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Page IndexFebruary 11

Photos'Sheldon and the Rules Committee announced a change to an EDH rule. Tucking commanders is now a thing of the past. Yeah it's official, and you can read about it in the link. http://www.mtgcommander.net/Forum/viewtopic.php?f=1&t=17560 I do agree with all their points, and I want to add on to it that Tucking was an inefficient way of dealing with commanders there is only Hallowed Burial, Terminus, Returning creatures to opponents hands and then playing things like Time Spiral, and Time Twister. These effects are never one-sided and would also tuck your own commander in the process if it was in play which was a serious conflict. Additionally the effect that tucks also must tuck multiple commanders or creatures to be worth it. Single creature tuck effects were an annoyance entirely and were a "Hinder" to people playing better. Now that's all over with, and this new rule is an improvement to EDH. Dealing with commanders without tucking: The loss of tucking is a small one. In fact, it wasn't the most consistent answer to dealing with commanders. 1. Win before the commander hits the table. Use your own commander, win with a combo, or instant win before your opponents have a chance to play their commander. If you think a turn 3/4 Damia is scary you should see turn 2 Ad Nausem. 2. What you've never seen mass removal before? Toxic Deludge, Profaner of the Dead, Cyclonic Rift? Sure they don't answer commanders better than Terminus, but it at least buys you 1-2 more turns to deal with the problem or win. If you can't win or answer commanders with 2 more turns. Then competitive EDH might not be for you. 3. Finally, there are various different methods of keeping opponents from playing commanders that have never changed such as: Mass land destruction, Mana Denial, Taxation, Lockdown effects. Removal and Counterspells are still classic answers. But if you play something like Armageddon, it would be several turns before someone plays their commander again that is almost as good as Terminus. Finally cards like Cursed Totem, Humility, and The Abyss are some classics. Humility is still going to be the #1 answer to commanders until something better comes out and hopefully it will be one sided. -Paramount''Turn 1 Lock'Top Commanders of EDH (Multiplayer)'s photo.'Finally! Top Commander's EDH Review for Dragon's of Tarkir! I'm already feeling bad for our competition that also reviews sets, and they sure did miss a lot of stuff. We're going to go over 22 new cards for EDH, where they go, what they're being played in, and just why they're good. The Tier List will receive an update when Sidisi, Undead Vizier is finished being evaluated. Link for the Review: http://goo.gl/vMr5r5 For best results watch it with PowerPoint Viewer: http://www.microsoft.com/en-us/download/details.aspx?id=13 You can leave some criticism, questions, hate, or love in the comments section.''Today is Paramount's Birthday (Top Commander's Founder) Top Commanders was founded on June 8, 2012. Top Commander is now 3 years old! I would like to thank everyone for taking interest in me and Glix's work, decks, and content. It is very hard work to put all of this together and maintain the professionalism that people desire for competitive EDH. I appreciate everyone on the page for promoting competitive commander. Looking forward to the Youtube Channel, Indexing the Page to make things easier to find, and many many more years of insanely good content. What I visioned for the page years ago has certainly come true. I look forward to continuing the page for many more years. - Paramount (Founder and Head Admin)''Derevi Prison (Primer) by Glix Updated Post So, I just finished fixing this post for Glix. This was the largest deck tech ever put on the Facebook Page. It is the best premier for Derevi, Empyrial Tactician hands down, and it has the best list. What more could you ask for? - Paramount Dropbox Link: https://www.dropbox.com/s/38cpcly13fz0x34/DereviEmpyrialTacticianEDHPrimer.docx?dl=0 Google Link: http://goo.gl/9rkgSv''Today I would like to celebrate our assistant administrator Glix of TopCommander for being with me on the page for almost 2 years! He has made great contributions to competitive EDH. He is a respected EDH player and an a great adversary. I would also like to show off his website which is still being worked on. http://edhsource.com/ So as a token of my gratitude and for contributing to the Facebook Page. I have sent Glix a awesome gift to thank him for his work, and hope that he continues to keep helping Competitive EDH for many years to come! With appreciation, Paramount''Commander Tier List 2015 -Details about the best combos/win conditions will be separate. -Tier C has been removed. -Half of Tier B is gone. -Some commanders have went up and some went down. -New additions from the past 3 or so sets. -A list of Obsolete commanders is provided at the bottom. -Decks were built, and heavily play-tested. -Decks Techs will be occasionally provided. -A list of Obsolete Combo decks is provided at the bottom What is Mana Denial? Destruction and removal of resources and mana. What is Lockdown? Strategy that keeps lands tapped, and prevents spell casting. What is Mid-Combo? Multi-combo/Midrange + control/mana denial/lockdown. What is Combo? A all-in strategy that wins quickly if not disrupted. What is Control? High card draw, answers with counters/removal/locks/hate etc. What is Aggro? A deck that uses combat damage to kill all opponents. (Notes: Tier S decks have one or more of the following attributes) Super Consistency. Super Control. Super Resiliency. Wins games in 3 turns or less. Tier S Decks: Derevi, Empyrial Tactician [Lockdown] Zur The Enchanter [Control] Teferi, Temporal Archmage [Lockdown] Azami, Lady of Scrolls [Control] Brago, King Eternal [Mana Denial] Narset, Enlightened Master [Combo] Riku of Two Reflections [Mid-Combo] Prossh, Skyraider of Kher [Mid-Combo] Damia, Sage of Stone [Control] Arcum Dagsson [Combo] Sydri, Galvanic Genius [Mid-Combo] The Mimeoplasm [Mid-Combo] 5c Glory Hermit Druid [Combo] 5c Waste Not [Combo] 5c Ad Nauseam [Combo] 5c Treasonous Ogre-Humility [Control] 5c Splinter Twin/Dualcaster Mage - Hybrid [Mid-Combo] 5c Omniscience/Doomsday - Hybrid [Mid-Combo] 5c Worldgorger/Dragonstorm - Hybrid [Mid-Combo] 5c Soulfire Grand Master [Aggro/Control] (Notes: Tier A decks have one or more of the following attributes) Wins games in 4 turns or less. Very good Resiliency. Very good Consistency. Very good Control. Tier A Decks: Karador, Ghost Chieftain [Mid-Combo] Arcanis the Omnipotent [Control] Daretti, Scrap Savant [Mana Denial] Tasigur, the Golden Fang [Lockdown] Alesha, Who Smiles at Death [Mid-Combo] Melek, Izzet Paragon [Combo] Selvala, Explorer Returned [Mana Denial] Shattergang Brothers [Mana Denial] Roon of the Hidden Realm [Lockdown] Grand Arbiter Augustin IV [Lockdown] Momir Vig, Simic Visionary [Combo] Mikaeus, the Unhallowed [Mid-Combo] Animar, Soul of Elements [Combo] Jin-Gitaxias, Core Augur [Control] Kruphix, God of Horizons [Control] Edric, Spymaster of Trest [Aggro-Control] Oloro, Ageless Ascetic [Control] Sharuum the Hegemon [Mid-Combo] (Notes: Tier B decks have one or more of the following attributes) Wins games in 4 turns or more. Fair Consistency. Fair Control. Fair Resiliency. Tier B Decks: Grenzo, Dungeon Warden [Mana Denial] Purphoros, God of the Forge [Combo] Marath, Will of the Wild [Lockdown] Kaalia of the Vast [Aggro-Mana Denial] Rakdos, Lord of Riots [Aggro] Captain Sisay [Lockdown] Nin, the Pain Artist [Control] Xira Arien [Control] Kiki-Jiki Mirror Breaker [Combo] Venser, Shaper Savant [Lockdown] Avacyn, Angel of Hope [Mana Denial] Hokori, Dust Drinker [Lockdown] Jhoria, of the Ghitu [Mid-Combo] Oona, Queen of the Fae [Mid-Combo] Kaervek the Merciless [Lockdown] Ghave, Guru of Spores [Mid-Combo] Vorel of the Hull Clade [Mid-Combo] Lavinia of the Tenth [Lockdown] Karametra, God of Harvests [Mana Denial] Rasputin Dreamweaver [Control] Gaddock Teeg [Lockdown] Teferi, Mage of Zhalfir [Lockdown] Memnarch [Control] Erebos, God of the Dead [Control] Krenko, Mob Boss [Aggro] Rhys the Redeemed [Aggro] Obsolete Commanders: Maelstrom Wanderer: First you need tons of mana, and a tutor to get to your Tooth and Nail. By the time you have done that, other decks have already won. Maelstrom also doesn't have a lot of tutors either and he is lacking in consistency because of that. Jeleva, Nephalia's Scourge: Requires, a sac outlet and a card with haste to keep casting more spells. Effectively rendering this a 3 card combo. Narset isn't only just superior to this Tier A commander, it makes it completely obsolete. Narset you just cast Narset and attack and it's good game. Nekusar, the Mindrazer: Requires 3-4 cards in order to kill all opponents, while 5c Waste Not Combo only requires 2 cards. Additionally you have to cast a 5 mana commander and that's just much slower than playing a 2 mana enchantment.On average Nekusar wins turn 4 while 5c Waste Not Combo has pulled off turn 1 wins, but averages turn 3 wins. Nath of the Gilt-Leaf: Pretty much the same story as with Nekusar, but much worse. In fact, the lack of blue really hurts the consistency of Nath. You have to spend 5 mana to cast Nath, and then you need 1-2 other cards to pull off your mass discard move. By the time you can do all this most other decks in Tier A or Tier S have already won. This requires too much work and mana. 5c Waste Not combo is completely superior in speed. Freyalise, Llanowar's Fury: Due to the fact that Freya is mono green, hurts the decks ability to play stax/prison very well. Additionally the commander's cost hurt's it's abilty to win on turn 3, so on average Freya wins turn 4 with a Elfball engine. Thats just not as consistent as Momir Elfball combo. Freya also takes 2 turns minimum to win off it's Regal Force ultimate. The elf making ability is great, and Freya does see maindeck play a lot in Prison and Stax decks but makes a really bad commander. Triad of Fates: Basically, Triad is inferior to other Control decks, in that it takes too much work to draw 2 cards over and over. Triad requires lots of setup to abuse. Maralen of the Mornsong: Completely inferior to 5c Ad Nausem combo, so this is a long awaited removal from the tier list. Maralen has a history of trying to be a surprise turn 3 combo deck, but it's just not smart to play Maralen when 5c Ad Nausem combo is infinitely more resilient and consistent. Finally to conclude it, Maralen is just terrible to build around for any reason whatsoever, in general, just using a UWB commander for Ad Nausem you get a lot more consistency than mono black. Then if you go 5c you get maximum consistency which is why this commander is obsolete. Azusa, Lost but Seeking: When the rules change for additional lands happened, Azusa/Cloudstone Curio combo no longer works that really hurt the deck's best win condition. Finally upon the release of Kruphix God of Horizons Azusa has become totally obsolete to a completely superior ramp deck that also has blue. Tomorrow, Azami's Familiar: Dream Halls/Omni are this commander's most important weapons. But it has so little tutoring, that its hard to get them without playing a strong control game which in that case you are wasting time. There's simply way better combo decks, that don't need a control game because they are super consistent unlike Tommorow, Azami's Familiar. 5c Omni combo makes Tomorrow forever obsolete, this commander just cannot compete. Prime Speaker Zegana: 2 card combo, just to draw cards, and it's not even repeatable. That makes this commander terrible in terms of control/ramp. Prime also needs a flicker effect to keep being abused. Wort, the Raidmother: Theres a lot of cards to help Wort generate card advantage, but there's few ways for Wort to efficiently win the game while not losing consistency. Plus Wort is infinitely worse than Riku, and because of Riku... Wort is now obsolete. Niv-Mizzet, the Firemind: UR artifact combo/Wheel deck you name it, Niv doesn't consistently win turn 3 or better. Most lists have to have some kind of control/stax game to do really well. With all that work, by the time you accomplish this other combo decks have already killed you, or you have lost to a much better control deck. As for playing wheels, this deck is obsolete because of 5c Waste Not Combo. Jarad, Golgari Lich Lord: It just takes too much mana to use Jarad, and by the time you have done that, Karador, or 5c Hermit Druid have beaten you to the win. Mimeoplasm is one of the decks that is just a ton more consistent than Jarard and requires a ton less mana to use. Jarard is officially obsolete. Shirei, Shizo's Caretaker: Shirei is actually a lot more reliable and consistent than Black Rose, but both decks are really inconsistent, and have many issues. Shirei when it gets to rolling makes a really strong game, but auto loses to any graveyard hate. In general, its a lot of work to generate card advantage. Also this is one of the commanders that Containment Priest makes obsolete. Marchesa, the Black Rose: This commander is requires a lot of setup to generate any card advantage. By the time you do this you're already really far behind in card advantage or you're dead. Just like Caretaker this commander auto loses to any graveyard hate. This deck also auto loses to Containment Priest. Good game. Omnath, Locus of Mana: One of the most memorable combos with Omnath is Greater Good. But there is no way to consistently get Greater Good for this fancy 2 card combo. That's pretty bad when you want to draw cards every game, and well if only we could ramp and draw cards all the time... Well you can now with Kruphix God of Horizons, the best of both worlds, ramping and drawing. Kruphix makes Omnath obsolete. Zirilan of the Claw: Almost all of the mono red except for a handful are any good. Zirilan is now obsolete because of Daretti, and Zirilan has never been a really great mono red stax deck, but was always able to use Dragon's Mage to draw 7 cards, and use it's ability to instantly win with Hellkite Tyrant when it had enough artifacts on the board through combos involving wheels, artifacts, and stax too. But Claw was always too slow to be able to get to Tier A, and Daretti's ability to hit the board on turn 1, and lock games up on turn 2 while creating built-in card advantage is everything Claw wished he could have done. Which was all the right stuff to make Daretti this first mono red deck to hit Tier A, and almost Tier S. Obsolete Combo decks: 5c Jeskai Ascendancy Combo 5c Aluren Combo 5c Birthing Pod Combo 5c Scapeshift Combo 5c Mill Combo 5c Hivemind Combo = Beaten by 5c Waste Not Combo and 5c Omni 5c Reanimator Combo = Beaten by Mimeoplasm, Karador and Hermit Druid 5c High Tide Combo 5c Molten Psyche Combo = Beaten by 5c Waste Not Combo 5c Elfball Combo = Beaten by Momir Elfball Combo 5c Megrim Combo = Beaten by 5c Waste Not Combo Written by Paramount Special thanks to Glix for criticism/approving the list.''What was that about Casual EDH? I didn't get your message, please tell me again about Casual EDH. - Paramount'Videos1111Posts To Page

