Type: Deck Idea
Format (legal 👍) comCommander
Approx. Value:
$292.15

0 Likes 0 Comments
Avg. CMC 2.0
Card Color Breakdown
Card Type Breakdown

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Main Deck - 33 cards, 33 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (1)
1 Annie Flash, the Veteran
Last Important Printing - Outlaws of Thunder Junction
$0.25 Legendary Creature - Human Rogue
Instant (26)
1 Boon of Safety
Last Important Printing - Streets of New Capenna
$0.05 Instant
1 Burst of Strength
Last Important Printing - Gatecrash
$0.07 Instant
1 Enlightened Tutor
Last Important Printing - Eternal Masters
$19.83 Instant
1 Final Showdown
Last Important Printing - Outlaws of Thunder Junction
$6.37 Instant
1 Flare of Fortitude
Last Important Printing - Modern Horizons 3
$3.10 Instant
1 Flawless Maneuver
Last Important Printing - Commander 2020
$8.73 Instant
1 Galadriel's Dismissal
Last Important Printing - The Lord of the Rings: Tales of Middle-earth Commander
$9.83 Instant
1 Gift of the Viper
Last Important Printing - Modern Horizons 3
$0.19 Instant
1 Kabira Takedown // Kabira Plateau
Last Important Printing - Zendikar Rising
$0.16 Instant // Land
1 Khalni Ambush // Khalni Territory
Last Important Printing - Zendikar Rising
$0.26 Instant // Land
1 Legion Leadership // Legion Stronghold
Last Important Printing - Modern Horizons 3
$0.38 Instant // Land
1 Legolas's Quick Reflexes
Last Important Printing - The Lord of the Rings: Tales of Middle-earth Commander
$17.43 Instant
1 Light the Way
Last Important Printing - Kamigawa: Neon Dynasty
$0.04 Instant
1 Noxious Revival
Last Important Printing - New Phyrexia
$5.40 Instant
1 Obscuring Haze
Last Important Printing - Commander 2020
$2.88 Instant
1 Pull from Eternity
Last Important Printing - Time Spiral
$1.22 Instant
1 Pyroblast
Last Important Printing - Eternal Masters
$5.77 Instant
1 Razorgrass Ambush // Razorgrass Field
Last Important Printing - Modern Horizons 3
$0.19 Instant // Land
1 Red Elemental Blast
Last Important Printing - Masters 25
$9.23 Instant
1 Sejiri Shelter // Sejiri Glacier
Last Important Printing - Zendikar Rising
$0.78 Instant // Land
1 Smuggler's Surprise
Last Important Printing - Outlaws of Thunder Junction
$2.70 Instant
1 Spikefield Hazard // Spikefield Cave
Last Important Printing - Zendikar Rising
$0.28 Instant // Land
1 Stony Strength
Last Important Printing - Ravnica Allegiance
$0.04 Instant
1 Sudden Spinnerets
Last Important Printing - Ikoria: Lair of Behemoths
$0.03 Instant
1 Valakut Awakening // Valakut Stoneforge
Last Important Printing - Zendikar Rising
$8.11 Instant // Land
1 Vastwood Fortification // Vastwood Thicket
Last Important Printing - Zendikar Rising
$0.14 Instant // Land
Artifact (1)
1 Relic of Legends
Last Important Printing - Dominaria United
$1.99 Artifact
Enchantment (4)
1 Bear Umbra
Last Important Printing - Commander 2018
$4.05 Enchantment - Aura
1 Earthcraft
Last Important Printing - Tempest
$121.03 Enchantment
1 Nature's Chosen
Last Important Printing - Alliances
$2.21 Enchantment - Aura
1 Virtue of Strength // Garenbrig Growth
Last Important Printing - Wilds of Eldraine
$3.73 Enchantment // Sorcery - Adventure //
Land (1)
1 Axgard Armory
Last Important Printing - Kaldheim
$0.26 Land
Sideboard - 20 cards, 20 distinct
Name  Edition $ Type Cost
Rarity Color
Instant (20)
1 Charge Through
Last Important Printing - Strixhaven: School of Mages
$0.07 Instant
1 Dreadmaw's Ire
Last Important Printing - The Lost Caverns of Ixalan
$0.18 Instant
1 Explosive Derailment
Last Important Printing - Outlaws of Thunder Junction
$0.04 Instant
1 Firestorm
Last Important Printing - Weatherlight
$10.84 Instant
1 Light of Hope
Last Important Printing - Ikoria: Lair of Behemoths
$0.09 Instant
1 March of Reckless Joy
Last Important Printing - Kamigawa: Neon Dynasty
$0.10 Instant
1 Might of the Meek
Last Important Printing - Bloomburrow
$0.13 Instant
1 Monstrous Rage
Last Important Printing - Wilds of Eldraine
$2.64 Instant
1 Path to Exile
Last Important Printing - Modern Masters 2017 Edition
$0.97 Instant
1 Raze the Effigy
Last Important Printing - Innistrad: Midnight Hunt
$0.08 Instant
1 Reclaim
Last Important Printing - Magic Origins
$0.10 Instant
1 Run Wild
Last Important Printing - Onslaught
$0.18 Instant
1 Rustler Rampage
Last Important Printing - Outlaws of Thunder Junction
$0.08 Instant
1 Seed of Hope
Last Important Printing - March of the Machine
$0.13 Instant
1 Swords to Plowshares
Last Important Printing - Commander Legends
$1.11 Instant
1 Tail Swipe
Last Important Printing - Dominaria United
$0.35 Instant
1 Tithe
Last Important Printing - Visions
$22.80 Instant
1 Trash the Town
Last Important Printing - Outlaws of Thunder Junction
$0.14 Instant
1 Turn the Earth
Last Important Printing - Innistrad: Midnight Hunt
$0.18 Instant
1 Worldly Tutor
Last Important Printing - Classic Sixth Edition
$15.21 Instant

