I want the power level of this deck to be nerfed a bit to fit in with my play group. All Will Be One and Orcish Bowmasters have been left out, one mana rock, no free spells, and no tutors (not even lands: you never need to shuffle this deck). I am running seven MDFCs, both Channel lands, two bounce lands and five cycling lands to keep my mana base efficient. Utility lands include some graveyard interaction, Mount Doom, Witch's Clinic, and The Black Gate, plus one piece of targeted land destruction.

I love telegraphing that I'm about to smash everyone's face in. To that end, most of the pinging effects trigger off of my opponents' actions rather than my own casts so I can accumulate cards in exile for when I untap. Stuffy Doll & co amplify some of these effects, and provides alternative lines of play (I removed Blazing Sunsteel to avoid combo). Otherwise, grow Ob Nixilis, Captive Kingpin, suit up and swing for excessive damage.

I enjoy the incredible level of synergy my commander has with a variety of group slug accelerants. This is my "let's play one more quick one" deck: it absolutely murders. I'm learning to appreciate red countermagic and removal that add a random element, and deflection spells are a great way to protect my commander. I like lifegain; this deck makes players (including me) bleed out quickly.

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Revision 28 See all

(2 weeks ago)

+1 Return the Favor main
Date added 11 months
Last updated 2 weeks
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

50 - 0 Rares

19 - 0 Uncommons

10 - 0 Commons

Cards 100
Avg. CMC 3.14
Tokens Spirit 1/1 C, Treasure, Zombie 2/2 B
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