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Stardew Vale's Guide to Sram - EDH Voltron

Commander / EDH Enchant Equip Mono-White Voltron

Stardew_Vale


Sideboard


Maybeboard


___ !ATTENTION PLEASE, DECK DESCRITPTION UNDER REWORKING! ___

Hi everyone, today we are tackling one of the most fun strategies in EDH, one which is specifically working only because of a rule specific to the commander format: the voltron strategy. It's quite simple: in EDH you only need a total of 21 COMBAT damage inflicted from the same commander in order to make a player loose the game. Involving a specific creature, which has to be kept alive ad made big and evasive, and involving combat damage, this strategy may seem one of the weakest in commander, and many times it is considered like that. But I this deck tech I'm gonna prove that theory wrong.

There is also a DISCLAIMER that is dew: this is what we could refer to as a "75%" deck; it aims to be as powerful and reliable as possible while still being "fair" to play against. To give a clear example,you won't win with a turn 3 infinite combo with this kind of decks; but with a Voltron strategy this strategies are already out of the game. In some ways this also reflects on the budge and the inclusion or exclusion of certain cards. This is a real paper deck, played with other real decks and real people, so it wll reflect some playgroup-related choices: don't worry, I will explain why and give you some good alternatives.

THE COMMANDER: SRAM,SENIOR ARTIFICER

Sram, Senior Edificer is a pretty standard 2/2 for one and a white which allows us to draw cards when we play auras and equipments. This is great for a voltron commander. Firstly, it is super cheap to cast, making it come on the battlefield early and which can be re-casted again with a certain ease. Secondly, he is a super good card draw engine rewarding us just for playing cards that are a core part of our strategy, auras and equipment: a real win-win, in the true sense of the expression. These elements alone make him the perfect fit for such a strategy. What about the color identity? Isn't mono white a bit too risky and clunky to function properly? Not when your commander has built-in card draw and you have access to all equipments (which can gives us access to many things white does not have) and all those sweet white auras, which are some of the best of the entire format.

We will now see how the various aspects of the deck are tackled, dividing it in some simple gameplay-based categories.

EQUIPMENT AND AURA SELECTION (MAIN HEADING)

PROTECTION

KEYWORDS

PUMP

HEIRS TO THE DWARVEN KING (ALTERNATIVE WINCONS - MAIN HEADING)

MAKE THE DECK WORK (MAIN HEADING)

CARD DRAW

RAMP & LANDS

RECURSION

INTERACTION (MAIN HEADING)

CONLUSIONS (MAIN HEADING)

Suggestions

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Revision 5 See all

(10 months ago)

+1 Mirran Crusader main
+1 Plains main
Date added 5 years
Last updated 9 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

3 - 1 Mythic Rares

32 - 8 Rares

26 - 1 Uncommons

14 - 0 Commons

Cards 100
Avg. CMC 2.59
Tokens Copy Clone, Phyrexian Germ 0/0 B, Samurai 2/2 W w/ Double strike
Folders EDH, budget decks, Sram, Senior Edificer
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