Violence isn't the answer, it is the question. The answer is Yes.

Follow me through the breakdown on what is a deck that exerts control over the battlefield through spellslinging, tokens and card advantage.

Our creatures act as token generators, tutors, reanimators and some corner case utility.

We have four (4) creatures that help us generate tokens for little to no effort on our part.

Cosmogrand Zenithfoil gives us bodies for casting two spells in a turn which isn't a hard task in most commander games. When we choose to stop going wide we can go tall and buff our board as well as we go in for the kill.

Monastery Mentorfoil is an amazing creature token generator that makes very powerful tokens that combined with a turn of noncreature spellcasting we can have a very large and powerful board that can close out a game or be a surprise defense. The effect to make tokens triggers off of fifty (50) cards.

Sedgemoor Witchfoil generates creature tokens that also help with potential life problems when they die. She is a little harder to remove since she has ward as well. The effect to make tokens triggers off of thirty-seven (37) cards with the chance for additional triggers with Fury Storm, Return the Favorfoil and Wyll's Reversalfoil.

Storm-Kiln Artistfoil generates noncreature tokens but treasures are no joke as they can quickly become the edge we need mana wise for flashy turns. The effect to make tokens triggers off of thirty-seven (37) cards with the chance for additional triggers with Fury Storm, Return the Favorfoil and Wyll's Reversalfoil.

We have five (5) creatures that work as a form of tutor effect to ensure we can find what we are looking for in the right situation and lineup.

Alesha, Who Laughs at Fatefoil is a reanimator that rewards us for being aggressive or by increasing her power with our collection of equipment. By default her ability can target eleven (11) of our creatures. If we increase her power by her own ability just once that increases to every creature in our deck. In an ideal scenario we increase her power either by attacking once or by equipping her and now we can throw our tokens into a meat grinder to reanimate a creature.

Goblin Engineerfoil is a mix of tutor and reanimator that is used to put all thirteen (13) of our artifacts into the graveyard and all meet the requirement for his reanimation ability.

Imperial Recruiterfoil helps us tutor eleven (11) out of the other fifteen (15) creatures in our deck to help with consistency.

Recruiter of the Guard elps us tutor thirteen (13) out of the other fifteen (15) creatures in our deck to help with consistency.

Cloud, Midgar Mercenaryfoil helps us tutor four (4) our of our twelve (13) artifacts which all have important roles in the form of activated/triggered abilities and evasion to push through damage. Almost every time you will want a Sunforgerfoil though.

The rest of our creatures serve various utility needs and help further the game plan but aren't necessary to keep it going.

Dauthi Voidwalkerfoil is here to stop reanimation or graveyard resource gameplans at a very low mana cost. The ability to potentially cast something later can also give us quite the edge.

Delney, Streetwise Lookoutfoil does two things for us, the skulk but not skulk is a cute little effect for our weenies to get through but the real secret comes from the second effect. Eleven (11) out of our seventeen (17) creatures now have their triggered effects happen multiple times with a big focus on our token generators. Be mindful of Monastery Mentorfoil and his monks as you can get the first triggers doubled but not later triggers as they grow very large, very fast.

Electro, Assaulting Batteryfoil is a mana battery with payoff for us. The effect to make mana triggers off of thirty-seven (37) cards in our deck and helps us keep the party rolling with all that extra mana. Think of this in a similar vein of Omnath, Locus of Mana.

Esper Sentinelfoil can give us incidental card draw, with our equipment we can assure we get our draw off of noncreature spells easily. Don’t leave home without your buddy.

Lightning, Army of Onefoil can help our tokens become better sources of damage, can add an element of politics since we can essentially nominate one person to take a bigger beating until our next turn, and trample helps us trigger our equipments.

Opposition Agentfoil is here to disrupt our opponents searches nice and easy. We might jut flex and not even play the card's we steal. We just want the disruption.

Orcish Bowmastersfoil is here to punish people who like to draw too much and to get a little revenge on whoever stole the monarchy from us.

Our artifacts have a focus on helping us fix mana problems and buffing our key creatures.

Playing three colors can be a hassle sometimes but we take measures to ensure we get what we need. Six (6) out of our eleven (11) artifacts have mana fixing in mind.

Chromatic Lanternfoil is very close to an auto include given it provides mana itself and also allows for our lands to be used for whatever colors we need, including our fetches in a pinch.

Crucible of Worldsfoil when combined with the correct land base, such as one full of fetches, helps us ensure we can keep our colors as well as a bit of deck thinning.