Aidan BandyMarch 27 at 10:46amI would love to see the Oona decklist, if you have the time. Thanks.1Like  CommentJohnny HaMarch 26 at 12:05pmCan I see the Oloro list please.Like  CommentJose Luis GonzalezMarch 20 at 12:11amCan I see the Narset, Enlightened Master deck list? Please.1Like  Comment

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Top Commanders of EDH (Multiplayer)1 hr Edited

Alright, I just bought a laptop for TopCommander I am getting things setup at this very moment. I will get to everyone asking for EDH decks, to those I wasn't able to respond to I apologize I've been working to fix personal problems that have caused problems with me getting people their decks. We'll be back up in a few days, maybe tomorrow. Finally I am working on a new storage to backup the EDH decks and make sure all decks are up to date as well or still need fixing, etc. - ParamountLike Comment Share 4Top Commanders of EDH (Multiplayer)March 25 at 3:42pm Edited

Sheldon and the Rules Committee announced a change to an EDH rule. Tucking commanders is now a thing of the past. Yeah it's official, and you can read about it in the link.

http://www.mtgcommander.net/Forum/viewtopic.php?f=1&t=17560

I do agree with all their points, and I want to add on to it that Tucking was an inefficient way of dealing with commanders there is only Hallowed Burial, Terminus, Returning creatures to opponents hands and then playing things like Time Spiral, a...See More'Sheldon and the Rules Committee announced a change to an EDH rule. Tucking commanders is now a thing of the past. Yeah it's official, and you can read about it in the link. http://www.mtgcommander.net/Forum/viewtopic.php?f=1&t=17560 I do agree with all their points, and I want to add on to it that Tucking was an inefficient way of dealing with commanders there is only Hallowed Burial, Terminus, Returning creatures to opponents hands and then playing things like Time Spiral, and Time Twister. These effects are never one-sided and would also tuck your own commander in the process if it was in play which was a serious conflict. Additionally the effect that tucks also must tuck multiple commanders or creatures to be worth it. Single creature tuck effects were an annoyance entirely and were a "Hinder" to people playing better. Now that's all over with, and this new rule is an improvement to EDH. Dealing with commanders without tucking: The loss of tucking is a small one. In fact, it wasn't the most consistent answer to dealing with commanders. 1. Win before the commander hits the table. Use your own commander, win with a combo, or instant win before your opponents have a chance to play their commander. If you think a turn 3/4 Damia is scary you should see turn 2 Ad Nausem. 2. What you've never seen mass removal before? Toxic Deludge, Profaner of the Dead, Cyclonic Rift? Sure they don't answer commanders better than Terminus, but it at least buys you 1-2 more turns to deal with the problem or win. If you can't win or answer commanders with 2 more turns. Then competitive EDH might not be for you. 3. Finally, there are various different methods of keeping opponents from playing commanders that have never changed such as: Mass land destruction, Mana Denial, Taxation, Lockdown effects. Removal and Counterspells are still classic answers. But if you play something like Armageddon, it would be several turns before someone plays their commander again that is almost as good as Terminus. Finally cards like Cursed Totem, Humility, and The Abyss are some classics. Humility is still going to be the #1 answer to commanders until something better comes out and hopefully it will be one sided. -Paramount'Like Comment Share 49Top Commanders of EDH (Multiplayer) added 2 new photos.March 21 at 6:03pm Edited

