Maybeboard


For those reading this: You Displease Me!

Welcome to my Hokori, Dust drinker decklist. Hokori is a powerful legendary creature from the Kamigawa block who has the ability to tax opponents' resources and slow down their game plan. With Hokori as our commander, we aim to control the board and limit our opponents' options, ultimately grinding out a victory. This deck is focused on stax effects, mana denial, and prison-style strategies. So without further ado, let's dive into the decklist and see how we plan to lock down the game!

Disclaimer: if you pilot this deck your complete trash and will lose all your friends.

Music to listen to while reading my decklist:

Hokori, Dust drinker is a legendary creature from the Kamigawa block. Kamigawa is a plane inspired by japanese folklore and culture, where spirits and gods called kami are revered and feared by the inhabitants. In the lore of Kamigawa, Hokori was once a powerful and respected mortal warrior fought against the kami. However, after he was defeated and killed by the spirits, his soul was twisted by his hatred and disire for revenge. Hokori returned as a bengeful spirit, possessing the ability to consume the dust and debris left behind by the kami's destruction. He became a force of nature, a living embodiment of the destruction wrought by the war between the mortal and the spirits. As a card Hokori's abilities reflect his lore as a destructive force. He has the ability to disrupt opponents's resources and limit their options, embodying the idea of destruction and chaos that he represents in the kamigawa plane.

According to the bracket system, my Hokori deck is a 4. This is definitely something I agree with. On my own power level scale, I rate Hokori as a 7. The deck could definitely be an 8, which corresponds to a high-power deck. With a few small adjustments, Hokori could certainly sit at the table with the strongest decks out there and give them a hard time.

How i rate my decks:

  • Jank (1): a slow, awkward, or unreliable deck, a deck where all creatures have hats on.
  • Casual (2-3): a deck not intended for sanctioned tournament use, commanderprecons.
  • Focussed (4-5): a fun deck for Friday night magic, your upgraded precon, deck with theme, budget.
  • Optimised (6-7): a good deck for Friday night magic, good synergy, you have a way to win, good interaction, good manabase.
  • High power (8-9): A very powerfull deck, you can win fast, you have almost all the good cards, no budget, your missing some cards to make it competitive, you can stop others from winning, powerfull synergy, almost perfect manabase.
  • Competetive (10): A deck to win as fast as possible and preventing other from winning, you play the best commanders, you have all the best cards for your deck, your still testing and researching to make your deck better then competitive (11)

Disclaimer: I don't like the bracket system of Wizards of the Coast, so I keep using mine because it gives a better idea of my deck's power. In my opinion, one or two cards cannot change the power level. You need a good pilot, a commander with potential, a strong card synergy, and a lot of testing. But more important is to communicate with your playgroup or the community at your local game store.

How to play and how to win?

Crush their spirit by stalling and annoying them until they give up!

Lock the board, tax their resources, and grind them down until they have nothing left. Play Hokori, and make them suffer!

And always remember: Help other players realize their decks are trash! Watching them scoop or walk away from the table is a win condition. You’re not just playing a game—you’re saving your opponents money by making them quit entirely. Be a good boy!

These are the players I sit with most often at the table and the "typical" decks they play.

Player 1: Is a master of artifacts. He always builds decks revolving around artifacts, such as Saheeli and Breya. He also has a discard/sacrifice deck led by Tergrid, but he doesn't bring it out very often. His decks are well-built, and I definitely shouldn't underestimate him.

Player 2: This player has extensive knowledge of the game (ex-judge) and can pilot any deck well. He builds a lot of decks (with proxies) and always surprises us with something new. He sometimes netdecks, so there's no specific playstyle, although sacrifice strategies frequently appear.

Player 3: All of his decks are tribal. He has a Merfolk, Vampire, Spiders, and Faeries deck. He always ensures enough control in his decks to avoid board wipes.

Player 4: He has a big budget, so he has access to many cards. He's not great at building or piloting decks, but he loves janky plays, kingsmaking, politics, trashtalk, and jokes during the game. I need to stay focused and prevent alliances from forming with him at the table. He has a large variety of decks: you'll often see tribal, jank, unique, and land-based decks.

Player 5: He's very good at building underdog decks. He often flies under the radar and wins out of nowhere with a combo or by stealing the win from someone who's put in a lot of effort. He enjoys playing with weenies, combos, and the graveyard.

Player 6: He plays on an extreme budget but can pilot a deck very well. He uses cheap and bizarre cards (you can't replicate his style) and always manages to snag a win. He enjoys playing luck-based decks, -1/-1 counters, enchantments, aggro, dragons, etc.

Players 7 and 8: Are new players who are currently using precons from Bloomburrow (Animated Army).

Player 9: He enjoys control and playing in the background. Oloro, Sen Triplets, and Grand Arbiter are decks he enjoys playing. In 1v1 or Two-Headed Giant, he often pulls out his cat deck, which is very strong. He also enjoys experimenting with the color black.

Suggestions

Updates Add

I don't run many lands, so Dark Depths was often getting me mana screwed. I swapped it out for other utility lands that can draw me cards or work as removal. So, War Room and Eiganjo, Seat of the Empire are now in the deck. Bye bye Thespian's Stage and Dark Depths.

Comments

Casual

91% Competitive