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This began life as an attempt to turn my ancient Pestilence deck Sick Leave into something suitable for Commander. It didn't really work, as most of Sick Leave's fun is based on tight interactions between a small number of cards, which is pretty hard to pull off in a 100-card singleton format. But there was a seed of a good idea there, and I also had an Oloro, Ageless Ascetic that I wanted to do something with. Put those together, and here we are.

The main goal with this deck is to play defense, gain life, and eventually drop some ridiculous win condition out of nowhere. Cards like Windborn Muse, Koskun Falls, and (as a big hammer) Glacial Chasm discourage attackers, as do a variety of big blockers. Angel of the Dire Hour, Awe Strike and the like are reactive, but also serve as deterrents once your opponents know you have them. With the walls up, you can keep gaining life (and drawing cards) with Oloro until you get whatever you need to win.

For win conditions, the Exquisite Blood + Sanguine Bond infinite combo is the dream, but either on their own provide a lot of synergy. Beacon of Immortality + Sanguine Bond can be a kill as well. Felidar Sovereign or Test of Endurance also win straight-up if you can keep them out until your next upkeep, and Storm Herd likely gives you 50+ creatures if the game is going well. If you can't pull any of that that off, you can also just go for attrition via Sanguine Bond, Baneful Omen, and the like, then turn those big blockers into attackers to finish the job.

The strategy here is partly political, in that you generally want to appear nonthreatening in the early game so your opponents will fight amongst themselves while you amass your resources. Many of the win conditions take at least a turn to go off and can put a pretty big target on your head, so it's best not to drop something like a Test of Endurance until you're ready to use it.

Improvements

This deck is still early, but it's performed well so far. There's a lot in here that I haven't proven out, though, so I expect to continue refining it. Some current thoughts are:

  1. Azor's Elocutors and Strixhaven Stadium seem like fun things to play while behind a Glacial Chasm, but they also scream "Please attack me." I need to see if I can ever realistically win with these, or if they're too slow and counteract the "look nonthreatening" part of the strategy.
  2. I thought about adding Solemnity to disrupt counter-based strategies (and poison!) and keep that Glacial Chasm out for free, but it breaks the aforementioned Azor's Elocutors and Strixhaven Stadium. I might revisit this if I decide to remove those. Something like Energy Storm might be fun too if I can turn off cumulative upkeep.
  3. Demonic Consultation is extremely dangerous in a singleton deck; it's mainly there as a cute combo with Approach of the Second Sun. There are already enough sources of card draw that this probably isn't needed, but I kind of want to try it at least once.
  4. In general, the deck is short on creatures and has a pretty high mana curve. So far, acting unassuming until I can ramp up a bit has worked well, but I'll have to see how this plays out in the long term. It may need more cheap ways to discourage attackers.

Suggestions

Updates Add

In: Haliya, Guided by Light, Beseech the Queen, Silence, Marchesa's Decree, Thespian's Stage

Out: Celestial Force, Concentrate, Kaya, Intangible Slayer, Crypt Ghastfoil, Temple of Deceit

Haliya's first ability isn't going to go nuts here, but with Oloro gaining 2 life each turn anyway, it seems like she'll make it pretty easy to draw a free card each turn. Silence is intended to protect a game-winning combo or at least something big. It looks like a counterspell magnet, but then that's a counterspell that's not being used against whatever I really wanted to cast. I'll have to see how well it works in practice. Marchesa's Decree is another piece of defense against creature swarms--maybe not as solid as Propaganda, but hopefully enough to give people some pause. I do worry that it'll backfire if someone sends in enough creatures to get the monarch and then keeps it, but I think it's worth a try. And Thespian's Stage is mostly there to copy Glacial Chasm if the cumulative upkeep gets too high or it otherwise faces removal. Is that practical? I don't know! Maybe I should get a Dark Depths in here too to help justify it.

For the removals, partly this is just dropping the mana curve a bit. The deck is pretty good at stalling long enough to build up a big mana base, but it's still rather top-heavy. I'm also souring a bit on single-shot card draw like Concentrate, especially with Oloro drawing cards on his own. And Crypt Ghast is cool, but it's mostly a holdover from an early version of this deck, as there are only like three swamps in here anyway. I think I need to set that aside until I make a mono-black deck someday.

Comments

93% Casual

Competitive