Occasionally someone will misunderstand things, or even worse fail to grasp a decklist after a mile long deck tech was written on it. Maybe they will even say things about the deck list before actually you know trying it out, and really learning it. Guess the deck tech just wasn't long enough... (Yeah I will add some more)

  1. Before I explain I wanted to say that my Daretti list gives me plenty of time to do a 3 card combo. Now let's start with my win condition which he said ...Continue ReadingTop Commanders of EDH (Multiplayer)'s photo.'Turn 1 Lock'Like Comment Share 81Top Commanders of EDH (Multiplayer)March 18 at 12:05am

Finally! Top Commander's EDH Review for Dragon's of Tarkir!I'm already feeling bad for our competition that also reviews sets, and they sure did miss a lot of stuff. We're going to go over 22 new cards for EDH, where they go, what they're being played in, and just why they're good. The Tier List will receive an update when Sidisi, Undead Vizier is finished being evaluated.

Link for the Review:http://goo.gl/vMr5r5... See More'Finally! Top Commander's EDH Review for Dragon's of Tarkir! I'm already feeling bad for our competition that also reviews sets, and they sure did miss a lot of stuff. We're going to go over 22 new cards for EDH, where they go, what they're being played in, and just why they're good. The Tier List will receive an update when Sidisi, Undead Vizier is finished being evaluated. Link for the Review: http://goo.gl/vMr5r5 For best results watch it with PowerPoint Viewer: http://www.microsoft.com/en-us/download/details.aspx?id=13 You can leave some criticism, questions, hate, or love in the comments section.'Like Comment Share 113Top Commanders of EDH (Multiplayer)February 12 Edited

I added a section at the bottom of the Tier List for Obsolete Combo decks, which lists a lot of obsolete combo decks that stand no chance against EDH's fastest and most consistent combo decks or better known here as the Tier-S combo decks.

Removed:-5c Jeskai Ascendancy Combo-5c Aluren Combo...See MoreLike Comment Share 3Top Commanders of EDH (Multiplayer)February 11 Page Index

Tier List will now be continuously updated

...Continue ReadingLike Comment Share 5Top Commanders of EDH (Multiplayer) celebrating TopCommander's BirthdayFebruary 4

Today is Paramount's Birthday (Top Commander's Founder)

Top Commanders was founded on June 8, 2012.

Top Commander is now 3 years old!... See More'Today is Paramount's Birthday (Top Commander's Founder) Top Commanders was founded on June 8, 2012. Top Commander is now 3 years old! I would like to thank everyone for taking interest in me and Glix's work, decks, and content. It is very hard work to put all of this together and maintain the professionalism that people desire for competitive EDH. I appreciate everyone on the page for promoting competitive commander. Looking forward to the Youtube Channel, Indexing the Page to make things easier to find, and many many more years of insanely good content. What I visioned for the page years ago has certainly come true. I look forward to continuing the page for many more years. - Paramount (Founder and Head Admin)'Like Comment Share 172Top Commanders of EDH (Multiplayer)January 29 Edited

Derevi Prison (Primer) by Glix

Updated PostSo, I just finished fixing this post for Glix. This was the largest deck tech ever put on the Facebook Page. It is the best premier for Derevi, Empyrial Tactician hands down, and it has the best list. What more could you ask for?- Paramount... See More'Derevi Prison (Primer) by Glix Updated Post So, I just finished fixing this post for Glix. This was the largest deck tech ever put on the Facebook Page. It is the best premier for Derevi, Empyrial Tactician hands down, and it has the best list. What more could you ask for? - Paramount Dropbox Link: https://www.dropbox.com/s/38cpcly13fz0x34/DereviEmpyrialTacticianEDHPrimer.docx?dl=0 Google Link: http://goo.gl/9rkgSv'Like Comment Share 87Top Commanders of EDH (Multiplayer)January 27

Today I would like to celebrate our assistant administrator Glix of TopCommander for being with me on the page for almost 2 years!He has made great contributions to competitive EDH. He is a respected EDH player and an a great adversary. I would also like to show off his website which is still being worked on. http://edhsource.com/

So as a token of my gratitude and for contributing to the Facebook Page. I have sent Glix a awesome gift to thank him for his work, and hope that ...See More'Today I would like to celebrate our assistant administrator Glix of TopCommander for being with me on the page for almost 2 years! He has made great contributions to competitive EDH. He is a respected EDH player and an a great adversary. I would also like to show off his website which is still being worked on. http://edhsource.com/ So as a token of my gratitude and for contributing to the Facebook Page. I have sent Glix a awesome gift to thank him for his work, and hope that he continues to keep helping Competitive EDH for many years to come! With appreciation, Paramount'Like Comment Share 113See More StoriesRachael Bell likes Sarah Bell's post.Jennafer Marie commented on her own post.Jessica McDougall likes Robin Muroff's photo.Sarah Bell commented on her own post.Kaylyn Boggess and Jase M Bologna are now friends.Nikki Sylvester likes Interracial Dating's photo.Nancy Hayes shared a link.Dan Chynoweth was tagged in Bigg Tone's photo.Show Older

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MobileShannon DomzalskiChat Conversation StartMarch 21st, 6:58pmI love youClearly I love you tooI know:)March 21st, 9:33pmI love you, I miss you, and I really want to make out and have sex with you. I take it we'll never really have make up sex for lack of fighting, but we should definitely have lots of I've fucking missed you damn it sexIm totally on board for more sex! And i love you. Do i hint sexting about to happen;pHaha well honestly I was just playing with myself fantasizing about doing a strip tease for youWhatttttttttttttt why is his nottt a thingggggffg6 hours agoI got a pictureawesome!!!!!!!!!!!!!Chat Conversation EndCameraChoose a sticker or emoticonPosts To PageCloseAidan BandyTop Commanders of EDH (Multiplayer)March 27 at 10:46am

I would love to see the Oona decklist, if you have the time. Thanks.Like Comment Share 1Johnny HaTop Commanders of EDH (Multiplayer)March 26 at 12:05pm Ottawa, Canada

Can I see the Oloro list please.Like Comment ShareJose Luis GonzalezTop Commanders of EDH (Multiplayer)March 20 at 12:11am

Can I see the Narset, Enlightened Master deck list? Please.Like Comment Share 1Steven Bada-gauvinTop Commanders of EDH (Multiplayer)March 18 at 3:27pm

Can I see the Riku of Two Reflections decklist, please?Like Comment ShareKyle DuncanTop Commanders of EDH (Multiplayer)March 16 at 9:19am

Looking for the Zur, the Enchanter [control] list. Please and thank youLike Comment ShareEner Grey ComesTop Commanders of EDH (Multiplayer)March 15 at 2:57pm

Hello, I am very in the B/W decks, and I am trying commander for the very first time... which top tier B/W decks exists? (apologies for my bad english, I am from Venezuela).Like Comment ShareRoland RichartzTop Commanders of EDH (Multiplayer)March 15 at 7:39am

Hey Paramount! Could I see your Alesha and Karador lists please? I've been tinkering with these for a while now. Many thanks grin emoticon!Like Comment Share 3Jerry CooperTop Commanders of EDH (Multiplayer)March 13 at 11:11am Grand Falls Plaza, MO

MTG - ALL PLAYING CARDS AUCTION. Lets have some funLike Comment Share 13Kevin BeadleTop Commanders of EDH (Multiplayer)March 12 at 12:55am

does enyone have a daretti deck list thats doing good? Im new to magic and trying to "upgrade" the precon but im having the hardest time getting it semi competitive. The only limitations i have in my league are no mass land destruction or two card auto win combos. anyhelp would be great!Like Comment Share 25

Most Relevant2 people like this.Kevin BeadleWrite a comment...

