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Dalakos, Crafter of Coins

Commander / EDH UR (Izzet)

MULRAH


This deck adapts the coin-flipping theme to a low/mid-power table, including potential commanders like Okaun, Eye of Chaos and Zndrsplt, Eye of Wisdom in the 99. As a result, the deck is a bit powered down from its maximum potential, but it is still consistent enought to get you flipping coins like crazy in almost every game. The coin-flipping is augmented by treasure, equipment, and artifact subthemes, which help move the deck forward and provide some alternative ways to win.

The deck uses the 8x8 method of deck construction, breaking the deck down into eight modules of eight cards each. Half of these modules are "standard" modules that include stuff any EDH deck should have; the other half focus solely on the deck's themes.

These modules are the heart of the deck. For the most part, each one presents a slightly differnt path to victory, and they all complement each other.

  • Krark's Thumb: Krark's Thumb is essentially the real commander for this deck, as it makes all the coin flipping work in your favor. I've therefore devoted an entire module just to this card and ways to find it. As much as I feel like tutors go against the spirit of Commander as I like to play it, in this instance I feel they're okay. The deck's focus on coin flipping increases variance, so it seems only fair that it be allowed to reduce variance in this one specific way.
  • "Coin-Flipping Spells": These cards provide repeatable coin-flipping opportunities, creating an engine with Krark's Thumb that can accelerate your win conditions.
  • "Go Tall": One of the most powerful win conditions is Okaun, Eye of Chaos, a potential commander for this deck. Okaun benefits greatly from having some equipment slapped on it, especially equipment that boosts power to maximize the power-doubling effect. Fortunately, that's exactly what Dalakos, the deck's new mid-power commander, cares about. If you're not winning off coin-flipping shenanigans, you should be able to pull off the voltron win with commander damage. In addition to equipment, this module also includes some synergy/combo pieces that help you win with your pumped-up monstrosity.
  • Artifacts Payoffs: Since we've already got ways to hunt up cheap artifacts, are using treasures to ramp (see below), and have loaded up on equipment, we might as well get paid off for it.

Every Commander deck needs card draw, removal, ramp, and fun! While these are the "standard" modules I include in every deck, I try to ensure they are flavored to the deck's themes as much as possible.

  • Card Draw: Most of these cards trigger coin-flipping, feeding into the deck's theme and greatly benefiting from Krark's Thumb. Those that don't produce treasure tokens.

  • Removal: Fortunately, there's just enough removal that involves coin-flipping to comprise an entire module. There's more efficient and effective removal out there, but none of it turns on the coin-flipping like these cards do!
  • Ramp: This module focuses on manarocks and treasure tokens, which work well a targets to sacrifice when tutoring for Krark's Thumb but--as noted above--are also very nice to keep around for the artifact synergies built into the deck.
  • Fun: Most of the time, this module includes assorted cards that seem like they'd be fun in the deck but are not crucial to it functioning. For this deck, this module largely focuses on various cards that get so powered up with Krark's Thumb that they can be win conditions for the deck.
  • Suggestions

    Updates Add

    I made some changes to this deck to adapt it to our mid-power group. The prior version had been solely dedicated to Okaun and Zndrsplt. While they're still in here, the deck does not revolve around getting a voltron win off Okaun. Instead, it prioritizes getting Krark's Thumb--the deck's real "commander"--out as soon as possible and builds off of that. Payoffs are of course all the coin-flipping cards, including Okaun and Zndrsplt, but the deck also tries to take advantage of the fact that it can tutor up artifacts, so why not lean into that theme a little more.

    Changes from the prior version can be summarized as follows:

    1. Fling variants were replaced with actual removal that supports the coin-flipping theme.
    2. Tutoring for Krark's Thumb gets more support, as does card draw in general, since you can't rely on Zndrsplt coming out of the command zone.
    3. I cut back on the majority of the counterspells and bounce, which were meant to protect Okaun, since it's far less likely that Okaun will be the deck's win condition. I replaced these effects with cards that pay you off for having lots of artifacts on the battlefield, providing a different angle for the deck to win.
    4. The module that provided Okaun with evasion and power boosts has shifted over to an equipment theme, in keeping with Dalakos's abilities.
    5. I shifted the ramp module away from generic mana rocks to focus on pumping out treasure tokens.

    Playtests have shown that the deck can still go nuts with the coin-flipping; it's just not always about Okaun anymore. Voltron wins off Dalakos are possible, as are alternative win conditions like Hellkite Tyrant. The deck could probably be tightened up a little, but it's decent enough as is.

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    97% Casual

    Competitive

    Date added 3 years
    Last updated 2 years
    Legality

    This deck is Commander / EDH legal.

    Rarity (main - side)

    6 - 0 Mythic Rares

    44 - 0 Rares

    14 - 0 Uncommons

    6 - 0 Commons

    Cards 100
    Avg. CMC 3.20
    Tokens Copy Clone, Goblin 1/1 R, Insect 1/1 C w/ Flying, Land Mine, Phyrexian Germ 0/0 B, Treasure
    Folders Retired - Commander Stunt Cycle ("Competitive"), Commander - Thematic Decks (Low/Mid-Power)
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