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High Throughput Spellslinger.

It's a bit of a monolith deck, built with the idea that the commander will be in play all the time and it is thusly built around her. But when death and pestilence claim their due and Jori En, Ruin Diver becomes highly taxed for dying too many times, the deck can also function without her as she isn't the win condition, but rather a value engine in the command zone. She basically makes every second spell you cast in a turn into a cantrip, so when you play one cantrip and one non-cantrip in a turn you are not down any cards (it sort of turns the non-cantrip into a cantrip, that's the way I see it). This fairness and balanced design can of course be broken with cards such as Teferi's Ageless Insight and Harmonic Prodigy.

The planned win-condition (apart from the occasional Marit Lage) is killing them with evasive and or pumped up creatures. Mainly the deck wants to make small flying tokens and whittle enemy life totals with them, exchange them with cards like Role Reversal, and buff them with Runechanter's Pike. And there is a good amount of spellslinger payoffs that make flying tokens, like Talrand, Sky Summoner, Murmuring Mystic, Docent of Perfection  , etc.

There are a lot of cards that draw cards in this deck, but (without a couple of specific cards mentioned above) it doesn't actually stock up on cards much, mostly stays around the same amount of cards in hand. That's because Jori En, Ruin Diver's ability doesn't actually net cards (spend 2 cards to get 1), because you are probably playing lands and because the deck plays a bunch of cantrips that have more of a minimal or situational effect. This is intentional, but sometimes it doesn't work out and I run out of cards, so if you were to also build the deck then you might wanna put in more draw engines.

In addition, there are both Smoldering Egg   and Pink Horror, because I think it's loads of fun to constantly throw around instances of 2 damage.

The deck could certainly be built without the snow lands, I just wanted to play these cards:

  • First and foremost, I personally love Marit Lage's Slumber. Having a flying, indestructible 20/20 is not quite game winning on its own usually, it however feels powerful and I love playing powerful, swingy cards and synergies (as opposed to combos that win on the spot). Sure, you need 10 (or rather 9 other) snow permanents, but that just eventually happens with lands, no problem. And it scries for you along the way, which is not to be underestimated.

Also note that one of the main reasons for why I included the card Recall (which is the only Regrowth effect in blue-red) was to have the option to reccur Marit Lage's Slumber after it has been destroyed or it sacrificed itself. Oh, you managed to deal with Marit Lage? Then let's just do it again. :)

  • Graven Lore is very very good and feels great to use.

  • Tundra Fumarole is solid and let's you double spell (for the Jori En trigger) quite easily.

  • Skred is a solid removal spell that only very rarely doesn't just kill any creature you want.

  • Ascendant Spirit is great overall. Cheap to get out, which helps to trigger Jori En, and then upgrades into a deadly flyer that draws cards. If you didn't know, the last ability can be activated repeatedly and it stacks - both the +1/+1 counters and the draw ability, so it then draws more cards on hit. And even without that it would already be good.

As all of my decks, this is a semi-budget deck. The budgetless cards I would definitely include are: Treachery and Snap.

Also Isochron Scepter might be nice, even if only to imprint a bounce spell.

As mentioned earlier, the deck could use more draw engines, so I think Archmage Emeritus and Alhammarret's Archive would be good. If you really lean more into drawing cards aplenty, then you would also need Reliquary Tower and similar cards.

Since I want to avoid the commander tax getting too high, I put in a bunch of bounce spells to bounce my commander when she is about to die.

The deck is build to primarily play on instant speed anyway, so holding the mana up is not an issue and being able to respond to what's happening at instant speed is fun in its own acquired-taste kind of way. The bounce package also has a lot of extra utility, as all the bounce spells can bounce opponents' stuff as well and additional interaction is always good interaction. It can stop someone who's about to combo off or just pop off, it can save your other permanents, it gets around indestructible, it hoses auras, and it kills tokens dead. And it sort of counters strategies that cheat mana costs of permaments with stuff like pipers, reanimation, treasure tokens, and the like. That's a lot of utility if you ask me.

The best bounce spells are Repulse (as well as Crashing Tide and Geistwave) because playing cantrips is essential in this deck, Riptide Laboratory because its a land and Release to the Wind because it's just all around amazing.

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Revision 41 See all

(1 year ago)

+1 Alchemist's Retrieval maybe
Date added 3 years
Last updated 1 year
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

1 - 0 Mythic Rares

34 - 0 Rares

13 - 0 Uncommons

20 - 0 Commons

Cards 100
Avg. CMC 2.74
Tokens Ape 3/3 G, Bird 2/2 U, Bird Illusion 1/1 U, Boar 2/2 G, Clue, Copy Clone, Demon Horror 2/2 UR, Drake 2/2 U, Elemental 4/4 UR, Human Wizard 1/1 U, Manifest 2/2 C, Marit Lage, Spirit 1/1 W, Squid 1/1 U
Folders EDH, intersting decks
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