Overview

Though I've been playing EDH since 2012, it occurred to me that I didn't have a commander deck in arguably my two favorite colors, so I decided to change that. In other formats, I am usually satisfied playing some sort of blue-based tempo or control, so I was curious how best to adapt this style into EDH. Unfortunately top Dimir commanders don't offer as much variety as other color combos, being limited to various flavors of Mill (Rogues and Horrors), Ninjas, or Zombies.

I decided to build off an alt-wincon (in this case, Mill) while still leaving room for a combat victory.

Card Rundown

Our flying tokens are crucial to this deck's gameplan, whether it be using them defensively or even finish off a weak opponent.

Bitterblossom is a classic, and provides a much easier way to generate tokens.

Though I didn't want to delve too much into Rogue tribal, Thieves' Guild Enforcer can help support our strategy, turning each of our tokens into two-card mill. In the same flavor, Undercity Informer can sacrifice tokens for some broad milling.

With Oona's token-spawning ability, Altar of the Brood and Dire Undercurrents capitalize off our ETB's, allowing us to grind away our opponents' resources and replenish our own.

Bident of Thassa and Coastal Piracy can greatly accelerate our card draw.

Glen Elendra Liege and Scion of Oona can help give our squadron of tokens a more offensive edge.

With much of this deck being dedicated to token support, interaction, and general value, we have to choose impactful, repeatable mill effects. Archive Trap, Drown in Dreams, and Tasha's Hideous Laughter are really the only single-shot mill cards we have.

A couple of our large creatures can help grind out our opponents:
Consuming Aberration
Nemesis of Reason
Oblivion Sower (Interestingly, it doesn't say how the cards had to be exiled, so any lands that missed with Oona's ability now come into play under our control)

Also included is the age-old combo of Mindcrank and Bloodchief Ascension. Though I don't like to rely on infinite combos too often, both cards do work on their own, so their interaction is a happy little coincidence.

Painter's Servant paints all cards in the game, even those not in play, the same color. This ensures that Oona's ability hits on every card she exiles.

Illusionist's Bracers and Rings of Brighthearth allow us to copy Oona's ability and double-up the value of our mana spent to activate it.

Scion of Oona, fittingly, grants our commander and all of our tokens a blanket of Shroud and a modest boost.

Training Grounds lowers Oona's activation cost by two, or you can think of it as "automatically" paying 2 into X. That means, as long as you have a single or handy, you're activating for X=2 for free. Two cards for one mana is a great trade.

Lantern of Insight and Wizened Snitches are remnants from when this was an attempt at a Lantern Control deck. These not only help Oona's ability hit on the first card she exiles, but can provide us with information on who best to target. Just be prepared for the fallout!

Winning the Game

Though Oona, Queen of the Fae is a popular choice for an infinite-mana cEDH commander, I wanted to play her in a much more casual way. This deck can be frustrating (as control-based strategies tend to be) but fair. As long as we can keep adequate control of the game, our army of evasive flying tokens should be able to hold down the battlefield long enough for us to remain standing as the sole survivor.

Though it snowballed quite a lot, this deck started as an experiment to see if I could make my "perfect" commander deck, that encompasses all of my favorite parts of the game. Things such as:
- my two favorite colors
- hybrid mana (because it's cool)
- from the classic era of EDH
- one of my favorite sets / planes
- two of my favorite creature types
- a control (Mill) base with the potential for relying on combat

Even after spending way too much time (and money) trying to make this work, I still feel like this is a jumbled mess. There's a focus on both faerie token generation and standard mill. While it kinda works, there is still a lack of efficiency and cohesion that can make it awkward to play. For now, this deck is solidly "for fun".

Thanks for reading!

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92% Casual

Competitive

Top Ranked
Date added 2 years
Last updated 1 month
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

5 - 0 Mythic Rares

48 - 0 Rares

26 - 0 Uncommons

6 - 0 Commons

Cards 100
Avg. CMC 2.69
Tokens Faerie Rogue 1/1 B, Faerie Rogue 1/1 UB, Frog Lizard 3/3 G, Nightmare 2/3 UB, Monarch Emblem
Folders Tinnuki's EDH Decks, Dimir Joy, Interesting, Oona, The Fae Jester, Done, EDH, Sweet decks, wishlist, Meh, DEcks
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