Maybeboard


Introduction

Welcome, I am creating this deck to serve as a guide for beginners and also to absorb tips and information from more experienced players around the commanders Trynn, Champion of Freedom and Silvar, Devourer of the Free.

Before talking about the deck, initially I would like to explain its scope. In order to create a deck within my budget lines, I decided to modify the Ruthless Regiment deck, which was based on a human tribal focused on the Aggro strategy. Thus, much of what makes up the deck comes from the precon.

My initial idea was to build an Aggro deck that could hurt not only by hitting, but with ETBs or creature deaths, making the strategy more concise and reducing the amount of damage needed to win the game (120 points). In this line I was using cards like Mogis, Titan Hunter, Harsh Mentor and Brutal Hordechief. I found that this strategy was being very slow for the deck, with very heavy cards and often not deciding the game, I decided to change this small engine.

As I said, I built the deck within my budget, so the mana base is still very simple, but I've been trying to make the deck as competitive as possible within what I can spend. I hope you can give me tips on what to improve and viable strategies within the proposal of this deck.

For a while I wondered if I should switch the pair of commanders for Alesha, Who Smiles at Death, as Tryn and hiss are very situational and generate value, but Alesha has the ability to kill enemies with some combos or overcrowd the board with important Stax elements. However, for this purpose I should reformulate the entire deck that would lose the human tribal theme.

In this way throughout the new collections that came out after Ikoria tnetei to give more and more strength to the commanders in their functions. Unfortunately Trynn is quite harmless despite generating some value, here Silvar is the most oppressive commander and will have more prominence. Silvar will have the ability to match some cards that interact with sacrifice, especially when you have Conspiracy on the field.

Having said that, I hope you enjoy the ideas of this deck

The Deck

The main measures to be taken when playing with this deck, besides trying to make your combos with the help of draw engines and tutors, consist of in creating an army of tokens. This deck is not entirely focused on executing each of your combos as quickly as possible, and therefore does not have many tutors.

All combos out here included to not be Dead Draw and have synergy with the other cards in the deck. The combos on this deck are a way to end the game since some of the main strategies (and that are casual) do not work. In this way, the deck is a hybrid between casual and optimized. Depending on your playgroup you may decide to use certain types of strategy, either to not be too oppressive at a casual table or to be an outcast at an optimized table.

Also, this deck fits into the Aggro strategy, and can very quickly fill the table of creatures to hit your opponents. It is the weakest version of the deck due to the amount of hit points you need to kill. Despite this, fragile and unsuspecting opponents can end up dying in a matter of a few turns if they manage to synergize their cards well. Another way out for this deck is to use Silvar as Voltron. If it is difficult to proceed with the Aggro strategy, we can transform Silvar into our Voltron and try to solve things individually. However this part of the Deck is less synergistic, but Silva + Xathrid Necromancer + Conspirancy is very fun .The main points that can stand out for this deck's casual strategy are:

They can cause damage when they enter the field (Impact Tremors) or when exit (Zulaport Cuthroat), in addition to serving as a major threat in battle. Knowing that Aggro is not a very viable type of strategy in the commander, mainly due to global removals, cards like Boros Charm will be key pieces to avoid Board Wipes, so they must be kept in hand for the right moments.
Authentic ways to recompose your Board consist of using Animate Dead, Victimize,Karmic Guide, Angel of Glory's Rise and Alesha, Who Smiles at Death. Many cards in the deck have effects of discarding or tutoring cards straight to the graveyard. Resuscitation mechanisms are very important. It will often be preferable to revive creatures rather than summon them. There is a small aristocratic engine in this deck, so sacrificing creatures is not harmful to the main strategy of the deck. Exemple: Final Parting can fetch Alesha combo with Master of Cruelties
Despite being a deck more geared towards casual play, I tried to make it minimally competitive by putting some interactions to finish the game as soon as possible. No various means of combos that can be achieved relatively quickly depending on how good your hand is initial and the use of tutors and draw. It's noticeable that the commanders of this deck don't interact as a combo (just hiss with sac outlet, but it's not its main function) and so consistency at higher power level tables can be daunting. However, with the arrival of new collections, letters whites that give us a lot of advantage or can be used as important staxes like Esper Sentinel can UP the strength of this Mardu. The combos used in this deck can be seen below:

To help us with our combos and strategies we have a myriad of cards ready to facilitate and speed up our moves, or even protect them. In the draw engine we have cards like Final Parting, Fireflux Squad, Mentor of the Meek, Species Specialist, Verge Rangers

As protection for the execution of our combos and strategies we have cards aimed at protections such as: Pyroblast and Boros Charm

As an aid to specific problems we have removals such as: Boros Charm, Bounty Agent, Dire Tactics, Fiend Hunter, Swords to Plowshares

It's no surprise that white has lately been the weakest color in the commander, so it's very difficult to make decks that take white consistent. like a temur or simic. We can just try to extract as much power as possible from what white does best, the Stax. That is why it is very important to use parts relevant stax on this deck so that it improves your interaction with the rest of the table.

