Chulane is the sugar daddy of the format. He buys you cool things and let's you draw cards!


This is the first cEDH / high power BANT ( ) deck I've made, and it's been super fun to play so far. Your commander is the heart of your deck. He draws you cards, puts lands in play and enables your combos. And all of this happens whenever you cast a creature spell, which is insanely strong. In addition to enabling your combos, he can also protect your creatures with his last ability, which lets you bounce stuff back to your hand, himself included. The play style can vary depending on the build. However, I tend to run a very control / stax heavy version.

The deck's very consistent and isn't too affected by general grave hate or Blood Moon type of effects, which is nice. It can also play under heavier stax pieces on the table.

I also want to note that this is still a budget-ish build, which is why certain obvious cEDH staples aren't included in the list. When I do aquire them, I will update the list accordingly. Until then however, this list will remain semi competitive, I guess. But it is still perfectly fine to play vs. the more tuned cEDH decks.

There are of course other ways of playing Chulane as a commander. I have a Food Chain - focused list up as well, so feel free to check it out!

You need to have the following cards on the field: Chulane, Teller of Tales + Intruder Alarm + any ETB bounce creature, for example Whitemane Lion + 2 mana from dorks, with at least one of them producing the mana required to cast the chosen creature, in this case since we're using Whitemane Lion. Generally it's good to have Noble Hierarch or Birds of Paradise as one of the two mana sources, since they both produce all 3 colors in your deck.

First, you tap your two mana dorks to cast Whitemane Lion from your hand triggering Chulane's ability which draws you a card, and lets you put a land card from your hand on the battlefield untapped. Then, after it resolves and Whitemane Lion hits the board, Intruder Alarm goes off untapping your two mana dorks. You then proceed to bounce Whitemane Lion back to your own hand with it's own effect. Now you can cast him again with the two mana dorks, trigger Chulane, and repeat. You keep doing this until you draw your entire library.

Now you should have plenty of lands on the field untapped, and you can cast Jace, Wielder of Mysteries or Laboratory Maniac , either of which will win you the game.

( NOTE: With Lab Man though, you need to be careful. You have to leave one card in your deck before you cast him, so that you don't deck yourself before his effect becomes active.)

There are other ways of drawing your deck as well, such as having: Chulane, Teller of Tales + Shrieking Drake + Mana Breach on the field with an Island in play.

You begin the loop by casting Shrieking Drake, triggering Chulane and Mana Breach. With the Mana Breach trigger you then bounce one Island back to your hand, then proceed to draw with Chulane, who lets you play the Island again untapped. When Shrieking Drake enters the battlefield, you target it with it's own effect bouncing it back to your hand. Now you have an untapped Island in play again so you can cast the Shrieking Drake starting the loop, which will draw you your entire deck.

Now, for you to win off of this, you're gonna have to have enough mana to cast either Jace, Wielder of Mysteries , or have a Laboratory Maniac on the field already.

Other cards which will help you assemble these bounce castle - loops are: Aluren and Cloudstone Curio . Aluren is the most straightforward of the two. It lets you cast your stuff for free. Where as Cloudstone Curio requires a similar set-up to the two combos listed above.

  • This is the primary win condition in the deck.

As a backup plan we have Aetherflux Reservoir

If for some reason your Jace and Lab Man get taken away by, for example, Praetor's Grasp - type effects, you will always have the option to storm your opponents away with Aetherflux Reservoir , since you can so easily begin those insane loops with Chulane. Your storm count will become enough to bolt people away pretty much always.

For example, build the loop with Shrieking Drake and Mana Breach , which I have listed above, make sure you have Aetherflux on the field and storm off . . . "You win the game!"

  • A secondary win condition if things go south.
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Oko has become a personal staple of mine in EDH, and probably for a lot of other players as well. I now tend to run him in most decks that have the necessary colors.

So let's take a closer look at this balanced af elk breeder that never should've seen the light of day.

Pretty much all three abilites can be relevant in a game but I'm going to focus on the last two, the +1 and the -5 - abilites.

+1:

"Target artifact or creature loses all abilities and becomes a green Elk creature with base power and toughness 3/3."

