Type: Deck Idea
Format (legal 👍) comCommander
Approx. Value:
$646.71

0 Likes 0 Comments
Avg. CMC 2.84
Card Color Breakdown
Card Type Breakdown

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Main Deck - 50 cards, 50 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (5)
1 Dreadhorde Arcanist
$1.05 Creature - Zombie Wizard
1 Feather, the Redeemed
$0.62 Legendary Creature - Angel
1 Goblin Anarchomancer
$0.96 Creature - Goblin Shaman
1 Karvanista, Loyal Lupari // Lupari Shield
$0.09 Legendary Creature - Alien Dog Soldier // Sorcery - Adventure //
1 Kellan, the Fae-Blooded // Birthright Boon
$3.07 Legendary Creature - Human Faerie // Sorcery - Adventure //
Instant (19)
1 Archdruid's Charm
$5.64 Instant
1 Boros Charm
$3.58 Instant
1 Cache Grab
$0.06 Instant
1 Collective Resistance
$2.77 Instant
1 Congregation at Dawn
$3.18 Instant
1 Cosmic Rebirth
$0.11 Instant
1 Eladamri's Call
$8.32 Instant
1 Enlightened Tutor
$23.16 Instant
1 Final Showdown
$5.85 Instant
1 Legion Leadership // Legion Stronghold
$0.84 Instant // Land
1 Naya Charm
$0.48 Instant
1 Pull from Eternity
$1.32 Instant
1 Response // Resurgence
$0.21 Instant // Sorcery //
1 Savage Beating
$6.06 Instant
1 Sejiri Shelter // Sejiri Glacier
$0.78 Instant // Land
1 Smuggler's Surprise
$2.91 Instant
1 Valakut Awakening // Valakut Stoneforge
$8.22 Instant // Land
1 Vastwood Fortification // Vastwood Thicket
$0.12 Instant // Land
1 Wasteful Harvest
$0.05 Instant
Sorcery (21)
1 Bala Ged Recovery // Bala Ged Sanctuary
$3.68 Sorcery // Land
1 Farseek
$1.31 Sorcery
1 Fury of the Horde
$4.29 Sorcery
1 Gamble
$6.28 Sorcery
1 Glimpse the Core
$0.17 Sorcery
1 Last Night Together
$0.26 Sorcery
1 Life from the Loam
$8.37 Sorcery
1 Nature's Lore
$2.34 Sorcery
1 Overpowering Attack
$1.60 Sorcery
1 Rampant Growth
$0.35 Sorcery
1 Regrowth
$0.39 Sorcery
1 Relentless Assault
$6.68 Sorcery
1 Restore
$0.20 Sorcery
1 Seize the Day
$13.16 Sorcery
1 Sevinne's Reclamation
$0.28 Sorcery
1 Stump Stomp // Burnwillow Clearing
$0.42 Sorcery // Land
1 Three Visits
$4.79 Sorcery
1 Traverse the Ulvenwald
$1.90 Sorcery
1 Waves of Aggression
$14.75 Sorcery
1 World at War
$6.49 Sorcery
1 Wreck and Rebuild
$0.03 Sorcery
Artifact (5)
1 Glamdring
$1.47 Legendary Artifact - Equipment
1 Leyline Dowser
$0.09 Artifact
1 Primal Amulet // Primal Wellspring
$9.63 Artifact // Land
1 Pyromancer's Goggles
$1.93 Legendary Artifact
1 Sword of Once and Future
$3.44 Artifact - Equipment
Sideboard - 73 cards, 73 distinct
Name  Edition $ Type Cost
Rarity Color
Instant (39)
1 Battlefield Improvisation
$1.33 Instant
1 Beast Within
$1.09 Instant
1 Benefactor's Draught
$14.38 Instant
1 Boon of Boseiju
$0.06 Instant
1 Boon of Safety
$0.04 Instant
1 Bull's Strength
$0.02 Instant
1 Burst of Strength
$0.05 Instant
1 Courageous Resolve
$0.20 Instant
1 Dawn's Truce
$6.63 Instant
1 Decaying Time Loop
$0.12 Instant
1 Delayed Blast Fireball
$11.44 Instant
1 Entish Restoration
$2.08 Instant
1 Faith's Reward
$1.07 Instant
1 Fertilid's Favor
$0.03 Instant
1 Gaea's Gift
$0.40 Instant
1 Galadriel's Dismissal
$13.01 Instant
1 Generous Gift
$0.69 Instant
1 Gift of the Viper
$0.11 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 Legolas's Quick Reflexes
$17.47 Instant
1 Light the Way
$0.03 Instant
1 Moment of Valor
$0.01 Instant
1 Noxious Revival
$4.96 Instant
1 Olórin's Searing Light
$0.89 Instant
1 Overprotect
$0.44 Instant
1 Prepare // Fight
$0.20 Instant // Sorcery //
1 Primal Bellow
$0.33 Instant
1 Pyroblast
$4.58 Instant
1 Rally the Righteous
$0.16 Instant
1 Red Elemental Blast
$7.14 Instant
1 Ruinous Intrusion
$0.23 Instant
1 Stony Strength
$0.07 Instant
1 Sudden Spinnerets
$0.04 Instant
1 Teferi's Protection
$35.06 Instant
1 Thraben Charm
$0.16 Instant
1 You Find Some Prisoners
$0.14 Instant
Sorcery (31)
1 Angelfire Ignition
$0.44 Sorcery
1 Cathartic Reunion
$0.10 Sorcery
1 Divine Reckoning
$0.53 Sorcery
1 Faithless Looting
$0.22 Sorcery
1 Far Wanderings
$0.37 Sorcery
1 Howl of the Horde
$0.23 Sorcery
1 Hunter's Prowess
$0.30 Sorcery
1 Impending Flux
$0.08 Sorcery
1 Jeska's Will
$17.41 Sorcery
1 Kayla's Command
$0.14 Sorcery
1 Mizzium Mortars
$0.91 Sorcery
1 Mizzix's Mastery
$1.32 Sorcery
1 Mulch
$0.08 Sorcery
1 One Last Job
$0.19 Sorcery
1 Open the Armory
$3.17 Sorcery
1 Requisition Raid
$0.31 Sorcery
1 Roots of Wisdom
$0.02 Sorcery
1 Rousing Refrain
$1.33 Sorcery
1 Season of Gathering
$4.38 Sorcery
1 Steelshaper's Gift
$3.75 Sorcery
1 Thrilling Discovery
$0.08 Sorcery
1 Time of Need
$2.34 Sorcery
1 Traverse the Outlands
$1.66 Sorcery
1 Unfinished Business
$0.18 Sorcery
1 Verdant Confluence
$0.35 Sorcery
1 Viewpoint Synchronization
$0.30 Sorcery
1 What Must Be Done
$0.20 Sorcery
1 Wheel of Fortune
$277.15 Sorcery
1 Winding Way
$0.22 Sorcery
1 Winds of Abandon
$3.57 Sorcery
1 Worldsoul's Rage
$0.30 Sorcery
Artifact (1)
1 Sunforger
$1.77 Artifact - Equipment
Enchantment (2)
1 Virtue of Loyalty // Ardenvale Fealty
$6.33 Enchantment // Instant - Adventure //
1 Virtue of Strength // Garenbrig Growth
$2.54 Enchantment // Sorcery - Adventure //

