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Selenia Life Shenanigans (Budget)

Commander / EDH WB (Orzhov)

MULRAH


This Selenia deck is an adaptation of classic budget builds that focus on life shenaigans: losing it, gaining it, and swapping it. It is an unusual casual deck that can surprise opponents and delight its pilot.

The deck uses the 8x8 method of deck construction, breaking the deck down into eight modules of eight cards each. Half of these modules are "standard" modules that include stuff any EDH deck should have; the other half focus solely on the deck's themes.

These modules are the heart of the deck. For the most part, each one presents a slightly differnt path to victory, and they all complement each other.

  • Life Swap Combo: This is what you came here for. This module includes various cards that swap player life totals and cards that allow you to survive at 0 life or less. With one of the latter and Selenia in play, you can drop your life to 0, swap life with someone else, taking them out. (With Repay in Kind, you can take everyone out.) This module also includes a couple cards that can ping players for 1 life, helpful to get yourself to an odd life total or take out opponents at 1 life.
  • Life Recovery & Kill: This module includes a few cards that can recover any life you lose to Selenia. Unless you are about to win, you definitely want one of these in hand/play before dropping your life into the red zone! The rest of the module includes cards that drain your opponents' life whenever you gain life. With Selenia or another "life sink" on the board, you pay X life, recover X life, and then drain your opponents for X life...hopefully for the win!
  • Life Sinks & Combos: Since you're able to recover your life, why not include some "life sinks"? Cards in this module are, like Selenia, happy to take your life and in exchange give you a huge benefit. While these cards can become huge threats on their own, the module also includes ways to kill opponents indirectly when you've got a giant creature on the board plus one more way to recoup life if you've sunk it into one of these targets.
  • Loss Prevention: It turns out that going all the way to 1 life (or less) can quickly lose you the game, and this suite provides cards that allow you to survive while in that territory. Some cards actually allow you to live at 0 life or less (Lich's Mastery), while others just protect you in case you need to give your opponents a turn before taking them out (Worship, Enduring Angel, Solitary Confinement). These cards as well as other combo pieces can of course be taken out, so this module also provides ways to protect those pieces.
Every Commander deck needs card draw, removal, ramp, and fun! While these are the "standard" modules I include in every deck, I try to ensure they are flavored to the deck's themes as much as possible.

  • Card Draw: Conveniently, all of these options support the themes of the deck. Half the cards cost life, which the deck doesn't care about; in fact, in many circumstances, you actually want your life total to be lowered! The other half can be aimed at your opponent, finishing the game once you've gotten them to 1 life.
  • Removal: As with the card draw, I tried to include only removal that costs life or allows you to hit opponents for life as well. However, I went off that plan in a few places to prioritize permanent-based removal (e.g., Executioner's Capsule) because this deck was otherwise lacking in cheap permanents. Your endgame is expensive, and you don't have wiggle room to leave up mana to take out a threat. With permanent-based removal, you have something to do on early turns, discourage attacks, and/or force players to use removal on your 2-drop rather than on one of your combo pieces.
  • Ramp: This module is the most generic, including rather typical mana rocks you'd find in any other budget WB deck.
  • Fun: This module includes assorted cards that seem like they'd be fun in the deck. It includes a couple more win conditions and some saucy cards that benefit from you losing life or getting your life total to a specific figure.

For a more streamlined deck, replace the "fun" module with more card draw, ramp, and ways to protect your combos.

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Having sent the pricier cards off to my virtual angels/lifegain deck, where they can serve up once-in-a-while 3-card combos, I've redone this deck to be the budget build I wanted in the first place. It is by no means competitive, but neither was the more expensive experimental version. The deck has been unable to goldfish in anything less than eight turns, but it is definitely fun to be gunning for these the deck's various and unusual win conditions.

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94% Casual

Competitive

Date added 3 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

5 - 0 Mythic Rares

27 - 0 Rares

19 - 0 Uncommons

20 - 0 Commons

Cards 100
Avg. CMC 3.74
Tokens Human 1/1 W, Minion X/X B, Phyrexian Horror X/X C
Folders Commander - Favorite Decks
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