Kevin Beadle thank you so much for this list! i wish we still had land destruction in my group. i pretty much have had to resort to winning when other combo decks start to go off by getting platinum angel out, make all my artifacts indestructible and add hex proof in the mix which is funny but not how i want to win.Like Reply March 12 at 1:43am

Top Commanders of EDH (Multiplayer) This list is extremely special it's the first Mono Red deck to ever be rated at Tier A. There are no Tier S mono red decks too. Me and Glix worked almost 2 months on Daretti.Like  March 12 at 1:47am  EditedView more replies

Top Commanders of EDH (Multiplayer) Lets take one of our many Tier S combo decks for example. 5c Ad Nausem. You only have 2-3 turns to do something about Ad Nausem. If you don't then you lose. If you did do something about it, you still need that answer to affect your opponents altogether so they aren't free to beat your brains in. You have 4 opponents: Player A has is going to play Ad Nausem on Turn 2. Player B, is going to cast Arcuum on turn 2 and combo out on turn 3. Player C is going to play Arcanis on turn 3 and draw tons of cards by playing Extra Turns. So you basically only have 3 turns. Now you need an answer that is going to work in just 3 turns, and stop all 3 opponents. So you do your turn 1 Daretti, you +2 Draw and Discard. and on turn 2. You play Tangle Wire, Nullstone, Ward of Bones, or you play a mass land destruction spell so that you can keep using Daretti. There are no other solutions that would work as well as those. That is the only reason that Daretti even got to Tier A. Otherwise if you remove mass land destruction and the nice 2 card interactions out of the deck you get a TIER C deck even that can't hold it's own competitively! - ParamountUnlike Reply 1 March 12 at 1:23am EditedTop Commanders of EDH (Multiplayer) This is the best Daretti list you will find. But the trouble is without mass land destruction, or turn 1-3 locks like Ward of Bones or Nulstone/Tangle Wire Daretti can't win games. The Daretti deck from our page is capable of beating a lot of decks, bu...See MoreUnlike Reply 1 March 12 at 1:14am EditedTop Commanders of EDH (Multiplayer) https://www.facebook.com/TopCommanders/photos/a.339060309516811.79093.304415172981325/740844926005012/?type=1&theater'Step aside Norin the Wary "Gaka the Wary", here is a real mono red Commander for EDH. Introducing Daretti "Always Lock" Mana Denial (Tier A) Not once has there ever been a mono red deck that was part of the best decks in EDH. After Commander 2014 that changed and let's fast forward to the mono red commander Daretti, Scrap Savant. Today I will be presenting a deck tech on an amazing list of Daretti - Mono Red Stax. Whether it is the best list around, that'll be up to the reader to decide. After you all, you don't have to take my word on it. The deck was carefully worked on and heavily play-tested. No other Red Commander deck built comes close to the strength of Daretti Stax. It is the first red deck in EDH to make a breakthrough in the format for mono red as a whole. In other words it is truly viable and competitively relevant. Warning: Very Long Reading Ahead SB: 1 Daretti, Scrap Savant Artifacts: 34 1 Tangle Wire 1 Memory Jar 1 Ward of Bones 1 Smokestack 1 Defense Grid 1 Possessed Portal 1 Spine of Ish Sah 1 Clock of Omens 1 Thorn of Amethyst 1 Sphere of Resistance 1 Ensnaring Bridge 1 Magistrate's Scepter 1 Darksteel Reactor 1 Trinisphere 1 Static Orb 1 Winter Orb 1 Gilded Lotus 1 Mana Vault 1 Basalt Monolith 1 Lion's Eye Diamond 1 Mox Opal 1 Chrome Mox 1 Lotus Petal 1 Fellwar Stone 1 Prismatic Lens 1 Mind Stone 1 Jeweled Amulet 1 Thran Dynamo 1 Everflowing Chalice 1 Mox Diamond 1 Mana Crypt 1 Sol Ring 1 Grim Monolith 1 Unstable Obelisk Creatures: 9 1 Goblin Welder 1 Coretapper 1 Treasonous Ogre 1 Metalworker 1 Skirk Prospector 1 Nullstone Gargoyle 1 Simian Spirit Guide 1 Kuldotha Forgemaster 1 Lodestone Golem Enchantments: 3 1 Blood Moon 1 Impending Disaster 1 Planar Chaos Sorcery and Instants: 18 1 Seething Song 1 Rite of Flame 1 Desperate Ritual 1 Pyretic Ritual 1 Gamble 1 Decree of Annihilation 1 Crack the Earth 1 Tremble 1 Wheel of Fortune 1 Wildfire 1 Devastation 1 Boom // Bust 1 Scrap Mastery 1 Vandalblast 1 Tectonic Break 1 Devastating Dreams 1 Destructive Force 1 Thoughts of Ruin Planeswalkers: 1 1 Ugin, the Spirit Dragon (NEW) Land: 34 1 Phyrexia's Core 1 Inkmoth Nexus 1 Darksteel Citadel 1 Great Furnace 23 Snow-Covered Mountain 1 Ancient Tomb 1 Gemstone Caverns 1 City of Traitors 1 Dwarven Ruins 1 Crystal Vein 1 Sandstone Needle 1 Mishra's Workshop Before we get to strategy, gameplay, and mulligans. I want to explain the deck, and card choices first. First of all this is a stax deck, and it's job is to deny it's opponent's resources to play their own game. So basically if for some reason you aren't able to deny them resources you will not win. You also still need to lock them out. This is a really effective and powerful multi-player strategy for competitive EDH. Stax is different from Prison, usually in the fact that it destroys and sacrifices permanents. Tangle Wire: Wire is an absolutely amazing multi-player control spell, it locks down opponents, prevents them from casting spells, and it works amazingly with "Don't Untap" effects. It is reusable with Daretti. Memory Jar: The power of Memory Jar, is that you can be the only person to use the 7 cards that are drawn off of it, while other players likely will not be able to play anything but instants. Its heavy card advantage, and it is reusable with Daretti. Ward of Bones: One of the most important cards in the deck, Ward is amazing early game, it will prevent your opponents from playing more lands and creatures or even enchantments. Ward combos with your mass land destruction spells causing hard locks. Due to Daretti mostly working around low land counts and artifact mana. Ward of Bones is naturally useful. A great card for Daretti to drop early. Smokestack: This is also really great in Daretti since you really don't care for a number of your own permanents and can use this to get rid of lands/annoying permanents and just close out the game. Its also good for getting rid of Mana Crypt if its causing a problem late game. Defense Grid: This is great for dealing with blue decks, don't mull this away if you see a lot of blue decks. Possessed Portal: One of the strongest stax spells in Daretti, and works amazingly with Daretti's Ultimate. Spine of Ish Sah: Due to the fact red has limited numbers of ways to deal with certain kinds of permanent like Enchantments, Spine is one of the few tools that it has to rid the board of annoying cards like Rest in Peace/Leyline of the Void/Stony Silence. Its also great to sacrifice to Daretti. Clock of Omens: This is in here for the way that it can allow you heavy freedom with mana, and combos with Magistrates Scepter or Coretapper. Thorn of Amethyst, Sphere of Resistance, Trinisphere: Obviously early game you can understand the power of a turn 1 Trinisphere/Thorn it prevents people from casting spells or going crazy the first 2 turns of the game. Ensnaring Bridge - Anti Aggro, and it's pretty self explanatory, with this in play they will almost never be able to attack, because rarely will you have more than 1-3 cards in hand. Magistrate's Scepter: Infinite Turns with Coretapper + Daretti Ultimate, Clock of Omens Darksteel Reactor: The deck's main finisher, with Coretapper, Magistrate's Scepter Reactor wins fast. You don't want to use Dismantle because that would waste a card slot and you're not rushing Reactor, playing an effective stax game is key to winning. So adding Dismantle would be an extremely bad idea. Static Orb, Winter Orb: These cards are just fantastic with Tangle Wire, and the stax engines. Whenever your opponents tap out these are the cards you want to play. Unstable Obelisk: While this is also a mana rock, it's the first mana rock in MTG that can blow up a non-land permanent. This allows Daretti to have an out for dealing with problem cards like Kataki, War's Wage and Rest in Peace. The whole point of most of the mana acceleration is to allow for fast starts, and especially turn 1-2 Daretti which is key to winning a game. Since if you play Daretti turn 3 more than likely he will be countered, or you will have lost to a turn 3 combo. Even worse you might eat an opponent's board wipe turn 3-4 if you haven't played Daretti quickly. So it's extremely important to understand the combinations of mana acceleration that allow for turn 1-2 Daretti. This will take a lot of practice, once you understand how to mulligan you'll be able to play Daretti a lot better. Also this is crucial to winning games with Daretti or playing it and having the same results that I do. Otherwise you will see a lot more removal/counterspells than you would had you played a Turn 1/2 Daretti. So I will save you all the hard work of knowing what the hands are for Turn 1 Daretti are and just make a list here. You can swap out 2 Converted CMC rocks for other 2 CMC rocks, and as long as it makes 1 mana for 0 it can take the place of say Mox Diamond. Gilded Lotus, Mana Vault, Basalt Monolith, Lion's Eye Diamond, Mox Opal, Chrome Mox, Lotus Petal, Fellwar Stone, Prismatic Lens, Mind Stone, Jeweled Amulet, Thran Dynamo, Everflowing Chalice, Mox Diamond, Mana Crypt, Sol Ring, Grim Monolith, Unstable Obelisk Examples of turn 1 Daretti: * Also not a complete list Lion's Eye Diamond, Land Mana Crypt, Land, Rite of Flame Mana Crypt, Land, Desperate Ritual or Pyretic Ritual Mana Crypt, Land, Seething Song Ancient Tomb, Mox Diamond, Seething Song Ancient Tomb, Chrome Mox, Seething Song Ancient Tomb, Mox Diamond, Lotus Petal, Desperate Ritual or Pyretic Ritual City of Traitors/Crystal Vein, Mox Diamond, Seething Song City of Traitors/Crystal Vein, Chrome Mox, Seething Song City of Traitors/Crystal Vein, Mox Diamond, Desperate Ritual or Pyretic Ritual, Lotus Petal Land, Mana Vault, Chrome Mox/Mox Diamond/Simian Spirit Guide Ancient Tomb/City of Traitors/Crystal Veil, Sol Ring, Mox Diamond, Mox Opel, Lotus Petal Mishra's Workshop, Mana Vault, Gilded Lotus, Sol Ring/Mox Diamond/Mox Opel/Chrome Mox/Simian Spirit Guide/Desperate Ritual/Pyretic Ritual Mishra's Workshop, Sol Ring, Mind Stone/Fellware Stone/Prismatic Lens, Simian Spirit Guide/Mox Opel/Chrome Mox/Mox Diamond Turn 2 Daretti: Tapped Lands, then a combination of any of the above cards, usually just 1-2 allows for the 4 mana required to play turn 2 Daretti. Sandstone Needle, then Turn 2, Land, Rite of Flame... 