This is a Esika, God of the Tree   Superfriends deck that aims to use the multitude of planeswalkers to generate card advantage until you can find certain game closing effects. The creatures and enchantments are built around supporting the main body of the deck, those being the walkers, through one way or another, whether its messing with their loyalty counters, like Vorinclex, Monstrous Raider, Doubling Season or Deepglow Skate, or protecting them if you do not have enough forces to do so, such as Cunning Rhetoric, or Djeru, With Eyes Open for instance, or finding ways to fetch them or cheat them out, cards such as Arena Rector, Urza Assembles the Titans and Carth the Lion come to mind. Sorceries in the deck are mostly taken up by card slots meant for securing card advantage, whether its smaller effects like Contentious Plan or Tezzeret's Gambit or other effects that have a large effect on the game, such as Urza's Ruinous Blast, Vanquish the Horde and Yawgmoth's Vile Offering. Instants are used mostly used as destruction to deal with singular threats, though a few cards, like Heroic Intervention, Semester's End and Teferi's Protection are made to protect your board which can sometimes feel weaker when compared to other creature based decks. The artifacts are almost entirely there to offer mana acceleration and mana fixing, except for The Chain Veil, which is fairly self explanatory.

I'm going to be splitting the walkers up into 3 categories, the walkers that have the game ending potential that Superfriends decks really rely on, the walkers that are there to generate card advantage and other effects that help power the engine that we need to keep rolling and a few walkers that are there included do to certain effects, whether its graveyard hate or making chump blockers or anything else.

I'm gonna start with the Walkers that we are looking to in order to close out a game, because without them, ending the game can be incredibly difficult.

Game Closers

Both of the Vraskas(Vraska, Golgari Queen and Vraska the Unseen) in here are both great at closing out the game, with both of their ultimate abilities have "that player loses the game" makes them amazing game closers.

Teferi, Temporal Pilgrim isn't quite a game closer, but it does essentially kill one player, either through your effects or the rest of the table's

Nicol Bolas, Dragon-God has another "lose the game" ability, and in commander it is slightly less potent due to how commander is structured, but a board wipe before activating this effect can absolutely be a one and done deal.

Ajani, Sleeper Agent: while this is certainly a slow death, once his ultimate has been activated, the rest of the table essentially has been put on a clock, as you have enough ways to mess with counters or creature/planeswalkers spells that you will kill them all eventually.

Honorable mention to Ugin, the Spirit Dragon who's ultimate ability isn't exactly a game winning effect, but it definitely feels like it.

Card Advantage and other Effects

Chandra, Torch of Defiance is just an incredibly versatile walker in this deck. It gives you an Impulse draw, mana generation, some form of creature removal and another effect that puts the game clock on a timer.

Garruk, Cursed Huntsman gives us some blockers to help protect our walkers, as well as both card draw and removal on one ability. We aren't looking to utilize his ultimate very much, but there may be a rare scenario where that effect comes into play. We are mostly looking for the board presence he puts out.

Kasmina, Enigma Sage is an interesting card, giving all of our other walkers a +2 ability that generates some card advantage. Her -X ability is there, I guess?? I don't see a world where we ever use it, but I suppose it can make a chump blocker if strictly necessary. The main reason she is here is to give the white or black planeswalkers the ability to tutor up either board wipes, or removal, or anything else we need out of our instants and sorceries.

Kaya the Inexorable pulls absolute weight here. With any kind of a board state to support her, Kaya pops off in incredible ways. Her +1 lets us save important creatures on our board and either put them back out, or utilize their etb effects again. A few cards that come to mind are Vorinclex, Monstrous Raider, Deepglow Skate and Djeru, With Eyes Open. Her -3 is amazing permeant removal that gives our opponents no benefit for what we exiled. Her Ultimate means that no matter what our opponents do, we can always bring stuff back, it makes this deck ridiculously resilient and not was worried about losing certain key players. Hell, she can even bring herself back.

Liliana, Dreadhorde General is another absolute monster. She gives us blockers, card advantage, destruction that gets around problematic effects, and her ultimate forces opponents to choose between their boardstate and their lands, making them incredibly susceptible to whatever effects we have left on board.

Narset of the Ancient Way gives us mana generation(with a little life gain on top), card advantage and seeing as how high the CMC is for this deck, removal as well. The ultimate is pretty much useless, but the flexibility she offers along with the supportive role she plays in a board state cannot be understated.

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90% Casual

Competitive