PRIMER

This is a proactive deck that tries to win as fast as possible.

The deck mainly revolves around these three cards:

Although all three of these cards require different lines of play, they all end up winning the same way. The goal of this deck is to get these two cards on the field, together with a repeatable, free sacrifice outlet like Viscera Seer .

This will result in an infinite combo which you can use to ping everyone to death.

The deck is designed to win on either turn 2 or 3. If your starting hand does not allow you to win on turn 3, the right play is often to mulligan your hand away.

Although the deck doesn't hold out that well in the later stages of the game, it isn't entirely helpless either due to the amount of recursion present in the deck. Our commander also provides a very reliable way to deal with creature based threats and stax.

You can use the death trigger of the hulk to fetch your combo pieces and go infinite from there. Sacrificing your own Protean Hulk can be done reliably with the -2 ability of our commander Grist, the Hunger Tide .

This is the preferred way of winning, since it's very resistant to interaction and doesn't force you into a "win or die" situation like the other win conditions do.

Although you can fetch both Mikaeus, the Unhallowed and Walking Ballista immediately from the hulk, it's best to fetch some other cards first.

You should fetch these cards instead:

This has multiple benefits:

You can then use Body Snatcher to get the hulk back and sacrifice it again to get the actual combo pieces.

Some alternative cards to fetch are, depending on your situation:

While the druid is often the easiest and fastest combo to go for, it is extremely dangerous. You will literally lose the game on the spot if you get countered during the combo. That being said, this is how you can combo using the druid:

Do take note that you should wait with sacrificing Walking Ballista until the start of your next opponent's turn, since everything that enters your graveyard will be exiled during your turn.

Although it's not the most mana efficient version of the Hermit Druid combo, I've chosen this over the usual Necrotic Ooze variant because this variant only has one dead card: Bloodghast . Cards like Eternal Witness and Yawgmoth's Will are already very good in this deck on their own.

Having Noxious Revival in hand will enable you to try again next turn with Yawgmoth's Will if something gets countered. At times you can also use the -5 ability of Grist, the Hunger Tide to finish the game after activating Hermit Druid .

  • Cast Ad Nauseam and draw a bunch of cards.
  • Hopefully win from there.

Both Grist and Varolz serve the same purpose as a commander: to kill off your own Protean Hulk and get the required combo pieces. I personally prefer Grist over Varolz, but I think both are very viable.

Advantages of Grist:

  • Can reliably kill off problematic creatures.
  • Can change a Vampiric Tutor into a Entomb , making the graveyard strategy more reliable.
  • Contrary to Varolz, Grist is still useful outside of the Protean Hulk combo.

Disadvantages of Grist:

  • The sacrifice ability of grist is at sorcery speed, and can only be used once a turn.
  • Due to this, Grist is unable to effectively run Pattern of Rebirth .
  • Has the chance to mill combo cards with the +1 ability.
  • Can be killed by combat.

I can't stress enough how good the -2 of Grist is. You can kill off any nasty creature based stax cards like Opposition Agent , or you can completely cripple an opponent by going for their commander. It gives the ability to interact with your opponents in a way that Varolz, the Scar-Striped simply can't.

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Casual

91% Competitive

Date added 3 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

14 - 0 Mythic Rares

49 - 0 Rares

20 - 0 Uncommons

17 - 0 Commons

Cards 100
Avg. CMC 1.76
Tokens Insect 1/1 BG, Spirit 1/1 C
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