4 mana. Goblin Welder: 1 mana Daretti, and having a second copy of Daretti is really powerful and allows for even more degenerate plays. Like being able to reset Tangle Wire in the same turn. Coretapper: This is one of the most important cards in the game, as it allows for infinite counters on Magistrate's Scepter and lets you put counters on Darksteel Reactor at an insane rate. The best part about Coretapper is his late game use with Daretti's Ultimate, which allows him to go infinite with Scepter, and get Darksteel Reactor at twenty very quickly to close out games. Treasonous Ogre: Power ramping, usually if you have this guy early game, you can do a lot in a single turn. He can make a maximum of 13 red mana in one turn assuming you have 40 life. This Daretti list has all the best spells for it. Metalworker: As with Ogre, you can get a lot of mana, a maximum of 16 colorless mana. Without the life loss, and assuming you had 8 artifacts in hand. Otherwise 6-8 mana is still a whole lot. Skirk Prospector: This little guy doesn't do anything but allow for turn 2 Daretti's, and that's all he does. Nullstone Gargoyle: One of the most important locking spells in this deck, it is just great when you've got them in a lock and then you get out Nullstone to seal the deal. Also a turn 2 Nullstone off Daretti is just brutal. Simian Spirit Guide: Of course it's easy to see why this is one of the best red spells in EDH, it's because its a Lotus Petal that makes red mana for nothing. Not only that, Simian Spirit Guide gets around taxation. Kuldotha Forgemaster: A great card when Daretti's Ultimate is done, you can get all the artifacts back, and get any other lock pieces you need to make the lock a hard lock, and then you can tutor for Clock of Omens, and then get Coretapper and then Darksteel Reactor. Kuldotha can also be used to just get any lock peice you need to create hard locks such as a Winter Orb + Tangle Wire hard lock. Lodestone Golem: As with all the other Taxation peices this is great early game, and helps to make any soft locks/hard locks you have going more effective. There are few enchantments to add to the deck. So that is why there is such a small number. Blood Moon: While you might be wondering why we don't also include Magnus its because it is a creature and is easier to remove. Also, Blood Moon is not extremely effective, at most it can shutdown half their mana sometimes less and sometimes more. Impending Disaster: It destroys lands, and well that's all there is to it. This is great to play early game when theres easily 7+ lands. Planar Chaos: Planar Chaos acts like a Nether Void, but it's temporary and has a 50% chance of not countering their spells. Never the less, it will prevent and hold off comboing/big plays, and prevent them from playing more spells. It buys time basically. Seething Song, Rite of Flame, Desperate Ritual, Pyretic Ritual: They're rituals they add mana, and allow for turn 1-2 Daretti. Gamble: You can use this to search for any specific stax/lock peice and immediately put it into play with Daretti/Goblin Welder. Decree of Annihilation: Mass Land Destruction that can't be countered. Don't ever hardcast DOA, use only as a means of last resort if all else fails... which should be very rare. Crack the Earth: The ability to slow down your opponents early for 1 mana, makes this one of the best MLD spells in the deck. Tremble: Same as Crack the Earth, but costs 2 mana, and is lands rather than permanents. Wheel of Fortune: 3 mana, draw 7, and disrupt your opponent's hands/mulligans/combos at the same time. Wildfire: Mass land destruction with mass creature removal. Awesome. Devastation: Unlike Wildfire, Devastion doesn't deal damage, it just destroys all creatures and lands. Thats better. Boom // Bust: Pretty simple, use it to destroy all lands. I never use Boom, ever. Don't ever use Boom, always use Bust. If you use Boom you will put yourself behind -3 in card advantage. Scrap Mastery: Absoulutely amazing in Daretti, this is the ultimate board rocovery tool for Daretti. Practically a second shot at winning. Vandalblast: Destroy all of your opponent's artifacts, and keep your own artifacts. One sided mass removal is amazing. Tectonic Break: More mass land destruction. Devastating Dreams: Its easily one of the worst of the Mass Land Destruction effects, but it also does deal damage to creatures, so it can pay for it's additional costs by creating more card advantage. Destructive Force: Essentially another Wildfire effect, but a bit stronger. Early game on turn 2-5 this card is totally back breaking. Thoughts of Ruin: Usually you might only kill 2-3 lands off each player with this card, and late game you'd have hold cards to make more use out of Thoughts of Ruin. Land 35: Really the deck could run a little less lands, since the only real goal early game is just to play Daretti quickly. But 36+ Lands is too much, and Daretti is a low curve deck, it could run 34. Phyrexia's Core: Theres a couple of different tricks that you can use Core for, like getting rid of Smokestack/Tangle Wire so you can recur them in the same turn, or getting rid of Portal. It can also save your artifacts from getting exiled by things like Dust to Dust, or Path to Exile. Inkmoth Nexus: Sac 4 Daretti, Mox Opel, Metalworker, Kuldotha Forgemaster Darksteel Citadel: Sac 4 Daretti, Mox Opel, Metalworker, Kuldotha Forgemaster Great Furnace: Sac 4 Daretti, Mox Opel, Metalworker, Kuldotha Forgemaster Snow-Covered Mountain: They're just slightly better than regular basic lands, because of scrying sheets. Ancient Tomb: EDH staple Gemstone Caverns: EDH staple, also allows for turn 1/2 Daretti too. City of Traitors: Not a staple like Tomb, but allows for turn 1/2 Daretti. Dwarven Ruins: Turn 2 Daretti Crystal Vein: Turn 1/2 Daretti Sandstone Needle: Turn 2 Daretti Mishra's Workshop: Turn 1 Daretti is possible with this. Daretti's Strategy: Pretty simple you mulligan non-ramp spells for cards that make extra mana, and cast Daretti Turn 1/2 and toss cards and draw 2 cards, and on your second or third turn plop out your bomb. Essentially Daretti wants to keep drawing and dropping lock pieces as the game goes, and that's pretty much all it runs is stax spells. If you can do have a turn 1 Daretti, you basically want to draw into your lock peices if you don't already have any. If Daretti gets to play any of it's stax spells early game, it usually spells doom for the opponents and any combo decks in the game looking for a fast early win. Once Daretti has a lock of some kind going, each other turn it can make the locks intensely worse and harder to break out of. Eventually once Daretti get's his ultimate, it will begin to finish up any hard locks with Reactor + Coretapper or Scepter + Coretapper. Kuldotha Forgemaster, and Gamble spell doom for opponents too. Plus you can reuse Smokestack, Tangle Wire, and Portal forever. There are a handful of hard locks in this list. It's not recommended to play the Daretti against the same opponent's consecutive times, when you are being targeted after the first game, and are playing Archenemy Daretti doesn't perform as well as some other decks, and is somewhat fragile already. If you were do remove the "fragileness" of Daretti then it would just lose to combo decks all the time because it doesn't focus on fast stax and locking opponents out in the first 3 turns anymore. Daretti's Pros: One of the fastest decks in the format, and pretty consistent for locking/stax turn 2-3. Can draw cards, and reuse artifacts which is amazing for stax.Not Can get giant artifacts out on turn 1-3 and lock in the first 3 turns of a game consistently. Amazing Ultimate for a stax strategy. 3 Colorless and 1 Red, makes this super easy to cast, even more turn 1's than Arcuum. The only red commander that once in play can play around counterspells for the rest of the game. You can brag about beating good decks with Mono Red. Daretti's Cons: Mildly commander dependent. Can be disrupted somewhat easily with counterspells/removal which doesn't mean it loses just means it might not be able to stop combo decks from winning anyways. Auto loses to graveyard hate. (this is actually the deck's most severe weakness) Can be slowed down tremendously to the point you might as well just concede by Anti-Artifact cards like Null Rod, Kataki, or Stony Silence. Mulligans: Keep 0 mana acceleration, lands that make 2 mana. Moxes, Rituals, 1 mana rocks. The goal is turn 1-2 Daretti, and major emphasis on turn 1 Daretti. You don't need to keep anything else in your hand. But if you already have a the mana for a turn 1 Daretti, then you can mull the other cards for things for Daretti to recur/discard to lock your opponents out. For the Paris Mulligan Rule if you don't use the free mulligan rule, and use paris rule then you will need to exercise a lot more caution, and it's more likely you won't get as many turn 1's Daretti's. You are also are at a disadvantage against Hermit Druid, and a lot of other combo decks with the Paris mulligan rule. You'd also need some luck to win some games. Otherwise if you are using the Free Mulligan rule you would do well every game, if you mulligan well. (For reference I posted this as you this is pretty much part of the mulliganing) Examples of turn 1 Daretti: * Also not a complete list Lion's Eye Diamond, Land Mana Crypt, Land, Rite of Flame Mana Crypt, Land, Desperate Ritual or Pyretic Ritual Mana Crypt, Land, Seething Song Ancient Tomb, Mox Diamond, Seething Song Ancient Tomb, Chrome Mox, Seething Song Ancient Tomb, Mox Diamond, Lotus Petal, Desperate Ritual or Pyretic Ritual City of Traitors/Crystal Vein, Mox Diamond, Seething Song City of Traitors/Crystal Vein, Chrome Mox, Seething Song City of Traitors/Crystal Vein, Mox Diamond, Desperate Ritual or Pyretic Ritual, Lotus Petal Land, Mana Vault, Chrome Mox/Mox Diamond/Simian Spirit Guide Ancient Tomb/City of Traitors/Crystal Veil, Sol Ring, Mox Diamond, Mox Opel, Lotus Petal Mishra's Workshop, Mana Vault, Gilded Lotus, Sol Ring/Mox Diamond/Mox Opel/Chrome Mox/Simian Spirit Guide/ Desperate Ritual/Pyretic Ritual Mishra's Workshop, Sol Ring, Mind Stone/Fellware Stone/Prismatic Lens, Simian Spirit Guide/Mox Opel/Chrome Mox/Mox Diamond Turn 2 Daretti: Tapped Lands, then a combination of any of the above cards, usually just 1-2 allows for the 4 mana required to play turn 2 Daretti. Sandstone Needle, then Turn 2, Land, Rite of Flame... 4 mana. Conclusion: Daretti is the first Mono Red commander to ever be good enough to be Tier A material. All the other mono red commanders fall short of Daretti, and Tier A status. All of the other mono red commanders are only Tier B, and cannot beat the Tier A decks. They simply don't draw enough cards, create enough value, or have a strong enough early game. Daretti is superior to Norin, Kiki-Jiki, Mirror Breaker, Zirilan of the Claw, Purphoros, God of the Forge, and Kurkesh, Onakke Ancient. All of those decks are combo/control or combo/stax or just pure combo. None of them have the same level of stax control that Daretti produces, and none of them are as fast and as a consistent early game as Daretti. Daretti is even more effective turn 1/2, than Zirilan, because it can do things in the first 3 turns of the game none of those commanders can do. Like Turn 2 Nullstone/Ward of Bones/Portal. While Norin can come down turn 1, Norin doesn't do much the first 3 turns of the game against combo, and it definitely cannot do things that Daretti does. Norin has a really poor early game trying to deal with combo, and it's doesn't have near as much locking/stax as Daretti does. It can't even maintain Smokestack/Tangle Wire early on like Daretti can. Daretti has unparalleled abilty in mono red to play stax and deny opponent's spells and resources. Another thing that Daretti can do that other the other mono red commanders cannot do is play around counterspells. They require their spells to be cast in order to do their thing, and Daretti can just discard them and recur them. It doesn't ever have to cast spells, except for the Commander itself. Thanks for reading, Paramount'Top Commanders of EDH (Multiplayer)

