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"Who's turn is it?" My take on Rashmi in EDH

Commander / EDH* Control Goodstuff GU (Simic) Multiplayer Tempo

Noobly


*Warning you will piss off your play group if you pilot this deck properly!!*

You are now the Archenemy, you have been warned.

Quick overview: This build is meant to abuse Rashmi's first spell trigger as much as possible while playing permissions with the rest of the table. This deck prey's upon the fact that as any individual player attempts to go off, there will likely be two other's who will be more than happy to support your permissions...until they try to go off. Rashmi is easily the most optimal commander for this game plan because simic, also because whats better than a counterspell? A counterspell with a free cantrip attached!

The deck:

Preface: Yes I CAN add combos to make the deck even more powerful, but I am of the personal belief that A combos are boring "race to the finish" wincons that don't appeal to me, and B if your looking to combo off there are FAR better commanders to be facilitating that type of gameplay (go play black). This deck is meant to be a "fair" non-combo deck that facilitates long interactive games.

This deck has been my pet project for the past year and I believe this is its most powerful iteration yet! The deck largely focuses on playing permissions with the table while you slowly build a board state that is just far too much for your opponents to deal with.

For 90% of your games you will spend your first 2-4 turns getting Rashmi online, and once you untap with her you get to really start having fun. As the title indicates, your turn is yours, and everyone eles's turn is yours as well. Due to the absurdity that is Rashmi's trigger it isn't uncommon for you to be doing MORE on someone else's turn than they did...especially after you countered their bomb or game ending combo.

How does the deck win?: In practice the real win con is your opponents scooping out of acknowledgment of your inevitable victory, or frustration. In case of stubborn players or a close game, Metallurgic Summonings and/or Createrhoof Behemoth, Mind's Dilation, as well as Jace, the Mind Sculptor, all serve as effective back up plans.

How to pilot the deck: Honestly I don't know what to put here yet, less control - oriented players should see results just playing cards at face value, but to maximize the deck's output, the pilot needs a STRONG understanding of both tempo, threat assessment, and an awareness of the potential threats and obstacles that the rest of the pod can output. If I was to give any more generic advice I would say, if it isn't going to kill you, let your opponents keep up with you in terms of advantage, or blow up a significant portion of your mana production, let it go. The rest of the table has an equal interest in dealing with the board, and they shouldn't be relying on you to keep EVERYTHING in check.

Author Notes: This is EDH, the play experience can be quite high in variance for better or worse but here are some things that are VERY important and will carry through to most games.

  1. KEEP ANY HAND WITH MANA CRYPT + SIMIC COLOR PLAYABLE MANA!!!! I don't care what the rest of the hand is, keep these hands, they are WAY too strong to mull, Rashmi is your engine, unless you KNOW she will be targeted, and dealt with before you can untap, then you will be able to rely on her to smooth the rest of your game out. this hand is just that strong!

  2. KEEP ANY HAND WITH SOL RING + SIMIC COLOR PLAYABLE MANA!!!! See number 1

  3. Cyclonic Rift is the MOST important card in your deck. You must do everything in your power to both save your cyclonic rift, resolve it, and prevent it from getting exiled. This single card provides and ABSURD amount of tempo when played, DO NOT be baited into playing this before you ABSOLUTELY have to, or KNOW playing it will win you the game.

  4. Seedborn Muse is BROKEN (especially with search for azkanta) Seedborn Muse ABSURD, just land her with a flipped Search for Azkanta, and you realistically just win, That is just too many cards and too much mana for your opponents to deal with. ALWAYS have the ability to protect seedborn when you are trying to land/keep her, and be prepared this is when the game turns into archenemy!

  5. Season's Past must resolve Simply put this card MUST resolve when you intend to play it. period

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Casual

99% Competitive

Top Ranked
  • Achieved #63 position overall 6 years ago
Date added 6 years
Last updated 4 years
Exclude colors WBR
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

13 - 0 Mythic Rares

38 - 0 Rares

15 - 0 Uncommons

20 - 0 Commons

Cards 100
Avg. CMC 2.61
Tokens Ape 3/3 G, Beast 3/3 G, Bird 2/2 U, Construct X/X C, Frog Lizard 3/3 G, Manifest 2/2 C, Treasure
Folders EDH lists, Commander, compare with mine
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