours

Pramikon, Bastion of the Rift In the endless skies above the shattered peaks of Keral Keep, a radiant fortress drifts — Pramikon, the Sky Rampart. It is not a creation of mortals nor a work of gods, but a construct forged from the will of the plane itself.

Long ago, during the War of the Twin Suns, when the skies burned with arcane fire and the very winds screamed with the anguish of dying mages, a final weapon was conceived — not to destroy, but to divide. Pramikon was raised from aetherial stone and woven with the threads of time magic, ensuring that no force could advance without being redirected, lost, or turned upon itself. It was a fortress that chose the flow of battle.

The architects were a council of Skycallers, ancient seers who could read the paths of the future as one reads ink on a scroll. They foresaw that the war could never truly end — it would spiral, an eternal, bloody spiral — unless a path was broken. Thus, they forged Pramikon, binding their souls to its core. It now watches from above, an unblinking sentinel, altering the course of armies and planeswalkers alike.

Legends say that when an army marches toward Pramikon, they find their forces inexplicably turning — friends become foes, enemies become reluctant allies. Commanders lose sight of their strategies, as though the sky itself dictates a new course. Some whisper that the Rampart holds a mind of its own, a celestial tactician that denies all but the most worthy their path to victory.

Planeswalkers seek Pramikon not to control it — for it obeys none — but to ask it. It is said that Pramikon knows the one true path to Kassoth's Gate, the lost door to the Realm Between Planes. Yet, those who ask the Sky Rampart for guidance often find themselves walking a road they never expected — or becoming something they no longer recognize.

Even now, Pramikon drifts silently above the clouds, its colossal silhouette glowing against the stars. A reminder that strategy is not just about strength, but about choosing the path — or becoming the path itself.

The Sky’s Chosen Path The wind howled over the jagged peaks of Keral Keep, carrying the scent of storm and sulfur. Below, the war raged on — two armies, locked in a ceaseless spiral of blood and fire. Ashkai, a battle-scarred planeswalker, watched from the cliffs. His left arm hung useless, seared by a drake’s breath, but his eyes burned brighter than any flame.

He wasn't here for the war. He was here for what hovered above it.

Pramikon — the Sky Rampart — floated like a silent guardian over the battlefield, its radiant walls glowing with shifting hues of gold, sapphire, and crimson. It seemed distant, yet impossibly vast, like a mountain that defied the horizon.

Ashkai had heard the stories. A fortress that chose the course of battle, a construct that defied mortal will. But what he sought wasn’t victory — it was truth.

His home plane, Virell, had fallen to the Whisperspawn, a race of eldritch horrors that unraveled both flesh and thought. He watched his people devoured, their minds twisted into living nightmares. Ashkai escaped, but the memory haunted him like an unhealed wound. He sought Pramikon not for power, but to learn the one path that could undo the fate of his world.

He wasn't the only one.

As he climbed the crumbling heights, another figure appeared — a woman wreathed in violet flame. Zerana the Unbidden, a rogue time mage who had burned five timelines to cinders in search of one where her brother still lived.

"You’re chasing a lie, Ashkai," she called from the ledge above, her voice echoing in the thin air. "Pramikon doesn’t give answers. It gives paths. And paths twist — they break you before they ever lead you to what you want."

Ashkai stared at her. "If that’s true, why are you here?"

Zerana’s flames dimmed. "...Because I still have hope."

They climbed together in silence.

When they reached the summit, the air was thin and buzzing with raw magic. The fortress loomed overhead, closer than they imagined, its colossal walls rotating gently in the sky.

A voice, deep as mountains and smooth as flowing water, resonated through their bones:

"Two paths approach. Only one may pass."

The sky around them fractured, revealing mirrored visions.

Ashkai saw his world, green and whole, the Whisperspawn banished to the void. He stood among his people, a hero, his pain finally gone.

Zerana saw her brother, alive and laughing, the years they lost restored. He was no longer a shade in her memory but flesh and blood.

The voice rumbled again:

"One truth. One lie. Choose."

Ashkai’s heart pounded. He could feel the lie beneath the surface — his people smiling too brightly, the air too perfect. This wasn’t reality. It was a reflection of his desire.

But what if the lie felt more real than the truth?

Zerana moved first. She reached for her vision — her brother — her hand trembling. "I can’t lose him again," she whispered.

Ashkai caught her wrist. "It’s not him. It’s a path. Not a destination."

Tears streaked her soot-stained face. "Then why does it feel so real?"

Ashkai didn’t answer. He turned from his dream, facing the cold, unknown path beyond Pramikon’s glow. It was dark, unwelcoming — no promises, no comfort. But it felt right.

