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I Can Only Count to Six! | 6 CMC Tribal

Commander / EDH* BUG (Sultai) Keruga, the Macrosage

Deadpoo111


Sideboard

Creature (1)


Deck I copied over from MTGGoldfish, here's the article by Tomer Abramovici. Also Here's the link: https://www.mtggoldfish.com/articles/budget-commander-6-cmc-tribal-50-100-budgetless

Budget Commander: 6 CMC Tribal | $50, $100, Budgetless by Tomer Abramovici // Feb 06, 2019 submit to reddit
budget commander 6 cmc tribal Tasigur bananas this is not a joke

I've been brewing commander decks for many, many years, creating budget brews for Budget Commander and wacky nonsense weekly for Commander Clash. I've assembled Kaldra, struck down heretics with the power of the Moonfolk, and activated trap cards with Budget Animorphs. There's a lot of original builds that I'm proud of. But now it's time to talk about my greatest achievement, perhaps my magnum opus: 6 CMC Tribal.

Yes, 6 CMC Tribal: All the nonland cards in our deck must have a converted mana cost of exactly six. No more. No less. Seven is right out.

Let's get the usual questions out of the way before discussing how to construct the deck that will soon reinvent the format as we know it:

6 CMC Tribal? Do you run any cards with different CMCs? I mean what I said: all the nonland cards in the deck, including the commander, are exactly 6 cmc. I allow no exceptions to sully the good reputation that is 6 CMC Tribal.

Why? Because 5 CMC Tribal is too easy, and 7 CMC Tribal is, of course, absurd.

No way! Yes way.

But you can't cast anything until turn 6! To the ignorant folks looking at the mere shadow of 6 CMC Tribal, it's normal to assume that we only "do stuff" on turn 6. But if you exit your cave and see the deck for the true beauty it is, you'll see that we're doing stuff to advance our goals as early as turn 1. It's not uncommon for us to cast real spells by turn 4. We're a slower deck, but we're not that slow.

Myriad Landscape [A25] Shefet Monitor [AKH] Tasigur, the Golden Fang [UMA]

How do you win? Ah, but that's the easiest part! There are quite a few powerful win conditions that happen to be 6 CMC. My favorite has to be Twilight's Call, returning all the creatures we've cycled/discarded/milled back to the battlefield ... right on the end step before our turn so we can immediately swing for lethal. Yes, I've pulled this off and yes, it is amazing.

Twilight's Call [DDJ]

Looking for a more absolute path to victory? How about the classic Commander combo of Mike n' Trike? Mikaeus, the Unhallowed + Triskelion = infinite damage. It's such a powerful combo that even the less enlightened Graveyard decks of the format tend to run it.

Mikaeus, the Unhallowed [UMA] Triskelion [DDF]

Those are just two of our best options. There's plenty of nasty cards that can end games at 6 CMC.

There's no way this deck is viable. It will never win a game. It can and has won games. I even won a Commander Clash game with it. This deck is most certainly a casual deck, but it's definitely functional and can steal games. Don't disrespect it.

I'm Sold. Teach Me! Then let's begin, young padawan.

Making 6 CMC Tribal Work This tribe is not for the faint of heart. 6 CMC Tribal is a daunting restriction and, built improperly, is doomed for failure. If all you do is pay six mana for each spell you cast, you're going to fall woefully behind the rest of the table: your first spell would only happen on turn six, and thereafter you'd be limited to a single spell each turn for the majority of the game. There's no way this strategy works against decks looking to maximize the number of spells they cast each turn. You'll get overwhelmed and taken out before you do anything of note.

To make this restriction work, we need to build smart and with a clear purpose. Pretty much all the best cards for this deck will fall into the following categories:

Can be cast for less than 6 mana. There are a ton of 6 CMC spells that can be cast for less mana, like delve (Soulflayer), split cards (Expansion // Explosion), evoke (Cloudthresher), and undaunted (Curtains' Call). These cards allow our deck to have a reasonable curve X-for-1. Since our deck is slow, we rely on spells that trade for a lot more of our opponent's cards to catch up. Board wipes like Hour of Revelation, Bane of Progress, and Life's Finale let us reset the board and keep up with our opponents. High Impact. The one thing 6 CMC Tribal isn't lacking is high impact cards that can single-handedly take over games: Consecrated Sphinx overloads us with cards, Grave Titan quickly develops an army, and Ob Nixilis, Unshackled is an underrated powerhouse that puts opponents on a short clock. By making sure our card choices adhere to these categories we can develop a focused and powerful deck!

