I'll write this description later but basically, this deck revolves around 4 phases:
Phase 1: Tempo. Get ahead of your opponent in terms of land and hand. Your first 3 turns are usually spent building this.
Phase 2: Tax. Make it harder for your opponents to hit you and target your permanents. This is for turns 4 and 5, when you have more mana than your opponent.
Phase 3: Stall. Now that your opponent is spending lots of mana to attack and target you, keep their lands tapped, and their creatures tapped. The remainder of the game will be spent between doing this, and moving onto phase 4, which is
Phase 4: Finishers. Now that you're protected, if your opponent doesn't concede, your next goal is to keep every creature they owned tapped, and all of your creatures tapped so you can continue to attack them until you reach lethal. The deck contains a few ways to generate infinite mana, and lots of bounce and ETB effects so you can destroy your opponent's fields. The ultimate finisher to use is with Blue Sun's Zenith, as you force your opponent to draw for lethal, and can draw it again later after you shuffle it into your deck.

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95% Casual

Competitive

Date added 5 months
Last updated 1 month
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

51 - 0 Rares

24 - 0 Uncommons

14 - 0 Commons

Cards 100
Avg. CMC 3.19
Tokens Beast 3/3 G, Emblem Kiora, Master of the Depths, Octopus 8/8 U
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