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No Creatures For You!

Commander / EDH WB (Orzhov)

NV_1980


No Creatures For You!

Hi there! Welcome to the description of this Orzhov, assassination and soul-stealing deck; commanded by Shay Cormac. As a Templar Assassin, he was sent on many missions by his Templar Order. During one of such exploits, he made a terrible mistake that led to the demise of a thousand innocent civilians. Tormented by guilt, he renounced his own membership of the order. He vowed to redeem himself by preventing similar mistakes from being made by his former brethren. This caused many to consider him a traitor to the ideals he championed in the past, and for a long time he has been hated for that. This anger, however, often comes with respect as his exploits as a rogue agent since his betrayal has become legendary, even amongst his most bitter rivals. Against seemingly impossible odds, facing implacable foes, he has always managed to find weaknesses to exploit and thus complete the objectives he set for himself. It taught those who knew his name, that one should never consider oneself invincible; there are always ways in which one can be beat. Now it seems, Shay has teamed up with magicians that seek to empower themselves with the souls he has managed to dispatch. An army of very capable warriors that were once beaten by an assassin who managed to circumvent the most potent kinds of defenses one can raise within the multiverse. Opposing forces had best keep their guard up and hope that what they can muster is enough to beat him, for there is no room for complacency if one wants to keep one’s soul. This deck is meant to be played casually. It’s not meant to be used in a competitive fashion, but of course anyone is welcome to try! Feel free to comment on anything you (dis)like throughout this description; hope you will enjoy it!

Indestructible creatures or those that are impervious to opposing targeted spells, are a real bother to deal with. Quite often, their defenses can determine the outcome of games. Shay puts an end to that. Nothing is impervious to harm anymore. Everything on the opposite side, can be stripped entirely of any useful defenses they might have at the cost of a single colorless mana (which means that even if an opponent were to react to Shay’s ability by casting something like Heroic Intervention, it would still cost only a single colorless mana to strip those defense as well). Now when one combines that with not just killing spells, but also with spells that afterwards can remove killed creatures from graveyards onto one’s own side of the battlefield (where the defenses of said creatures would now be untouched by Shay’s ability), one has a winning deck idea. Especially when combined with Shay’s bounty power and his incredibly low initial casting cost.

The following parameters determine the strength of the deck. For each, a score of 5 (very good), 4 (good), 3 (mediocre), 2 (bad) or 1 (very bad) is allocated; when totalized this score represents the power rating of the deck.

  • Mana: indicates the availability of energy-sources within the deck.
  • Ramp: indicates the speed at which mana sources within the deck can be made available.
  • Card Advantage: indicates availability of filter- and draw resources represented within the deck.
  • Overall speed: indicates the deck’s potential for pace, based on resource availability and mana curve.
  • Combo: indicates the measure of combo-orientation of the deck.
  • Army: indicates the deck’s creature-army strength.
  • Commander: indicates how much the deck is commander-oriented/dependent (less dependency is better).
  • Interaction: indicates how much this deck can mess with opponents’ board states and turn-phases.
  • Resilience: indicates the measure in which the deck can prevent and take punches.
  • Spellpower: indicates the availability and strength of high-impact spells.

Mana: 3

Additional sources of mana can be found in a few rocks (four of them), an instant mana spell, two permanents that generate massive amounts of treasure and a black mana battery that gets charged whenever something dies.

Ramp: 1

White has some excellent land-fetching available, though only in exceptional cases will it allow for said lands to be both searched and played immediately. Three ramp cards have been added in this deck, two of which allow for searching while the third allows one only to play an additional land.

Card Advantage: 5

The way in which this deck generates advantage over others, is by first demolishing as many creatures as possible and then following this up with resurrection spells/permanents that target the graves of whatever was just demolished. No fewer than nice cards have been added for specifically this purpose. Then there’s seven more conventional draw enablers as well as three tutor spells.

Overall speed: 4

An abundance of resources, both in the form of mana as well as card advantage, combined with a low average cost, makes this deck rather fast-paced. Most of its offensive power lies in removal, most of which can be cast from as early as turn two or even one. Higher cost stuff are mostly spells that steal from opposing graveyards, but these aren’t necessary during the early game anyway.

Combo: 1

Not much going on in terms of combos, though the deck does feature a single combination that can get rid of all opposing creatures within a single turn. Mostly, its controller can benefit from plenty of synergy provided through kill-spells that feed permanents that benefit from stuff that dies.

Army: 3

About half of the deck’s creatures can be considered resource generators or other types of support, while the rest is comprised of some strong battle-cruiser type figures. Note that five of its creatures have been added because they can eliminate creatures easily without ever needing to attack.

