Hello and welcome to my prototype political deck for Breena, the Demagogue.

This guide is based on my experience with orzhov and monowhite decks, which, by the way, is quite broad since most of my physical decks are of this color combination. Having said that, let's start the explanation of the deck. Most Orzhov decks have a strategy very well based on the themes of Aristocrats, tokens and lifegain. Silverquil arrived to change a little of this spectrum of action giving us many political tools, new types of files and interactions with coUnters. Also expanding our range of moves. This deck aims to offer you the versatility to play more casual tables and have fun with political moves or oppress your opponents at optimized tables (not cEDH) with armies of large and numerous creatures. Breena provides us with a solid buying engine and Buff. Despite giving away cards to opponents, if you pay attention, you can always draw 2 cards while each of your opponents draws 1.

This deck presented here is an optimization of the Precon 2021 Silverquil, and will tend to use a lot of cards that came in the deck. This deck was designed for Power Level optimized tables respecting a budget line that fits in the pocket of Brazilians. Here the cards are very expensive, so the mana base is not so optimized. In this way, all the best possible cards that are still within my strategy are in the Maybeboard


This deck provides many ways to interact politically with the rest of the players. The policy here may have a primary or secondary role depending on your playgroup. Using cards like Breena himself or Combat Calligrapher, Infernal Offering, Shadrix Silverquill and Victory Chimes you will be able to try to balance the table in your favor, forging alliances and giving give players the ability to react to moves that could damage their own game. How about giving that colorless mana to the player in blue so he can nullify a global or respond to an imminent threat to the table?

In this strategy it is important that you do not show overwhelming danger and try to extract as much of your opponents' value as possible by playing against each other and being the worst possible choice to be targeted, using cards like Ghostly Prison, Windborn Muse and Cunning Rhetoric.

In this second approach, we can still use the element of politics, but we have enough cards and synergy so that we can play without paying attention to pacts and betrayals during the game. The traditional orzhov strategy here is present using important pieces so that we can fill our board with aggressive chips and that can become more and more powerful with the tertiary + 1 / + 1 strategy.

In this part of the game, we will use our commander as the main pieces to accumulate markers in our creatures and we will pay attention mainly to the cards Felisa, Fang of Silverquill, Combat Calligrapher, Elenda, the Dusk Rose , Endrek Sahr, Master Breeder and Twilight Drover.

These will be the main engines of token generation aided by several other cards in the aristocratic theme such as Doomed Traveler and Skirsdag High Priest.

It is important to note that many interact with sacrifice and that is why we have sacrifice engines like Carrion Feeder, Mind Slash

Bringing these pieces together in any combination we can have a board consistent with chips that can become bigger and bigger when we combine them with the tertiary strategy of markers + 1 / + 1

Here is the condition of the main deck victory, an explosive aggro that can appear in a few turns if handled well.

Commander aggro is a weak strategy, but the amount of interactions that can arise here makes your army's job easier. Tenured Inkcaster can be relevant to halving the work of killing 3 players, just as Kambal, Consul of Allocation can fragment players in the long run and Inkshield can end the game with a Cathars' Crusade on the field.

it is a fact that decks that need to sacrifice their creatures will eventually run out of breath. In this case we need a lot of graveyard recursion tools to continue to consistently use our strategy until the end of the game. So the deck uses cards like Incarnation Technique, Phyrexian Reclamation.

These types of cards will be very important when starting a game plan based on the creation of chips as mentioned above, so always make sure you have at least one piece of recursion in hand to be able to follow up on a more aggressive game plan.

Despite the small number of ramp cards in orzhov colors and also little space for manarocks, this deck has at least 16 ways to speed up your moves. In the metrics it is possible to observe that most of the interesting plays will be performed on the 3/4 turn, so bringing this curve as early as possible can be beneficial in an explosive game in which you intend to eliminate your opponents quickly. However, if you will follow the political route, try to grab mana in a more humble way, or you will quickly become a target of your opponents.

There is a category of cards that will only generate more value for your deck and that by themselves did not affect the table much when they entered, are examples of these cards Endrek Sahr, Master Breeder, Anointed Procession, Cathars' Crusade and Shadewing Laureate. That is why it is very important to use these cards with caution, so that they are not played useless and that they yield a lot of value before they are removed from the table.

Many other cards that have not been mentioned so far constitute the engine of the deck to facilitate its draw or harm opponents such as gravehate. These cards are equally important for etsrategia in a way that they will interact with the most diverse possible scenarios within a commander game.

The cards in the maybeboard are substitutes that can raise the deck's power level (which should be in the range of 6 ~ 7). If your group has high powered optimized decks, the response cards should be priorities, which are: Angel's Grace, Geier Reach Sanitarium (to stop combos using Thasa's oracle, Opposition Agent, Orim's Chant, Ranger-Captain of Eos and Silence

The cards above will help delay possible combos or stop them altogether. Unfortunately, white and black do not have more responsive cards that can help to avoid a combo, the few options are for Lapse of Certainty.