Curtains' Call [C16] Hour of Revelation [HOU] Consecrated Sphinx [IMA]

Choosing Your Commander Which commander you choose will shape what kind of 6 CMC Tribal deck you end up making. I'll briefly go over my top commander picks:

The first option is to go 5C with either Karona, False God, O-Kagachi, Vengeful Kami, or Ramos, Dragon Engine. This is a great option since you have access to all the best 6 CMC cards to work with. The commander itself plays a minimal role in the deck's construction: it's there to be a good blocker and possible win condition with commander damage. Of the three, I prefer Ramos, as the dragon can potentially give us some ramp and it can get big enough to deal lethal damage to opponents if left alone.

Next up are the tri-color commanders. Picking any of these means you have less colors and therefore less cards to work with than Ramos, but in return to gain access to more powerful commanders that can better shape/support your deck. Three very interesting commanders are Narset, Enlightened Master, Intet, the Dreamer, and Vaevictis Asmadi, the Dire: all of these commanders have powerful triggered abilites that only get stronger when your deck is composed entirely of 6 CMC spells. They all could be considered "High CMC Matters" cards! And yes, Narset players, we do have extra turn spells at 6 CMC: Karn's Temporal Sundering, Part the Waterveil, and Walk the Aeons all can be cast off Narset's triggered ability!

Of all the options, however, my favorite has to be Tasigur, the Golden Fang. While not as flashy as someone like Narset, Tasigur is strong, very strong! Tasigur is the only 6 CMC commander that you can actually cast for less than 6 mana thanks to that handy dandy delve keyword! This means you can often cast him before turn 6 to block any early aggression, you can often cast him alongside another 6 cmc spell for your turn, and you can recast him a few times in a match without difficulty. And his activated ability is fantastic! It's repeatable card advantage that you can use as a political tool for maximum effect: I'm usually striking deals with my chosen opponent so that they return a card that is mutually beneficial to both of us -- like a clutch board wipe, for example. The ability also dumps more cards into our graveyard to fuel our other spells like recasting Tasigur or getting ready for a giant Twilight's Call.

Since Tasigur is my bae, the budget lists will be with him at the helm, but I will offer 6 CMC options for all five colors.

Foil template v4 Narset, Enlightened Master [KTK] Tasigur, the Golden Fang [UMA]

Land Count and Cycling I'd guestimate that Commander decks have an average cmc of ~3.5, with more competitive/faster decks having lower curves and more casual decks hopefully sticking to that number with a few exceptions like Jodah, Archmage Eternal. These decks really want to play three lands by turn three and usually run 36-37 lands to accomplish this goal (excluding ramp).

6 CMC Tribal, however ... well, our average cmc is a wee bit higher. We really want to be playing a land every single turn until at least turn 6. Also our ramp options, while better than you think (see below), is still more limited than other decks, which means more of our mana base has to be lands. To regularly hit our land drops all the way up to turn 6 we'll need a lot of lands, but how much should we run?

I suck at math, which is bad news because Magic is all about math. The good news is that Frank Karsten wrote a goddamn amazing article about land drops that I HIGHLY recommend you read. If there was a single person I'd recommend reading Magic articles from, it'd be Frank. He does maths good.

Using Frank's article as a guideline, the number of lands we'd need to run to drop a land each turn all the way to turn six is gonna be around 50 lands. That's half our deck just being lands. But there's a serious problem with that: land flood! If we have 50 lands in our 99-card deck, a huge percentage of our draws are just going to be lands with no action in hand. Since we need a high land count but want to avoid land flood, we must find ways to mitigate flood potential.

Cycling Lands The best way to run a high number of lands but mitigate flood is to run cycling lands. We currently have 22 cycling lands available to us. The best of these are the dual lands from Amonkhet (Sheltered Thicket) since they both fix your mana and have basic land types that can be fetched with cards like Verdant Catacombs. I'd recommend running all the dual lands that are in your deck's colors, then Ash Barrens, and then as many other cycling lands as you can fit.