Step aside Norin the Wary "Gaka the Wary", here is a real mono red Commander for EDH.

Introducing Daretti "Always Lock" Mana Denial (Tier A)

Not once has there ...See MoreUnlike Reply 1 March 12 at 1:02am

Jonathan Caez Welcome to the EDH Elite. Shhh you just might have too much fun.Unlike  Reply  1  March 12 at 1:24amWrite a comment...

Aaron FriesenTop Commanders of EDH (Multiplayer)March 7 at 7:59pm

Hey guys I am looking at making my Kruphix, God of Horizons deck better. Any way you can send me a link to a deck list? or the deck list of your top tier decks. Greatly appreciated thanks grin emoticonLike Comment Share 11Isaac J. Imnotgilbert GibertTop Commanders of EDH (Multiplayer)February 26 Kennesaw, GA

In Zur's top tier multiplayer form, do you think it is better finishing with a combo or the classic untouchable Zur voltron that snowballs while beating everyone to death?Like Comment Share 3See More StoriesTop Commanders of EDH (Multiplayer)Page Liked December 27, 2014 Edited

Step aside Norin the Wary "Gaka the Wary", here is a real mono red Commander for EDH.

Introducing Daretti "Always Lock" Mana Denial (Tier A)

Not once has there ever been a mono red deck that was part of the best decks in EDH. After Commander 2014 that changed and let's fast forward to the mono red commander Daretti, Scrap Savant. Today I will be presenting a deck tech on an amazing list of Daretti - Mono Red Stax. Whether it is the best list around, that'll be up to the reader to decide. After you all, you don't have to take my word on it. The deck was carefully worked on and heavily play-tested. No other Red Commander deck built comes close to the strength of Daretti Stax. It is the first red deck in EDH to make a breakthrough in the format for mono red as a whole. In other words it is truly viable and competitively relevant.

Warning: Very Long Reading Ahead

SB: 1 Daretti, Scrap Savant

Artifacts: 341 Tangle Wire1 Memory Jar1 Ward of Bones1 Smokestack1 Defense Grid1 Possessed Portal1 Spine of Ish Sah1 Clock of Omens1 Thorn of Amethyst1 Sphere of Resistance1 Ensnaring Bridge1 Magistrate's Scepter1 Darksteel Reactor1 Trinisphere1 Static Orb1 Winter Orb

1 Gilded Lotus1 Mana Vault1 Basalt Monolith1 Lion's Eye Diamond1 Mox Opal1 Chrome Mox1 Lotus Petal1 Fellwar Stone1 Prismatic Lens1 Mind Stone1 Jeweled Amulet1 Thran Dynamo1 Everflowing Chalice1 Mox Diamond1 Mana Crypt1 Sol Ring1 Grim Monolith1 Unstable Obelisk

Creatures: 91 Goblin Welder1 Coretapper1 Treasonous Ogre1 Metalworker1 Skirk Prospector1 Nullstone Gargoyle1 Simian Spirit Guide1 Kuldotha Forgemaster1 Lodestone Golem

Enchantments: 31 Blood Moon1 Impending Disaster1 Planar Chaos

Sorcery and Instants: 181 Seething Song1 Rite of Flame1 Desperate Ritual1 Pyretic Ritual1 Gamble1 Decree of Annihilation1 Crack the Earth1 Tremble1 Wheel of Fortune1 Wildfire1 Devastation1 Boom // Bust1 Scrap Mastery1 Vandalblast1 Tectonic Break1 Devastating Dreams1 Destructive Force1 Thoughts of Ruin

Planeswalkers: 11 Ugin, the Spirit Dragon (NEW)

Land: 341 Phyrexia's Core1 Inkmoth Nexus1 Darksteel Citadel1 Great Furnace23 Snow-Covered Mountain1 Ancient Tomb1 Gemstone Caverns1 City of Traitors1 Dwarven Ruins1 Crystal Vein1 Sandstone Needle1 Mishra's Workshop

Before we get to strategy, gameplay, and mulligans. I want to explain the deck, and card choices first. First of all this is a stax deck, and it's job is to deny it's opponent's resources to play their own game. So basically if for some reason you aren't able to deny them resources you will not win. You also still need to lock them out. This is a really effective and powerful multi-player strategy for competitive EDH. Stax is different from Prison, usually in the fact that it destroys and sacrifices permanents.

