Commanders (10)

Commander: Archelos, Lagoon Mystic
Commander: Geth, Lord of the Vault
Commander: Kotis, the Fangkeeper
Commander: Muldrotha, the Gravetide
Commander: Phage the Untouchable
Commander: Ramos, Dragon Engine
Commander: Tasigur, the Golden Fang
Commander: Teval, the Balanced Scale
Commander: Vorosh, the Hunter
Commander: Zimone and Dina

Sideboard


Maybeboard

Pile Specific (103)


The plan is draw-go control! But there is a gimmick; each game I have the table select one of the piles from the 'sideboard' to be included in the maindeck as the deck's final few cards, each with a different commander. The deck has no viable wincons besides what is contained in the piles, so the gameplan is different every time. Which pile would you choose to play against?

I enjoy how this gimmick effectively allows me to play an incredibly large variety of cards, lots of iconic control tools and fun combos. It keeps the deck feeling fresh, and giving the table a choice makes people much more willing to play against evil cards like Time Stretch or Stasis. And it's also an extremely enjoyable deckbuilding puzzle!

Each pile contains a different commander. Note that the piles with a mono-black commander violate the EDH color identity rule, but it's fine as long as the table knows that when they choose it. In addition to a win condition, piles generally contain three lands as well as some defensive and/or value tools to support the plan.

Flexibility has been heavily prioritized in card selection. I've tried to limit as much as possible the number of cards that are only useful when trying to end the game, or only when combined with another card. Cards that create opportunities for political play are also prioritized. Overall the deck is meant to be optimized for having as much fun as possible (under my own sense of fun) in a 'level 4' environment; it's pretty durdly against proper CEDH builds.

Suggestions

Updates Add

Comments