Expedition Mapfoil is technically a way to fix our mana in a pinch, but in reality is meant to tutor up key lands such as Field of the Deadfoil.

Talisman of Convictionfoil, Talisman of Hierarchyfoil, and Talisman of Indulgencefoil are mana rocks that can be played faster than the pain lands we were using before while still supplying the same effect.

The Soul Stonefoil is as it clearly states, a mana rock. So we will use it for mana, and when the time is right we will enjoy the first half of Sheoldred, Whispering One.

Our choices in equipment gives us utility as well as evasion so we are prepared for most situations.

Buster Swordfoil has card draw and free spells, both things a more control oriented deck wants to do. As long as it is equipped to a one power creature we can cast any spell in our deck since they are all CMC four (4) or less granted we connect without the need for trample.

Shadowspearfoil has the main focus around the activated ability to allow us to use removal or kill spells for a very cheap and repeatable effect. The keywords it gives go well with our commander with the deathtouch and trample synergy.

Sunforgerfoil IS THE ACTUAL COMMANDER. This card is absolutely wonderful and has as lot of power behind it. Just over one third of our deck can be tutored up by this card's ability. Manage to equip this card and you are sitting on just about any answer you could need in the form of removal, protection or even just shifting the dynamic of the game by altering combat outcomes. It is important to pay attention to what you search up to cast as some of our spells are more suited for different situations due to the modes or what targets it can hit. Additional costs such as Kicker and Spree can be paid to get even more power out of our spells.

Sword of Feast and Faminefoil is mainly here for the effect to untap our lands with a touch of evasion. Having access to our lands two times each turn is a great way to make sure we keep the board under control.

We run very few of these even though these categories usually hold powerhouses of cards.

Very straightforward for us, this enchantment helps us maintain a board presence to apply pressure.

Court of Ardenvalefoil simply acts as recursion, it did replace Sun Titan as it isn't as costly to cast/play and can just be left to its own devices. It is big to note twenty-seven (27) of our permanents (not counting lands) are viable targets. With lands it becomes sixty (60). That is all but two (2) of our other permanents.

I like playing at instant speed, but the one sorcery we do run is too good not to.

Demonic Tutorfoil is there as a utility piece as it ensures we can get any one card we need for a certain situation. But primarily you will probably want Sunforgerfoil.

If our commander is actually Sunforgerfoil then Crucible of Worldsfoil is the partner commander. Thirty-six (36) cards in our deck are castable with Sunforgerfoil and each one of them holds a different purpose. Crucible of Worldsfoil sees strong synergies with our fetch lands and our lands with abilities that sacrificing them is part of the cost.

With our wide variety of instants we find we have an answer for a lot of situations. A big thing of note is spells with additional costs can have those costs paid for when we use Sunforgerfoil for additional effects.

The most important thing to keep in mind when searching for a spell to cast is how versatile that spell is or if it shares a purpose with another spell. For example Boros Charmfoil makes for a great protection spell against a board wipe but if that boardwipe is Blasphemous Act you will probably want to cast Comeuppance instead as it will keep your board safe and punish your opponent. Maybe it is even better for your board to die and come back so you case Cosmic Intervention or Faith's Rewardfoil to still take the board wipe but come back with some enter the battlefield effects.

The same logic as above can apply to removal spells as while they both are able to eliminate creatures, depending on the style of deck your opponents are running, Bedevilfoil and Mortifyfoil can have two different impacts throughout the game.

We have a few utility spells that can give gotcha moments that turn the tide heavily in our favor Chance for Gloryfoil, Fury Storm and Wyll's Reversalfoil maybe with a surprise extra turn or copying your opponent's big flashy spell for the win.

In combat some of these spells can shine in the form of making favorable trades, but we can get interesting with some of these spells with our timing. Master Warcraftfoil can be used to turn your opponent's combat into yours essentially to eliminate a troublesome boardstate or even troublesome opponent. Settle the Wreckagefoil works as long as the creatures are deemed as attackers to act as protection. Take the Bait is important to keep an eye on as it can be used on an opponent to make them do your dirty work.

The mentality to have is which instant gets me closer to that win.

I stand by the idea that lands are some of the most powerful cards in the game as they are usually some of the hardest to interact with. Our lands have a few secondary effects that fit our gameplan or simply act as utility.

Our landbase is built around the card Field of the Deadfoil as with some proper land management we are now getting a creature for the simplest mechanic in the game.

