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This deck was built because of one main problem. My LGS has weekly commander tournaments with an entry fee, and a prize tournament that varies depending on the number of participants. There is one usually 4 sometimes 5 person, round, 1 2v2 round, and a best out of 3 1v1. The problem arises in the first 2 rounds, it usually starts fine, but by turn 3 there is almost always 3 people playing normal commander, and one person who has assemble a 3 card combo that has given them infinite mana, infinite tokens, allowed them to blow up everybody's permanents, exile everybody's library, and has given them 100,000 life. The tournament has some rules to prevent people from killing everybody in one turn and taking more than 2 extra turns in a row, but that doesn't matter when every spell you play gets countered, and you have to discard your entire hand as soon as you draw a card. I mean, I know its not casual, but when you can't play, you got to step up your game. This deck is a retaliation to the $1000 cards and the turn 3 wins, the artifact mana ramp that is more expensive than my entire collection, when the brand new player (not me) got combo'ed out on his first game before he has able to draw his 4th card, but also to how many people followed others and made a no-fun combo deck that resulted in a no-fun tournament.

This deck was made with the main goal to be able to play in a combo filled tournament, but also to be able to have fun with a semi-casual playgroup. It will definitely not be the best deck that wins every game, but if everybody works together, it might give you a chance to set things straight. Also its not a lame-o deck that is just built to win, it should be fun but also a slight competitive, if need be. The last thing I wanted it to be was budget. I see no point in spending $100 on one card if you can get the same effect for 1 more mana. Well I see the point, but the point is to win and that's only our second priority. I always like Valki, since the day he was spoiled, but never thought I could build a deck that was effective or fun enough. I have had a problem in the past with most of my decks doing one (usually bad) play a turn, and having a very minimal impact on the game.

The deck's plan is pretty simple, ramp or draw cards for the first few turns, interact with opponents somehow, then cast Tibalt asap and play their stuff. There are 2 main combos in the deck, which involve Kiki-Jiki and any sort of untapper for infinite tokens, or Dualcaster Mage and a Twinflame for also infinite tokens. The deck has a few budget tutors if the game requires you to take someone out, but if you find yourself in a casual match, then tutor for some sort of chaotic play or a way to play/protect Tibalt so you can play your opponents deck, which means your just playing their jank. The hope is that the deck can match your opponent's decks, so you don't find yourself out of place, wither underpowered, or overpowered. If you find yourself in a situation where you don't have enough mana for Tibalt, and your Valki senses tell you a combo is coming, then play Valki and either figure out what it is, or get rid of it if it happens to be a creature.

Also the deck is very new so any help is welcome, what I should add, what I should remove. I know there are plenty of better ramp spells and such but this is what I've got right now.

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99% Casual

Competitive

Date added 2 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

27 - 0 Rares

22 - 0 Uncommons

21 - 0 Commons

Cards 100
Avg. CMC 3.13
Tokens Copy Clone, Dragon 5/5 R, Emblem Tibalt, Cosmic Impostor, Gold, Thrull 0/1 B
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