He stepped forward.

The moment his foot touched the void, the fortress shifted, and the false visions shattered like glass.

Zerana screamed as her brother’s face dissolved into ash.

Pramikon’s voice spoke one last time:

"The path is chosen."

Ashkai awoke beneath a sky he didn’t recognize. The air tasted of copper and rain. In the distance, a sun with seven rings burned over a twisted, unfamiliar land. His wounds were healed, but his heart felt hollow.

Zerana was gone.

Pramikon had chosen the path. Not the one he wanted — but the one he needed.

And somewhere, in this strange new world, he knew the answer to saving his home waited.

But first, he had to find it.

The Sky Rampart never promised victory. Only direction.

And Ashkai would walk that path — no matter where it led.

pramikon is a 6 or optimized commander deck

How i rate my decks:

  • Jank (1): a slow, awkward, or unreliable deck, a deck where all creatures have hats on.
  • Casual (2-3): a deck not intended for sanctioned tournament use, commanderprecons.
  • Focussed (4-5): a fun deck for Friday night magic, your upgraded precon, deck with theme, budget.
  • Optimised (6-7): a good deck for Friday night magic, good synergy, you have a way to win, good interaction, good manabase.
  • High power (8-9): A very powerfull deck, you can win fast, you have almost all the good cards, no budget, your missing some cards to make it competitive, you can stop others from winning, powerfull synergy, almost perfect manabase.
  • Competetive (10): A deck to win as fast as possible and preventing other from winning, you play the best commanders, you have all the best cards for your deck, your still testing and researching to make your deck better then competitive (11)

Disclaimer: I don't like the bracket system of Wizards of the Coast, so I keep using mine because it gives a better idea of my deck's power. In my opinion, one or two cards cannot change the power level. You need a good pilot, a commander with potential, a strong card synergy, and a lot of testing. But more important is to communicate with your playgroup or the community at your local game store.

Drannith Magistrate + Knowledge Pool Requires Drannith Magistrate must be on the battlefield. Knowledge Pool must be on the battlefield. Steps Whenever a player casts a spell from their hand, Knowledge Pool triggers, exiling the spell and allowing the player to cast another card exiled by Knowledge Pool without paying its mana cost. Drannith Magistrate prevents opponent from casting anywhere other than their hands. Results Opponents can't cast spells.

Lavinia, Azorius Renegade + Knowledge Pool - Requires Lavinia, Azorius Renegade must be on the battlefield. Knowledge Pool must be on the battlefield. Steps Whenever a player casts a spell from their hand, Knowledge Pool triggers, exiling that spell and allowing them to cast a spell exiled by it without paying its mana cost. When an opponent casts a spell this way, Lavinia triggers, countering that spell. Results Counter all spells opponents cast that are created by Knowledge Pool. Exile all spells players cast from their hands.

These are the players I sit with most often at the table and the "typical" decks they play.

Player 1: Is a master of artifacts. He always builds decks revolving around artifacts, such as Saheeli and Breya. He also has a discard/sacrifice deck led by Tergrid, but he doesn't bring it out very often. His decks are well-built, and I definitely shouldn't underestimate him.

Player 2: This player has extensive knowledge of the game (ex-judge) and can pilot any deck well. He builds a lot of decks (with proxies) and always surprises us with something new. He sometimes netdecks, so there's no specific playstyle, although sacrifice strategies frequently appear.

Player 3: All of his decks are tribal. He has a Merfolk, Vampire, Spiders, and Faeries deck. He always ensures enough control in his decks to avoid board wipes.

Player 4: He build decks to play in every play group he has alot of strong synergy cards and is our most competetive player in the group in CEDH, he lowers the powerlevel of his decks to have a nice time on the table

Player 5: He's very good at building underdog decks. He often flies under the radar and wins out of nowhere with a combo or by stealing the win from someone who's put in a lot of effort. He enjoys playing with weenies, combos, and the graveyard.

Player 6: He plays on an extreme budget but can pilot a deck very well. He uses cheap and bizarre cards (you can't replicate his style) and always manages to snag a win. He enjoys playing luck-based decks, -1/-1 counters, enchantments, aggro, dragons, etc.

Players 7 and 8: Are new players who are currently using precons from Bloomburrow (Animated Army).

Player 9: He enjoys control and playing in the background. Oloro, Sen Triplets, and Grand Arbiter are decks he enjoys playing. In 1v1 or Two-Headed Giant, he often pulls out his cat deck, which is very strong. He also enjoys experimenting with the color black.

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95% Casual

Competitive