Six
Start Commander Deck

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planar Constructed Legal
Tiny Leaders Legal
Vintage Legal

Six

Legendary Creature — Treefolk

Reach

Whenever Six attacks, mill three cards. You may put a land card from among them into your hand. (To mill a card, put the top card of your library into your graveyard.)

As long as it’s your turn, nonland permanent cards in your graveyard have retrace. (You may cast permanent cards from your graveyard by discarding a land card in addition to paying their other costs.)

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HunterMD on Six Feet Under

2 months ago

Profet93

Anything really to answer your first question. Like combos I may be missing within the deck, replacement cards that may provide a better fit, hidden tech cards people would normally miss, and cards you don't think are good for the deck and why. Really, anything is appreciated.

I really like The One Ring as card draw in just about any scenario. Its also card draw on a permanent so it can be retraced with Six in the event it gets milled. The life loss hasn't been an issue yet, the deck has been managing to win turns 6-7 consistently (assuming no interaction). The Ring has also bought me an extra turn in a handful of games to close out my win or survive and then combo off. So your assumption is mostly correct. If you have ideas of how to abuse it I'm all ears.

ProgramIncomplete on The Mycotyrant

4 months ago

Sure thing!

When I decided to build this deck I really wanted to lean into the descend theme so I challenged myself to run as few non-permanent spells as possible. I think my initial list had like 1 or 2. Overtime, I ended up adding more since I realized I needed efficient self mill payoff cards like Reanimate and Overwhelming Remorse or else the deck was a little too clunky. Currently I'm running 9 but I'm looking for oppurtunites to cut some without losing power or efficiency.

But still, even though it isn't "pure permanents" I still tried my best to cover all of the deck's bases with permanent spells. We have permanents that can remove threats like Chupacabra Echo and Reclamation Sage; permanents that can draw cards like Skullclamp and Izoni, Thousand-Eyed; permanents that can ramp us like Sakura-Tribe Elder and Aftermath Analyst; permanents that mill like Mesmeric Orb and Ripples of Undeath; permanents that can bring stuff back from the grave like Journey to Eternity  Flip and Animate Dead; we even have The Meathook Massacre and Invasion of Fiora  Flip as our boardwipes.

One really nice upside to having everything our deck wants to do on permanent spells is that it makes cards like Malevolent Rumble and Cache Grab really consistent at grabbing something useful. And I recently added Revival Experiment which seems like a really nice payoff for going all in on permanents.

Anyway, the basic idea of this deck is self-milling and using my commander's ability to swarm the board with tokens. Usually we want to spend the first couple turns setting up, hopefully getting a repeatable mill effect on the battlefield like Mesmeric Orb or by pairing one of our dredge cards with a discard outlet like Matzalantli, the Great Door  Flip or Geier Reach Sanitarium. Once we've got our mill engine set up, then we can cast our commander. We want to make sure he triggers his end step ability the turn he enters so we can start getting our tokens online.

The tokens really are the core pillar of the deck. They can be sacrificed for value with cards like Skullclamp and Wight of the Reliquary; we can turn them into mana dorks with Insidious Roots; they can gain us a ton of life off of Essence Warden and Ayara, First of Locthwain; and they can present lethal by giving our Craterhoof Behemoth an army to buff. We also have the ability to drain the table to death with the aforementioned Ayara or Mirkwood Bats if we manage to mill enough cards. And of course, since they pump our commander, we can also win with commander damage.

Since we're milling so much the deck also has a reanimator subtheme. Reanimate and Animate Dead can bring back wincon creatures like Craterhoof and Ayara. Squirming Emergence can reanimate any permanent so it's an awesome way to put planeswalkers into play or snag an engine piece or even wipe the board with Invasion of Fiora  Flip. Similarly, Rise of the Witch-king let's us bring back any permanent while also forcing our opponents to sack a creature which is nice.

A new card that I'm actually testing right now is Chthonian Nightmare. The fact that it's a repeatable reanimate effect for only 2 mana seems really strong. And even if you don't "charge it up" by repeatedly reanimating creatures that cost less than 3, roughly 75% of the creatures in my deck are 3 or less anyway and among those are some really impactful targets like Eternal Witness, Reclamation Sage, Six, and Accursed Marauder just to name a few. Very excited to see how it performs!

Alongside the reanimator subtheme we have an aristocrats subtheme. As mentioned earlier the tokens make great fodder for stuff like Skullcamp and Wight. And we have creatures that either sack themselves, like Sakura-Tribe Elder and Aftermath Analyst, or want to be sacrificed, like World Shaper. All that sacrificing can net us additional value off of Liliana, Dreadhorde General or Mirkwood Bats since he triggers on token sacrifice as well. We also have Disciple of Freyalise  Flip, a great reanimation target that can draw us a ton of cards by sacrificing our creatures that grow in size as our graveyard does like Splinterfright and Souls of the Lost.

So yeah, that's the deck. It can be a bit slow and the lack of instant speed interaction is definitely a drawback but overall I like it a lot and it can have some explosive turns. You just have to be careful not to mill yourself out which is why I added in Kozilek, Butcher of Truth. He's a bit random so I might replace him with Elixir of Immortality. We'll see.

P.S. Apologies for the long winded reply, hopefully it was insightful.

TheOfficialCreator on First Green/Blue Commander Deck

5 months ago

Six isn't a valid commander for green/blue decks :(

You do have Tatyova, Benthic Druid though! That's legal and a very strong commander option.

nbarry223 on Viga-BOOM! (Scapeshift + Analyst)

6 months ago

Yeah, I have Thragtusk, Six and Roxanne, Starfall Savant for my diverse threats against something like mill which runs Surgical Extraction. Cultivator Colossus also has no evasion or useful effects once it hits the field and is just a big dumb creature that can be chumped. Don't get me wrong, it is a decent card in the build, but it doesn't do enough for me to want to run it personally. Slots are super tight in the build, and are only getting tighter and tighter with all the cards we want to run now.

Also, I think I am now slotting in Springheart Nantuko as a 1-of to the main, since it can go infinite with basically every creature in the deck.

nbarry223 on Viga-BOOM! (Scapeshift + Analyst)

6 months ago

So as of right now, I am going to be doing these swaps with current spoilers:


Maindeck
+1 Disciple of Freyalise  Flip
+1 Urza's Cave
+1 Bojuka Bog
+1 Spelunking

-1 Courser of Kruphix
-1 Explore
-1 Golgari Rot Farm
-1 Arboreal Grazer


Sideboard
+1 Six
+1 Shifting Woodland

-1 Colossal Skyturtle
-1 Khalni Garden


I also really like the idea of having access to Vexing Bauble, so I will probably be trying to make room for that as well, at least to test out.

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