Fetchlands and our fetchable lands help us with color fixing as long as we pay attention to what colors we need. We have some of the best lands to fetch for in the game with minimal downsides to accomplish this and still have a good pace in the game. Combined with Crucible of Worldsfoil and the above mentioned Field of the Deadfoil we find ourselves generating value multiple times over. Get lucky with a Faith's Rewardfoil for some non-green ramp.

We have a few lands that we need to sacrifice for their effects but are repeatable with Crucible of Worldsfoil. We also have a few lands with activated abilities that don't require a sacrifice but have some big utility behind them such as Mistveil Plainsfoil since it can keep our Sunforgerfoil stocked up or with The Mycosynth Gardensfoil we can have a second Sunforgerfoil!

We win through damage, plain and simple. We have commander damage since our commander is a creature and has haste and we have regular damage since we have the potential to go wide. We also have a couple of ways to go infinite but even when going infinite we winwith damage.

We have the capacity to go infinite in two ways and one of them has a lot of moving parts.

Angel's Gracefoil, Chance for Gloryfoil and Mistveil Plainsfoil are required. Sunforgerfoil and Sword of Feast and Faminefoil are also big players but aren't required.

The basic concept is you use Chance for Gloryfoil to take the extra turn and do whatever you may need, which is generally combat. One the second turn you Angel's Gracefoil so you don't lose, pretty straightforward. We use Mistveil Plainsfoil to put these cards back into our deck so we can repeat this process. Sunforgerfoil is used to cast the spells easily if we have a lot of deck left and Sword of Feast and Faminefoil gives us mana to activate all of our abilities as well as use Mistveil Plainsfoil additional times. This is a very mana intensive combo as we need to meet the conditions to equip and unequip Sunforgerfoil and activate Mistveil Plainsfoil multiple times in a turn for maximum efficiency.

Even with all of this effort we can be met with trouble with Teferi's Protection so we have to do one simple thing Call In a Professionalfoil. By adding this to our loop we can get through to our opponent in the only way we can, commander damage. The life total of our opponent can't change and they have protection which means they can't take damage. With Call In a Professionalfoil we make it so damage can't be prevented which means that even if our opponent won't have their life total change they are still taking damage which in this format commander damage still builds up. So even with a life total that won't change they still take commander damage and after twenty-one (21) they won't ever phase back in.

This describes the whole concept above pretty well.

Recently I have discovered that Fury Storm can help us go infinite as well with Sedgemoor Witchfoil or Storm-Kiln Artistfoil. If we have cast our commander once we are now able to combo off if we have the pieces. What you do is you cast Fury Storm and with the copy you target the original, which then makes a copy that can now target the original again. Given the wording of Magecraft we now are able to trigger either Sedgemoor Witchfoil or Storm-Kiln Artistfoil as much as we want in order to build a board of infinite pests or mana with treasures.

Removed: Dockside Extortionistfoil.

Added: Storm-Kiln Artistfoil since the effect to make tokens triggers off of thirty-six (36) cards with the chance for additional triggers with Fury Storm, Return the Favorfoil and Wyll's Reversalfoil.

Removed: Teysa Karlovfoil as she was more there to give tokens keywords so her death ability saw very little use. Her being four (4) mana was also a factor as she couldn’t be reanimated through the methods we set up.

Added: Alesha, Who Laughs at Fatefoil acts as a nice reanimation effect that also fits within our reanimation and tutor plans as she is three (3) mana and her power and toughness are both two (2).

With the release and early stages of Commander Brackets the deck is a three (3) which is an "Upgraded" deck.

You have more than 1 and less than 3 game changer cards: Demonic Tutor, Enlightened Tutor

You have no mass land denial cards

You have extra turn cards: Chance for Glory

You have many tutor cards: Demonic Tutor, Enlightened Tutor, Expedition Map, Goblin Engineer, Imperial Recruiter, Recruiter of the Guard, Stoneforge Mystic, Sunforger

Removed: Fracturefoil as it was a touch too narrow and we got a new option that has more use.

Removed: Court of Embereth as it is heavily monarch dependent for it to be useful as we aren't a token focused deck or sacrifice one that can benefit from a free body each turn.

Removed: Biotransferencefoil due it being too much of a double edged sword in term of removal. Also the life drain can get out of hand given we don't have a large variety of ways to regain said life.

Added: Inevitable Defeatfoil since it is just Utter Endfoil with a couple extra lines for an additional color restriction. But if things are going well we don't care about the colors outside the fact it can be found with Sunforgerfoil.

