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Creatures (1)

Spells (1)

Equipment (1)

Land (1)



- -March 30, 2022 - -

Neon Dynasty Update

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- - March 30 -- Neon Dynasty Update - -
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Q2 -- New Capenna Update
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Q3 -- Dominaria United Update
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Q4 -- Brothers' War Update
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Description

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This deck has three different path to follow:

  • Auxiliary Path: The Tyrite Blade ---- Using the Sword of the Realms  to support an alternative threat to protect it from removal.
  • Default Path: The Godless Struggle ---- Using alternative threats without the aid of Halvar  or his Sword.  

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The path I start with each game is dictated by my opening hand. I may have good Equipment and drop Halvar  right away. I may have an early threat and wish to use Sword of the Realms  to support it. I may have a middling hand and decide to build my resources before committing to either side of my Commander right away. No matter how I begin, whichever path I walk is subject to change as things progress and situations evolve.


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Primary Path: The Skoti Warrior
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Auxiliary Path: The Tyrite Blade
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Default Path: The Godless Struggle
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Building Resources
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Handling Opponents
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Equipment Support
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Land Ramp & Fetch
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Removal & Disruption
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Recursion
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Other Creatures
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The Mirran & Allied Swords
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Sword-Adjacent Equipment
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Powerhouses
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Utility
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Mana Rocks & Land Fetch
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Other Artifacts & Enchantments
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Equipment Tutors
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Targeted Removal
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Mass Removal
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Other Spells
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20 Basic Plains

This deck needs its White mana, and Basic Lands are the major providers. As good as Utility lands are, I'm not going below 20 Basics.

I get the occasional colour-screw with my mana base as is. I don't need to make it worse.

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Ancient Tomb

A land that taps for . Helpful for paying for Equipment costs and casting expensive spells.

I can cast Halvar early if it's in my opening hand or tutored from a Turn 1 Weathered Wayfarer or Expedition Map.

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Buried Ruin

Artifact recursion in a land slot.

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Cave of the Frost Dragon

A flying Manland when I'm in dire need of a body.

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Command Beacon

A Commander Tax break when Halvar   gets expensive to cast.

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Emeria, The Sky Ruin

A powerful creature recursion engine just for having a bunch of Plains.

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Field of Ruin

A Stripland to get rid of a problem utility land.

I use it over Strip Mine or any other option due to Field replacing itself. I don't care if the other opponents get a free Basic. The later the game goes, the less impact that free land creates.

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Kor Haven

A protective utility land that deters my opponents' threats.

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Mistveil Plains

Tuck cards from my graveyard. This simple ability has a few very handy applications:

  • Gives instants and sorceries the chance to be used again.
  • Allows Equipment to be retutored back into play. This is especially effective with Stonehewer Giant.
  • Denies my opponents' targeted grave-hate or recursion effects on my own cards.

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Myriad Landscape

Land ramp on a land.

Handy for getting a couple Plains needed for Emeria, The Sky Ruin to be active.

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Ondu Skyruins   & Sejiri Glacier  

Modal DFCs that allow extra spells to exist within land slots.

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Rogue's Passage

Makes Halvar  unblockable, which is extremly frightening.

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Sanctum of Eternity

A land that bounces my Commander.

Aside from protecting my Commander from removal during my turn, it also allows me to swap between Halvar  or his Sword  at will without waiting for either to return to the Command Zone the conventional way.

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Thespian's Stage

A land clone that can repeatedly change what it becomes. It can be a Plains at the very least.

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Urza's Saga

A unique Saga that provides a couple of bodies and tutors for a cheap artifact.

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War Room

A card draw engine in a land slot, only requiring the minimal of life payments.

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Poison Counters
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Catch-up Ramp
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Mass Land Destruction
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Mirran & Allied Swords
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Other Equipment
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Support
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Armory Automaton & Heavenly Blademaster

These creatures do nothing but attack. I've cut back on them, as they take up space better spent on utility creatures.

Serra Ascendant is the only pure attacker that remains in this deck due to its sheer efficiency.

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Bastion Protector

Only affecting my Commander  is way too narrow of an ability for a utility creature, especially one with three toughness. P/T boosts and keywords are better given by Equipment.

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Mana Rocks
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Enchantments
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Sorceries
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Instants
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Land Groups

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Artifact Lands

They don't provide any meaningful utility. Being artifacts and fueling the one card this deck has with metalcraft isn't enough to warrant a spot over any other utility land.

Ancient Den in particular will also end up as collateral damage from sweepers.  

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Fetchlands

They're primarily used for colour-fixing, which a Mono-Coloured deck doesn't need. Deckthinning with them is statistically negligible, especially so in a 99-card deck.

There's also an opportunity cost. Each Fetchlands added is one less utility land I'm able to include. And this deck loves its utility lands.

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Individual Lands

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Nykthos, Shrine to Nyx

Building devotion is difficult in a deck with a high concentration of colourless permanents and a plethora of sweepers. I had it in this deck for a number of years before giving up on it entirely.

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Temple of the False God

This card is a trap.