Tangle Wire: Wire is an absolutely amazing multi-player control spell, it locks down opponents, prevents them from casting spells, and it works amazingly with "Don't Untap" effects. It is reusable with Daretti.

Memory Jar: The power of Memory Jar, is that you can be the only person to use the 7 cards that are drawn off of it, while other players likely will not be able to play anything but instants. Its heavy card advantage, and it is reusable with Daretti.

Ward of Bones: One of the most important cards in the deck, Ward is amazing early game, it will prevent your opponents from playingmore lands and creatures or even enchantments. Ward combos with your mass land destruction spells causing hard locks. Due to Daretti mostly working around low land counts and artifact mana. Ward of Bones is naturally useful. A great card for Daretti to drop early.

Smokestack: This is also really great in Daretti since you really don't care for a number of your own permanents and can use this to get rid of lands/annoying permanents and just close out the game. Its also good for getting rid of Mana Crypt if its causing a problem late game.

Defense Grid: This is great for dealing with blue decks, don't mull this away if you see a lot of blue decks.

Possessed Portal: One of the strongest stax spells in Daretti, and works amazingly with Daretti's Ultimate.

Spine of Ish Sah: Due to the fact red has limited numbers of ways to deal with certain kinds of permanent like Enchantments, Spine isone of the few tools that it has to rid the board of annoying cards like Rest in Peace/Leyline of the Void/Stony Silence. Its also great to sacrifice to Daretti.

Clock of Omens: This is in here for the way that it can allow you heavy freedom with mana, and combos with Magistrates Scepter orCoretapper.

Thorn of Amethyst, Sphere of Resistance, Trinisphere: Obviously early game you can understand the power of a turn 1 Trinisphere/Thorn it prevents people from casting spells or going crazy the first 2 turns of the game.

Ensnaring Bridge - Anti Aggro, and it's pretty self explanatory, with this in play they will almost never be able to attack, because rarely will you have more than 1-3 cards in hand.

Magistrate's Scepter: Infinite Turns with Coretapper + Daretti Ultimate, Clock of Omens

Darksteel Reactor: The deck's main finisher, with Coretapper, Magistrate's Scepter Reactor wins fast. You don't want to useDismantle because that would waste a card slot and you're not rushing Reactor, playing an effective stax game is key to winning. Soadding Dismantle would be an extremely bad idea.

Static Orb, Winter Orb: These cards are just fantastic with Tangle Wire, and the stax engines. Whenever your opponents tap out these are the cards you want to play.

Unstable Obelisk: While this is also a mana rock, it's the first mana rock in MTG that can blow up a non-land permanent. This allows Daretti to have an out for dealing with problem cards like Kataki, War's Wage and Rest in Peace.

The whole point of most of the mana acceleration is to allow for fast starts, and especially turn 1-2 Daretti which is key to winning a game. Since if you play Daretti turn 3 more than likely he will be countered, or you will have lost to a turn 3 combo. Even worse you might eat an opponent's board wipe turn 3-4 if you haven't played Daretti quickly. So it's extremely important to understand thecombinations of mana acceleration that allow for turn 1-2 Daretti. This will take a lot of practice, once you understand how to mulliganyou'll be able to play Daretti a lot better. Also this is crucial to winning games with Daretti or playing it and having the same results that I do. Otherwise you will see a lot more removal/counterspells than you would had you played a Turn 1/2 Daretti. So I will save you all the hard work of knowing what the hands are for Turn 1 Daretti are and just make a list here. You can swap out 2 Converted CMC rocks for other 2 CMC rocks, and as long as it makes 1 mana for 0 it can take the place of say Mox Diamond.

Gilded Lotus, Mana Vault, Basalt Monolith, Lion's Eye Diamond, Mox Opal, Chrome Mox, Lotus Petal, Fellwar Stone, Prismatic Lens, Mind Stone, Jeweled Amulet, Thran Dynamo, Everflowing Chalice, Mox Diamond, Mana Crypt, Sol Ring, Grim Monolith, Unstable Obelisk

Examples of turn 1 Daretti: * Also not a complete list*Lion's Eye Diamond, LandMana Crypt, Land, Rite of FlameMana Crypt, Land, Desperate Ritual or Pyretic RitualMana Crypt, Land, Seething SongAncient Tomb, Mox Diamond, Seething SongAncient Tomb, Chrome Mox, Seething SongAncient Tomb, Mox Diamond, Lotus Petal, Desperate Ritual or Pyretic RitualCity of Traitors/Crystal Vein, Mox Diamond, Seething SongCity of Traitors/Crystal Vein, Chrome Mox, Seething SongCity of Traitors/Crystal Vein, Mox Diamond, Desperate Ritual or Pyretic Ritual, Lotus PetalLand, Mana Vault, Chrome Mox/Mox Diamond/Simian Spirit GuideAncient Tomb/City of Traitors/Crystal Veil, Sol Ring, Mox Diamond, Mox Opel, Lotus PetalMishra's Workshop, Mana Vault, Gilded Lotus, Sol Ring/Mox Diamond/Mox Opel/Chrome Mox/Simian Spirit Guide/Desperate Ritual/Pyretic RitualMishra's Workshop, Sol Ring, Mind Stone/Fellware Stone/Prismatic Lens, Simian Spirit Guide/Mox Opel/Chrome Mox/Mox Diamond

Turn 2 Daretti:Tapped Lands, then a combination of any of the above cards, usually just 1-2 allows for the 4 mana required to play turn 2 Daretti.Sandstone Needle, then Turn 2, Land, Rite of Flame... 4 mana.

Goblin Welder: 1 mana Daretti, and having a second copy of Daretti is really powerful and allows for even more degenerate plays.Like being able to reset Tangle Wire in the same turn.

Coretapper: This is one of the most important cards in the game, as it allows for infinite counters on Magistrate's Scepter and lets youput counters on Darksteel Reactor at an insane rate. The best part about Coretapper is his late game use with Daretti's Ultimate,which allows him to go infinite with Scepter, and get Darksteel Reactor at twenty very quickly to close out games.

Treasonous Ogre: Power ramping, usually if you have this guy early game, you can do a lot in a single turn. He can make a maximumof 13 red mana in one turn assuming you have 40 life. This Daretti list has all the best spells for it.

Metalworker: As with Ogre, you can get a lot of mana, a maximum of 16 colorless mana. Without the life loss, and assuming you had 8artifacts in hand. Otherwise 6-8 mana is still a whole lot.

Skirk Prospector: This little guy doesn't do anything but allow for turn 2 Daretti's, and that's all he does.

Nullstone Gargoyle: One of the most important locking spells in this deck, it is just great when you've got them in a lock and then youget out Nullstone to seal the deal. Also a turn 2 Nullstone off Daretti is just brutal.

Simian Spirit Guide: Of course it's easy to see why this is one of the best red spells in EDH, it's because its a Lotus Petal that makes red mana for nothing. Not only that, Simian Spirit Guide gets around taxation.

Kuldotha Forgemaster: A great card when Daretti's Ultimate is done, you can get all the artifacts back, and get any other lock pieces you need to make the lock a hard lock, and then you can tutor for Clock of Omens, and then get Coretapper and then Darksteel Reactor. Kuldotha can also be used to just get any lock peice you need to create hard locks such as a Winter Orb + Tangle Wire hard lock.

Lodestone Golem: As with all the other Taxation peices this is great early game, and helps to make any soft locks/hard locks you have going more effective.

There are few enchantments to add to the deck. So that is why there is such a small number.

Blood Moon: While you might be wondering why we don't also include Magnus its because it is a creature and is easier to remove.Also, Blood Moon is not extremely effective, at most it can shutdown half their mana sometimes less and sometimes more.

Impending Disaster: It destroys lands, and well that's all there is to it. This is great to play early game when theres easily 7+ lands.

Planar Chaos: Planar Chaos acts like a Nether Void, but it's temporary and has a 50% chance of not countering their spells. Never the less, it will prevent and hold off comboing/big plays, and prevent them from playing more spells. It buys time basically.

Seething Song, Rite of Flame, Desperate Ritual, Pyretic Ritual: They're rituals they add mana, and allow for turn 1-2 Daretti.

Gamble: You can use this to search for any specific stax/lock peice and immediately put it into play with Daretti/Goblin Welder.

Decree of Annihilation: Mass Land Destruction that can't be countered. Don't ever hardcast DOA, use only as a means of last resort if all else fails... which should be very rare.

Crack the Earth: The ability to slow down your opponents early for 1 mana, makes this one of the best MLD spells in the deck.

