Type: Deck Idea
Format (legal 👍) comCommander
Approx. Value:
$75.59

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Avg. CMC 2.6
Card Color Breakdown
Card Type Breakdown

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Main Deck - 20 cards, 20 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Instant (19)
1 Battlefield Improvisation
$1.33 Instant
1 Benefactor's Draught
$14.38 Instant
1 Boon of Boseiju
$0.06 Instant
1 Boros Charm
$3.58 Instant
1 Bull's Strength
$0.02 Instant
1 Cache Grab
$0.06 Instant
1 Collective Resistance
$2.77 Instant
1 Dawn's Truce
$6.63 Instant
1 Eladamri's Call
$8.32 Instant
1 Gaea's Gift
$0.40 Instant
1 Heroic Intervention
$10.12 Instant
1 Impact Resonance
$0.76 Instant
1 Increasing Vengeance
$0.39 Instant
1 Inventory Management
$4.76 Instant
1 Overprotect
$0.44 Instant
1 Prepare // Fight
$0.20 Instant // Sorcery //
1 Response // Resurgence
$0.21 Instant // Sorcery //
1 Thraben Charm
$0.16 Instant
1 You Find Some Prisoners
$0.14 Instant
Enchantment (1)
1 Virtue of Loyalty // Ardenvale Fealty
$6.33 Enchantment // Instant - Adventure //
Sideboard - 36 cards, 36 distinct

Notes
 
Starting with cutting what was easy from our lessons in making CMC 1 which reduced it by a third. I think it's already clear to conserve space, and because the self mill plan is what's up anyway, that we need to lean into the incarnations. Flavor wise they are good, it's just wot them with Annie it's a non bo. But we are going to have a huge stack of spells if we are trying to reliably get effects that way. More likely the spells with multiple keywords will rise to the top.

We start with rituals and untap effects. We are not really storming hard, so straight rituals are not the way. They will be useful at times but dead at others, and I think will prove unwieldly. For untap effects we are out of the range of free with earthcraft, but consider that a one mana reduction that continues the chain is still pretty valuable of they have a decent effect. Benefactor's draught is such a card which will draw 2 for one and enable another Annie, as well as being a neat effect politically, and potentially draws more. It is unclear if bull's strength, boon of bossing, and prepare/fight are worth it. We get some offense grit with these cards incidentally, so that's probably good enough and to chain further. We get our first extra turn options. We can't not lose the game, so we will forgoe those. Extra combats are pretty much perfect though, and I think we will likely Include all of these. The only problem I foresee with that is being prohibited by cost and ending up exiling a lot, but we will try it out.

I've cut purely fight cards, we have one sided fights straight damage, and clean removal as options. We don't need fight. I've also cut more single use keyword stuff. In terms of protection, boros charm and collective resistance are great pro with proactive use. Heroic intervent and dawn's gift are team saves for a low cost. Overprotect and gaea's gift are considerable given that they give so many keywords even though for a single creature.  I've moved two Notable cards mainboard, one sided board wipes are a Hallmark of the deck. Also, quality tutor. Like 1cmc I've left removal, CA, recursion, as well as equipment matters, spell copies, and a few singletons that need more context.

I had an idea that ramp could incorporate effects like brought back if I load my deck with fetchlands and hold them for these spells. Allows me to put in these powerful recursion spells while also filling my need and desire for instant speed ramp.
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