Commander: 4

During early game phases, Shay is usually not needed, as the creatures that feature stronger defenses won’t appear until the midgame starts. Even when such threats appear, some redundancy has been built in to ensure Shay never becomes essential to the deck’s strategic options.

Interaction: 5

To a large degree, this is what the deck is all about. It’s here to cast spells against opposing creatures and chew bubblegum, and it’s all out of bubblegum! It contains an amazing seven permanents that can destroy creatures as well as sixteen non-permanent spells with a similar purpose.

Resilience: 4

A plethora of recursion options are at one’s disposal to retrieve creatures (from any graveyard) to ensure the deck’s continued survival. Ten of such cards, five of which are permanents, can be deployed for such a purpose. The deck also features a bit of life-gain, two options to be precise.

Spellpower: 4

Quite a lot of high-powered spell-casting available within this deck. Plenty of strong resource spells, even stronger destruction spells and massively powerful recursion spells. Four mass-creature disposal spells, three all-count recursion spells and at least two mass resource spells.


Total power score: 34

Powerful! Considering that most EDH decks are creature-heavy, this deck is in many ways the perfect antidote. Destroying creatures takes far fewer resources than summoning powerful ones, and that’s a major advantage. It even has a decent shot against decks that instead of singular large threats, use vast token armies to rake in wins. This deck is fast and can react well to a plethora of opposing threats. Best of all, is that it can literally reap the rewards from its destructive sprees and use these for its own gains.

Most EDH decks will win through the application of combat damage to other decks until they’ve dealt enough damage to win. This deck is going to deny them this opportunity. Many different anti-creature spells and abilities have been added to send opposing creatures to their graveyard or into exile. Shay Cormac ensures that not even heavily defended creatures will be allowed to escape this fate. Once they’ve been removed, other spells within the deck will endeavor to bring them back onto the battlefield on this deck’s side; preferably before their owners can recur them. Unfortunately, this last bit won’t work against opposing commanders. Still, this deck will be able to remove them so often that they’ll become impossible to recast. A few secondary/tertiary win-conditions have been slipped in as well, including wins through the application of commander damage (by making Shay unblockable) and wins through the generation of treasure.

At least three cards in the starting hand ought to be lands (or two lands and a cheap-to-cast rock like Arcane Signet, The Soul Stone, Talisman of Hierarchy or Sol Ring. This is a must; don’t start a game without this hand (even if one has to mulligan down to three cards). The ideal hand would also contain some additional ramp like Land Tax and/or low-cost draw options like Esper Sentinel.

Ideally one starts games with some of the resources mentioned in the ‘Starting Hand’ section, or possibly cards like Dark Ritual, Pitiless Plunderer, Smothering Tithe or Weathered Wayfarer. Should none of that be available, but one does have some tutors in hand like Demonic Tutor, card:Enligthened Tutor or Vampiric Tutor, find whatever it is that one needs from the above list. Early card draw options in the form of Archivist of Oghma, Morbid Opportunist or Phyrexian Arena can be conducive towards a winning game as well.

Once basic resources have hit the field, it’s time to snipe some of the more serious opposition from the field. With non-permanent spells, it is recommended to pursue creatures that are mainly used in attacks (as these are usually the most important threats); creatures that only produce resources should usually be considered secondary targets (unless the advantage they give one’s opponents shift the balance of power too much). Spells one could use for sniping, include (but are not limited to) Doom Blade, Go for the Throat and Tragic Slip. Of course, permanents like Intrepid Hero and Royal Assassin can be used for similar purposes, these last ones can be reused every turn, so feel free to use these against resource generators as well. Also, keep in mind that some of the deck’s cards have been included to specifically deal with non-creature permanents, in case these become a bother. This would include cards like Anguished Unmaking, Feed the Swarm, Heliod's Intervention and Mortify.

After five to six turns, most opponents will have enough resources to consistently summon more powerful, well-defended permanents, so this is usually the ideal time to have Shay enter the field for the first time, as his defense-stripping powers will now become of use. One can choose to summon him before then, but considering he’s relatively vulnerable (especially without +1/+1 counters) and he’s not needed that much at first, why bother?

Once some of the opponents’ cards have been dealt with, it’s time to recover said cards and use them for the deck’s own gains. The cheapest way to do this is by using enchantments like Animate Dead, Dance of the Dead or Necromancy. Deaths can also be used to benefit from in other ways. They can be used to generate energy, with cards like Black Market and Revel in Riches. They can also be used to draw more cards, like with Harvester of Souls.

