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A deck built around the Big Bad of Dominaria. This deck is a value engine specifically designed to become more powerful in proportion to the number of opponents that you have, with the formula (you get cards)+(they don't) * (number of opponents). Lots of tutors enabling powerful, general purpose answer cards keeps the board clear. The goal is to reduce your opponent's hand sizes while increasing your own, and then playing Dream Halls to exploit free spells. The typical win is Dream Halls into Enter the Infinite to draw the deck, then discarding cards to Skirge Familiar to generate arbitrary amounts of black mana. Discard Ulamog last, shuffle the graveyard in, cast a free tutor to retreive Enter the Infinite, and keep repeating. Finish them with Torment of Hailfire for the biggest number you can imagine, backed up by free counterspells. The deck's other cards are carefully curated for both maximum utility-per-card and for having multiple color pips that facilitate Dream Halls.

To win without Dream Halls, the deck uses Bolas's Citadel and either Vampiric Tutor or Mystical Tutor to tutor Enter the Infinite to the top and cast it with life. In this case, or in the event that Dream Halls is destroyed in response to Enter the Infinite, even if tapped completely out of mana and no Threshold the deck can still fire with Chrome Mox into Dark Ritual into Cabal Ritual plus Mox Diamond and hardcast the Skirge Familiar.

If all else fails, running out Bolas himself from the command zone and hitting him with Chandra's Ignition will wipe the board and every opponent's hands. Manlands, Glacial Chasm, and regenerator mooks give you defenses to hide behind against fast aggro decks. Then you just grind them out. Go for Cabal Coffers + Urborg to make big mana and start hardcasting Torment of Hailfire for 10-15 and recurring it, or if the skies are clear Bolas will kill a player in 3 hits with commander damage.

Other than that the deck is "hand-stax", using discard spells, Narset and Notion Thief to limit opponent's hands while drawing tons of cards for you. Narset or Notion Thief + Winds of Change is an obscenely powerful play on turn 3 or 4 and will often win you the game on the spot. Similarly a turn 1 play of "land, fast mana, Winds of Change" to screw the other players' opening hands is also often a wincon. Who needs Ad Nauseum, amirite? Any of the draw engines and especially Geth's Grimoire are an absolute house when paired with Words of Waste. Again, the higher the number of opponents you have, the bigger the effect. Draw step? Pay 1, each opponent discards. Geth's says draw for each. Pay 1 for each opponent instead. Now each opponent discards X cards where X is the number of opponents. Now take the draw, and you draw cards equal to your number of opponents squared. In a 4 man pod that's 9 cards and each opponent is down 4. Not bad. In a 7 person Archenemy game that's 36 cards for you and each opponent has an empty hand. Much better.

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Casual

94% Competitive

Date added 1 year
Last updated 8 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

13 - 0 Mythic Rares

47 - 0 Rares

25 - 0 Uncommons

8 - 0 Commons

Cards 100
Avg. CMC 3.15
Tokens Bird 2/2 U
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