Main Deck - 86 cards, 60 distinct
Sideboard - 0 cards, 0 distinct
No cards here. :(
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Notes
How This Deck Will Make Your Friends Hate You:
Taxation and Lockdown: Making your friends pay extra for their spells and limiting how many spells they can cast each turn will frustrate them.
Resource Denial: Destroying lands and preventing untaps can leave your friends without the resources they need to play.
Counterspells: Denying key plays will make it feel like they can’t do anything significant in the game.
full response:
To make a Commander deck that will frustrate your friends while staying within the rules, we'll focus on strategies that are known to be particularly oppressive or annoying in multiplayer games. Here’s a deck idea that uses Grand Arbiter Augustin IV as your Commander. This deck is built around control, taxation, and resource denial, which are sure to make your friends groan.
Commander:
Grand Arbiter Augustin IV
Deck Strategy:
This deck aims to slow down your opponents by making their spells cost more, countering their key plays, and limiting their resources. It’s designed to drag out the game while you establish control, eventually winning with a combination of hard-to-answer threats or combo finishes.
Key Themes:
Taxation:
Thalia, Guardian of Thraben
Vryn Wingmare
Rhystic Study
Smothering Tithe
Sphere of Resistance
Ethersworn Canonist
Static Orb
Winter Orb
Counterspells:
Mana Drain
Force of Will
Cryptic Command
Pact of Negation
Swan Song
Negate
Dovin's Veto
Resource Denial:
Armageddon (Destroy all lands)
Stasis (No untapping of permanents)
Back to Basics (Nonbasic lands don’t untap)
Winter Orb (Only one land untaps per turn)
Land Equilibrium (Punishes playing extra lands)
Mana Web (Punishes multicolored decks)
Lock Pieces:
Rule of Law (Players can only cast one spell each turn)
Arcane Laboratory
Knowledge Pool + Teferi, Mage of Zhalfir (Soft lock, opponents can’t cast spells)
Opposition (Tap down opponent’s permanents)
Lavinia, Azorius Renegade (Punishes ramp and free spells)
Win Conditions:
Approach of the Second Sun
Teferi, Hero of Dominaria (Ultimate ability for slow win)
Rest in Peace + Helm of Obedience (Exile combo)
Sphinx's Revelation (Card draw and life gain)
Torrential Gearhulk (Flashback on counterspells)
Elspeth, Sun's Champion (Ultimate for overwhelming board presence)
Card Draw and Advantage:
Mystic Remora
Rhystic Study
Sensei’s Divining Top
Monastery Siege
Fact or Fiction
Sphinx's Revelation
Mana Ramp and Fixing:
Sol Ring
Mana Crypt
Fellwar Stone
Talisman of Progress
Azorius Signet
Chromatic Lantern
Land Tax
Lands:
Tundra
Hallowed Fountain
Flooded Strand
Glacial Fortress
Mystic Gate
Celestial Colonnade
Prairie Stream
Temple of Enlightenment
Seachrome Coast
Academy Ruins
Strip Mine
Wasteland
Emeria, The Sky Ruin
25-30 additional basic lands (Plains and Islands)
How This Deck Will Make Your Friends Hate You:
Taxation and Lockdown: Making your friends pay extra for their spells and limiting how many spells they can cast each turn will frustrate them.
Resource Denial: Destroying lands and preventing untaps can leave your friends without the resources they need to play.
Counterspells: Denying key plays will make it feel like they can’t do anything significant in the game.
Stalling the Game: The game will drag on as you slowly squeeze the life out of your opponents, leading to a long, drawn-out match where they feel powerless.
This deck is built to create a miserable experience for your opponents, which is exactly what you asked for! Just be ready for your friends to not want to play against this deck too often—or ever again.
Stalling the Game: The game will drag on as you slowly squeeze the life out of your opponents, leading to a long, drawn-out match where they feel powerless.
Taxation and Lockdown: Making your friends pay extra for their spells and limiting how many spells they can cast each turn will frustrate them.
Resource Denial: Destroying lands and preventing untaps can leave your friends without the resources they need to play.
Counterspells: Denying key plays will make it feel like they can’t do anything significant in the game.
full response:
To make a Commander deck that will frustrate your friends while staying within the rules, we'll focus on strategies that are known to be particularly oppressive or annoying in multiplayer games. Here’s a deck idea that uses Grand Arbiter Augustin IV as your Commander. This deck is built around control, taxation, and resource denial, which are sure to make your friends groan.
Commander:
Grand Arbiter Augustin IV
Deck Strategy:
This deck aims to slow down your opponents by making their spells cost more, countering their key plays, and limiting their resources. It’s designed to drag out the game while you establish control, eventually winning with a combination of hard-to-answer threats or combo finishes.
Key Themes:
Taxation:
Thalia, Guardian of Thraben
Vryn Wingmare
Rhystic Study
Smothering Tithe
Sphere of Resistance
Ethersworn Canonist
Static Orb
Winter Orb
Counterspells:
Mana Drain
Force of Will
Cryptic Command
Pact of Negation
Swan Song
Negate
Dovin's Veto
Resource Denial:
Armageddon (Destroy all lands)
Stasis (No untapping of permanents)
Back to Basics (Nonbasic lands don’t untap)
Winter Orb (Only one land untaps per turn)
Land Equilibrium (Punishes playing extra lands)
Mana Web (Punishes multicolored decks)
Lock Pieces:
Rule of Law (Players can only cast one spell each turn)
Arcane Laboratory
Knowledge Pool + Teferi, Mage of Zhalfir (Soft lock, opponents can’t cast spells)
Opposition (Tap down opponent’s permanents)
Lavinia, Azorius Renegade (Punishes ramp and free spells)
Win Conditions:
Approach of the Second Sun
Teferi, Hero of Dominaria (Ultimate ability for slow win)
Rest in Peace + Helm of Obedience (Exile combo)
Sphinx's Revelation (Card draw and life gain)
Torrential Gearhulk (Flashback on counterspells)
Elspeth, Sun's Champion (Ultimate for overwhelming board presence)
Card Draw and Advantage:
Mystic Remora
Rhystic Study
Sensei’s Divining Top
Monastery Siege
Fact or Fiction
Sphinx's Revelation
Mana Ramp and Fixing:
Sol Ring
Mana Crypt
Fellwar Stone
Talisman of Progress
Azorius Signet
Chromatic Lantern
Land Tax
Lands:
Tundra
Hallowed Fountain
Flooded Strand
Glacial Fortress
Mystic Gate
Celestial Colonnade
Prairie Stream
Temple of Enlightenment
Seachrome Coast
Academy Ruins
Strip Mine
Wasteland
Emeria, The Sky Ruin
25-30 additional basic lands (Plains and Islands)
How This Deck Will Make Your Friends Hate You:
Taxation and Lockdown: Making your friends pay extra for their spells and limiting how many spells they can cast each turn will frustrate them.
Resource Denial: Destroying lands and preventing untaps can leave your friends without the resources they need to play.
Counterspells: Denying key plays will make it feel like they can’t do anything significant in the game.
Stalling the Game: The game will drag on as you slowly squeeze the life out of your opponents, leading to a long, drawn-out match where they feel powerless.
This deck is built to create a miserable experience for your opponents, which is exactly what you asked for! Just be ready for your friends to not want to play against this deck too often—or ever again.
Stalling the Game: The game will drag on as you slowly squeeze the life out of your opponents, leading to a long, drawn-out match where they feel powerless.
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