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Play EDH they said, it will be fun they said

Commander / EDH Death and Taxes Hatebears Mono-White Pillow Fort Prison Stax

xraider


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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.

Hokori is a 7 or optimized commander deck

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)

How to play and how to win?

Crush their spirit by Stalling and annoy them until they give up!

  1. Land destruction: Hokori's ability to tap down lands can severely limit opponents' ability to cast spells and develop their board. By combining hokori with cards that destroy lands such as Armageddon or Catastrophe, you can lock your opponents out of the game entirely. You can use cards like crucible of worlds, brought back and sevinne's reclamation to bring back your lands and ramp.
  2. Stax effects: In addition to land destruction, there are many other stax effects that can limit opponents' rescources and slow down their game plan. Cards like Sphere of Risistance, Thorn of Amethyst, and Trinisphere can make spells more expensive to cast, while cads like Ghostly prison and windborn Muse can limit the number of creatures that can attack you.
  3. Comninations: While Hokori doesn't have an obious combo potential, there are still some synergies that can help you close out the game. For example, you can use Hokori and taxing effects to keep opponents' resources tapped down, then use cards like Isochron scepter with a spell like Silence, mana tithe or Orim's chant to prevent opponents from casting spells at all.
  4. RIP and Helm: The combo works by playing both "Rest in Peace" and "Helm of Obedience." Since "Rest in Peace" exiles all cards that would usually go to the graveyard, the Helm's ability will never find a creature card to stop milling. As a result, you keep milling cards from your opponent's library until you hit the library's end or mill a number of cards equal to the opponent's total library size, effectively milling their entire deck. This can be a game-winning combo since your opponent will lose the game if they are unable to draw a card during their draw step.
  5. Beatdown: finally, if you've successfully controlled the board and limited opponents' rescources, you can simply beat them down with creatures that can take advantage of the board state, such as Aven mindcensor or Achangel of Tithes. You can always use luminarch ascension or Elspeth, Sun's Champion to create an army if needed or use Elesh Norn to buff your creatures. By Chipping away at opponents' life totals, you can eventually win the game.

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've added an extra column to describe my playgroup. This way, it’s easier for both me and you to make suggestions and keep track of why certain cards are in the deck.

Comments

Casual

91% Competitive

Top Ranked
Date added 1 year
Last updated 4 days
Exclude colors UBRG
Splash colors W
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

17 - 0 Mythic Rares

44 - 0 Rares

16 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 2.84
Tokens Angel 4/4 W, Elephant 3/3 G, Emblem Elspeth, Sun's Champion, Marit Lage, Soldier 1/1 W, Treasure
Folders My EDH decks, Interesting/FunBuildsByOthers, A Very Cool EDH Folder, Ideas, EDH, Fun Decks to Play, New decks, Pure Evil
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