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Tasigur Sultai Politics Control/Combo

Commander / EDH BUG (Sultai) Combo Control

Deathholme


Interactions with this deck are mostly control and combo centric comboing with infinite mana and the CMDR is an instant win once you hit oracle(thassa). you can also infinitely play spells that don't exile themselves on cast so beast within everyone's permanents then cyclonic rift overload all the tokens in spite. players can also win games with out having a huge board persons in late game and most of the decks power comes from players either making choices off of tempting offers or will of the counsels. the Deck also runs alternative ways of winning such as villainous wealth or torment of hailfire and altar of the brood. some of my most favorite interactions come from using vampiric tutor or mystical tutor with bolas's citadel in play playing things for free like emergent ultimatum palincron exporporiate dead eye navigator. need i say more. this deck is not a deck you want to sit down with friends unless you want to be archenemy with decks below teir 3 at the very lease. this deck is also not legal in one v one commander due to Taisgur being on the ban list in one v one commander however that ban list does not apply to players not stating they are playing with that rules set. Ive one games with hardly any board reasons and exploded in a turn and won. the deck is not for casual players looking to budget. and there are versions of this deck that are budget but Tasigur has a huge threat level at the table and people playing him budget will find it harder to play due to the fact people wont be able to gauge what teir the deck is and may end up single targeting it for being played. I encourage people who are building this to consider playing with more competitive players who have higher tier decks. this decks power is soley based around protecting combo pieces so do not allow players to interupt you when your being countered. as long as your life total isn't zero you can win and you should save all counter magic at your pod to protect that combo or stop others from winning only when you see another player comboing. if a player ends up drawing a bunch of cards you can always play head games and remove any and all cards from that players hand and have them draw a new one of your choice.

Key pieces to protect. like most bug self mill decks you want to protect your combo and not interact with other players with your control magic unless you see a threat potential enough to win the game to the best of your knowledge. the deck feels like solitaire at times because you will not interact in the game with other players like normal and will try to combo to win 95% of the time. else the best time to counter sepll a target is not when a player goes to remove a engine piece but a combo peice that wins you the game. INfinte mana and exprorpriate as well as bolas's citadel are the key peices you want to protect. meanwhile leave your commander in the command zone unless absolkutle sure you are not playing against Gifts decks or Take control Blue decks. in other words your commander should only be played when you have your infinite mana combo ready ( combinations of deadeye+ Palinchron/Drake or phantasimal image + Palinchron or just palinchron 7 lands that include urbrog tomb of yawgmoth lotus feild and 4 sources of blue and or green to get infinite mana at sorcery speed.) the deck can highly abuse cards the synergize with lands making it a lands matter deck such as scapeshift worldshaper phyrexian tower and splendid rec. your win cons are Thassa's oracle Torment of hailfire, and infinite casts of cards such as villainous wealth and beast within+ tasigur active ability + Cyclonic rift infinitely leaving your opponents board clear of any permanents. The deck can win on turn 3 with a perfect draw of any one drop tutors an oracle of thassa's in hand and a demonic consultation and with an exploration or burgeoning added into the mix you can win as early as turn two in a four player game with the perfect draw. while that is not likely this deck can win as early as turn 2 and as late as turn 85 depending on how competitive the play group. yes ive had a game go from a stores open to a stores close time with this deck and whilst i did not win that game it has the potential to become a huge threat early and last long against similiar teired decks. id grade this deck a teir 3 or 4 and can compete with Urza Tron decks however id recommend playing this deck with the knowledge that it is a solitiate style deck and may be boring to players who enjoy turning cards sideways on attacks as it does very little of that.

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37% Casual

63% Competitive

Date added 3 years
Last updated 2 months
Exclude colors WR
Splash colors UBG
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

28 - 0 Mythic Rares

54 - 0 Rares

9 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 3.51
Tokens Beast 3/3 G, Copy Clone, Pest 1/1 BG, Spirit 1/1 C, Zombie 2/2 B
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