Maybeboard


Yidris Wild Pair

This deck has been adapted from my previous (now retired) Yasova Wild Pair - Retired deck. My previous Wild Pair construction in this deck suffered from two problems:

  • Yasova Dragonclaw had too many of her own themes in +1/+1 counters and stealing and sacrificing temporarily hijacked creatures.
  • Temur is terrible at tutoring enchantments. So the namesake of the deck rarely got cast. The deck still worked well enough, but mostly as a Yasova creature steal deck.


I decided to add black for tutors and some other nice creature options and started looking at other commanders. Yidris, Maelstrom Wielder quickly seemed the only real option, since partners are the only other way to go:
Vial/Thrasios seemed the only viable option, but only Thrasios would add real value to Wild Pair. Partners in general present the problem that commander zone casting doesn't work for Wild Pair, and they would take up a creature slot for the deck. The cascade on Yidris will on occasion really help if he could punch through. Apart from Averna, the Chaos Bloom nothing much is invested in the commander though. This helps free up much space for the entire Wild Pair construction.

Short Rundown of the deck

What the deck mostly wants to do is create value by (ab)using Enter the Battlefield effects of creatures. Specifically when Wild Pair hits the table.

  • Tutors: Gauge the situation, but these are mostly there as additional copies of Wild Pair
  • Bounce/ETB enablers: These are the bones of the deck: the creatures work best when recurred, answers keep being relevant and value
  • Damage: the way to finish is mostly chip damage and attrition, but if the engine really gets online with Purphoros, God of the Forge and Terror of the Peaks it should be able to finish more quickly.
  • Draw and ramp: This makes the deck go, especially since recurring and casting all these creatures is very resource hungry.
  • Biggest offenders to the deck: Torpor Orb, Hushbringer, Hushwing Gryff and Tocatli Honor Guard: these cards shut the deck completely down.
    If you sit down with a pod and you know the other decks or can expect any of these to surface, then keep the following in reserve for these cards: the non-creature instant removal, the tutors to possibly search for these removal cards or the (hard) counter options. Because the game will be pretty much over if one of those sticks around.
  • Other creature hate/Sac-Control decks: Given certain recursion routes the deck can still function if you get these quickly enough, but things become more problematic if cards like Tergrid, God of Fright   and It That Betrays get played. Those decks need to get focused down before these can do too much harm.
  • Really fast aggro: Really fast aggro that hits hard before the engines start getting online can be problematic, hopefully you can field enough small creatures too chumpblock and weather the storm.
Some cards might feel like these miss in the deck, here's some explanation. There's definite merit to putting these in the deck. See the 'Maybeboard' for what has been considered but left out.
Note: these might come back after some playtesting.

  • Power & Tougnhess 3 combination: by far the most painful cards to cut: Eternal Witness, Azusa, Lost but Seeking, Dockside Extortionist, etc. Unfortunately, there was not enough room for this entire category.
  • More Finisher options: Gray Merchant of Asphodel: not many black mana symbols and Netherborn Phalanx tutors Wild Pair. Other cards like Deranged Hermit, Broodmate Dragon, etc were considered.
  • Recursion: Riftsweeper is awesome and might be very necessary in your own meta. In my meta I can mostly get away with not running it since exile effects are mostly focussed and there's enough redundance in the deck to get away with it.
    If there's still too little recursion because your meta is more sweeper heavy then consider that.
  • Aluren: not enough cheap creatures anymore.

Wild Pair spread

This section will list a rundown of the creatures that can be tutored with Wild Pair according to their added power and toughness by combination.
The creatures have their role listed in short keywords and descriptors, with specific mention of creatures with Flash of themselves.

Power and Toughness combinations

  • Glen Elendra Pranksters: ETB-enabler
  • Acidic Slime: Removal
  • Bane of Progress: Removal
  • Barrin, Tolarian Archmage: Draw, ETB-enabler
  • Caller of the Claw:Flash, Damage/Finisher, Protection
  • Dualcaster Mage:Flash, Utility
  • Green Slime: Flash, Removal
  • Llanowar Visionary: Draw, Ramp
  • Mulldrifter: Draw
  • Mystic Snake:Flash, Counter
  • Plague Mare: Removal
  • Plaxmanta:Flash: Protection
  • Priest of the Blood Rite: Damage/Finisher
  • Ravenous Chupacabra: Removal
  • Riku of Two Reflections: ETB-enabler
  • Venser, Shaper Savant:Flash, ETB-enabler, Counter
  • Voidmage Husher:Flash, Counter
  • Liliana's Standard Bearer:Flash, Draw
  • Dream Stalker: ETB-enabler
  • Duplicant: Removal
  • Netherborn Phalanx: Damage/Finisher, Tutor.
  • Seedborn Muse: Ramp
  • Garna, the Bloodflame:Flash, Recursion, Haste
  • Ingot Chewer: Removal
  • Averna, the Chaos Bloom: Ramp
  • Teferi, Mage of Zhalfir:Flash: most importantly, enables flash for other creatures
  • Temur Sabertooth: ETB-enabler
  • Yarok, the Desecrated: ETB-enabler
  • Bramble Sovereign: ETB-enabler
  • Thragtusk: Damage/Finisher
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    98% Casual

    Competitive

    Date added 3 years
    Last updated 1 year
    Legality

    This deck is Commander / EDH legal.

    Rarity (main - side)

    13 - 0 Mythic Rares

    45 - 0 Rares

    20 - 0 Uncommons

    13 - 0 Commons

    Cards 100
    Avg. CMC 3.63
    Tokens Bear 2/2 G, Beast 3/3 G, Copy Clone, Demon 5/5 B, Frog Lizard 3/3 G
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