Type: Deck Idea
Format (legal 👍) comCommander
Approx. Value:
$1,353.30

0 Likes 0 Comments
Avg. CMC 2.72
Card Color Breakdown
Card Type Breakdown

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Main Deck - 100 cards, 90 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (10)
1 Annie Flash, the Veteran
$0.20 Legendary Creature - Human Rogue
1 Charmbreaker Devils
$0.12 Creature - Devil
1 Dauntless Escort
$0.20 Creature - Rhino Soldier
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 Grand Abolisher
$7.60 Creature - Human Cleric
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 //
1 Sun Titan
$0.29 Creature - Giant
Instant (25)
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 Dawn's Truce
$6.63 Instant
1 Delayed Blast Fireball
$11.44 Instant
1 Eladamri's Call
$8.32 Instant
1 Enlightened Tutor
$23.16 Instant
1 Final Showdown
$5.85 Instant
1 Galadriel's Dismissal
$13.01 Instant
1 Impact Resonance
$0.76 Instant
1 Legion Leadership // Legion Stronghold
$0.84 Instant // Land
1 Naya Charm
$0.48 Instant
1 Pull from Eternity
$1.32 Instant
1 Pyroblast
$4.58 Instant
1 Red Elemental Blast
$7.14 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 (22)
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 Impending Flux
$0.08 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 (8)
1 Crucible of Worlds
N/A Artifact
1 Glamdring
$1.47 Legendary Artifact - Equipment
1 Leyline Dowser
$0.09 Artifact
1 Palantír of Orthanc
$10.92 Legendary Artifact
1 Sol Ring
$1.40 Artifact
1 Staff of Titania
$4.22 Artifact - Equipment
1 Sunforger
$1.77 Artifact - Equipment
1 Sword of Once and Future
$3.44 Artifact - Equipment
Enchantment (3)
1 Bear Umbra
$4.52 Enchantment - Aura
1 Nature's Chosen
$1.46 Enchantment - Aura
1 Well Rested
$7.14 Enchantment - Aura
Land (32)
1 Arena of Glory
$8.18 Land
1 Arid Mesa
$23.47 Land
1 Axgard Armory
$0.36 Land
1 Cabaretti Courtyard
$0.25 Land
1 Command Tower
$0.19 Land
1 Fabled Passage
$5.40 Land
6 Forest
$0.08 Basic Land - Forest
1 Grasslands
$0.24 Land
1 Jetmir's Garden
$10.43 Land - Mountain Forest Plains
1 Kessig Wolf Run
$0.62 Land
1 Mistveil Plains
$0.87 Land - Plains
4 Mountain
$0.09 Basic Land - Mountain
3 Plains
$0.06 Basic Land - Plains
1 Prismatic Vista
$29.11 Land
1 Reliquary Tower
$2.13 Land
1 Savannah
$332.43 Land - Forest Plains
1 Sheltering Landscape
$0.10 Land
1 Taiga
$357.60 Land - Mountain Forest
1 Urza's Cave
$3.10 Land - Urza's Cave
1 Windswept Heath
$7.60 Land
1 Wooded Foothills
$11.33 Land
1 Yavimaya, Cradle of Growth
$8.46 Legendary Land
Sideboard - 45 cards, 45 distinct
Name  Edition $ Type Cost
Rarity Color
Creature (8)
1 Feather, Radiant Arbiter
$0.24 Legendary Creature - Angel
1 Frontline Medic
$0.13 Creature - Human Cleric
1 Plargg, Dean of Chaos // Augusta, Dean of Order
$0.15 Legendary Creature - Orc Shaman // Legendary Creature - Human Cleric //
1 Saffi Eriksdotter
$1.61 Legendary Creature - Human Scout
1 Saryth, the Viper's Fang
$1.51 Legendary Creature - Human Warlock
1 Seedborn Muse
$8.35 Creature - Spirit
1 Thornscape Familiar
$0.24 Creature - Insect
1 Wylie Duke, Atiin Hero
$0.17 Legendary Creature - Human Ranger
Instant (5)
1 Akroma's Will
$9.38 Instant
1 Heroic Intervention
$10.12 Instant
1 Increasing Vengeance
$0.39 Instant
1 Primal Bellow
$0.33 Instant
1 Ruinous Intrusion
$0.23 Instant
Sorcery (6)
1 Howl of the Horde
$0.23 Sorcery
1 Jeska's Will
$17.41 Sorcery
1 Kayla's Command
$0.14 Sorcery
1 Mizzix's Mastery
$1.32 Sorcery
1 Requisition Raid
$0.31 Sorcery
1 Rousing Refrain
$1.33 Sorcery
Artifact (16)
1 Basilica Skullbomb
$0.01 Artifact
1 Basilisk Collar
$1.70 Artifact - Equipment
1 Blackblade Reforged
$0.72 Legendary Artifact - Equipment
1 Honor-Worn Shaku
$1.05 Artifact
1 Lost Jitte
$4.85 Legendary Artifact - Equipment
1 Maze Skullbomb
$0.03 Artifact
1 Primal Amulet // Primal Wellspring
$9.63 Artifact // Land
1 Pyromancer's Goggles
$1.93 Legendary Artifact
1 Relic of Legends
$2.77 Artifact
1 Swiftfoot Boots
$2.96 Artifact - Equipment
1 Sword of the Paruns
$1.20 Artifact - Equipment
1 The One Ring
N/A Legendary Artifact
1 The Ozolith
$32.02 Legendary Artifact
1 Trailblazer's Boots
$2.44 Artifact - Equipment
1 Umbral Mantle
$5.62 Artifact - Equipment
1 Umezawa's Jitte
$9.49 Legendary Artifact - Equipment
Enchantment (9)
1 Annie Joins Up
$3.85 Legendary Enchantment
1 Blanchwood Armor
$0.07 Enchantment - Aura
1 Dual Casting
$0.47 Enchantment - Aura
1 Earthcraft
$132.37 Enchantment
1 Hardened Scales
$2.04 Enchantment
1 Rancor
$1.00 Enchantment - Aura
1 Rhythm of the Wild
$3.02 Enchantment
1 Virtue of Loyalty // Ardenvale Fealty
$6.33 Enchantment // Instant - Adventure //
1 Virtue of Strength // Garenbrig Growth
$2.54 Enchantment // Sorcery - Adventure //
Land (1)
1 Wasteland
$23.04 Land

