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I Sing the Body Magic

Commander / EDH Mono-Blue

Koneman


Intro:

This deck revolves around the commander Malcolm, Alluring Scoundrel. The main goal is to get your commander to have 4 or more chorus counters on it, and then use its ability to play awesome spells in the "Combo 1 & 2" sections or the "BigManaEnergy" section of the deck list.

Protection:

Being that it's a deck that needs the commander there will be a lot of counter spells to protect it from danger. There are several spells in the "Protection" section of the decklist that has spells to help give your commander hexproof, such as Lightning Greaves & Swiftfoot Boots as well as general protection spells like Propaganda, Cyclonic Rift, and Fatespinner.

Chorus Counters:

The main goal is to get your commander to 4 chorus counters so that you can use your "BigManaEnergy" spells for free. Chorus counters are put on your commander whenever it does combat damage. In order to get to 4 counters quickly this deck contains 11 proliferate spells (many of which also draw cards), as well as 2 artifacts that will give you double strike, Fireshrieker & Grappling Hook. Double strike, allows for 2 instances of combat damage during one combat step so it is a highly effective way to get your counters quickly.

Winning:

The way to win with this deck is to either annoy your opponent into quitting, mill yourself into a dub, a la Enter the Infinite + Thassa's Oracle , or in a 1v1 scenario, control all of your opponent's turns using Academy Ruins + Mindslaver . There will also be very fun/harmful/awesome cards found in the "BigManaEnergy" section of the decklist, that will help you get that W. Getting Omniscience on the field is technically not a guaranteed win, but it sorta is. Either way it crazy awesome.

GettingCombos:

In order to get your combos there are many draw cards in this deck, as well as 2 tutors. The draw cards are generally fairly cheap and draw only 1-2 cards, but in the "BigManaEnergy" and "Combos" sections of the decklist there are expensive draw cards that will draw many cards. Those big draw cards are generally meant to be played for free using your commanders ability.

Lost a Cool Card?:

If you lose a cool card to a counter there are several cards that will help you play cards from your GY or give them flashback such as, Lier, Disciple of the Drowned & Torrential Gearhulk. Try not to loose a combo piece though, as those are generally creatures and artifacts and cannot be recovered with these cards.

Mana:

This is a relatively low land deck because the main idea is to play cards with mana cost 3 or less using mana rocks and lands, then play the more expensive cards using your commander's ability.

Having Fun:

Like my Alaundo the Seer deck, this deck is meant to be ridiculous and for the playing of lots of large spells that otherwise might not get played in many decks. Narset's Reversal is in there for that moment when you use your commander's ability on something like Denying Wind, Nexus of Fate, or any of the instances and sorceries in the "BigManaEnergy" section of the decklist. Using your commander to play any of the "BigManaEnergy" cards is all sorts of fun.

Other Names for Deck:

Time after Time - The Alluring Scoundrel Remix

Malcom in the Middle of Balling Out

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Casual

91% Competitive