Tremble: Same as Crack the Earth, but costs 2 mana, and is lands rather than permanents.

Wheel of Fortune: 3 mana, draw 7, and disrupt your opponent's hands/mulligans/combos at the same time.

Wildfire: Mass land destruction with mass creature removal. Awesome.

Devastation: Unlike Wildfire, Devastion doesn't deal damage, it just destroys all creatures and lands. Thats better.

Boom // Bust: Pretty simple, use it to destroy all lands. I never use Boom, ever. Don't ever use Boom, always use Bust. If you use Boom you will put yourself behind -3 in card advantage.

Scrap Mastery: Absoulutely amazing in Daretti, this is the ultimate board rocovery tool for Daretti. Practically a second shot at winning.

Vandalblast: Destroy all of your opponent's artifacts, and keep your own artifacts. One sided mass removal is amazing.Tectonic Break: More mass land destruction.

Devastating Dreams: Its easily one of the worst of the Mass Land Destruction effects, but it also does deal damage to creatures, so itcan pay for it's additional costs by creating more card advantage.

Destructive Force: Essentially another Wildfire effect, but a bit stronger. Early game on turn 2-5 this card is totally back breaking.

Thoughts of Ruin: Usually you might only kill 2-3 lands off each player with this card, and late game you'd have hold cards to makemore use out of Thoughts of Ruin.

Land 35: Really the deck could run a little less lands, since the only real goal early game is just to play Daretti quickly. But 36+ Landsis too much, and Daretti is a low curve deck, it could run 34.

Phyrexia's Core: Theres a couple of different tricks that you can use Core for, like getting rid of Smokestack/Tangle Wire so you can recur them in the same turn, or getting rid of Portal. It can also save your artifacts from getting exiled by things like Dust to Dust, or Path to Exile.

Inkmoth Nexus: Sac 4 Daretti, Mox Opel, Metalworker, Kuldotha ForgemasterDarksteel Citadel: Sac 4 Daretti, Mox Opel, Metalworker, Kuldotha ForgemasterGreat Furnace: Sac 4 Daretti, Mox Opel, Metalworker, Kuldotha ForgemasterSnow-Covered Mountain: They're just slightly better than regular basic lands, because of scrying sheets.Ancient Tomb: EDH stapleGemstone Caverns: EDH staple, also allows for turn 1/2 Daretti too.City of Traitors: Not a staple like Tomb, but allows for turn 1/2 Daretti.Dwarven Ruins: Turn 2 DarettiCrystal Vein: Turn 1/2 DarettiSandstone Needle: Turn 2 DarettiMishra's Workshop: Turn 1 Daretti is possible with this.

Daretti's Strategy:Pretty simple you mulligan non-ramp spells for cards that make extra mana, and cast Daretti Turn 1/2 and toss cards and draw 2 cards, and on your second or third turn plop out your bomb. Essentially Daretti wants to keep drawing and dropping lock pieces as the game goes, and that's pretty much all it runs is stax spells. If you can do have a turn 1 Daretti, you basically want to draw into your lock peices if you don't already have any. If Daretti gets to play any of it's stax spells early game, it usually spells doom for the opponents and any combo decks in the game looking for a fast early win. Once Daretti has a lock of some kind going, each other turn it can make the locks intensely worse and harder to break out of. Eventually once Daretti get's his ultimate, it will begin to finish up any hard locks with Reactor + Coretapper or Scepter + Coretapper. Kuldotha Forgemaster, and Gamble spell doom for opponents too. Plus you can reuse Smokestack, Tangle Wire, and Portal forever. There are a handful of hard locks in this list. It's not recommended to play the Daretti against the same opponent's consecutive times, when you are being targeted after the first game, and are playing Archenemy Daretti doesn't perform as well as some other decks, and is somewhat fragile already. If you were do remove the "fragileness" of Daretti then it would just lose to combo decks all the time because it doesn't focus on fast stax and locking opponents out in the first 3 turns anymore.

Daretti's Pros:One of the fastest decks in the format, and pretty consistent for locking/stax turn 2-3.Can draw cards, and reuse artifacts which is amazing for stax.NotCan get giant artifacts out on turn 1-3 and lock in the first 3 turns of a game consistently.Amazing Ultimate for a stax strategy.3 Colorless and 1 Red, makes this super easy to cast, even more turn 1's than Arcuum.The only red commander that once in play can play around counterspells for the rest of the game.You can brag about beating good decks with Mono Red.

Daretti's Cons:Mildly commander dependent.Can be disrupted somewhat easily with counterspells/removal which doesn't mean it loses just means it might not be able to stop combo decks from winning anyways.Auto loses to graveyard hate. (this is actually the deck's most severe weakness)Can be slowed down tremendously to the point you might as well just concede by Anti-Artifact cards like Null Rod, Kataki, or Stony Silence.

Mulligans:Keep 0 mana acceleration, lands that make 2 mana. Moxes, Rituals, 1 mana rocks. The goal is turn 1-2 Daretti, and major emphasis on turn 1 Daretti. You don't need to keep anything else in your hand. But if you already have a the mana for a turn 1 Daretti, then you can mull the other cards for things for Daretti to recur/discard to lock your opponents out.

For the Paris Mulligan Rule if you don't use the free mulligan rule, and use paris rule then you will need to exercise a lot more caution, and it's more likely you won't get as many turn 1's Daretti's. You are also are at a disadvantage against Hermit Druid, and a lot of other combo decks with the Paris mulligan rule. You'd also need some luck to win some games. Otherwise if you are using the Free Mulligan rule you would do well every game, if you mulligan well.

(For reference I posted this as you this is pretty much part of the mulliganing)Examples of turn 1 Daretti: * Also not a complete list*Lion's Eye Diamond, LandMana Crypt, Land, Rite of FlameMana Crypt, Land, Desperate Ritual or Pyretic RitualMana Crypt, Land, Seething SongAncient Tomb, Mox Diamond, Seething SongAncient Tomb, Chrome Mox, Seething SongAncient Tomb, Mox Diamond, Lotus Petal, Desperate Ritual or Pyretic RitualCity of Traitors/Crystal Vein, Mox Diamond, Seething SongCity of Traitors/Crystal Vein, Chrome Mox, Seething SongCity of Traitors/Crystal Vein, Mox Diamond, Desperate Ritual or Pyretic Ritual, Lotus PetalLand, Mana Vault, Chrome Mox/Mox Diamond/Simian Spirit GuideAncient Tomb/City of Traitors/Crystal Veil, Sol Ring, Mox Diamond, Mox Opel, Lotus PetalMishra's Workshop, Mana Vault, Gilded Lotus, Sol Ring/Mox Diamond/Mox Opel/Chrome Mox/Simian Spirit Guide/ Desperate

Ritual/Pyretic RitualMishra's Workshop, Sol Ring, Mind Stone/Fellware Stone/Prismatic Lens, Simian Spirit Guide/Mox Opel/Chrome Mox/Mox Diamond

Turn 2 Daretti:Tapped Lands, then a combination of any of the above cards, usually just 1-2 allows for the 4 mana required to play turn 2 Daretti.Sandstone Needle, then Turn 2, Land, Rite of Flame... 4 mana.

Conclusion:

Daretti is the first Mono Red commander to ever be good enough to be Tier A material. All the other mono red commanders fall short of Daretti, and Tier A status. All of the other mono red commanders are only Tier B, and cannot beat the Tier A decks. They simply don't draw enough cards, create enough value, or have a strong enough early game. Daretti is superior to Norin, Kiki-Jiki, Mirror Breaker, Zirilan of the Claw, Purphoros, God of the Forge, and Kurkesh, Onakke Ancient.All of those decks are combo/control or combo/stax or just pure combo. None of them have the same level of stax control that Daretti produces, and none of them are as fast and as a consistent early game as Daretti. Daretti is even more effective turn 1/2, than Zirilan, because it can do things in the first 3 turns of the game none of those commanders can do. Like Turn 2 Nullstone/Ward of Bones/Portal. While Norin can come down turn 1, Norin doesn't do much the first 3 turns of the game against combo, and it definitely cannot do things that Daretti does. Norin has a really poor early game trying to deal with combo, and it's doesn't have near as much locking/stax as Daretti does. It can't even maintain Smokestack/Tangle Wire early on like Daretti can. Daretti has unparalleled abilty in mono red to play stax and deny opponent's spells and resources. Another thing that Daretti can do that other the other mono red commanders cannot do is play around counterspells. They require their spells to be cast in order to do their thing, and Daretti can just discard them and recur them. It doesn't ever have to cast spells, except for the Commander itself.

Thanks for reading,Paramount

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Date added 9 years
Last updated 9 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

40 - 0 Rares

17 - 0 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 3.11
Tokens Emblem Daretti, Scrap Savant
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