Maybeboard


Pre-Primer This decks ambition is that while, not entirely fluid in its structure, is still very modular, which results in its most competitive forms being cEDH viable, but also on its lower end not being too obnoxious for casual play. The structures that I choose to be represented as the 'backbone' of this deck are as follow. The Rograkh Package: A deck module enabled entirely by having a zero mana commander. Mox Amber, Fury Storm, and Jeska's Will are the defining pieces of this module, that without which, invalidates Rograkh from being in the command zone. (But which of these pieces is included in the reader's view is still changed by their playgroups desire are power level.) The Ardenn Package: Ardenn is one of the most fluid and creative commanders since the format's explosion in popularity. Equip cost are invalidated in this deck, and give them a real consistency in the format. Puresteel Paladin, Sigarda's Aid, Hammer of Nazahn, and Colossus Hammer. You need only chose the right ones for the table.


My favorite and strongest commander deck, complete with an aggressive equipment package, fantastic land utility, and win-on-spot potential.

A future win-con involving Koll, Rograkh, Goblin Bombardment and any free equip is eventually on the table for implementation. [UPDATE] This win-con has been implemented to the extreme, with Koll, Rograkh, Bombardment, and Sai of the Shinobi being the primary finisher, but Skullclamp and Dockside Extortionist allow for some potential game-winning card draw.

Favorite Card: Fury Storm This card is what pushed me to chose Rograkh as my first Commander Legends leader to build. It's so heavily enabled by a zero mana commander that casting it in the late game can win all by itself. Someone casts Lightning Bolt? Get ready to throw five back in their face. Opt? Look who's getting a new hand. Finale of Devastation? Were getting our whole army out. Throwing our opponent's spells at their face for the win or our own Boros Charm is just a fantastic way to light the table ablaze.

UPDATES: Nov 7 2021: Cut Loxodon Warhammer(See Possible Cuts) And Replaced it with a much better equipment, Commander's Plate. While the loss of lifelink is unfortunate, its not that much missed. Basilisk Collar does that role just fine and Rograkh already has trample. Commander's Plate offers a better +3/+3 bonus as well as pro-Sultai, and at a third the mana cost. This equipment belongs here. Playtesting will prove if it is a staple however.

Relic Seeker(See Possible Cuts) was cut because it is too slow at what it does. It along with Open the Armory were already on the chopping block for being too slow for what the deck wants to achieve. Since Open the Armory Provides the immediate payoff, we kept it and replaced relic seeker with the powerful Ethersworn Canonist. I know I've mentioned leaning into stax is not something this deck should do lightly, but this card by itself provides enough value to have a say in this build.

Inspiring Statuary: Cut for being too inconsistent. Getting it out early enough to even pay for itself rarely ever happens and I have found it to be a dead card in many hands. I have replaced it with Urza's Saga, likely the most powerful addition for the deck in 2021. It does not however change the land count of the deck, since were mostly playing it for its spell side. But in a pinch it will work for our turn two three or four.

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Possible Adds:

Goblin Welder: Chose to go with Goblin Engineer because the tutor strapped to him, but also because his second ability can reanimate every artifact in our deck. This effect is still very strong and can be argued that it should be used to the max.

Sword of Feast and Famine: 4̶0̶$̶ 6̶0̶$̶ 70$ is the only barrier for me not having it in already. That being said, most games we are more reliant on our artifacts for mana than our lands, so it's not as powerful as it would be in a more land dependent deck. I chose to go for the cheaper Sword of Sinew and Steel because I like the effects it provides as a way of filling in the gaps of the deck.

Comet Storm: Another potential wincon and outlet for Inspiring Statuary mana, a card that doesn't provide much value at once since the deck is very cheap, but can save 12+ mana over a few turns.

Red Elemental Blast//Pyroblast; My playgroup doesn't play blue all that much, hence it's not currently included in the modern list. If I find myself up against a more blue saturated table, I'll opt to include it, but for me this ain't it.

Mana Crypt: Yes, I have one. Why isn't it in the deck? I don't want to disenfranchise my table by being the only one playing it. The more I tune this deck, the more I realize it probably belongs at a higher power table anyway, so I may just bite the bullet and go all in on this one.

Another Fetch Land: I have a Scalding Tarn that originally made the list, but I chose to leave it out in place of more utility lands. I'm hesitant to put a red fetch in since the deck is heavy white, but you can't go wrong with including another one. [UPDATE] Windswept Heath was added. I chose to add a white fetch, to help with the color lean of the deck. I will probably add another dual land for another fetchable target. Plateau would be sick but it's probably going to be Alpine Meadow.

Stax: Slowing down our opponents so they have no time to interact with us before we kill them is a critical part of cEDH and separates top-tier decks from more casual decks. If I find myself against increasingly powerful decks, I won't hesitate to restructure the deck around some hate bearers.

Possible cuts:

Heirloom Blade: Not an efficient equipment stat-wise, however it can get stoneforge when attached to an Ardenn about to die.

