joelbc
476 views27 days ago
Commander
Size: 100Est cost: $390.27Salt sum: 34.68
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{"ops":[{"insert":"[edhpowerlevel.com] - 6.63/10 - Bracket 3 (recommended 2)\n\nThis deck is super snowbally and interactive. It's a bracket 3 draw-go control deck whose goal is to both cast two spells and draw two cards on EVERY turn. I've tried to run as many cost-reducers as ramp pieces as reasonable, to make it easier to cast multiple spells in the same turn. Those pieces combine with Heliod's passive opponent-draw cost reducer to enable the deck's gameplan.\n\nGameplan:\nPlay ramp and maybe some card advantage or engine pieces in the early game. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Ideally, get an enchantment into your graveyard somehow in the beginning of the game so you can get some value from Heliod's ETB. But don't wait to play him for this effect, it's really just gravy."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Transform Heliod ASAP. The goal is to have a flipped Heliod with extra mana up for your opponent's turns as soon as possible. It's often a good idea to delay his arrival so that you can flip him and use him the turn he enters, but if your opponents are distracted you might be able to get away with just playing him on turn 3 and passing."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"With Heliod transformed, play draw-go. Keep up counterspells but also have goals to, as much as possible, draw 2 cards and cast 2 spells on every turn. If you can't achieve this on every turn with the mana you have, then prioritize holding up interaction and wait to draw and cast stuff until the end step just before your turn."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"If you can keep Heliod alive and hold up mana, things snowball like crazy and you can end up casting almost the whole deck. Your opponents may concede at this point if you don't have a quick way to kill them, which is one of the weaknesses of the deck."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Don't be afraid to give your opponents cards. Obviously it's a fraught strategy, but the deck is built around it and being able to cast multiple spells and draw more cards than all of your opponents will keep you ahead."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nIf you're behind, Starfall Invocation + the gift to return Heliod to play is a good way to catch back up.\n\nWeaknesses:\nThis deck doesn't focus on combat damage, so the win conditions are not the most obvious. But if you can get the snowball rolling, then odds are you'll make enough tokens and remove your opponent's creatures to be able to kill them eventually."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"If your opponents can keep Heliod off the table, then it's much more difficult to win. He's crucial to the gameplan. Without him, a lot of the deck is sorcery speed, the payoffs don't get triggered, symmetric card draw no longer benefits you, and you have a lot less mana to work with."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nPotential Future Changes:\nI've considered switching the commander to Sally Sparrow or combining this deck with my Azami Wizards deck. The latter would probably be helmed by Alandra, Sky Dreamer. But those are more choices driven by aesthetics and a desire for unpopular strategies/commanders than anything to do with the deck as it is. I really enjoy playing the current build, so I'll probably keep it as is."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Besides larger possible changes, I just plan to evaluate specific cards as I play the deck more. One challenge is balancing the 2-spell, 2-draw payoffs with the actual instant speed enablers, cost reducers, and interaction. But so far everything has seemed to fit together pretty well."},{"attributes":{"list":"ordered"},"insert":"\n"}]}
Card Advantage
Rammas Echor, Ancient Shield
Whenever you cast your second spell each turn, draw a card, then create a 0/3 white Wall creature token with defender.
At the beginning of combat on your turn, creatures you control with defender gain exalted until end of turn. (Whenever a creature you control attacks alone, it gets +1/+1 until end of turn for each instance of exalted among permanents you control.)
At the beginning of combat on your turn, creatures you control with defender gain exalted until end of turn. (Whenever a creature you control attacks alone, it gets +1/+1 until end of turn for each instance of exalted among permanents you control.)
Legendary Artifact

Card Advantage
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Land
Land
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Mass Disruption
Starfall Invocation
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
Destroy all creatures. If the gift was promised, return a creature card put into your graveyard this way to the battlefield under your control.
Destroy all creatures. If the gift was promised, return a creature card put into your graveyard this way to the battlefield under your control.
Sorcery

Mass Disruption
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Plan
Alandra, Sky Dreamer
Whenever you draw your second card each turn, create a 2/2 blue Drake creature token with flying.
Whenever you draw your fifth card each turn, Alandra and Drakes you control each get +X/+X until end of turn, where X is the number of cards in your hand.
Whenever you draw your fifth card each turn, Alandra and Drakes you control each get +X/+X until end of turn, where X is the number of cards in your hand.
Legendary Creature - Wizard Merfolk

Aligned Heart
Flurry — Whenever you cast your second spell each turn, put a rally counter on this enchantment. Then create a 1/1 white Monk creature token with prowess for each rally counter on it. (Whenever you cast a noncreature spell, the token gets +1/+1 until end of turn.)
Enchantment

