Custom Commander Time!

My wife is a very talented artist, and many moons ago she gave me a piece of art that felt very Streets of New Capena. So naturally, I decided to turn it into a magic card, and put it at the head of a new EDH deck! Our Commander The deck is a Voltron deck, with a stealy subtheme, all of which is centered on the commander. Let's get into the specifics.

Suiting up Having Vigilance and Menace inherently gives our commander a big advantage, but let's give them some more abilities: Shadowspear, Hero's Heirloom, Sword of Vengeance, and Ring of Valkas give some useful abilities for smashing face harder and faster, and Shadowspear makes hard-to-remove creatures a cakewalk to remove. Swiftfoot Boots, Lightning Greaves, and Winged Boots all give useful abilities while also protecting the commander, which we'll talk more about in a second. Fireshrieker giving double strike is a big money play: as well as making our commander hit harder, it gives double triggers on our combat damage triggers! More stealing and discard!

Protection Our commander is so central to the gameplan so they need to be protected. We've already talked about Swiftfoot Boots, Lightning Greaves and Winged Boots, but also have Bastion Protector, Whispersilk Cloak, Plaza of Heroes, and Hammer of Nazahn are so helpful in keeping our commander alive in various ways. The hammer also helps us cut down on our equip costs by never having to pay them! One of the most useful equipment in the deck!

We also have Sword of Body and Mind and Sword of Light and Shadow, that both help our commander get through but also protect from most colors. We picked these 2 swords as white and black are the best colors for targeted removal, and Sword of Body and Mind puts more cards in our opponents' graveyards to steal.

Stealing Stuff Our commander is a great way of stealing and removing stuff, but also can fill our opponents' graveyards. We can steal from those with Extract from Darkness, From the Catacombs, Grave Upheaval, and The Eldest Reborn let as reanimate one of our creatures, or more often one of our opponents'. Hedonist's Trove lets us steal an opponent's whole graveyard (and is also graveyard hate). When playing the deck you need to keep up the pressure on your opponents' life totals so that they have to discard, as once they realize you're stealing their graveyards they won't want to discard.

We also have some other exile stealy things: Etali, Primal Storm, Thief of Sanity, and Fallen Shinobi are must-removes for our opponents. An attack with the dino or a hit from the others is removal and card advantage, and ninjitsu makes every decision not to block a danger.

As part of our removal package, Hostage Taker and Hurl Through Hell allow us to steal something we kill! 2 for 1!

Ramp Most of our ramp is also our color fixing, and is mostly self explanatory artifacts. Some notable picks: Dreamscape Artist turns any of our cards into a blue Harrow - note that the lands enter untapped, and you can sac a tapped land. Dowsing Dagger   and Sword of the Animist are equipment and so go great with our commander. Enthusiastic Mechanaut is a real house, as almost half our spells are artifacts.

Draw We have 2 types of draw: burst draw, and gradual sustainable draw. The first category is the most exciting, with Mask of Memory giving the smallest return, and Reality Heist and Treasure Cruise synergize well with the deck. Shout out to Robe of the Archmagi for being a massive burst draw if you can connect with it. With gradual draw, Sram, Senior Edificer, Padeem, Consul of Innovation and Jhoira, Weatherlight Captain reward us for playing the deck, and Akiri, Fearless Voyager and Tymna the Weaver reward us for attacking. Akiri even gives another way to protect our commander.

Anything Else? Lands wise we went with the best fixing we could without losing speed. Swarmyard is great with our commander. Apart from Hedonist's Trove, Scavenger Grounds is our graveyard hate.

Anger and Wonder work great with our commander's ability to fill the graveyard, as does Open the Vaults. Fighter Class and Sigarda's Aid are really really excellent with our equipment.

Removal is limited by design, opting to instead increase our commander's ability to survive and connect. We must be careful with our spot removal, using it only when really needed, and instead try to exploit our abilities to steal cards to use our opponent's removal against them.

All-Seeing Arbiter makes our conniving stop our opponents' attacks being so scary, and gives us a scary evasive equipment holder, as well as filtering our hand and letting us see even more cards.

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29% Casual

71% Competitive

Date added 1 year
Last updated 1 year
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

47 - 0 Rares

25 - 0 Uncommons

6 - 0 Commons

Cards 100
Avg. CMC 3.37
Tokens Copy Clone, Dungeon: Undercity, Phyrexian Germ 0/0 B, Plant 0/2 G, Skeleton 4/1 B, The Initiative, Treasure, Wolf 2/2 G
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