Cycling Land Options by BudgetCommander ONLINE 1.18

PAPER 14.55 5 Rare, 2 Uncommon, 15 Common User Submitted Deck Format: Free Form Feb 02, 2019 Online Paper Arena My Price (Online) My Price (Paper) My Price (Arena) Lands (22)

1 Ash Barrens 2.30

1 Barren Moor 0.20

1 Blasted Landscape 0.59

1 Canyon Slough 2.07

1 Desert of the Fervent 0.17

1 Desert of the Glorified 0.18

1 Desert of the Indomitable 0.16

1 Desert of the Mindful 0.18

1 Desert of the True 0.15

1 Drifting Meadow 0.18

1 Fetid Pools 2.48

1 Forgotten Cave 0.17

1 Irrigated Farmland 0.85

1 Lonely Sandbar 0.18

1 Polluted Mire 0.19

1 Remote Isle 0.27

1 Scattered Groves 1.75

1 Secluded Steppe 0.15

1 Sheltered Thicket 1.82

1 Slippery Karst 0.18

1 Smoldering Crater 0.17

1 Tranquil Thicket 0.16

22 Cards Total

Irrigated Farmland [AKH] Forgotten Cave [DDT] Polluted Mire [C14]

Landcycling Another key piece to combat mana flood is landcycling cards. All of these cards let you pay 2 mana and discard them to grab a land instead. While Frank Karsten probably wouldn't consider these as "lands," in playtesting I've felt that they basically can be counted as such if you're already running so many lands and the landcyclers only make up a small percentage of the deck. Basic landcycling cards are great (Grave Upheaval) but if you are running dual lands (Fetid Pools) then the best are the ones not restricted to basics (Sanctum Plowbeast) since they can fetch duals and act as amazing mana fixing.

Now generally these landcyclers wouldn't be worth a slot in your typical Commander deck, since they are overcosted spells you'd rarely ever cast and usually paying 2 mana to fetch a land is worse than just running a land instead. However, in 6 CMC Tribal, these cards shine for three reasons: first, our deck's mana curve is pretty clunky, so adding a bunch of spells that "cost" 2 mana is a great way to use mana that we otherwise wouldn't have a use for. Second, cycling fills our graveyard full of value, which we can then use to fuel our best cards like Twilight's Call and pay for delve like Tasigur, the Golden Fang. Finally, swapping some of our 50ish lands with landcycling cards means we increase the concentration of 6 CMC cards in our deck which makes cards like Narset, Enlightened Master more powerful since we're whiffing less on lands.

Landcycling Options by BudgetCommander ONLINE 0.54

PAPER 4.46 2 Uncommon, 12 Common User Submitted Deck Format: Free Form Feb 02, 2019 Online Paper Arena My Price (Online) My Price (Paper) My Price (Arena) Creatures (10) 1 Chartooth Cougar 5r 0.15 1 Elvish Aberration 5g 0.15 1 Igneous Pouncer 4br 0.16 1 Jhessian Zombies 4ub 0.17 1 Noble Templar 5w 0.15 1 Pale Recluse 4gw 0.19 1 Sanctum Plowbeast 4wu 0.17 1 Shoreline Ranger 5u 0.15 1 Twisted Abomination 5b 0.15 1 Valley Rannet 4rg 0.15 Spells (3) 1 Fiery Fall 5r 0.09 1 Grave Upheaval 4br 0.33 1 Sylvan Bounty 5g 0.15 Lands (1) 1 Ash Barrens 2.30 14 Cards Total

Grave Upheaval [C16] Sanctum Plowbeast [ARB] Elvish Aberration [A25]

Lands + Landcycling Together I recommend starting with 50 lands, with around 10-12 of those lands being cycling lands. I'd then replace 4-5 land slots with landcycling cards.

Ramp As a wise meme once said, "gotta go fast." This motto is no less true in the Commander format. A slow deck is a useless deck. I feel the need, the need for speed, my friends. And I'll show you how we do that. With 6 CMC Tribal, we certainly have to be a little more creative with our options, but the options are there and they can work way better than you think.

Land Ramp The first and most important ramp category for us are lands that ramp. Myriad Landscape and Ancient Tomb are no-brainer inclusions. If your deck has a high basic land count, Terrain Generator and Isolated Watchtower can do serious work. If you're in Green then you get to add Blighted Woodland, and if you're Green + White then you also get Krosan Verge. Finally, if your deck has a lot of ways to tutor both pieces up, Cabal Coffers is nutty with Urborg, Tomb of Yawgmoth. I should mention, however, that Temple of the False God is still terrible in this deck since we actually do want to use our mana before we have five lands, so get that trash outta here.

