Maybeboard


This is a fairly competitive list for a creature-heavy Saskia deck that wins by turning creatures sideways and eliminating the biggest threat at the table first or at the same time as another player. Dork-based early game ramp to enable some of the creature-based card advantage (Pod, Skullclamp, Survival, Swords) as well as just being able to attack through at weaker opponents, the key part of their inclusion is simply to put other threats on the board starting turn 2, and to get Saskia out on turn 3 to begin threatening lethal on turns 4-6.

There are some very mild stax elements in the deck that are primarily there to help us delay boardwipes and mana development for our opponents, but the deck is not relying on them as a gameplan. The deck can kill the chosen player fairly fast, but admittedly struggles to close the entire game out against decks with many large creatures. For this reason, the deck should target ramp strategies first, and then control decks. Weenie decks likely won't give the deck much trouble.

Your game plan should be to just obliterate the deck that threatens you the most in the late game, and then mop up the survivors. If you like being the last man standing the deck might not be best for you, but if you have fun just slaughtering other players, or have a long standing vendetta against somebody in particular, this deck is for you. While the deck's competitive meter is very high, this is more of a 75% power level deck due to it needing actually deal combat damage to win, the cards in it are just expensive. It can pose a threat at a cEDH table, but tbh you're better off playing a Blood Pod/Meta Pod deck in the same colors with a dedicated stax plan

Reconnaissance: This is something of a cute pet card, but has legitimate uses in the deck to just get damage through and protect our attackers. It also gives the team a sort of super vigilance by using rules shenanigans to untap our guys after they've dealt damage due to the changing of how combat steps work after the card was printed. It was errated and then the errata was later removed.

Gahiji: Any creatures attacking your opponents get +2/+0, which means that your opponents are very encouraged to attack each other and help do your job for you

Sisay: We actually have quite a large number of legendary permanents; walkers, creatures, and even lands. While she isn't good as an attacker, she gives us a lot of card advantage with constant tutoring.

Champion of Lambhholt: A 1/1 for three is lame. However, because we play so many creatures, she gets very big very fast, and her secondary ability makes it so that our entire board is effectively unblockable. It's a legitimate threat that people sleep on.

A lot of the cards in here are kind of optional includes, but I'm not sure how they might play

Grave Titan is a big man that plops out more little men, both of which help our gameplan

Sol Ring/Mox/Crypt?? While Sol Ring is a great card, I need a lot of colored mana and I need it early. I don't have too many cards at 4+ CMC, while my 3 drops are often double color or multicolored. I had Sol Ring in the deck for a long time, and I would often cast it and then not really get much use out of it for several turns. Mana Crypt has a similar problem, where I often don't have the colored sources to get going. Mox Diamond trades an earlier Saskia for stability later, and I often don't have enough lands for it to be consistently good.

Whisperwood Elemental helps us recover from wrath effects, and also generates creatures. It doesn't generate *powerful ones though, and the lost tempo from flipping them makes them only okay. My LGS doesn't play a lot of sweepers but meta may change.

Whip of Erebos can help our sustainability by reanimating creatures and giving us HUGE lifegain to offset our aggression. However, it's very much a win more card and is costly to use.

Frostfang makes even our dorks have a good reason to attack and the card draw is strong, but it's not an aggressively bodied creature.

Akroma's Will and Boros Charm are both protection spells, with Will doubling as a finisher. I want to include one or both but am not sure what to cut, and we don't have Sunforger.

Sunforger: Haha... unless

Witness: We lack recursion, but often times if we need it we're losing badly. EWit also doesn't help us kill anybody and we can't abuse it well.

Den Protector: A more aggressive but slower Witness

Despark: Good removal I want to slot in

Elspeth Knight Errant: We aren't playing this for tokens. Elspeth's jump effect is very powerful and can represent Elvish Mystic getting in for 8. It's a good pump with targeted evasion, but since we're so aggressive we'll have trouble protecting her long term.

Faeburrow Elder: Bloom Tender on a 4/4 isn't bad, but our weaker 3 drops like Silverblade Paladin and Mirran Crusader have a higher power ceiling and synergize better with the deck

God-Eternal Oketra: 4/4s are pretty good, she hits hard, and is tough to keep away forever. Adds some good inevitability.

