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The purpose of this deck is to gift opponents some of the meanest and nastiest creatures in the game, goad them and have them fight your enemies, while you sit back, draw cards and enjoy the show. As such, the deck works best in a 3+ players format. This deck is quite commander-reliant and as such, it employs counter-spells, phasing out and return-to-hand mechanics to protect Jon Irenicus and his minions.

Strategy:

  • You'll be trying to ramp up and get your commander out on turn 3 (2 if you're a bit lucky). With Irenicus on the table and a few counter-spells and/or phasing out cards in hand to protect him, you'll either play your cheaper, unblockable creatures (Changeling Outcast and Vashta Nerada) or, if mana allows it, some of your bigger horrors and demons, which your opponents won't be able to defend against during the early game. Either way, once you give them away with your commander's ability, you'll have a nice draw engine, further reinforced by Teferi's Ageless Insight and Rhystic Study;
  • The constant inflow of cards, corroborated with the choice of counter-spells and phasing out instants, should help slow down your opponents' strategies; soon thereafter, they'll start sacrificing stuff and their life totals will drop, as your creatures (which they control, but are goaded so can't attack you) will create mayhem on the battlefield;
  • As the game progresses, take advantage of the deck's sub-theme i.e. stealing stuff from others (for example, combo pieces or game finishers) using Hostage Taker, Opposition Agent, Gonti, Bribery and Praetor's Grasp. Try to steal creature cards with good ETB effects; once the effects resolve, give them back to your opponents with your commander's ability - they won't be able to attack you and you'll draw cards, so don't worry about it;
  • Against non-black decks, tutor Asmodeus and gift him; it will prevent those decks from drawing cards altogether!

Win-cons:

  • You can tutor Archfiend of the Dross, copy it using Irenicus' Vile Duplication or Mystic Reflection, then pass everything to your opponent(s). The copies enter the battlefield with no oil counters, so unless they have responses (and bear in mind, you should also have counter-spells in hand), they're out of the game on their upkeep;
  • You can use Homeward Path to gain control of your creatures during late game; sure, you'll suffer a little, but they're big, bad beasts which can hurt your opponents more than they hurt you.

Tip: if you're in big trouble, tutor Abyssal Persecutor and hand it to your most problematic opponent. That should keep them on the hook, at least for a while.

In my opinion, this is a highly enjoyable deck with unique (if somewhat salty) mechanics, which will most certainly be remembered by your opponents.

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94% Casual

Competitive

Date added 2 weeks
Last updated 1 week
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

13 - 0 Mythic Rares

53 - 0 Rares

16 - 0 Uncommons

6 - 0 Commons

Cards 100
Avg. CMC 2.57
Токены Bird 2/2 U, Construct 0/0 C, Copy Clone
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