Land Ramp Options by BudgetCommander ONLINE 7.77

PAPER 86.79 5 Rare, 6 Uncommon User Submitted Deck Format: Free Form Feb 03, 2019 Online Paper Arena My Price (Online) My Price (Paper) My Price (Arena) Lands (11) 1 Ancient Tomb 22.50 1 Blighted Woodland 0.28 1 Cabal Coffers 35.06 1 Isolated Watchtower 1.50 1 Krosan Verge 0.86 1 Myriad Landscape 1.70 1 Nykthos, Shrine to Nyx 9.27 1 Shrine of the Forsaken Gods 0.49 1 Terrain Generator 2.06 1 Urborg, Tomb of Yawgmoth 12.86 1 Zoetic Cavern 0.21 11 Cards Total

Blighted Woodland [C17] Krosan Verge [C17] Isolated Watchtower [C18]

6 CMC Ramp We've also got 6 CMC spells that can ramp for us as well. The best of the best has to be Shefet Monitor, which is basically a Solemn Simulacrum in our deck, ramping us and drawing a card for just four mana. The next best is Avatar of Growth, which we can drop on turn 3 (assuming 4-player FFA) and set us up for casting our other 6 CMC spells on turn 4. Yes, it ramps our opponents as well, but the ramp is far more important for us and it gives us an early blocker.

If we do have to spend six mana to ramp, the best options are the mana doublers Mana Reflection and Regal Behemoth. This is serious ramp that will let us start casting two 6 CMC spells per turn. I recommend avoiding lesser ramp options like Verdant Confluence as they are simply far lower impact than the mana doublers.

There's also a bunch of cards that let us cast additional spells for free, which I consider a type of ramp as well. Sunbird's Invocation is a great way to cast two spells for the price of one while also acting as card advantage + selection, essentially a better Mana Reflection in our deck.

6 CMC Ramp Options by BudgetCommander ONLINE 4.88

PAPER 62.36 5 Mythic, 8 Rare, 1 Uncommon User Submitted Deck Format: Free Form Feb 03, 2019 Online Paper Arena My Price (Online) My Price (Paper) My Price (Arena) Creatures (9) 1 Avatar of Growth 4gg 6.31 1 Etali, Primal Storm 4rr 3.75 1 Intet, the Dreamer 3gur 0.55 1 Narset, Enlightened Master 3urw 0.88 1 Nirkana Revenant 4bb 5.02 1 Regal Behemoth 4gg 4.87 1 Shefet Monitor 5g 0.24 1 Torrential Gearhulk 4uu 4.89 1 Wrexial, the Risen Deep 3uub 2.26 Spells (1) 1 Summoning Trap 4gg 0.48 Enchantments (4) 1 Mana Reflection 4gg 30.62 1 Sunbird's Invocation 5r 1.36 1 Wild Evocation 5r 0.49 1 Wild Pair 4gg 0.64 14 Cards Total

Shefet Monitor [AKH] Sunbird's Invocation [XLN] Avatar of Growth [GNT]

Paying Less Than Six Mana Ramp is one part of going fast. The second part is paying less than six mana for our 6 CMC spells. You know: cheating.

There's many different ways we can skimp on the mana cost. Some of these are keywords like delve (Tasigur, the Golden Fang). Some cards offer alternative casting costs like Spinning Darkness. Then there's the cards you randomly find in sets, like Hour of Revelation. The most Cheatyface way has to be split cards, since their total CMC adds up both halves (Reason // Believe.

