The Fastest Combo in the West

Breya is a combo deck meant to win as fast as possible. She is an infinite mana sink without any other cards, which is a rare quality shared only by Urza, Lord High Artificer and Thrasios, Triton Hero . Unlike Urza, she can use the most efficient infinite mana combos in all of Magic, and unlike Thrasios, she isn't the most broken commander ever printed.

She enables combos that would not otherwise be possible in her colors. She does not, however, provide consistency. Kess, Dissident Mage gives you better flashback, Zur the Enchanter is a Necropotence and perhaps even a Grasp of Fate , but all Breya can ever be for you is a Grasp of Darkness , and an expensive one at that. Breya's multiple colors exclude her from using the best noncreature stax parts, and being nongreen excludes her from using the best creature-based stax cards.

All this taken together means that Breya should be built not only as fast combo, but as the fastest (non-green) combo in the format. She has none of the stax or value advantages of other commanders, but none of that matters when you can more consistently assemble a turn three kill.

  • Breya should run at least one of Worldgorger Dragon or Bomberman, preferably Worldgorger. She's a nongreen infinite mana outlet, we should abuse that win no matter the risk.
  • Two mana counterspells like Counterspell and Delay are designed to fight threats, not protect combos. Instead of having a hand full of disruption and no draw/mana, play proactive draw/combo spells or cheaper counterspells and disruption like Silence . If you really want to play the control gameplan, Kess or Zur are just better and should be chosen as commanders instead.
Omissions:
  • City of Brass : Painlands do not provide us with infinite mana via Worldgorger, and our mana is good enough with 10 fetches + 7 duals.
  • Necromancy : Instant speed Worldgorger is cute, but we can't cast Breya if we couldn't cast this as a sorcery. Two cheaper reanimation enchantments is enough.
  • Cyclonic Rift : If you're spending 7 mana, you could have won the game ages ago. If you're spending 2 mana, you should be spending 1.
  • Grand Abolisher : I found it too difficult to consistently produce in the early game. Yes, I know what I said about the rainbow painlands, but even with them it's too difficult, and there isn't any other double white card in the deck. Good card if you can get it out, but expensive.
  • Grim Tutor , Imperial Seal : Expensive, either in mana or cards/turns. These cards aren't bad, but there are enough good options that they're not needed.
  • Anguished Unmaking : Wear and the Red Elemental Blast s handle everything you care about for less mana. Three mana is a lot to spend in a four turn game.
Additions:
  • Echo of Eons : You can Entomb a wheel! You can discard and still cast your wheel! You can Lion's Eye Diamond your wheel! You can Intuition your wheel! It's like the Deep Analysis I always wanted.
  • Fiery Islet , Silent Clearing : Testing from Modern Horizons. Cycling out of flood seems good, but 2 mana is a lot to pay.
  • Dark Confidant : Just an efficient card draw spell, can be stronger if the stax player manages to slow down the game.
  • Fire Covenant : Instant speed Toxic Deluge, but different. Toxic Deluge is for sweeping the entire board, to remove pressure and slow down your opponents. Fire Covenant is here to remove problem creatures like Linvala, Keeper of Silence and should remove just the creatures you need dead. Doubles as a Worldgorger loop finisher.
  • Kaya's Guile : Testing this out in a flex slot. Could end up great as cheap interaction for commander-centric decks, and incidental graveyard hate is very powerful. Could end up useless, as it doesn't help you win the game, but an all-opponents effect this relevant at instant speed is very rare. Could swap back to Toxic Deluge or something like Lim-Dul's Vault .
Non-notable choices:
  • Timetwister (omission): Far too much $$$. A great card, I'd replace Mana Drain with it.
  • Mana Drain (addition): This is not an optimal slot, but I love the art and flavor text on the judge foil. Easily replaceable with another cantrip.

Suggestions

Updates Add

I've updated the description, as I no longer agree with my old understanding of this deck and cEDH as a whole.

Card updates:

Added:

  • Echo of Eons
  • Buried Alive
  • Kaya's Guile
  • Talisman of Curiosity
  • Fiery Islet
  • Silent Clearing

Removed:

  • Delay
  • Path to Exile
  • Toxic Deluge
  • Talisman of Indulgence
  • City of Brass
  • Azorius Signet

Mostly trying out new cards - I've been very impressed with Echo of Eons. I went up a land and down a Signet for consistency, and I should have been running Buried Alive from day 1.

Old Description Show

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Date added 6 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

17 - 0 Mythic Rares

44 - 0 Rares

21 - 0 Uncommons

18 - 0 Commons

Cards 100
Avg. CMC 1.89
Tokens Bird 2/2 U, Emblem Dack Fayden, Emblem Jace, Vryn's Prodigy, Spirit 1/1 C, Spirit 1/1 WB, Thopter 1/1 U
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