Knight of Autumn: On curve it's a 4/3, later she's a Rec Sage. The choice of which makes her pretty solid since we don't have much enchantment removal

Opposition Agent: Probably just gonna replace Tireless Tracker tbh

Port Razer: Card seems insane, we can continue to pressure and deal damage our marked target while swinging around the board. Has no evasion, has no haste, somewhat small body to survive multiple combats.

Stranglehold: Powerful stax element that shuts down ramp strats that infest my LGS, not sure what to swap in.

Assassin's Trophy: More great removal, might replace Vindicate

Aven Mindcensor: Staxy, curves in pretty well despite being small since it flies

Court of Grace/Ire: New cards that give us card advantage for being monarch and a strong upkeep effect. Grace actually helps us take/retake monarch and the angels are great pressure. Ire helps us clear the way for our attacks and is much better at keeping momentum but also does very little when deployed. 5 drops need to immediately help us close the gap. The bigger issue is that we're a suicide aggression deck and will likely just be giving our opponents the monarch by not blocking like a coward so we won't actually get that spicy upgraded trigger, which is the only way these cards are good enough.

Tymna the Weaver: Cards are good, but she's a small creature that likely won't attack without a bunch of help

Tragic Slip/Go for the Throat: Decent removal

Drana: Flies, comes down on curve, pumps our team. Pretty decent attacker but double black is a low priority grab for us when putting our lands together

These are the cards I'm considering cutting from the deck for one reason or another and I could use some help swapping them around.

Bloodbraid Elf: It's a 3/2 for 4, and while it gets us some good tempo the cascaded spell rarely can swing in or affect the board. It's an okay card but often results in some very meh tempo and is competing with our commander as an aggressive 4 drop, which means I'm probably not playing it on curve. where the board is still vulnerable to it.

Tireless Tracker: Swapping out for Opposition Agent. While Tracker can grow and does provide us a lot cards thanks to our fetches, OppAg is just stronger. Sinking mana into Tracker only happens late game when we're dead-drawing.

Asceticism: 5 drop do nothing. It does a great job protecting our creatures from single target removal, but I've never been stoked to draw it. Leaving mana open to regen our board is a bad tempo play and the better wraths don't allow regen.

Vindicate: Classic 3 mana sorcery overtaken by powercreep. Probably getting replaced with Trophy

Painful Truths: We don't have a lot of good draw power in the deck, and 3 mana is probably taking a turn off applying pressure to draw 3. 3 for 3 isn't bad, but it's not good either.

Purphoros: Hear me out. We aren't flooding the board with a lot of tiny creatures, or using an infinite etb loop of any kind. He's almost always a 4 mana do nothing card and unlike Iroas never turns on and swings. Even though Iroas rarely enters as a creatue, he's fairly easy to turn on since we play a lot of white, as opposed to Purph who usually doesn't come out to play until we're so far ahead we don't need him.

Avatar of Woe: Basically a 2 drop, but not on any kind of curve. It's a decent attacker and also removal on a stick, but only in the late-game. Unsure of how good it is and is a very recent addition.

Scavenging Ooze: Low priority to remove since this is one of the only two pieces of grave hate in the deck. Ooze can always get bigger chewing on our opponents creatures and that keeps it relevant after a boardwipe. It doesnt really attack much early on though and is more of a meta call for my LGS

Lightning Greaves: The classic scootie booties rarely do much for us. Yeah it's great when it's great but a lot of times I draw this and kind of sigh. My commander already has haste, and her dying can be a good thing so we can repick our mark. So we're really only using this to protect certain stax creatures like Teeg and Ruric Thar. It's another low priority cut

Any one basic mana dork: Not counting Pilgrim, BoP, or Deathrite. I have two elves that do the same thing and another that adds a seldom needed color and pings us. One of those can probably go, but they're also easy to cash in for value with Skullcamp, Fiend Artisan, Pod, or Surival.

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Date added 4 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

19 - 0 Mythic Rares

59 - 0 Rares

9 - 0 Uncommons

8 - 0 Commons

Cards 100
Avg. CMC 3.12
Tokens Ashaya, the Awoken World, Clue, Emblem Domri Rade, Satyr 2/2 GR, Soldier 1/1 W
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