Should the energy be available for it, why not add some more efficient killing mechanisms onto the battlefield? How about Archfiend of Depravity; the bane of token armies (as well as most others) in that it allows only very few creatures a place upon the battlefield? Massacre Wurm is also very efficient at eliminating oceans of weenies and even punish opponents for losing them by causing 2 damage per pop! It’s also possible to add some more powerful ‘tap-you-die’ creatures, like Avatar of Woe or Visara the Dreadful. Still have ambitious opponents that want to remove you as a source of their misery? Just cast No Mercy and watch them squirm on deciding whether to send their remaining meager forces out to kill you in a suicidal attack (and leave themselves open for other opponents on the field) or not.

One also shouldn’t forget the more expensive recursion options one should have available by now. The naughty ones include Ancient Brass Dragon, Athreos, Shroud-Veiled and Sheoldred  . Then there’s also the most powerful enchantment in the deck, Grave Betrayal, that brings back any opposing creature even stronger than it already was.

Should opponents still have creatures out there, it’s time to pull out the big guns! Let’s raze the field with Damnation or Wrath of God and see if that will leave anyone still standing (which should not be the case with Shay (hopefully equipped with a Mithril Coat) unless they managed to phase out their force with something like Teferi's Protection. Try to follow this up something like Thrilling Encore; the next attack that follows from this end should then be the killing blow. If there’s enough mana for it, cast a Rise of the Dark Realms for a similar effect.

  • Avatar of Woe/Visara the Dreadful + Thornbite Staff: This combo starts with one of the mentioned creatures on the battlefield, equipped with Staff.
    1. Tap Avatar/Visara to destroy an opposing creature.
    2. The destruction of the creature triggers Staff untap ability.
    Rinse and repeat to destroy all opposing creatures. Note that this combo works for card;Royal Assassin as well, provided the targeted creatures are tapped.
  • Revel in Riches + creature equipped with Basilisk Collar + Thornbite Staff: Not an infinite combo, but still good for some repetitive killing.
    1. Pay 2 and tap creature to deal 1 damage to an opposing creature.
    2. The targeted creature dies due to our creature having deathtouch.
    3. The destruction of the targeted creature triggers Staff untap ability.
    Rinse and repeat as long as mana holds out to destroy as many opposing creatures as possible.

The deck’s reliable sources of mana, and some utility:

The cards used to accelerate mana-availability:

  • Arcane Signet: the cheapest all-color mana rock without any disadvantages in MTG.
  • Black Market: the death of any creature, ours or otherwise, will generate black mana when this is around.
  • Dark Ritual: just a single energy boost, but what a boost it is!
  • Killian, Ink Duelist: insane value in a deck that targets creatures left and right.
  • Land Tax: one of the single best white enchantments to start with, as tutoring for three basic lands can be enough of an advantage to secure wins.
  • Revel in Riches: whenever something dies on the opposing side, this deck benefits.
  • Smothering Tithe: watching others draw has never been more fun than with this on the battlefield.
  • Sol Ring: the mana-rock very few EDH decks run without.
  • Talisman of Hierarchy: either one gets colorless mana from this at no cost, or some white/black mana at the cost of 1 life; a good deal!
  • The Soul Stone: black mana rock that has a wonderful recursion utility.
  • Weathered Wayfarer: search for any land, as long as one doesn’t have the most lands on the battlefield.

The mechanisms that provide card advantage:

  • Ancient Brass Dragon: whatever opponent gets damaged by this dragon, it doesn’t matter, D20 converted mana cost in resurrected creatures will join this deck’s ranks.
  • Animate Dead/Dance of the Dead/Necromancy: each allows one to return something from a graveyard to fight on the deck’s behalf, … ANY graveyard.
  • Archivist of Oghma: considering most EDH-decks will search their libraries multiple times per game, so this will provide benefit for sure.
  • Athreos, Shroud-Veiled: distribute some coins to pay the boatman, not for the passage on of course, but for the return of the soul to this deck’s side.
  • Decode Transmissions: time this right, and this won’t just yield two cards, it’ll also screw over opposing life-totals.
  • Demonic Tutor/Vampiric Tutor: the perfect cards to find whatever is needed.
  • Enlightened Tutor: some enchantments and artifacts are just too good not to tutor for.
  • Esper Sentinel: usually opponents decide not to pay the taxes levied by this card.
  • Grave Betrayal: a very high-powered enchantment that basically steals anything that dies on the opposing side; tremendous value!
  • Harvester of Souls: granted, only when non-token stuff dies one gets to draw, still … that tends to happen a lot anyways in EDH.
  • Morbid Opportunist: highly likely to get at least one card drawn per turn (by which also the turns of the opposition are meant).
  • Phyrexian Arena: one of the standard black enchantments used for additional draw.
  • Rise of the Dark Realms: probably the strongest recursion spell in existence; everything’s resurrected!
  • Thrilling Encore: an absolute nightmare for opponents just after someone casts a (destructive) creature-wipe.

