Quick Disclaimer:

Don't play this deck if you are good friends with anyone in your playgroup. This deck ruins relationships.

So has been my favourite colour combination for a long time now, and this deck has become one of the most fun decks I have ever played with EVER. It plays extremely unfair by taking tons of extra turns and combat steps to absolutely abuse Narset's ability. Your opponents may just scoop because they get bored as they watch you take your 10th turn in a row. Yes. I said 10th.

This deck is not quite cEDH. The cEDH version runs a bit faster and more linear, and the main distinction is that it runs a package of cards centered around Lion's Eye Diamond, Brain Freeze and Underworld Breach (plus OG duals). My version runs a little more interaction and the bond lands in place. It is purely a budget thing. This is my pet deck, and I can't bring myself to proxy :(

That being said, please look through the different sections to see the more detailed inner workings of the deck.

This deck runs a very fast mana base. We want to power out a turn 3-4 Narset fairly consistently, ideally either un-counterable, with haste, or both. This mana base facilitates that by utilizing normal lands, utility lands and mana accelerants.

Normal Lands

None of these lands require much explanation. We want as much untapped coloured mana as possible, and this base achieves that. Ancient Tomb and Crystal Vein are amazing for giving us a boost to ramp out Narset. Gemstone Caverns isn't great when not in our opener, but the opportunity to ramp out a turn sooner is too good. We hold on to one Mountain to help out with Mistrise Village and Arena of Glory.

Utility Lands

All these lands are incredibly important to this deck. Narset is a kill/counter on sight commander because she can literally win in one swing (more on that later). Cavern of Souls and Mistrise Village will ensure that she hits the battlefield and her hexproof comes into effect, making her much easier to keep around. Hall of the Bandit Lord and Arena of Glory are our haste enablers which are incredibly important. We don't want to sit around for a whole cycle hoping no one has a board wipe. We need to swing to win. Otawara, Soaring City and Talon Gates of Madara can get rid of problem creatures before Narset swings. Urza's Saga is one of the best lands to see in our opening hand, as it all but guarantees us a turn 3 Narset by grabbing Mana Vault, and making a couple blockers in the process. Finally a copy of Tolaria West to act as a second copy of any of the above, a mana rock, or even Pact of Negation.

Mana Accelerants

The permanent mana rocks are the standard tri-color suite. We cut Talisman of Convictionfoil since it doesn't produce , it only pushes us ahead 1 turn, and we only have limited spots for rocks. We also run a couple of moxen in Chrome Mox and Mox Opal to help us ramp out all the faster. We don't mind the card disadvantage from Chrome Mox early on, and we run a ton of artifacts so its easy enough to keep Mox Opal turned on.

The other side of the mana accelerants are the spells, creatures and artifacts that we only get one use out of. These are very important, as they are more explosive and can get us on the board with Narset much quicker. You generally want to see at least one of these in your opening hand to guarantee a turn 3-4 Narset.

So how does this deck win? We swing with Narset. We flip an extra turn or combat, and then we do it again. And again. AND AGAIN. We run enough of these spells that we can keep chaining until we find our win condition of Enter the Infinite into Jace, Wielder of Mysteries, or a tutor that will find it for us. Lets look at each component of the deck.

Extra Turn Package

Extra Combat Step Package

These cards are the bread and butter of the deck, allowing us to chain as many Narset triggers in a row as possible.

Haste Package

These cards all allow Narset to swing the first turn she is out. Generator Servant provides us with ramp as well as haste, so it is an incredible card in this build. Need for Speed gets her attacking for super cheap. We really have no use for lands after casting Narset. These cards combine with our haste enabling lands to get Narset swinging ASAP.

Lockout Package

These spells are among the most important in the deck. We want to make sure our turns go un-interrupted, especially if we are taking multiple in a row. These spells lock everyone out and make sure that we can coast on a carpet of extra turn spells to victory.

Tutor Package

These spells just win. We can grab Enter the Infinite with Mystical Tutor, Personal Tutor or Long-Term Plans. We can also get it with Gamble if we have One with the Multiverse on board or a Brainstorm in hand. The risk of losing something we need with Gamble is so low that its negligible. We are almost always getting a card that we need to win, and don't really care about the rest of our hand. Mystical Tutor can also grab us interaction if we don't have a way to guarantee that Narset sticks. Enlightened Tutor will generally grab ramp in the early game, but if we pull it late we can grab One with the Multiverse.