Added: Will of the Mardu as it can help us build a quick board like Call the Coppercoats and since it has modes we can adapt to the necessary situation or capitalize if our commander is out.

Added: Aligned Heart due to the fact this card can be insane. This is our second Monastery Mentorfoil that if left unchecked can dominate the board. Casting a second spell in a turn isn't hard, especially when the deck is so low in terms of our curve. Please note we get a monk for each counter so as the game progresses we turn a couple spells each turn into bodies that pump hard with our card selection. Also note it is any spell, not just noncreature to trigger flurry. I wouldn't be surprised if this makes it as a game changer.

With the announcement from Wizards the deck is now a four (4) which is an "Optimized" deck.

You have more than 3 game changer cards: Demonic Tutor, Enlightened Tutor, Field of the Dead, Orcish Bowmasters, Teferi's Protection

You have no mass land denial cards

You have extra turn cards: Chance for Glory

You have many tutor cards: Demonic Tutor, Enlightened Tutor, Expedition Map, Goblin Engineer, Imperial Recruiter, Recruiter of the Guard, Stoneforge Mystic, Sunforger

Removed: Eldrazi Displacerfoil due to the fact it isn't in our creature tutor gameplan and the blinking has become less relevant as we find our reanimation methods have been more of as focus.

Added: Charismatic Conqueror as this fits in our tutor gameplan, our reanimation gameplan and helps us develop a board to potentially help with life total issues.

Removed: Stoneforge Mysticfoil as the ability to cheat the equipment into play hardly sees use.

Removed: Court of Locthwainfoil since it drew a little more attention that I would've liked. Denying opponents cards was nice but I would rather focus on my plans and synergies more.

Removed: Young Pyromancerfoil as our other token generators outclassed him easily. Without being a dedicated token deck vanilla tokens just get overshadowed by others.

Added: Buster Swordfoil as it is essentially another sword of X and Y. Lets us be a bit more aggressive and get more value out of our swings.

Added: Cloud, Midgar Mercenaryfoil as he does what Stoneforge Mysticfoil did for us with his second ability being more relevant for our triggered equipment.

Added: Lightning, Army of Onefoil as she helps us be more aggressive, her keywords work great with our equipment and she can help us shore up some life loss. Her ability to double the damage an opponent takes helps us accelerate the game in the grindy matches. Things to note is with First Strike the trigger does help our other creatures since they do damage after as well as any damage our opponents do to the opponent she connected with is doubled as well.

Removed: Alesha, Who Smiles at Deathfoil because even though the reanimation is nice, there is a bit more risk than I would like since she has to be attacking and the reanimated creature also is attacking. Also we do have some enter the battlefield effects but we are looking for a focus on staying power on some of our reanimation targets.

Removed: Aligned Heart because even as I was raving on how this good this is in a different update I find myself going different routes for how I pressure the board. Also what we are subbing it with has some more synergy for us.

Removed: Charismatic Conqueror because even thought getting the occasional vampire was nice, most opponents don't mind giving it us since their plans don't usually can get around some free creature tokens.

Removed: Mari, the Killing Quillfoil because she isn't a replacement effect and we found a card that does what we were using her for at a cheaper mana cost but with the same stats.

Removed: Sword of Forge and Frontierfoil because it is almost better to just pick Buster Swordfoil every time and the extra land drop wasn't as powerful as I needed it to be.

Added: Cosmogrand Zenithfoil as a replacement to Aligned Heart because we can find it with Imperial Recruiterfoil, can be reanimated with Alesha, Who Laughs at Fatefoil and gives us the choice for more bodies or a big board.

Added: Dauthi Voidwalkerfoil as a replacement for Mari, the Killing Quillfoil as it is one cheaper to cast, has evasion for our equipment, is a replacement effect and hits every card, not just creatures.

Added: Electro, Assaulting Batteryfoil because who doesn't like stockpiling unused mana even if it is just one color. Given our large selection of instants and our one sorcery we can use this as a great way to keep mana available. Also the leaves the battlefield trigger is a nice touch.

Added: Opposition Agentfoil simply because it is a powerful card. Being able to hose an searches and use them ourselves is, as the card's designation says, a game changing effect.

Added: The Soul Stonefoil because it is essentially a new auto include black mana rock. With the the activated ability we now have a harder to remove reanimation effect and at best we simply have to exile a token for the cost.

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