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The second iteration of my Oona combo deck. We have two game plans.

This isn't a dedicated Doomsday list, as I'd like other ways to win and just going the same route every time bores me to death. That's the reason I don't run Demonic Consultation as it's such a boring card when paired with Thassa's Oracle . Either way, we're going to end up exiling either our opponents or our own library to win. I say this, and yet the way I have the deck set up is our Doomsday pile is pretty much just gonna be Gitaxian Probe into Ponder into Sleight of Hand into Thassa's Oracle pretty much every single time. Hypocrisy reigns supreme!

My meta favors slower creature-based combat decks and the other players do not like combo decks. However, I love combo decks, and am forced to play them at a slower pace than winning turn 3 (Around turns 7-10). As such, I run Glacial Chasm since this isn't a creature deck, I want to survive in a combat-focused meta, and I don't want to run tribal faerie Oona. It's really weird, I know, but it's the only band-aid for this solution I can think of right now beyond Maze of Ith .

Here is a quick list of many of the infinite combos in the deck and what they do:

Now, what to do will infinite mana? Play Oona, kill table.

I love building decks based around using the commander to win. Just look at the sidebar. All four of the decks I run in real life are built around using the commander as the direct win-con or using the commander as an enabler for our win-con. As such, this list uses cards that I think go great with ways to enable us to win using the commander.

  • Fatestitcher - I love this card. It goes infinite in a bunch of different ways, and if it gets destroyed you can even get him back for cheap, with haste! One of the core pieces of my deck.
  • Glen Elendra Archmage - Basically two Negate 's on a single card. It could be replaced, as most of the time it eats a Counterspell itself, but the fact that it eats countermagic in it of itself is great.
  • Grand Architect - Goes infinite with Pili-Pala . Also, we can tap our commander herself and the faeries we create to help feed things like Basalt Monolith or Rings of Brighthearth if we're lacking a combo piece.
  • Laboratory Maniac - Now, I know I said previously I like winning with Oona, and it's true. However, I also like back-up plans. Wins with Blue Sun's Zenith targeting myself, or if someone is trying to mill us themselves.
  • Master Transmuter - I love this card too. You can do some pretty great shenanigans with mana rocks with her. Also apart of an infinite mana combo piece.
  • Notion Thief - This is in here for situational use. I haven't had him do great work for me, but I honestly haven't drawn him in 99% of my games.
  • Palladium Myr - I like him. I took out most of the combo pieces that went with him, so honestly he's probably close to the chopping block himself. However, he does work and in every single game I've gotten him out he's ate some form of targeted removal.
  • Pili-Pala - Goes infinite with Grand Architect . I honestly don't like him though. He's never done much for me, but I honestly haven't been able to assemble his combo yet.
  • Thassa's Oracle - This card is stupid and should be banned. It honestly never should've been printed with the last line of text on him. I don't like her, but she's just such a good back-up win-con when paired with Doomsday in the deck.
  • Torrential Gearhulk - I like this guy. Snapcaster Mage is out of my budget right now, so he's filling in until I'm able to get one. He is a bit much mana-wise, but he makes up for it with being able to cast an instant for free.
  • Tribute Mage - She's just too good. She mainly fetches Isochron Scepter , but can also fetch a myriad of mana rocks if we're lacking mana.
  • Vizier of Tumbling Sands - Very similar to Fatestitcher but without the haste. I still like her because of the subtheme of tapping and untapping things lots of times. She also replaces herself and we can still get an untap.
  • Force of Will - Too expensive for my budget, or it'd be an auto-include. Also very hard to find people willing to trade them.
  • Grim Monolith - Too expensive for my budget, or it'd be an auto-include. Also very hard to find people willing to trade them.
  • Yawgmoth's Will - Too expensive for my budget, or it'd be an auto-include. Also very hard to find people willing to trade them.
  • Doubling Cube - Let it be known, I love this card. However, I needed the card slot for other things. It didn't do enough to justify me keeping it in.
  • Filigree Sages - I cut because I just don't like this card, even though it went infinite with Nyx Lotus and Doubling Cube . I feel like it was far too much of a mana-sink to be worth it.
  • Heartstone - It did things with Filigree Sages . I cut the card, and then I put it back in, and then I cut it again. It's neat, but it just didn't do enough. Plus most of the time it was a dead card.
  • Necrotic Ooze - The main reason this card was in the deck was to pair with Palladium Myr and Pili-Pala as a backup if the main combo got killed. He didn't do shit. He was a dead card 99.9% of the time. As such, he got the axe.

Now, I will say. This deck did begin as sort of a half-budget build based around cards I already had, and I didn't want to spend more than say, $15 per new card to acquire. However, as I played the deck I grew fond of it, and I decided fuck it, let's buy some cards. This is the main reason the deck is missing staples like Force of Will , Grim Monolith , Yawgmoth's Will , etc. Eventually if I keep the deck together long enough, I would like to try and acquire some of those cards, particularly the Yawgmoth's Will . I feel like that one card would be the biggest single improvement to the deck, as it gives us recursion and a way to further abuse our stuff.

Here is a list of the replacements I plan on eventually making. Probably going to be a while before I can do these though.

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I was able to play a couple times this week with this deck - twice on Tuesday and twice on Thursday.

On Tuesday (4/27/2021) the deck absolutely did not perform. I wasn't able to cast Oona either game, and was mana starved both games. Second game I had just three lands the entire game, with no rocks. It was not fun. Needless to say, I lost both games very badly.

On Thursday (4/29/2021) the deck absolutely did perform. Both games featured the same decks - a Kynaios and Tiro of Meletis grouphug deck, a Obuun, Mul Daya Ancestor lands matters deck, a Aesi, Tyrant of Gyre Strait large creatures deck, and me on Oona, Queen of the Fae . The first game, I was able to combo off pretty early with a Codex Shredder into Isochron Scepter and Dramatic Reversal combo, milling everyone and winning the game. The second game was a grindfest. It dragged on for so long, but I was able to adequately control the board through a mix of counterspells and politics. I eventually ended up winning through Vizier of Tumbling Sands + Freed from the Real + Gilded Lotus , but the game was still almost two hours long. I also learned from these games I really like stack-based interaction.

I will admit, I was rather demoralized that Oona didn't do well at all on the first day of testing, but wanted further testing. I met up again on Thursday and the deck was great, restoring my faith in her. I still want more testing to do, but I think I'm gonna cut a couple cards for more counterspells and the like, as I realized I didn't have enough of them when I need them most. I'd like to try and pick up a copy of Disallow and Mental Misstep , as a last-minute Swan Song from the Aesi player nearly costed me Game 2.

Comments

Casual

95% Competitive

Date added 2 months
Last updated 4 days
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

12 - 0 Mythic Rares

36 - 0 Rares

26 - 0 Uncommons

15 - 0 Commons

Cards 100
Avg. CMC 2.20
Tokens Frog Lizard 3/3 G, 1/1 Faerie Rogue, 2/2 C Creature Manifest
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Revision 14 See all

4 days ago)

+1 Cabal Coffers main
-1 Island main