Notes
 
Answers of once and future and dreadhord arcaniet are big parts of This deck. I figure we need at least 20 cards to be instant and sorceries CMC 2 or less to feature these cards, and more is better. Because of that 4 best dfc lands at CMC 2 or less are mandatory for the manabase. One is great in many contexts but has a small timing issue, bit that's negated by it being a dfc land as well, as long as it's part of the manabase. The other 3 are marginal but serviceable, and being free inclusions through the manabase helps with much needed density.

The rest of the twenty is 6 2 mana ramp spells, the best self mill enablers that have a broad range or recursive targets. The creature or lands are generally limited, but smuggler's surprise also being a heroic intervention + made the cut. The lands one would be better, but our land density will unusually low due to dfc lands. So that takes us to 10. Then comes the broad 1 mana tutors that best fit the deck, enlightened tutor, traverse the ulvenwald, and gamble, 13. Then self mill of cache grab, smuggler's surprise, and life from the loam 16. And then the best recursion pieces in regrowth and pull from eternity. Pull and later wish will allow us to get exiled pieces from Annie back at prime moments.

Then it slows down a bit, and it's unclear what comes next. It's clear any large packages need to be included up front, so we have to ask ourselves about the untap effects. At first I thought they were the nuts with relic and earthcraft, allowing a pseudo storm. But I think now that is fairly lackluster and likely to just bit amount to much. I think forgoing these effects outside any playable for their own merit is probably correct. Benefactor's draught is such a card because of the amount card draw it entails and potential lines. With that said, then we are mostly getting some value out of Annie's attacks, and should prioritize flexible power cards. The real payoff is having extra combats, and hexproof Indy, keywords, and power play a larger part of that. The last card does a lot towards that in final showdown.

Then comes the extra combat steps.  We also added two more primo dfc lands. The only other inclusion outside of this is wreak and rebuild. The card is the perfect enabler for the deck. Like always to mana, self mill, and option to naturalize. And it has flashback to boot! We also added wasteful harvest as an efficient enabler, and thinks that caps up that need. Also the aforementioned wish. That leaves 6 spots min to fill our quota. More of we want to not include dfcs. The deck will play every card it can.

This is no longer a sunforger deck, so we don't have to worry about that.

The last part's came in a wave. Realizing we have a low creature count, need creatures to function, and instant sorcery spells matter, the next cards needed are eladamri's call, archdruid's charm, and congragation at dawn. I don't love tutoring limitedly to the top, But congregation fit's the deck's needs well, is potentially busted with a Annie activation, and is flavorful as the "drawing of the three" to boot, so is permissable. We then realize that recursion of 3 cmc or less is a feature not a bug, so cosmic rebirth, sevinne's, and sun titan get in, as does charmbreaker devil. From there we need to enable Feather to at least ten cards, so we add the best of the bunch that are instant speed, also offer protection, and proactive options, boros charm and collective resistance. That leaves with a final card, and although there are many teeming cards wanting to get in the deck, the most worthy one of inclusion is Naya charm, which truth be told should have been added when we added regrowth. I don't think this is the final list, but a good bust of the decks main priorities without interaction for it's own sake. I feel like it's a good leverage on the final ten of the deck in permanents to have to contend against pyroblast and red elemental blast, the one sided sweepers uniquely suited for the deck, the spell coying effects, as well as the stand alones powerhouses that didn't make the initial cut. How exciting to have a face for this package. What's surprising is that the universal board protection effects didn't take a large space. With Feather ultimately being enabled enough that we wanted it, especially with the ceiling of recurring 2 extra combat step effects, the two slots devoted to "enabling her" were so well fufilled for the deck in every capacity by boros charm and collective resistance that something like teferi's protection (which end's my turn) and heroic intervention (exactly what we want for the most part but not a synergy piece or have other proactive uses) just didn't seem as good. Wild. This made it clear that dauntless escort then made the cut to fufill this (and likely saryth), and synergizes with the 3 cmc recursion besides.
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