Maybeboard


The jank idea behind this deck is to build a deck themed around shifting cards between players' hands, graveyard, and exile zones for value.

Jegantha, the Wellspring isn't great, but it ramps (sort of) and it isn't as expensive or hate-inducing as Atraxa, Praetors' Voice. Someday maybe we'll have more four-color options....

That aside, the real meat of the deck comes from the advocates, processors, and spellshapers.

The advocates all have decent abilities with no mana cost -- the only cost is tapping them and returning cards from opponents' graveyards to their hands. This would be fairly bad in a one-on-one situation, but it has a lot of political value in multiplayer. If there is one player that is becoming archenemy, and you don't have the specific answer you need in your hand, you can use an advocate to return the needed answer -- if available -- from another player's graveyard to their hand, getting value from the ability and effectively getting that other player's spell as an added bonus.

The processors all return cards from exile to opponents' graveyards. So there is a similar political upside to them: Is there a graveyard deck at the table that could save the day if a key card hadn't been exiled from its graveyard? Well, you can undo that for them, get a benefit from your card and get the benefit of whatever you put back into their graveyard. Obviously, these can also work with the advocates, shifting something from exile to a graveyard, then from the graveyard to that player's hand. They also work with the targeted graveyard hate in the deck, like Scavenging Ooze. Exile a creature from a graveyard, grow the ooze, then return that same card back to its owner's graveyard so you can exile it again.

The spellshapers are in the deck because their discard requirements aren't much of a downside with all the recursion in the deck. They are also just generally better cards than people realize. Each one effectively gives every card in your deck an additional mode and casting cost. And since the theme of this deck is shifting cards between zones, there is, again, plenty of recursion and even two ways -- Pull from Eternity and Riftsweeper -- to get your own cards back from exile.

The rest of the cards in the deck are mostly political or group hug or slug cards. Some are there to fill opponents' graveyards or exile zones, but some are also just to help forge alliances as needed.

The major wincons play off of the deck's theme:

The first category comes down to stealing good stuff from your opponents, with cards like Shared Fate and Muse Vessel. The processors work especially well with Shared Fate. Basically you can deny your opponents' card draw by returning the cards they exile with it to their owners' graveyards, while you still get to cast whatever you get.

The second category involves burn of some sort from cards like Syr Konrad, the Grim, Kaya, Orzhov Usurper, and to a lesser extent Fraying Omnipotence. Note that these all work to enable the deck as well. Syr Konrad is especially interesting with the processors, since he will trigger when a creature is put into a graveyard "from anywhere," including from exile.

That said, I'm not sure how effective it will be at winning, but it has a greater than zero chance of winning and a very high chance of being fun.

Suggestions welcome!

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91% Casual

Competitive

Top Ranked
Date added 3 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

32 - 0 Rares

27 - 0 Uncommons

15 - 0 Commons

Cards 100
Avg. CMC 3.00
Tokens Eldrazi Scion 1/1 C, Nightmare 2/3 UB
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