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Back when Pako and Haldan were first spoiled, most people saw them as clunky at best, and straight up bad at worst, simply because it's pointless to play them on curve. While I agree that playing them on curve is a bad idea, I saw a lot of potential in them, and they've proven themselves to be extremely effective over time.

Here's my list, freshly updated and tuned up to fit a competitive meta. Enjoy.

The deck's general concept is based on the Modern deck Lantern Control (or the closest workable thing in EDH). Circu, Dimir Lobotomist was the main option for years, but it was never able to handle everything it needed to in a group game because the colors didn't provide enough consistent mana. However, not only do Pako and Haldan give us access to green, but their combined abilities let us actually play our opponents' spells instead of just getting rid of them, lending a lot of power to back up the strategy (particularly if you're playing against highly interactive decks).
The deck focuses on ramping to get Pako out for long enough to attack a few times, followed by a boardwipe. Due to both our colors and our general strategy, all of our boardwipes are damage-based, meaning there's even a chance for Pako to survive. Regardless, play Haldan after the wipe, and use the extra cards available to rebuild faster than your opponents can. Since he’s cheap, it’s much easier to start playing things as soon as you cast him (and much safer to do so when your opponents are focused on rebuilding instead of stopping you).

Cards like Heroic Intervention, Veil of Summer, and Maze of Ith can help protect Pako while he’s attacking for long enough to build up a decent cardpool in exile. We're also running plenty of counterspells to protect both commanders. Plus, tons of ramp (including cards to let us play multiple lands, since Haldan lets us play those, too), so rebuilding should be much easier for us.

Since we get a level of consistency from our cards in exile, we can also take advantage of Wheeling to disrupt our opponents while digging for our own combos.

I'm aware that the most recognized cEDH list runs Seasons Past loops for their combo, but I just can't bring myself to run 12-17 mana combos as my main strategy. I'm 100% willing to sacrifice that redundancy/consistency for speed.

The main goal is to use Molten Psyche after chaining a few wheels together on one turn. If you use Narset's Reversal or Fork on the Psyche you can get in additional damage. Generally by the time you'd be ready to do this, you'd only need to do 20-30 damage.

The backup wincon is using strict Underworld Breach loops. You cast Lotus Petal a few times using Breach to up your Storm count, then cast Brain Freeze. I count this as the backup wincon because it requires you to have a significant number of cards built up in your grave, but that shouldn't be difficult if we're using our wheels and other interaction to make it to the late game.

Beyond that, commander damage is definitely a viable way to kill with Pako if he survives more than a couple of turns. While combat damage isn't generally a competitive way to win, the efficiency with which he buffs himself just by using his ability means that your opponents can't just eat the damage every turn.

Overall, it’s a fairly standard Lantern Control strategy. We manipulate everyone’s top deck to make sure they don't get answers to our plays. The bonus is that it also helps us get the most out of Pako’s ability (protecting our creatures from Pako's ability, or getting value into exile). With the loss of black for discard spells, I’ve focused more on counterspells to compensate, and the deck does just fine. Between the counterspell package, the boardwipes, and the added green for ramp, it’s not been all that damaging to lose black.
In trying to bring such an unorthodox strategy together, I'm running several cards that might seem odd, some that have a reputation for not being "competitive enough", and a few that simply don't see much play. These can be switched out if needed.

Psychic Surgery is a card that's incredibly powerful, but not many people know about. Not only does it completely shut down our opponents' top-of-deck tutors, but it lets us punish things as simple as using a fetchland. While it's not format breaking by any means, it's a must-include for a Lantern Control deck.

Telepathy is a card with a bad reputation, but honestly I'm not sure why. If you play it politically, it's awesome. Again, it definitely synergizes with the Lantern Control strategy, so it's in.

Guided Passage is another political card. Given the deck's role as the Control element at the table, it can be used to pull out an answer to whatever threat the board is facing. On top of that, there aren't really any creatures or lands you wouldn't want to have in your hand, so it's just straight value. It's definitely a flex spot, but it's a card I'm personally happy with playing.

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Casual

97% Competitive

Top Ranked
Date added 4 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 1 Mythic Rares

52 - 0 Rares

19 - 5 Uncommons

18 - 4 Commons

Cards 100
Avg. CMC 2.04
Tokens Construct 0/0 C, Treasure
Folders Commanders, Potential decks
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