Cliffhaven Kitesail: V̶e̶r̶y̶ ̶s̶i̶m̶p̶l̶e̶ ̶c̶a̶r̶d̶ ̶t̶h̶a̶t̶ ̶o̶u̶t̶c̶l̶a̶s̶s̶e̶s̶ ̶a̶ ̶p̶e̶r̶s̶o̶n̶a̶l̶ ̶f̶a̶v̶o̶r̶i̶t̶e̶ ̶l̶i̶m̶i̶t̶e̶d̶ ̶c̶a̶r̶d̶,̶ ̶C̶o̶b̶b̶l̶e̶d̶ ̶W̶i̶n̶g̶s̶.̶ ̶I̶t̶'̶s̶ ̶e̶a̶s̶y̶ ̶t̶o̶ ̶m̶a̶n̶i̶p̶u̶l̶a̶t̶e̶ ̶c̶a̶s̶t̶i̶n̶g̶ ̶R̶o̶g̶r̶a̶k̶h̶ ̶s̶o̶ ̶w̶h̶e̶n̶ ̶h̶e̶ ̶c̶o̶m̶e̶s̶ ̶d̶o̶w̶n̶,̶ ̶h̶e̶'̶l̶l̶ ̶h̶a̶v̶e̶ ̶f̶l̶y̶i̶n̶g̶,̶ ̶b̶u̶t̶ ̶t̶h̶e̶r̶e̶ ̶a̶r̶e̶ ̶p̶r̶o̶b̶a̶b̶l̶y̶ ̶b̶e̶t̶t̶e̶r̶ ̶o̶p̶t̶i̶o̶n̶s̶ ̶t̶o̶ ̶m̶a̶k̶e̶ ̶R̶o̶g̶r̶a̶k̶h̶ ̶u̶n̶l̶o̶c̶k̶a̶b̶l̶e̶.̶

Goblin Gaveleer There are three of this kind of pony in the deck; Champion of the Flame, and Valduk, Keeper of the Flame. The question resides if three of this type of creature is more than we need, or should we cram every effect like this in? I think it's up to personal preference of if you prefer to go big or go wide, which this deck can flex to do either. Recent additions such as Akiri, Fearless Voyager incentivize the latter but it's still up in the air which it's conditionally better at.

Lightning Bolt, Abrade: A personal choice of inclusion for whatever the reader feels are the most threatening encounters at their table. It hits almost every creature in cEDH, but is less valuable the more casual things become. Abrade provides more utility and redundancy, but is not usable in an aggressive strategy. New stars like Rip Apart while not being true power creep, may pull these cards out indefinitely.

Mask of Avacyn: Unfortunately, Magic is not blessed in its abundance for equipment that provide protection in hexproof. Shroud, while just as good in every way to hexproof, does not work with Ardenn, and thus is best left out of the deck. The only other cards that could replace this one are Mirror Shield (playable) and Champion's Helm(not so).

Loxodon Warhammer: While everything else in the format has gotten better, good equipment just hasn't. Other than the obvious standouts in the deck, there just are so few good stat-good cost equipments, and this spot may be better served for more interaction.

Danitha Capashen, Paragon: Adds redundancy if the deck is already doing what it wants to do. Honestly, she becomes a 3 mana 2/2 by the time we ever play her, and if its just the body we want, then lets just find the space for Kjeldoran Outpost, Castle Ardenvale, or even Legion's Landing  .

Sword of Vengeance: See Loxodon Warhammer. It gets extra points for haste.

Single Combat: A board wipe is necessary for this deck, and this one certainly is not the best. At one mana more, Austere Command is better, but that one mana could really make a difference given this deck. But high CMC spells are not all bad, given this decks proven consistency. Other sixes, like Sun Titan and the like should also not be invalidated due to their cost. I am unsure however if I am ready to make the jump.

Relic Seeker/Open the Armory. Bad Stoneforge is still stoneforge, but the more of these things we add the more diminished the return is. A sorcery speed tutor is never going to do what Ad Naus can, especially if they can see it coming, and deny renown. It just isn't enough anymore for this deck.


Possible Adds By Set, Post-Commander Legends Kaldheim: Rune of Sustenance, Search for Glory, Starnheim Courser, Reckless Crew, Rune of Speed, Showdown of the Skalds

Strixhaven: Reduce to Memory, Rip Apart, Furycalm Snarl

Strix Commander: Digsite Engineer, Archaeomancer's Map, Study Hall, Wake the Past

MH2: Blacksmith's Skill, Foundry Helix, Kaldra Compleat, Urza's Saga ̶(̶n̶o̶ ̶v̶a̶l̶i̶d̶ ̶r̶e̶a̶s̶o̶n̶ ̶w̶h̶y̶ ̶i̶t̶s̶ ̶n̶o̶t̶ ̶a̶l̶r̶e̶a̶d̶y̶ ̶i̶n̶ ̶t̶h̶e̶ ̶d̶e̶c̶k̶)̶

AFR: Guardian of Faith, Minimus Containment, Bruenor Battlehammer, Fighter Class, Greataxe (how cute!), Den of the Bugbear

AFR Commander: Mantle of the Ancients, Robe of Stars

Midnight Hunt: Cathar Commando, Loyal Griff, Play with Fire, Angelfire Ignition, Moonsilver Key

Crimson Vow:

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Date added 3 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

36 - 0 Rares

32 - 0 Uncommons

11 - 0 Commons

Cards 100
Avg. CMC 2.19
Tokens Angel Warrior 4/4 W, City's Blessing, Construct 0/0 C, Elemental 3/1 R w/ Trample, haste, Elephant 3-3 G, Gold, Illusion */* U, Treasure
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