Here are all the good cards we can cast for less than six mana. I struggled to research this list, so there very well could be sweet cards out there that I missed. Let me know if there's any good card excluded from here:

6 CMC Cheatyface Options by BudgetCommander ONLINE 4.51

PAPER 23.91 2 Mythic, 13 Rare, 13 Uncommon, 6 Common User Submitted Deck Format: Free Form Feb 03, 2019 Online Paper Arena My Price (Online) My Price (Paper) My Price (Arena) Creatures (10) 1 Aethersnipe 5u 0.15 1 Avatar of Growth 4gg 6.31 1 Cloudthresher 2gggg 0.33 1 Hooting Mandrills 5g 0.15 1 Nemesis of Mortals 4gg 0.22 1 Shefet Monitor 5g 0.24 1 Soulflayer 4bb 0.47 1 Spitebellows 5r 0.23 1 Sultai Scavenger 5b 0.15 1 Tasigur, the Golden Fang 5b 0.74 Spells (24) 1 Beseech the Queen 2b2b2b 4.99 1 Curtains' Call 5b 2.23 1 Death Rattle 5b 0.16 1 Hour of Revelation 3www 0.53 1 Scour the Laboratory 4uu 0.21 1 Set Adrift 5u 0.21 1 Tasigur's Cruelty 5b 0.15 1 Will of the Naga 4uu 0.14 1 Consecrate // Consume 1wb // 2wb 0.22 1 Destined // Lead 1b // 3g 0.20 1 Expansion // Explosion urur // xuurr 1.95 1 Farm // Market 2w // 2u 0.21 1 Grind // Dust 1b // 3w 0.32 1 Insult // Injury 2r // 2r 0.50 1 Leave // Chance 1w // 3r 0.30 1 Onward // Victory 2r // 2w 0.21 1 Prepare // Fight 1w // 3g 0.33 1 Pure // Simple 1rg // 1gw 0.24 1 Ready // Willing 1gw // 1wb 0.34 1 Reason // Believe u // 4g 0.30 1 Reduce // Rubble 2u // 2r 0.23 1 Start // Finish 2w // 2b 0.22 1 Thrash // Threat rgrg // 2rg 0.50 1 Toil // Trouble 2b // 2r 0.23 34 Cards Total

Nemesis of Mortals [THS] Spitebellows [CM2] Expansion // Explosion [GRN]

Tutors 6 CMC Tribal is blessed with such good tutors that they'll actually make the other plebeian Commander decks jealous. We have not one, but multiple Grim Tutors available to us, and we don't have to cough up a stupid $200 USD to buy them either. Two of them are the transmute cards Ethereal Usher and Netherborn Phalanx; since all our nonland cards are 6 CMC, they can tutor up any nonland card in our deck. The final one is Beseech the Queen, which can find any card in our deck once we have six lands in play.

We do have some other more niche tutors available to us whose usefulness depends entirely on the rest of the deck.

6 CMC Tutor Options by BudgetCommander ONLINE 3.50

PAPER 28.60 4 Mythic, 9 Rare, 4 Uncommon, 1 Special User Submitted Deck Format: Free Form Feb 03, 2019 Online Paper Arena My Price (Online) My Price (Paper) My Price (Arena) Creatures (12) 1 Auratouched Mage 5w 0.19 1 Brutalizer Exarch 5g 0.25 1 Conduit of Ruin 6 0.75 1 Ethereal Usher 5u 0.25 1 Godo, Bandit Warlord 5r 1.61 1 Iname, Death Aspect 4bb 0.42 1 Nazahn, Revered Bladesmith 4gw 0.89 1 Netherborn Phalanx 5b 0.15 1 Ratcatcher 4bb 0.51 1 Realm Seekers 4gg 0.41 1 Sovereigns of Lost Alara 4wu 0.59 1 Ulvenwald Hydra 4gg 3.50 Planeswalkers (1) 1 Garruk, Caller of Beasts 4gg 5.79 Spells (2) 1 Beseech the Queen 2b2b2b 4.99 1 Plea for Guidance 5w 0.49 Artifacts (2) 1 Planar Bridge 6 3.50 1 Planar Portal 6 3.67 Enchantments (1) 1 Wild Pair 4gg 0.64 18 Cards Total

Ethereal Usher [RAV] Netherborn Phalanx [GK1] Planar Bridge [AER]

Removal Our hedonistic opponents, indulging themselves with proper "mana curves" and other such trivialties, will unfortunately end up building a board state much faster than us. We must put the heathens in their place with powerful cards that out-value our opponents so that we can maintain dominance.

The best cards to do this are board wipes. We will simply have less permanents than our opponents, especially in the early game, so we can take full advantage of cards that reset the board. Casting Life's Finale or Bane of Progress is always going to end up hurting our opponents way more than it'd ever hurt us. Removal on a stick is also highly useful in this slower style of deck. Cards like Duplicant and Noxious Gearhulk can take out important threats while also doubling as defense against attackers.

