Maybeboard

Artifact (1)


Voltron

"From days of long ago, from uncharted regions of the universe, comes a legend; the legend of Voltron, Defender of the Universe, a mighty robot, loved by good, feared by evil."- Original Voltron Animated TV series, 1984


Naya takes voltron for a spin using low cost auras to accelerate commander damage with Uril, the Miststalker.

A single creature taking out multiple opponents at 40 life each is a challenge. The voltron strategy succeeds most when games are shorter.

So minimal removal and defense are part of an aggressive plan to avoid slow set up plays that don't speed up damage or steal the game entirely. Tutors have been similarly excluded in favor of cunning utility like land destruction (when you're already ahead) and extra combats to take out multiple opponents in one turn. Ramp, draw, haste and removal are enchantment focused for flavor and synergy.

  1. Ramp and set up card draw sources.
  2. Play Uril, the Miststalker as fast as possible, preferably ahead of turn 5 and with a haste enchantment.
  3. Attack for lethal and eliminate one opponent.
  4. Repeat Step 3 or play a finisher like Chandra's Ignition, Chance for Glory, Aggravated Assault + Boar Umbra to eliminate two remaining opponents at once.
  1. Combat damage

Each aura on Uril automatically adds +2/+2 to his power and toughness. So three 1cmc auras (adding +6/+6) are often more powerful than a single 3cmc aura (Armadillo Cloak only adds +4/+4).

Uril has zero evasion. So auras that boost power without evasion can still be useless because of blockers.

Therefore, by focusing on using multiple cheap auras with evasion, Uril is stronger and faster at reducing the life totals of multiple opponents through blockers.

  • Commander has built in protection.
  • Cunning Naya support spells like Berserk, Chance for Glory, and Boros Charm accelerate damage and steal games.
  • Simple, straightforward voltron strategy is great for beginners.
  • No card advantage or ramp in the command zone.
  • There is no plan B if combat damage can't win the game.
  • Commander cost is 5 which can come down too late if racing against aggro or combo decks.
  • Commander depends on enchantments for evasion.
  1. Berserk has zero downside in combination with any of the indestructible auras, totem armor, Boros Charm, or Chance for Glory and massive upside in playing it before a Chandra's Ignition.

  2. Aggravated Assault + Boar Umbra/Nature's Will is an infinite loop.

  3. Saving Grace + Shielded by Faith or any other indestructible enchantment creates a soft lock to protect you from damage.

  4. Let's get dangerous! Berserk, Chance for Glory, Aggravated Assault, Boros Charm, Seize the Day, and Chandra's Ignition are the deck's signature alpha strike plays.

  5. If the hate gets strong, defense can be added: Dueling Grounds, Ghostly Prison, Sterling Grove, Karmic Justice, Sphere of Safety, Myth Unbound, Smoke, Heroic Intervention, Faith's Reward and Second Sunrise are all popular.

  6. Marisi, Breaker of the Coil is a fun alternative commander if the group is more casual.

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

Casual

98% Competitive

Revision 50 See all

(1 year ago)

-1 Battle Mastery main
+1 Jeweled Lotus main
+1 Kediss, Emberclaw Familiar maybe
+1 Mazzy, Truesword Paladin main
-1 Out of Time maybe
+1 Sol Ring maybe
-1 Sunpetal Grove main
Date added 4 years
Last updated 1 year
Exclude colors UB
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

8 - 0 Mythic Rares

53 - 0 Rares

18 - 0 Uncommons

18 - 0 Commons

Cards 100
Avg. CMC 2.22
Tokens Spirit 1/1 C
Folders Decks i will prob build., Uril Decks, Good decks, Ideas, To Steal
Votes
Ignored suggestions
Shared with
Views