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Wheel and Deal With It (Inactive)

Commander / EDH Combo Discard Mill UR (Izzet)

Xenephrim


Maybeboard

Creature (1)


“The only true wisdom is knowing that you know nothing.” -- Socrates

This deck has been an active work in progress for over three years now! I’ve never had a single Commander deck last that long and Arjun has been an absolutely blast to play again and again. The deck that I have put together has been my most successful attempt at controlled chaos to date, relying on multiple wheel effects to keep my opponents’ hands in a constant state of change while simultaneously digging me into the cards I need to win me the game.

So what exactly is a wheel effect? Typically, any spell or ability that forces one or more players to either discard the cards in their hand, shuffle them into their library, or put them on the bottom of their library and then draw a new set of cards to replace them is known as a wheel. This is in reference to Wheel of Fortune, one of Magic’s earliest cards to perform this very action.

Day's Undoing - Echo of Eons - Molten Psyche - Reforge the Soul - Time Reversal - Windfall - Winds of Change - Teferi's Puzzle Box - Jace's Archivist

There are a handful of cards in the deck that allow us to keep the game in our favor while we work on building up a win condition or slowly tear down our opponents. Here are just a few of the more potent cards I’m going to highlight in the deck.

  • Baral’s Expertise: While a 5 CMC sorcery isn’t exactly cheap, its what it does for five mana that makes it worth more than what it would suggest. Being able to bounce three permanents from our opponents’ battlefield back into their hand is well worth five mana. Getting a free cast of a CMC 4 card or less from your hand for free is what pushes this card overboard. Few things feel better than bouncing some troubling permanents off the field and then casting a wheel effect to practically ensure you don’t see them again anytime soon.

  • Narset, Parter of the Veils: Where do I even begin with Narset? I was ecstatic when War of the Spark brought me this gem. Narset’s passive ability makes sure that our opponents’ can’t draw more than one card each turn. In conjunction with the wheel effects we run, this card makes sure that our opponents hardly have anything in hand after it’s all said and done. Pair this up with Teferi’s Puzzle Box and your opponents’ will struggle with keeping anything in their hand at all.

  • Niv-Mizzet, the Firemind/Niv-Mizzet, Parun: Two different cards, both with a similar ability. “Whenever you draw a card, ~ deals 1 damage to any target.” If we were only drawing one card a turn, this wouldn’t be that impressive. However, we plan on drawing several cards during our turns. Between being able to damage players directly, kill creatures, and manage our opponents’ planeswalkers, these cards do more than their fair share to help bring the game to an end. It’s no wonder why they’re both 6 CMC dragons.

  • Fatespinner: In case the name doesn’t say enough about the card’s capabilities, Fatespinner forces our opponents to skip a portion of their turn. Whether it’s the draw step, main phases, or combat step, it buys us a crucial commodity. Time.

Alright, so you have an idea of how the deck runs and its purpose. You’re now probably wondering, “Okay, so how does it win games?” Thankfully, in more ways than one. Allow me to explain.

  • Laboratory Maniac/Enter the Infinite: If Laboratory Maniac is in play, all we need to do is draw our entirely library! Unfortunately, in EDH/Commander, a library starts play with 99 cards. Not to mention that a handful of our wheel effects shuffle our graveyard into our library, constantly filling it back up. Normally, this is not an easy task. This is where Enter the Infinite comes into play. With cards like Mizzix’s Mastery and Spelltwine it becomes significantly easier to cast Enter the Infinite from our graveyard. If Dream Halls happens to be in play, then it practically becomes free. Regardless, this combo is probably the most common way I’ve won games with this deck.

  • Psychic Corrosion/Sphinx’s Tutelage: Since this deck’s purpose is to draw cards, and a lot of them, let’s put that effect to use by milling our opponents to death. If both of these cards are on the battlefield, we’re milling at least four cards from a single target and at least two cards from every other opponent. Unless our opponents are running anti-mill strategies, this usually ends games quickly by depleting our opponents decks.

  • Diviner’s Wand/Fists of Flame: Ah, combat damage. I never thought I’d see the day I ended a game by smacking an opponent with Arjun for 21+ commander damage. Both cards serve a similar purpose, but your opponents will see Diviner’s Wand coming from a mile away. Thankfully our commander has evasion in the form of flying. However, you shouldn’t expect the wand to stick around for long. (See what I did there?) It becomes a high priority target when your opponents realize just how many cards your drawing in a turn. This is where Fists of Flame come into the picture. It’s just like Diviner’s Wand, but they’ll never see it coming until it’s too late.

  • Fateful Showdown/Glint-Horn Buccaneer: Since commander tends to be a multiplayer game (and I mean 2+ players at a time by that), it becomes somewhat more important to be able to finish off multiple opponents at once. Fateful showdown allows you to discard your hand and deal damage to a single target equal to the number of cards you discarded. Not a bad deal with 40+ cards in hand. But if you’ve got three opponents, then trying to pick the most threatening one leaves you open to retaliation. Glint-horn buccaneer amplifies that effect to affect all your opponents. Remember, sharing is caring.

If I had to pick specific archetypes this deck struggles consistently against, it would be aggro and artifact synergy. Unfortunately this deck does not run enough cards to answer heavily aggressive decks, such as Saskia the Unyielding and Najeela, the Blade-Blossom. As we only run 11 creatures and no means to producing creature tokens, it means we simply won’t be able to create a force to stand against aggressive commanders that like to go wide.

Decks that rely on artifact synergy, such as Breya, Etherium Shaper, are also difficult for Arjun to answer as many of these decks can recover quickly from our removal and often have ways of bringing cards back from the graveyard. Against these types of decks, it’s a race against time.

All in all, the deck runs smoothly and consistently despite playing as a chaos deck. The biggest backdraw of the deck itself is the commander costing a whopping 6 mana to cast. This means Arjun will be entering the game later than most commanders. If he manages to stick around, he’ll make up for lost time in no time.

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92% Casual

Competitive

Revision 35 See all

(3 years ago)

+1 Ormos, Archive Keeper maybe
+1 Teferi's Ageless Insight main
-1 Thought Reflection main
Date added 7 years
Last updated 3 weeks
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

11 - 0 Mythic Rares

30 - 0 Rares

16 - 0 Uncommons

16 - 0 Commons

Cards 100
Avg. CMC 3.24
Tokens Bird 2/2 U, Emblem Jaya Ballard, Experience Token
Folders EDH, EDH, EDH, Arjun, Deck Ideas, EDH, Mono Blue EDH
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