Aggro by itself is already a strategy with little power in the commander due to the amount of enemies and full hit points, so turning a natural Aggro into a MidRange can be a good alternative. The inclusion of heavier Stax pieces like Aven Mindcensor, Kambal, Consul of Allocation, Drannith Magistrate, Opposition Agent, Thalia, Guardian of Thraben, Blind Obedience, Leonin Arbiter and Grand Abolisher can be an alternative to face off against Metagames with lots of combos. if you face more assorted decks, and you have no idea what might lie ahead, the build I created is already of good size, but it's important to remember that you can always modify the deck to adapt to it. to your Metagame.

All in all, this deck presents a decent amount of ways to respond to any impediments that may arise. Keep in mind that spell negation is not something very unusual in a commander game, and almost always the player in blue will give you a headache, so save Pyroblast and Reverberate for key moments, which will decide if you stay at the table or win the game. The other protections will take care of protecting your armies so that it doesn't leave the game quickly if it takes a global removal. I recommend that if your metagame has Many players who abuse global removals, remove some point removals from this deck and put in place more portions like Unbreakable Formation.

In this session will be the considerations about the new collections and cards that I found interesting and that could cause some kind of improvement in the deck. Some of these cards might make more sense if the deck has been adapted to specific strategy such as Stax or Combo.
    • Varragoth, Bloodsky Sire : As the deck has a lot of interactions with combat and makes Aggro one of its mainstays, this tutor can be very useful.
    • Eradicator Valkyrie : Heavy sacrifice tool, maybe it can be used if the deck is changed to a theme involving more angels and synergies with this tribe
    • Usher of the Fallen: Great synergy with the deck for token strategy. Included in this construction. Helps populate your field when you don't have resources or are out of breath
    • Blade Historian: Very violent, it can be a facilitator for the Aggro strategy as well as being synergistic with the human theme.
    • Extus, Oriq Overlord  : Shows great versatility considering that adapting to Stax can bring many legendary creatures to the deck. Unnecessary in current deck builds but worth a test.
    • Flamescroll Celebrant  : In my opinion, the best addition to this collection, synergistic to the theme, facilitates aggro with its residual damage and on top of that is a control/protection tool. Included on deck.
    • Plargg, Dea of ​​Chaos: I like being able to draw cards and play something in the graveyard, thus fueling the recursion strategy.
    • Rip Apart: Another versatile removal, why not use it?
    • Selfess Glyphweaver: Another versatile card for protection/removal. Alternative to heavy removals.
    • Vanishing Verse: Limited but cheap removal. It can be useful if you don't have something better to use.
    • Damn: Best removal this deck could get, highly versatile, I believe every orzhov should use
    • Dauthi Voidwalker: Addition for Stax facing decks. It doesn't have much synergy with the rest of the deck but it has a very strong effect on its own
    • Esper Sentinel: There's nothing to talk about here. Does your deck have white? put this guy
    • Out of Time: Get rid of enemy commanders, or create ETB for your creatures, but don't forget to find a way to remove this enchantment if you try something cute.
    • Persist: New reanimate, recommend if your strategy is more Aristocratic oriented
    • Solitude: Free removal. Very strong but I don't see much need for it here.
    • Zariel, Archduke of Avernus: I really enjoyed this letter to strengthen our Aggro strategy. We generate more threat with attacks and we can still trickle damage. I will definitely test it
    • Guardian of Fainth: Teferi's protection for our creatures. An important addition to the deck
  • Don't forget to UPVOTE, It's important to bring visuability and improve even more!

    Suggestions

    Updates Add

    Cut:

    • Fireflux Squad
    • 2 Lands
    • some cards that were not part of the core of the deck or less effective cards than the new ones added

    Add:

    To more draw engine.

    To more protection

    To more removal

    Comments

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    97% Casual

    Competitive

    Top Ranked
    Date added 4 years
    Last updated 2 years
    Legality

    This deck is Commander / EDH legal.

    Rarity (main - side)

    7 - 0 Mythic Rares

    40 - 0 Rares

    28 - 0 Uncommons

    11 - 0 Commons

    Cards 100
    Avg. CMC 2.81
    Tokens Angel 4/4 W, Angel 4/4 W w/ Vigilance, Copy Clone, Human 1/1 R, Human 1/1 W, Human Cleric 1/1 BW, Human Soldier 1/1 W, Human Warrior 1/1 W, Morph 2/2 C, Zombie 2/2 B
    Folders EDH Inspiration, fave decks, EDH, Commander ideas, Deck ideas, Fun deck ideas, Trynn and Silvar
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