Its promise of is enticing, but it's a dead card when that mana matters the most.

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First Commander

October 26, 2011 - July 23, 2013

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This is my first Commander deck. I started building it in October 2011. The original motivation for this deck was the desire to use The Kaldra Set and assemple Legendary Avatar to the board. To get the best use out of these Equipment, I required a synergistic Commander.

The only options available in 2011 were Kemba, Kha Regent or Raksha Golden Cub. I obviously decided on the former as the First Commander.  Having a Commander that initially costs seven mana would only invite problems.

The early builds of this deck were Voltron/Token hybrid strategies to make use out of Kemba's Cat tokens. I'd equip her and build up a Token army while attempting Combat Damage kills. Overtime, I grew tired of the token half of the deck's strategy and desired to go full Voltron. The support for it dwindled as I began looking for an alternative Commander to better deal Commander Damage.

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Second Commander

July 23, 2013 - February 3, 2017

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My search for a new Commander led me to the format's old treasure trove of Kamigawa. The first set in the Block, Champions of Kamigawa, had the best candidate for the Second Commander: Eight-and-a-Half-Tails. This famous Kitsune offered the ability keep targeted removal off of my permanents while also making himself unblockable. A great fit for my new needs.

8.5-Tails wasn't without his fair share of problems. His abilities required three mana to be open at all times to be effective as a removal deterrant. He was never an early-game play, and keeping his abilities active always stung when mana-screwed. Regardless, I was content with 8.5-Tails as my Commander for the coming years.

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Third Commander

February 3, 2017 - November 30, 2017

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Aether Revolt introduced a peculiar Dwarf, Sram, Senior Edificer. My initial impression wasn't the best. The though of using him as a Commander didn't come to mind right away and I initially dismissed it as a bad Puresteel Paladin, nothing I really wanted in the 99.

After giving it some thought, I figured that this was an opportunity to have Equipment support back in the Command Zone and return to using an early-game Commander, and Sram, Senior Edificer took over as the Third Commander.

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Forth Commander

November 30, 2017 - February 12, 2021

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Sram's reign as Commander was short-lived. Mere months after he took the position, Commander 2017 introduced the Forth Commander.

Balan, Wandering Knight was a game-changer, possessing the ability to be an aggressive win-con. With previous Commanders, getting a vanilla 2 power creature to deal 21 total damage reliably more often than not involves numerous Equipment, causing their clocks to take several turns and giving opponents plenty of breathing room to draw into answers. Balan's natural double strike increases her clock dramatically, requiring less Equipment to be a legitimate threat and take out opponents in a more reasonable amount of time. She would also consistently two-shot opponents with any couple of Equipment, and had the potential to one-shot using a specific pair.

Another great aspect of Balan was her attach ability. For two mana, all Equipment I control attached to her, greatly saving on mana when equipping her. She could also use her attach ability to dodge high equip costs.

Fifth   Commander  

February 12, 2021 - Present

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As such a proficient win-con, Balan was the best Commander yet. I honestly believed she would be at the helm of this deck for a long time. However, Halvar, God of Battle  emerged from the frigid realms of Kaldheim to become the Fifth Commander.

Possessing double strike when equipped like his predecessor, Halvar  has a blazing fast clock. His double strike requires a single solid Equipment, and can easily two-shot opponents if that lone Equipment increases his power to at least 6 and provides sufficient evasion. Halvar  also shares his double strike to any other equipped creatures, offering the option to focus on multiple opponents at once.

Sword of the Realms  adds a layer of utility alongside the regular Voltron gameplan. It causes any one of this deck's alternative threats to act like a Partner by returning it to my hand when it dies. This devalues my opponents' creature removal and keeps a key creature on board.

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Deck Development

As of March 30, 2022

Streets of New Capenna Additions

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Comander Legends: Battle for Baldur's Gate Additions

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Other Additions

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Solitude
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The Remaining Allied Swords
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Cloudsteel Kirin
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Remember the Fallen
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Blinkmoth Nexus
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February 12 -- Kaldheim Update
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May 6 -- Strixhaven Update
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September 2 -- Forgotten Realms Update
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December 15 -- Innistrad: Double Feature Update
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Updates Add

Kamigawa: Neon Dynasty Additions

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Main Set

Soul-Guide Lantern -> Lion Sash

Smothering Tithe -> The Restoration of Eiganjo  Flip

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Commander

None

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Other Additions

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A Lion's Grave
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Restoring Eiganjo
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Solitude
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Cloudsteel Kirin
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Blinkmoth Nexus
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Comments View Archive

Top Ranked
Date added 9 years
Last updated 1 month
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

16 - 0 Mythic Rares

48 - 0 Rares

13 - 0 Uncommons

2 - 0 Commons

Cards 100
Avg. CMC 2.81
Tokens Construct 0/0 C, Elephant 3-3 G, Golem 3/3 C, Phyrexian Germ 0/0 B, Spirit 1/1 C
Folders favorites, Commander, great edh deck, Faves, EDH, EDH Decks, decks i want to build, edh, EDH, Decks Im going to get soon, See all 506
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