Run lots of removal. Slow the opposing decks down; make them play at our pace. Here are some of the best options we can run. Again, researching this is a bit sketch, so feel free to suggest cards that I missed and I'll add them:

6 CMC Removal by BudgetCommander ONLINE 15.11

PAPER 109.51 10 Mythic, 35 Rare, 4 Uncommon, 1 Common User Submitted Deck Format: Free Form Feb 03, 2019 Online Paper Arena My Price (Online) My Price (Paper) My Price (Arena) Creatures (24) 1 Aethersnipe 5u 0.15 1 Bane of Progress 4gg 5.99 1 Cloudthresher 2gggg 0.33 1 Dakmor Lancer 4bb 0.23 1 Dark Hatchling 4bb 0.32 1 Demon of Dark Schemes 3bbb 0.77 1 Dragonlord Silumgar 4ub 6.00 1 Dromar, the Banisher 3wub 3.15 1 Duplicant 6 1.45 1 Frost Titan 4uu 0.82 1 Hoard-Smelter Dragon 4rr 0.31 1 Hythonia the Cruel 4bb 0.66 1 Magister of Worth 4wb 0.46 1 Massacre Wurm 3bbb 24.98 1 Noxious Gearhulk 4bb 3.15 1 Patron of the Vein 4bb 2.40 1 Ravager Wurm 3rgg 3.66 1 Roil Elemental 3uuu 1.17 1 Spitebellows 5r 0.23 1 Steel Hellkite 6 0.55 1 Sunblast Angel 4ww 0.68 1 Tetzimoc, Primal Death 4bb 0.60 1 Thousand Winds 4uu 0.30 1 Whiptongue Hydra 5g 1.24 Planeswalkers (1) 1 Elspeth, Sun's Champion 4ww 10.00 Spells (23) 1 Akroma's Vengeance 4ww 0.35 1 Austere Command 4ww 5.13 1 Catastrophe 4ww 4.49 1 Crush of Tentacles 4uu 1.04 1 Curtains' Call 5b 2.23 1 Deadly Tempest 4bb 3.50 1 Descend upon the Sinful 4ww 0.86 1 Extinguish All Hope 4bb 0.37 1 Final Judgment 4ww 3.32 1 Hex 4bb 0.67 1 Hour of Revelation 3www 0.53 1 Kirtar's Wrath 4ww 0.40 1 Life's Finale 4bb 2.23 1 Merciless Eviction 4wb 2.07 1 Phyrexian Rebirth 4ww 0.38 1 Planar Cleansing 3www 0.38 1 Rain of Daggers 4bb 4.09 1 Rain of Thorns 4gg 0.21 1 Reign of the Pit 4bb 0.43 1 Righteous Fury 4ww 4.18 1 River's Rebuke 4uu 0.95 1 Solar Tide 4ww 0.49 1 Consecrate // Consume 1wb // 2wb 0.22 Artifacts (1) 1 Argentum Armor 6 0.73 Enchantments (1) 1 Ethereal Absolution 4wb 0.66 50 Cards Total

Bane of Progress [C13] Tetzimoc, Primal Death [RIX] Phyrexian Rebirth [C18]

Card Draw The best way to establish dominance over the table is to draw more cards than anyone else. There's nothing more demoralizing than having 15+ cards in hand with a Reliquary Tower in play. I suggest fanning out all your cards -- not so you can better read them, but literally fan your opponents with air to the face with your packed hand of value while imitating a wealthy 18th century British noble.

6 CMC is certainly not lacking in disgusting card draw. We've got Consecrated Sphinx, Recurring Insight, Sire of Stagnation - we're kinda spoiled here.