Adding more cards with reduced CMC frees you up to reduce the amount of Lands. I recommend leaving at least 30 lands if Mox Amber, Mana Vault, Mana Crypt, Land Tax and Ancient Tomb are added

However, due to the commander's special features and the deck's general strategies, this deck can hardly face tables with cEDH decks. I recommend that you use this deck for tables that have maximum decks with power level 9

For other options to "be responsive" at tables with higher power levels, I advise you to migrate to a Stax-based tertiary strategy. It is a more budget strategy and can be as efficient as counters. Letters like Tocatli Honor Guard, Containment Priest, Rule of Law, Leonin Arbiter and Kunoros, Hound of Athreos will help avoid ETBs that are often responsible through combos and strategy focused on the cemetery. Some of these cards can negatively affect any of your ETB cards. The impaired cards will be: Knight of the White Orchid, Scholarship Sponsor, Author of Shadows and Cathars' Crusade

Like any deck that lacks the blue and green color, the biggest weaknesses that will reach this deck will be the lack of response and the premature ramp. To get around the second problem, we added several ways to ramp inside the white color. They're not great but they serve the purpose very well. As you can see, the deck's mana curve is mainly found in CMC 3, so it is extremely important that by round 4 you are already able to generate some kind of value at the table. Bringing in Breena as early as possible and abusing his markers and draws is the best opportunity to grow in value in the first rounds.

The primary problem for Orzhov decks that play on optimized tables is the high response. It is almost impossible to respond to combos that could end the game. This deck has many ways to deal with dangers that are on the field, but responding to moves when they are made is not your specialty. Therefore, using the political versatility of this deck to help an ally who may be your "right hand" can be an outlet for this weakness.

You are looking for stronger substitutes for specific cards in this deck, here you can find some suggestions:

The deck does not have combos to end the game and therefore also does not have as many tutors. If you prefer to build a strategy more focused on combos, I recommend removing the policy engine from the deck. Breena can still be a good commander that gives you a card advantage. The combos that can be added to the deck and that can continue with the synergy are:

1) Sun Titan + Kaya's Ghostform / Minion's Return + Ashnod's Altar / Altar of Dementia / Blasting Station

2) Necropotence + Angel's Grace

3) basri's liutenant + Carrion Feeder / Viscera Seer / Fanatical Devotion + Cathars' Crusade

1) This combo gives you infinite ETBs and can be very useful if you take advantage of this. Combined with altars they can cause instant victory or give you infinite colorless mana.

2) This combo gives you access to draw all the cards in the library

3) This combo gives you access to many ETBs and can be very useful depending on the SacOutlet you use. Along with the crusade can be fatal

In order to make these plays possible, the use of tutors, at least 5 tutors, is imperative for these strategies to be viable quickly. Therefore, Vampiric Tutor, Demonic Tutor, grimm tutor, Beseech the Queen and Diabolic Intent are recommended.

This guide is being continuously improved and may receive updates. If you can contribute with tips and suggestions, I would like to hear from you. This deck was built using my expertise in the Orzhov color and you can use it as a guide and change it as you please, so I've listed several cards for different strategies that I think are viable for this commander. With this in mind, my considerations for new cards from the upcoming collections are below with notes on which different strategies cards may be included.

The cards below were the ones that have caught some attention from MH2 and can be added to the deck depending on the strategy followed.

  • Break Ties - A somewhat heavy removal but with versatility to interact with +1/+1 counters. A budget alternative for more expensive removals.
  • Esper Sentinel - A great piece of Draw that could become a staple of many decks, I consider using it
  • Out of Time - A very useful global removal at low cost and a great ofensive/defensive card. You can remove enemys commander's (cannot back to commander zone) or protect you board.
  • Sanctifier en-Vec - A great piece of stax, I advise using it only in strategies more focused on control
  • Search the Premises - Great piece for draw. Helps with pillowfort strategy for political plays. is a card to consider if you develop this deck more focused on political plays.
  • Damn - I don't even need to comment on the versatility of this card. great addition to any Orzhov deck
  • Dauthi Voidwalker - One more addition for more control and stax oriented strategy.
  • Persist - Reanimate
  • Profane Tutor - Tutor, for more combo oriented plays
  • Graceful Restoration - A versatile reanimate that synergizes very well with the deck's often small creatures.
  1. Guardian of Faith - A really cool piece of protection, I'm evaluating if it deserves a slot in this deck, it depends if the stax strategy starts to take effect

  2. Pladin class - Very strong stax piece, cheap to get in early and mess up your enemies. You can see slots on this deck

  1. Slaughter Specialist - I really liked the art of the letter, I would like to say the same for the effect. I don't think it's a good piece of policy or markers, but it can be inserted in a more marker-oriented strategy

  2. Morbid Opportunist - Good draw piece, I believe it will be used a lot in orzhov decks in general, here it can be added easily

  3. Rite of Oblivion - Interesting removal for a more aristocratic-oriented strategy

  4. Adeline, Resplendent Cathar - I like this kind of aggro and you can find good places here. An egalitarian attack engine helps a lot but it can make you a very big target, so make sure your policy is more advantageous than your absence from the table.

  5. Chaplain of Alms   - I predict the headache this can cause considering that the dekc has many good pieces of its own and that protected from this form are less appetizing for opponents to snap up.

  6. Liesa, Forgotten Archangel - Good stax piece but I don't think I see play on this deck due to its high CMC and low synergy

  7. Curse of Silence - Boring, and inefficient, locking a commander for 2 turns can be cool, but this is not a duel

  8. Enduring Angel   - A bomb would easily change my Necropolis Regent for that

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Updates Add



I preferred to put cheaper stax pieces in addition to removing more situational cards and trading them for more versatile cards. Soul Snare is a political removal, improving this strategy and interacting with Sun Titan, which in turn becomes a very useful recursion for this deck.


Top Ranked
Date added 5 months
Last updated 1 week

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

47 - 0 Rares

23 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 2.93
Tokens Knight 2/2 W w/ Vigilance, Inkling 2/1 WB, 1/1 W Token Creature Vampire, 1/1 Thrull, Treasure, Servo 1/1 C, 5/5 B Token Creature Demon, Spirit 1/1 WB, Spirit 1/1 W
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