First of all, this being a +1 instead of -1, breaks the card without a doubt. He would be very strong even with it being a -1. Oko already enters with a pretty significant loyalty count of 4, so getting to bump it to 5 makes it a pretty hard target to kill with just attacks in a cEDH table, especially in the early game. He has to be removed immediately. Not only does this ability let you bypass things like 'indestructible', get rid of combo pieces, but it also acts as a permanent commander removal. Your opponents cannot choose to put their commander into the command zone when you target them with Oko's ability, since it doesn't remove them from the board. It just makes them into 3/3 Elks.

Now they have to either:

  • Spend their own removal spell on their ... Elk

  • Wait for / play a boardwipe

  • Make a deal with another player so that their comm... Elk gets blocked and sent back into the command zone.

But let's be honest, the last option will almost never happen in a cEDH pod. I mean who would want to give someone their Yarok back? It's better off cosplaying as an Elk.

-5:

"Exchange control of target artifact or creature you control and target creature an opponent controls with power 3 or less."

So...a Guilded Drake. Cool!

Now, Oko having those lovely +2 and +1 abilities means that you can use this ability after one turn. It does require that you have a creature / artifact of your own to give to your opponent. But then again Oko's +2 ability gives you a Food token, so it shouldn't be an issue.

There are plenty of targets being played that you want to steal with this. Imagine getting a Grand Abolisher or just point blank stealing a Thrasios for yourself.

This card does too many things to not be played. I would however wait until it gets banned / restricted from every other format, so that the prices crash for a little while. It has already gone down significantly after the Pioneer ban.

There's also a really cool way of dismantling your opponents' boards to a state where they will most likely scoop. However, it's a pretty slow combo to build and you shouldn't spend resources to get to it unless it's the last resort you've got. If you manage to pull it off though, you can feel proud of yourself.

You need to have Venser, Shaper Savant and Retraction Helix or Banishing Knack in your hand and the following cards on the field:

Chulane, Teller of Tales + Priest of Titania + Noble Hierarch + Arbor Elf + Intruder Alarm and 2 from your lands, one of them being a Forest due to Arbor Elf.

You start with casting Retraction Helix on Chulane, giving him the ability to bounce things for free for the rest of the turn. Then you use your mana dorks to cast Venser. As Venser enters the battlefield, it triggers Intruder Alarm which untaps your mana dorks giving you the mana to cast Venser again. You bounce something from your opponents with Venser and then use Chulane, who now has the free bounce effect from Retraction Helix / Banishing Knack, to bounce Venser back to your hand. Then you cast Venser again which untaps your dorks and Chulane. Now you have a loop which lets you bounce all permanents from your opponents back to their hands.

NOTE: You can only do this during the turn you use Retraction Helix / Banishing Knack, but it's safe to say that people will probably scoop it up then.

More to come ...

First of all, this is not a fast combo deck! We are not aiming for a turn 2-3 victory here. Rather we are aiming to slow down our opponents with cards like Null Rod , Grafdigger's Cage , Mana Breach and Back to Basics , and then combo off during the mid game once everyone else has exhausted all of their resources.

We also have to be very careful when casting cards like Aluren or Intruder Alarm because they both affect our opponents as well, which might end very badly if we're not well prepared.

To achieve a victory in the safest way possible, I would suggest setting up a play where we cast Silence during our upkeep / before we want to combo off. This way our opponents can no longer use most interactions against us during that turn, so for example them getting to untap stuff with Intruder Alarm won't be as problematic for us. But if we have the luxury to drop Grand Abolisher instead, we're just guaranteed to win that way since it takes away every interaction during our turn, including abilities, where as Silence only affects spell casts.

The deck does run some recursion in forms of Regrowth , Noxious Revival and Hall of Heliod's Generosity . But it is limited, so take time to consider whether it's worth casting them or not.

Under construction. Will update soon!


Thank you for taking the time to read this. I hope you enjoyed the deck!

Feedback is greatly appreciated!

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Top Ranked
Date added 6 months
Last updated 1 month
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

2 - 0 Mythic Rares

41 - 0 Rares

16 - 0 Uncommons

19 - 0 Commons

Cards 100
Avg. CMC 1.90
Tokens 3/3 Frog Lizard, Food, 1/1 Bird
Folders checkitout, Decks I Like, Chuls, comander, Commander decks, Favs, Chulane teller of tales, fav, EDH, Chulane/Uro
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