Maybeboard


The cosmos. The tide. The passing of time.

What would Emrakul do?

This is what I pondered as I set out to create the mono-blue Commander deck of my dreams. It's flavorful, without being too weak to hold up to what my playgroup is up to. It's powerful, without being so oppressive that my playgroup doesn't want to see it ever again. And it features a seldom-used commander that can be surprisingly strong while flying under the radar of more immediate threats. Two years after I first built it, it has become an evergreen (blue) deck that I can play again and again without me or my playgroup getting sick of. I love this deck.

Patron of the Moon

Patron of the Moon is all about lands. And, um, Moonfolk, which don't play a huge role here, but have some situational utility and can park mana for us to use to flash out our commander later. Where Patron of the Moon shines is her ability to poop out extra lands when we don't have anything better to do with our mana--a mid-game pivot that leads to end-game wins.

Amulet of Vigor has excellent synergy with Patron of the Moon, untapping the lands she puts into play with her ability and letting us activate her until we run out of lands in our hand. This results in a swingy turn in which we ramp in one dramatic swoop and set ourselves up for Eldrazi fun when we untap.

Artifact tutors like Trinket Mage, Fabricate, and Whir of Invention help to set up this scenario, and can be used to find other useful artifacts like Planar Bridge, Darksteel Monolith, Extraplanar Lens, and Sensei's Divining Top when the time for it has passed.

Eldrazi

After we've ramped, we have lots of big spells to spend that mana on--namely, Eldrazi. This deck wins when it has Eldrazi on board, counterspells in hand, and opponents realizing that there's no way out of the annihilation that's coming their way.

I didn't want to create a deck that has Eldrazi. I wanted to create a deck that is Eldrazi. Troublesome permanents like Telepathy, Mana Breach, Omniscience, and Roil Elemental team up with counterspells and card advantage to build a late-game situation where it slowly sinks in to opponents that they have no hope and they might as well submit and shuffle up. It's what Emrakul would have wanted.

How My Games Have Gone

People often don't like playing against mono-blue decks, for obvious reasons. My playgroup has enjoyed playing against this deck because it's quirky, fair, and still poses a challenge for them to overcome. It doesn't rely on busted combos and it's a slow burn that capitalizes on drawn-out games. Many of our games become archenemy, in which this deck can hold its own, but it can still fall to a coordinated effort to take it out. I'd put it realistically at a power level of 8. Most importantly, it is a blast to pilot whether I win or not. If you love blue like I do, but don't want to be a total dick, this is a good sweet spot.

Future Revisions

I plan to make a few upgrades to the deck. I prefer to stick to Kamigawa and Zendikar cards as much as possible to maintain the flavor of the deck, but I'm open to any suggestions to make it faster, more efficient, or more on theme.

Thanks for reading, and I hope this list has given you some inspiration!

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100% Casual

Competitive

Revision 28 See all

(2 weeks ago)

+1 Akroma's Memorial main
-1 Expedition Map main
Top Ranked
Date added 2 years
Last updated 2 weeks
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

14 - 0 Mythic Rares

32 - 0 Rares

19 - 0 Uncommons

9 - 0 Commons

Cards 100
Avg. CMC 4.73
Tokens Treasure
Folders Lovecraft Deck Themes, favorites
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Ignored suggestions
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