Notes
 
Welcome to the final cuts! How exciting to get here with such a deep cardpool and so many directions we can take this deck. We need to review the list in total to get a good sense of what it needs, and if any pruning needs to occur. After we have done this we will be ready to make our final adds. I questioned if we are too heavy on mill and recursion, but the deck we have built is all in. We may mill ourselves to death, but mistveil plains is a built in feature to prevent that. With that said, all of the regrowth options then are fantastic, the mill options are needed to enable our heavy recursion so our hands operate. An empty bin and a lot of recursion is a lot of blank cards, but we have answers a plenty for hate, and function pretty well as just a combat deck besides. The weakest of the lot are the 3 cmc recursion, but one of those can hit other targets too, their floor is mana spells for 3, and there are 42 targets in general and a lot of spicy ones so they will play well. So we have built well, no pruning needed. If anything we may swap and make more efficient. Like the value for Well Rested makes it an easy inclusion, but we could swap for another aura. We have 45 options for the last 10 at present with many of those being grouped into packages, so we are within range.

The first question will be, who is the 10th creature? A sub question to this is do we need more legendary creature tap outlets? We have dowsing rod at present, how is that functioning? We have two team vigilance (Last night and resurgence) in the deck, that nullify Annie's ability. I think this is just right, and getting a dowser into play doesn't seem that tricky to make sure we get the value out of the vigilance effects which won't come up all the time. We don't really need more past this, so we cut all those spells and wylie duke who does need them, and seedborn. For the other creatures, most are just a touch inefficient so don't make the cut. Thornscape is 21 to Anarchomancer's 33, and doesn't hit the ramp spells. Saryth and frontline medic are the top contenders. I may end up wanting Saryth for flavor reasons and being serviceable enough, but Frontline medic fits the build more, even if we need a couple creatures to get rolling. Just kidding, grand abolisher is sweet!

Another is 1 more equipment or aura to make 6 for density for our tutor targets (2-1 is my ratio for tutor targets, especially when their is milling or wheeling involved). Most of them loose there luster as you appraise them. The jitte's are close and be fun inclusions, but just shy of being valuable. Rancor is super high and will likely make the cut, as we desperately want trample. However, we want at least one forest armor card, and staff of titania is the best of the bunch. We will have to figure out flavor for it, but otherwise awesome. Raises the ceiling of Yavimaya and gives us a way to beef up which had to be in the deck somewhere.

Following this is do we want copy spell effects? Realizing copy effects don't work unless we have vigilance for extra combats, which is not reliable. So we are cutting primal amulet and pyromancer's goggles as well.

And From Here, what interaction if any? Suddenly we have room! We get all the interaction we want. Pyroblast, red elemental blast, heroic intervention, and dawn's truce are heavy hitters. We also get 3 one sided damage board wipes that are tailored to the deck. Sweet!

I we make to here with an open slot, what are our best stand alone options to round out the deck? With 3 slots left, we shoe in that rancor for sure. That leaves us with two slots and a lot of strong options. Unless rancor can be optimized. The deck really wants haste and trample, or evasion largely, but trample is great. Options for this are rhythm of the wild, swiftfoot boots, arena of glory, kessig wolf run, rancor, maze skullbomb, basilica skullbomb, trailblazers boots, and galadriel's dismissal. The lands are particularly good as we can fetch them easily, and with our bear umbra plan snowball easily, and allow us to boost our land count slightly. So they get the nod. The skullbombs are great value engines and flavorful, so they be worth considering over other enablers. Galadriel's dismissal says, team is unblockable, but also is a saving spell, a temporary answer, and is 1cmc instant. It might get the final slot. Another big contender is surprisingly sunforger. This is not a sunforger deck, but after building the deck, sunforger might be quietly great with no enabling. It already has the mistveil plains, and the range of options is quite impressive. The part that had me cut it before was the mana I tensity, but at some point that becomes less relevant, even though we are hyper efficient. I just wish we could hit one extra combat spell, because then we could loop infinite combat steps. Still, it's a hell of an engine. So it comes down to sunforger and galadriel's dismissal for the last spot. The more I think about it, I l'd rather have galadriel's dismissal "run for your lives" or "clear out", than a second heroics intervention, and dawn's truce does more and is better with sunforger. So that's the 100! Sunforger for fair value! I may review to optimize, is any card better as heroic intervention? As of right now I don't think there is, but maybe after testing.

Perm- 53
CMC 3 or less perm- 47
Instant and sorceries- 47
Sword of once and future CMC 2 or less- 27
1 drops- 10 mins/sor, 12 total
Sunforger targets- 17
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