Card Draw Options by BudgetCommander ONLINE 6.42

PAPER 138.49 11 Mythic, 17 Rare, 8 Uncommon User Submitted Deck Format: Free Form Feb 03, 2019 Online Paper Arena My Price (Online) My Price (Paper) My Price (Arena) Creatures (19) 1 Arcanis the Omnipotent 3uuu 0.82 1 Azor, the Lawbringer 2wwuu 1.80 1 Book Devourer 5r 0.15 1 Combustible Gearhulk 4rr 2.50 1 Consecrated Sphinx 4uu 13.32 1 Endbringer 5c 0.60 1 Harvester of Souls 4bb 0.50 1 Isperia, Supreme Judge 2wwuu 0.75 1 Izoni, Thousand-Eyed 2bbgg 0.50 1 Kothophed, Soul Hoarder 4bb 0.38 1 Niv-Mizzet, Dracogenius 2uurr 0.49 1 Niv-Mizzet, Parun uuurrr 5.99 1 Oloro, Ageless Ascetic 3wub 5.79 1 Prime Speaker Zegana 2gguu 3.30 1 Primordial Sage 4gg 2.19 1 Runehorn Hellkite 5r 1.38 1 Sire of Stagnation 4ub 0.99 1 Soul of the Harvest 4gg 0.56 1 The Locust God 4ur 7.59 Planeswalkers (3) 1 Chandra Ablaze 4rr 5.54 1 Chandra, Flamecaller 4rr 2.49 1 Will Kenrith 4uu 5.83 Spells (12) 1 Blast of Genius 4ur 0.19 1 Camaraderie 4gw 0.25 1 Dragonlord's Prerogative 4uu 0.34 1 Grim Flowering 5g 0.21 1 Interpret the Signs 5u 0.24 1 Opportunity 4uu 0.20 1 Recurring Insight 4uu 2.01 1 Scour the Laboratory 4uu 0.21 1 Time Spiral 4uu 66.49 1 Expansion // Explosion urur // xuurr 1.95 1 Farm // Market 2w // 2u 0.21 1 Toil // Trouble 2b // 2r 0.23 Enchantments (2) 1 New Perspectives 5u 0.34 1 Well of Ideas 5u 2.16 36 Cards Total

Winning A lot of our best removal and card draw options come in creature form, and they all happen to be big enough to pack a punch. Your opponents can only take so many swings from Noxious Gearhulk / Kothophed, Soul Hoarder before they tap out. But to speed up their inevitable doom, it's nice to run a few cards that are specialized in putting our foes out of their misery. We've got heavy hitters like Ob Nixilis, Unshackled, but we can do even better than that.

I really like Mikaeus, the Unhallowed + Triskelion combo for this deck. Sometimes you can just cast Mike and then Trike on the following turn to win the game. Other times you bin both early and grab them both with Ever After or Twilight's Call. Once both are in play, your opponents need instant speed removal or you just win the game.

The next big win condition is cycling creatures with Twilight's Call. If you're already running landcyclers (Jhessian Zombies) -- which you should be -- then consider running all the other cycling creatures (River Serpent). They fuel a bunch of sweet cards like delve, and then you can reanimate them all at once with Twilight's Call. New Perspectives help you rip through your deck with this strategy as well. Since all the cycling cards are only 1-2 mana they let you do something useful with your mana when not casting 6 CMC spells and they let you draw into your better cards.

Oh, and there's Sorin Markov. Sorin is often considered a jerk move in polite company, but this is 6 CMC Tribal and we're above such petty codes of conduct.

River Serpent [AKH] New Perspectives [AKH] Twilight's Call [DDJ]

Budget 6 CMC Tribal Lists: $50, $100, budgetless For the sample lists I decided to go with Tasigur, the Golden Fang as the commander. I'll show you three lists at increasing budgets so you can see my thought process on upgrading cards.

6 CMC Tribal under Tasigur pushes towards a Graveyard theme, with payoffs being cards like Tasigur, Izoni, Thousand-Eyed, and Twilight's Call. We're running lots of cycling cards for two main reasons: to smooth out our draw and act as fuel for our Graveyard support cards.

The first list starts at $50. We're a hardcore Control deck, absolutely loaded with removal to police the board and keep up with faster decks. We can leverage all this removal with political deals thanks to Tasigur's ability. Eventually, we win by swinging with random big creatures (Nemesis of Mortals), stealing our opponent's win conditions (Confiscate), or drop our finishers Twilight's Call / Izoni, Thousand-Eyed.