Answer Package

This section is divided between counters and removal. We are basically running the most efficient spells that exist. Their primary purpose is to protect our game plan rather than disrupt our opponents. There is therefore a heavy emphasis on spells that counter blue, non-creature, and cheap spells. We only really run removal that is flexible. Chain of Vapor can be used to bounce something of our opponents or our own rocks. We are never concerned about our opponents sacrificing because Narset has hexproof. Cyclonic Rift is great for removing a blocker, but the ability to overload and blow up every opponents board is in insane. I guess it isn't a game changer for nothing. Pyroblast is super strong for both backing up Narset and destroying blockers that happen to be blue. Redirect Lightning is another utility spell that can both act as a counter and save our lock pieces from removal. Costing is also an advantage because we often cast Narset off a Jeska's Will and have extra mana floating.

Tax Package

These cards don't directly contribute a ton to the game plan, but they give us either a ton of resources or they slow down our opponent so we can take over. They generate so much value the longer they stick around, so they are no brainers to include. Especially if you can get them on the field early.

Topdeck Manipulation

Ahhh, the one cantrip in the deck, but it is so good. It gets high value stuff out of our hand and on top for Narset, and if we don't like it we can just shuffle away with a fetch. This card is the best at what it does.

Value Spells

These spells are the ones that didn't really fit into any other category, but generate value for us (ramp, cards, free stuff). If we can ramp into a turn 1 or 2 The One Ring, the amount of cards we get is insane. Life loss is meaningless as we will win out of nowhere (yay glass cannon). Manifold Key is a sneaky card with so many uses. It can untap mana rocks for ramp/filtering, it can untap The One Ring for even more insane card advantage, and it makes sure that Narset isn't killed from combat damage (literally the only way she dies besides boardwipes). Dramatic Reversal is like Manifold Key on steroids. It can generate insane mana for us at instant speed allowing for some crazy shenanigans. Mind Over Matter is an alternate win-condition with The One Ring. It allows us to basically draw our entire deck and win via Jace, Wielder of Mysteries or looping infinite turns with Nexus of Fate *list* or Beacon of Tomorrows. It's essentially another Enter the Infinite. One with the Multiverse gives us an extra free cast per turn, and can help us setup our Narset flips better. Aminatou's Augury is just more free stuff, how can we say no? Can help keep the chain going if we miss an extra turn spell.

The Win Condition

As described at the start of this tab. This is a nice clean win-con so that our opponents don't have to sit through an infinite extra turn sequence while I slowly chip away with commander damage. Quick and easy :)

The most important part of piloting this deck is knowing what to mulligan. If we can't either power Narset out with some form of protection, interact with the opponent or start taxing them immediately, we need to scrub it. Cards we are especially looking for are:

As a secondary game plan, we are looking for our tax effects like Rhystic Study, Mystic Remora or Esper Sentinel, some kind of Silence effect, or The One Ring if we can ramp into it and start drawing cards like no tomorrow.

With an absolutely perfect hand (and a lucky flip) this deck can win on turn 2. Lets assume our starting hand is Cavern of Souls, Generator Servant, Mana Vault, Sol Ringfoil, Azorius Signet, Simian Spirit Guide and Fierce Guardianship

Turn 1:

Turn 2 (blink and you'll miss it):

This assumes a perfect flip to get Enter the Infinite, but either way, we are likely to start chaining and just win :)

Summary

Overall this deck is a ton of fun to play, which at its heart, is what the EDH format is all about. You get to cast spells for free that you usually couldn't dream of casting any other time. This deck is incredibly explosive, and can steal wins out of nowhere, which is one of the best reasons to play it.


Special Thanks

I just want to thank everyone that has helped me on Discord, Reddit and TappedOut. All your advice has been strongly considered and culminated in this brew.

I also want to especially thank my good friend Dat_Ging. He actually built this deck for me 8 years ago on a $100 budget, and without him, I wouldn't have this deck to tune to the point that I have. He got me into this great game and I am very grateful :)


Thats It!

I hope you guys enjoy the deck! It is an absolute blast to play. Feedback is always welcome, and if you enjoy the deck, I encourage you to give it a +1

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Updates Add

After a lot of research, playtesting, and WAYYYYYYYYYYYY too much money spent, I have upgraded this deck beyond my wildest imagination. It is on the border of cEDH but sits comfortably in bracket 4. I am happy to say my pet deck is now by far the most powerful deck I own :)

Comments

Casual

98% Competitive

Revision 34 See all

(1 week ago)

-1 Abrade main
-1 Adarkar Wastes main
+1 Alrund's Epiphany main
+1 Aminatou's Augury main
+1 An Offer You Can't Refuse main
+1 Ancient Tomb main
-1 Aqueous Form main
+1 Arena of Glory main
-1 Armageddon main
-1 Battlefield Forge main
-1 Boros Charmfoil main
-1 Buster Sword main
+1 Capture of Jingzhou main
-1 Cascade Bluffs main
-1 Cataclysm *list* main
+1 Chain of Vapor main
-1 Chromatic Lantern main
+1 Chrome Mox main
+1 City of Brass main
-1 Clifftop Retreat main
and 118 other change(s)