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The Best Offense is a Good Defense

I loved The Pride of Hull Clade as soon as I saw it previewed--the abilities, the stats, the picture, it's just so weird. When I opened one in a prize booster after the MKM prerelease, I knew I had to make this deck.

The basic idea is:

  1. Play some high-toughness creatures to make The Pride of Hull Clade cheap to cast.
  2. Use The Pride's ability + evasion to draw a ton of cards.
  3. Sort through the dozens of cards in your hand and find a win condition.

This deck has a lot of creatures with high toughness and low power, which tend to be very cheap, and essentially function as ramp for the commander. It's not at all unreasonable to have The Pride out by turn three, maybe even turn two if you're lucky. Once it's there, you can start using its ability on attackers and begin drawing a truly obscene number of cards.

The Pride itself is usually the best target for its ability (drawing you fifteen cards if it connects), though not always. Tetsuko Umezawa, Fugitive makes many of the other creatures in the deck unblockable, and it's also possible to attack with multiple non-Defender creatures and use the ability after blockers are declared, so you can target whatever got through. With enough mana (and/or the reduction from Biomancer's Familiar and Training Grounds, you can even use it multiple times per turn to draw even more.

Finding a win condition isn't that hard once you're drawing most of your deck. Assault Formation, Walking Bulwark, etc. let you go for a straightforward win through attacking with your suddenly-powerful creatures, including via commander damage. Psychosis Crawler turns card draw directly into damage, and you can always aim to just draw everything and win with Laboratory Maniac or (with a little more work) Ormos, Archive Keeper.

Improvements

I've had some decent success with this deck so far, but it's still in the early stages, and there are some changes I hope to make as I find the cards for it. I want to get a bit more strong evasion, notably a Prowler's Helm. Ominous Seas should be good here, and if Laboratory Maniac works out well (and doesn't make me too many enemies), there's always Thassa's Oracle and Jace, Wielder of Mysteries. Sphinx's Tutelage might be another way to turn card draw into a win, though I worry that it won't be enough if I draw it too late. Other than that, it's really about shoring up the fundamentals--Simic isn't great at removal, for example, so I'll have to see if that becomes a problem as I go.

Suggestions

Updates Add

In: Caelorna, Coral Tyrant

Out: Living Conundrum

Living Conundrum is mostly there as protection against decking myself, but if I've drawn my deck, I've also drawn Laboratory Maniac and Ormos, Archive Keeper. So, I feel like the redundancy isn't super necessary, especially when Living Conundrum is otherwise a fairly weak payoff in Commander.

Meanwhile, Caelorna is made for this deck--just a ton of toughness at a rock-bottom price. If I'm hitting my land drops, Caelorna is enough to get The Pride of Hull Clade out the next turn even without any other creatures.

Comments

99% Casual

Competitive