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Max / Eleven - Bad Girls

Commander / EDH UBRG

GayBlackNerd


When I made this deck, Max and Eleven were unique cards, and the Universe Within cards did not yet exist. Thus, I will refer to them as the commanders, despite them being "subtitled" cards now.

This is not a Stranger Things deck, despite the commanders. I also made this deck before Season 4 came out, so it has a bit of extra meaning now, so that's neat. In any case, this is my all female deck, to compliment my Shirtless Studs deck. The theme of the deck revolves around "bad" girls, aka cards that depict cool, powerful, or just sinister females. All my nonland, non-artifact cards prominently feature a female in their art except for one card, Sea Gate Restoration  , due to it synergizing perfectly with Eleven. Liliana is featured prominently in the deck, since she is "bad" in both the cool way and the sinister way.

Eleven and Max don't work particularly well together, as they synergize with two different play styles. However, it is because of their differences that the deck is highly versatile. Max having haste lets her aggressively come out and put pressure on player life totals and early-game planeswalkers. I am rarely casting two spells in the early and mid game, but she does generate clues later in the game, and can untap very useful creatures like Bloom Tender and Cormela, Glamour Thief. Eleven on the other hand is the haymaker. She attacks well AND she blocks well. In the mid game, she is oftentimes a Phyrexian Arena that deals 3 commander damage to an opponent. But in the late game, Eleven casts me into big spells like Rise of the Dark Realms that oftentimes lead to game-winning combos.

This is a dynamic deck that does a bit of everything in order to win. I usually win utilizing a random-oriented combo utilizing Arcane Bombardment and Time Warp, which can be assembled with the numerous tutors in the deck. However, this usually doesn't happen until 8+ turns into the game, so we will spend the early and late game controlling the board and putting pressure on our opponents. Ramping with signets and playing Max and Eleven is a good way to spent the early game. Getting off a turn four Culling Strike into another spell is usually very powerful, as well as putting down value engines like Necropotence and Rhystic Study. Tutoring makes the deck very toolbox-y, getting us a number of specific forms of removal when we need it, like Prismari Command or Assassin's Trophy.

One of the most powerful cards in this deck is Mizzix's Mastery. I'd never played with it before, but it can be borderline broken. I usually cast Final Parting, getting a big spell like Aminatou's Augury and Mizzix's Mastery. Casting an eight mana spell that can get you over 10 mana in other spells for four mana is pretty awesome. Top-decking Mizzix's Mastery in the late game with a graveyard full of goodies is a true joy. I love the card so much.

This is a very fun deck to play, and wins most of the time against a wide variety of other types of decks. WotC making Eleven a Four mana 3/5 is oftentimes a head-scratcher to a lot of people I play with, but I've got no complaints. If you like attacking, destroying things, tutoring, and taking extra turns, then this is definitely the deck for you!

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28% Casual

72% Competitive

Date added 3 weeks
Last updated 3 weeks
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

14 - 0 Mythic Rares

49 - 0 Rares

17 - 0 Uncommons

4 - 0 Commons

Cards 100
Avg. CMC 3.81
Tokens City's Blessing, Clue, Servo 1/1 C, Snake 1/1 B, Treasure, Zombie 2/2 B
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