Your creatures are no longer allowed, and here’s how we’re going to get rid of them.

  • Anguished Unmaking: for a bit of life, this card exiles any permanent one needs to get rid of. Sweet deal that’s usually reserved for non-creature targets, as these are hard to get rid of compared to creatures.
  • Archfiend of Depravity: what’s great about this creature’s removal ability is that it’s untargeted, and thus very hard to counter. It’s also absolute death on anyone trying to field a token army.
  • Avatar of Woe/card:Visara the Dreadfull: tap to destroy a target creature; pretty much perfect disposal units, though they’re a bit expensive to cast.
  • Damnation/Wrath of God: untargeted wipe that no-one evades with Shay around.
  • Doom Blade: a cheap-to-cast, classic removal spell that works on anything except black creatures.
  • Feed the Swarm: doesn’t just remove creatures but enchantments as well, at the life-cost equal to its CMC.
  • Generous Gift: gets rid of ANY permanent, instead of only creatures.
  • Go for the Throat: artifact creatures don’t have throats, so this spell won’t do anything against these. Everything else though …
  • Grasp of Darkness: making creatures weak enough might remove them as well.
  • Heliod's Intervention: getting rid of multiple artifacts and enchantments simultaneously on just the opposing side is challenging, unless one uses this card of course.
  • Hero's Downfall: creatures or planeswalkers; they’ll all fall before this spell!
  • Intrepid Hero: especially strong creatures can be dismantled by this relatively weak one.
  • Massacre Wurm: causes a temporary weakening effect when it ETB’s, but even more importantly it punishes opponents for losing ANY creature (pretty severely).
  • Mortify: any creature or enchantment is absolute toast.
  • No Mercy: attack this deck, … see what happens …
  • Path to Exile: so that creature over there, it’s going to disappear … forever. Ow alright, have a land.
  • Royal Assassin: so that’s going to be used in an attack? Does it have vigilance?
  • Sheoldred  : she starts with removal, she continues with more removal, this is then followed up with even more but different kinds of removal and then she retrieves everything she’s put into the graveyard thus far. Perfect.
  • Stroke of Midnight: the price for destroying any permanent on the field? One puny human. Alright, we have a deal.
  • Swords to Plowshares: for the price of some life and a single white mana, this spell exiles any creature from the battlefield.
  • Tragic Slip: since there will be so many creatures dying in the service of this deck, the strongest debuff is almost guaranteed.
  • Ultimate Price: dangerous creatures come in mono-color variants, as well as multiple-color ones. This only destroys one of these variants, although it is the most common one.
  • V.A.T.S.: it’s not the cheapest removal, but it gets rid of a lot of similar creatures done in a single move.
  • Victim of Night: only the most famous horror creatures will escape the fate brought on by this spell; the rest is simply doomed.

Additions that don’t really belong to a specific category:

  • Basilisk Collar/Shadowspear: meant as equipment for Shay. Makes him more difficult to block (completely) and allows him to grant some life-gain powers.
  • Bastion Protector: by himself Cormac isn’t the strongest commander out there, so granting him additional durability seems sensible.
  • Grand Abolisher: the bane on any counterspell aspirations from the opposition.
  • Kaervek, the Punisher: a great way to recast black instants/sorceries that have already been cast before, all the cost of some life.
  • Lightning Greaves/Mithril Coat: some protection for our commander.
  • Skirsdag High Priest: demons! A way to benefit from creatures dying.
  • The Ozolith: counters one puts on Shay can be deposited elsewhere, should he perish. Or, one could grant them back to him once he returns from the command-zone.
  • Trailblazer's Boots: every commander deck features non-basic lands, so this makes our commander impossible to stop.
  • Blood Artist: life-drain based on death makes sense to include in this deck, if there weren't more interesting benefits to focus on.
  • Bounty Hunter: the fact that it cannot target black creatures, it needs to be tapped twice to destroy something and its relatively high casting-cost makes it less appealing for this deck.
  • Termination Facilitator: though this is not bad, the fact that targets require to be damaged before they are destroyed, can be a bit tedious.

Appreciate the time you took to read this description. Hopefully it was entertaining and useful to you. If so, feel free to leave a +1 and/or feedback of any kind in the comments below. Thanks again!

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Revision 1 See all

(2 months ago)

+1 Generous Gift main
-1 Liliana, Waker of the Dead main
-1 Orzhov Signet main
+1 Scrubland main
-1 Swamp main
+1 The Soul Stone main