pie chart

The Bigness and the Thickness

Commander / EDH* Aggro GWU (Bant)

Legate_Lozan


Sideboard

Sorcery (2)

Enchantment (1)

Artifact (1)

Land (2)

Creature (1)

Instant (1)


Maybeboard


Wall deck

[Deck is by no means finished, there's an uncomfortable lack of tutor and I'm sure there's more tech out there to make it more consistent]

3 main goals of the deck:

1) Get a strong board state via high value, low cost creatures 2) protect your board state with counterspells and spot removal 3) disrupt your opponents board state with spot removal and creature board wipes.

Win cons are centered around combat damage. You can give large bursts of damage with the several instant speed effects that increase the toughness of all your creatures. Triumph of the hordes is an important win con too, but since it's sorcery speed, made sure to hold onto it until either Teferi is in play, or you have one (optimally 2 unless it's render silent) counterspells in hand and the mana to cast them. You want to have 2 counterspells just incase your opponents have Cyclonic Rift, Teferi's Protection, any Fog Effect, etc in their hand to nullify the damage.

If you have high alert or an equivalent effect already in play, it's often worth it to pick a 0 power creature for fell the mighty, even though it'll destroy arcades. It'll almost always clear the entire board outside of your creatures and the back up "walls can attack" effect will let you swing out anyway.

Putting Torpor Orb in the deck may seem odd, since it stops arcades from drawing. It's included because those ETB effects are NICE to have, but honestly won't cost you the game if they don't go off, where as a lot of very powerful decks absolutely DEPEND on creature ETBs to function. You should only play it when you KNOW it'll hurt your opponents more than it'll hurt you, otherwise keep it in your hand for discard fodder.

Suppression field is one of the most powerful defensive cards against cEDH decks that exist. Sensei's now costs 5 to peek+draw, all planeswalker abilities now cost 2 mana instead of being free, Voltaic Key now costs 3 mana, lightning greaves now has an equip cost. It nullifies training grounds. A huge chunk of infinite combos just don't work period any more. Again, it CAN have drawbacks for you, so only play it when you know it hurts your opponent more than you

As with any tutor, the best target for drift of phantasms heavily depends on what's happening right then in the game. Still, here's a list of some of the cards you want to keep in mind while transmuting it:

Slaughter the Strong (Board wipe)

Axebane guardian (Mana fixing/ Mana ramp)

Eternal Witness(pulling cards out of the graveyard)

Mentor of the Meek (extra card draw)

Chromatic Lantern (mana fixing)

Crawlspace (protection against big swarms of creatures)

Beast Within/Imprisoned In the Moon/Song of the Dryads (spot removal)

Fierce Guardianship/Render Silent (counterspell)

Teferi's Protection (dodge board wipe)

High Alert (Let defender creatures attack + creatures deal damage w/ toughness)

Spidersilk armor (reach)

Bar the Door (big damage at instant speed)

Huatli (creatures deal damage w/ toughness + lifegain)

Teferi (Teferi)

Crawlspace is a powerful answer to swarm decks. Since the walls are so cheap, and have such good stats, you should have enough blocking power to trade favorably against any creature-based deck besides token swarm decks.

Since this deck relies on value, normally I'd want to include The Immortal Sun, but this messes with your best board clears, so I'm not sure if it's ultimately worth it

Towering Titan is an expensive card, and it'll get cleared by all your board wipes. However, it can be huge when you play it, and it gives you access to trample at instant speed, say after blockers were declared. Also, it's base power and toughness are 0, so it's pretty easy to reanimate. Interestingly, it gives ALL creatures trample, not just yours. So in a big multiplayer game you can use the trample effect when someone else attacks to play table politics.

You might be thinking to yourself: wow that's a lot of counterspells Lozan, do you really need them? It depends on your pods power level. In my pod, I absolutely need them. I could have the biggest board state ever, but someone goes infinite and ends the game before it gets back to my turn, or someone could board wipe when you're a turn away from killing them. Alternatively, counterspells can be the ultimate political tool when you counter a spell on SOMEONE ELSE'S behalf, which is always a good avenue to giving your self some breathing room if you need it.

Suggestions

Updates Add

Comments

Attention! Complete Comment Tutorial! This annoying message will go away once you do!

Hi! Please consider becoming a supporter of TappedOut for $3/mo. Thanks!


Important! Formatting tipsComment Tutorialmarkdown syntax

Please login to comment

85% Casual

Competitive

Date added 4 years
Last updated 1 year
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

43 - 7 Rares

27 - 0 Uncommons

14 - 1 Commons

Cards 100
Avg. CMC 2.90
Tokens Beast 3/3 G, Bird 2/2 U, Elk 3/3 G, Food, Treasure
Votes
Ignored suggestions
Shared with
Views