Tasigur 6 CMC Tribal $50 by BudgetCommander ONLINE 5.68

PAPER 49.53 9 Mythic, 26 Rare, 20 Uncommon, 27 Common User Submitted Deck Format: Commander Feb 04, 2019 Online Paper Arena My Price (Online) My Price (Paper) My Price (Arena) Commander 1 Tasigur, the Golden Fang 5b 0.74 Creatures (33) 1 Aethersnipe 5u 0.15 1 Arcanis the Omnipotent 3uuu 0.82 1 Cloudthresher 2gggg 0.33 1 Dakmor Lancer 4bb 0.23 1 Dark Hatchling 4bb 0.32 1 Demon of Dark Schemes 3bbb 0.77 1 Dream Eater 4uu 2.34 1 Drifting Djinn 4uu 0.46 1 Duplicant 6 1.45 1 Elvish Aberration 5g 0.15 1 Ethereal Usher 5u 0.25 1 Frost Titan 4uu 0.82 1 Gempalm Polluter 5b 0.53 1 Greenwarden of Murasa 4gg 1.19 1 Hythonia the Cruel 4bb 0.66 1 Izoni, Thousand-Eyed 2bbgg 0.50 1 Jhessian Zombies 4ub 0.17 1 Kothophed, Soul Hoarder 4bb 0.38 1 Nemesis of Mortals 4gg 0.22 1 Netherborn Phalanx 5b 0.15 1 Pontiff of Blight 4bb 0.37 1 Rampaging Hippo 4gg 0.14 1 River Serpent 5u 0.14 1 Roil Elemental 3uuu 1.17 1 Shefet Monitor 5g 0.24 1 Shoreline Ranger 5u 0.15 1 Sire of Stagnation 4ub 0.99 1 Steel Hellkite 6 0.55 1 Tetzimoc, Primal Death 4bb 0.60 1 Thousand Winds 4uu 0.30 1 Twisted Abomination 5b 0.15 1 Whiptongue Hydra 5g 1.24 1 Wrexial, the Risen Deep 3uub 2.26 Spells (16) 1 Capital Punishment 4bb 0.47 1 Crush of Tentacles 4uu 1.04 1 Curtains' Call 5b 2.23 1 Ever After 4bb 0.40 1 Extinguish All Hope 4bb 0.37 1 Floodwaters 4uu 0.13 1 Grim Flowering 5g 0.21 1 Hex 4bb 0.67 1 Interpret the Signs 5u 0.24 1 Reign of the Pit 4bb 0.43 1 Scour the Laboratory 4uu 0.21 1 Stir the Sands 4bb 0.21 1 Summoning Trap 4gg 0.48 1 Sylvan Bounty 5g 0.15 1 Twilight's Call 4bb 0.47 1 Reason // Believe u // 4g 0.30 Enchantments (4) 1 Confiscate 4uu 0.25 1 Deadbridge Chant 4bg 1.77 1 In Bolas's Clutches 4uu 0.20 1 New Perspectives 5u 0.34 Lands (46) 1 Bant Panorama 0.99 1 Barren Moor 0.20 1 Blighted Woodland 0.28 1 Bojuka Bog 1.79 1 Desert of the Glorified 0.18 1 Desert of the Indomitable 0.16 1 Desert of the Mindful 0.18 1 Esper Panorama 1.19 1 Evolving Wilds 0.16 1 Fetid Pools 2.48 1 Flood Plain 1.23 6 Forest 0.00 1 Grasslands 0.81 1 Grixis Panorama 0.25 6 Island 0.00 1 Isolated Watchtower 1.50 1 Jund Panorama 0.26 1 Lonely Sandbar 0.18 1 Mountain Valley 0.35 1 Myriad Landscape 1.70 1 Polluted Mire 0.19 1 Remote Isle 0.27 1 Rocky Tar Pit 0.25 1 Slippery Karst 0.18 6 Swamp 0.00 1 Tainted Wood 0.47 1 Terrain Generator 2.06 1 Terramorphic Expanse 0.16 1 Tranquil Thicket 0.16 1 Warped Landscape 0.19 1 Zoetic Cavern 0.21 100 Cards Total

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Revision 2 See all

(3 years ago)

+1 Keruga, the Macrosage side
Date added 5 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

9 - 0 Mythic Rares

25 - 1 Rares

22 - 0 Uncommons

26 - 0 Commons

Cards 100
Avg. CMC 6.00
Tokens Demon X/X B, Insect 1/1 BG, Morph 2/2 C, Octopus 8/8 U, Zombie 2/2 B
Folders Budget Commander (by MTGGoldfish), Alex's Paper Decks
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