Notes
 
The first and easiest thing is land spells. Those are most likely all in, as even bad ones are worthy options and add needed density. The next step is exploring the Anni/earthcraft/untap effects. A critical mass of them could lead to a pseudo storm engine as they are "free spells". There isn't enough of them nor the penetration deep enough for consistency though. So we shouldn't bank on setting this up, although something like past in flames could do it. However they are still essentially draw two when enabled, but not really worth it when not. So we are still advantaged to include as many as we can justify. I think all of them that permanently modify would be worth it, acting as trick and building our Voltron team flavor wise through "experience". That leaves us 6 plus nature's chosen.

It then behooves us to put in protections, to ensure our modifications don't fall off. We need permanent protection in specific, things we can use proactively and reactively, but generally won't be able to guarantee specific timing. I think this rules out effects like angels grace. Also, so we continue to use spells, shroud and protection from colors, because of non bo potential. I then cut temporary effects that he proof or Indy but not both as we are replete with options, and color hosers that have timing issues. Flawless maneuver is a good acception, because it's free and affects the team. Flare is the same, and we get a grace effect we can use proactively. Red elemental blast and pyroblast are worthy considerations, as they do have timing issues, but the second clause let's us use them proactively and usually kill at least one commander incidentally all the time. There are so many good team options that I eliminated all indiv with the exception of boon of safety which has an indi counter and scry. If need loran's escape, that's stand, and Tamiyo's safekeeping would be the choices. The hexproof ones with counters were tempting, but to situational to be included for the counter alone. It was close, but hexproof is not untap. Out of the side I cut any card that was draw without other upside, or haste as that was a timing thing. I cut first strike as double strike is available, but left trample. It's unclear if I am going lean into incarnations or not, so that's undecided as is mill. I've also left removal, CA, and recursion as I think we will figure out later what we want in this regard. I've cut the silence and flash effects due to timing.

So above is the base to be added, and below is tools depending on direction we need more context for. That's 15 1cmc instants we play for their own sake!
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