Detective of the Month
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
As long as you have the city's blessing, Detectives you control can't be blocked.
Whenever you draw your second card each turn, create a 2/2 white and blue Detective creature token.
As long as you have the city's blessing, Detectives you control can't be blocked.
Whenever you draw your second card each turn, create a 2/2 white and blue Detective creature token.
Creature - Human Detective

Ethereal Investigator
Flying
When this creature enters, investigate X times, where X is the number of opponents you have. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
Whenever you draw your second card each turn, create a 1/1 white Spirit creature token with flying.
When this creature enters, investigate X times, where X is the number of opponents you have. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
Whenever you draw your second card each turn, create a 1/1 white Spirit creature token with flying.
Creature - Spirit

Flesh Duplicate
You may have this creature enter as a copy of any creature on the battlefield, except it has vanishing 3 if that creature doesn't have vanishing. (A permanent with vanishing 3 enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Creature - Shapeshifter Rebel

Hulking Metamorph
Prototype — 3/3 (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.)
You may have this creature enter as a copy of an artifact or creature you control, except it's an artifact creature in addition to its other types, and its power and toughness are equal to this creature's power and toughness.
You may have this creature enter as a copy of an artifact or creature you control, except it's an artifact creature in addition to its other types, and its power and toughness are equal to this creature's power and toughness.
Creature Artifact - Shapeshifter

Marshal's Anthem
Multikicker (You may pay an additional any number of times as you cast this spell.)
Creatures you control get +1/+1.
When this enchantment enters, return up to X target creature cards from your graveyard to the battlefield, where X is the number of times this enchantment was kicked.
Creatures you control get +1/+1.
When this enchantment enters, return up to X target creature cards from your graveyard to the battlefield, where X is the number of times this enchantment was kicked.
Enchantment

Minn, Wily Illusionist
Whenever you draw your second card each turn, create a 1/1 blue Illusion creature token with "This token gets +1/+0 for each other Illusion you control."
Whenever an Illusion you control dies, you may put a permanent card with mana value less than or equal to that creature's power from your hand onto the battlefield.
Whenever an Illusion you control dies, you may put a permanent card with mana value less than or equal to that creature's power from your hand onto the battlefield.
Legendary Creature - Wizard Gnome

Sally Sparrow
You may cast creature spells as though they had flash.
Whenever one or more other creatures you control leave the battlefield, investigate. This ability triggers only once each turn. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
Whenever one or more other creatures you control leave the battlefield, investigate. This ability triggers only once each turn. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
Legendary Creature - Human Detective

Taigam, Master Opportunist
Flurry — Whenever you cast your second spell each turn, copy it, then exile the spell you cast with four time counters on it. If it doesn't have suspend, it gains suspend. (At the beginning of its owner's upkeep, they remove a time counter. When the last is removed, they may play it without paying its mana cost. If it's a creature, it has haste.)
Legendary Creature - Human Monk

The Watcher in the Water
The Watcher in the Water enters tapped with nine stun counters on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Whenever you draw a card during an opponent's turn, create a 1/1 blue Tentacle creature token.
Whenever a Tentacle you control dies, untap up to one target Kraken and put a stun counter on up to one target nonland permanent.
Whenever you draw a card during an opponent's turn, create a 1/1 blue Tentacle creature token.
Whenever a Tentacle you control dies, untap up to one target Kraken and put a stun counter on up to one target nonland permanent.
Legendary Creature - Kraken

Plan
(CTRL to add secondary)
Ramp
Monk Class
(Gain the next level as a sorcery to add its ability.)
The second spell you cast each turn costs less to cast.
: Level 2
When this Class becomes level 2, return up to one target nonland permanent to its owner's hand.
: Level 3
At the beginning of your upkeep, exile the top card of your library. For as long as it remains exiled, it has "You may cast this card from exile as long as you've cast another spell this turn."
The second spell you cast each turn costs less to cast.
: Level 2
When this Class becomes level 2, return up to one target nonland permanent to its owner's hand.
: Level 3
At the beginning of your upkeep, exile the top card of your library. For as long as it remains exiled, it has "You may cast this card from exile as long as you've cast another spell this turn."
Enchantment - Class

Ramp
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Targeted Disruption
Conclave Tribunal
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
Enchantment

Kheru Spellsnatcher
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
When this creature is turned face up, counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard. You may cast that card without paying its mana cost for as long as it remains exiled.
When this creature is turned face up, counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard. You may cast that card without paying its mana cost for as long as it remains exiled.
Creature - Wizard Snake

Teferi, Time Raveler
Each opponent can cast spells only any time they could cast a sorcery.
+1: Until your next turn, you may cast sorcery spells as though they had flash.
−3: Return up to one target artifact, creature, or enchantment to its owner's hand. Draw a card.
+1: Until your next turn, you may cast sorcery spells as though they had flash.
−3: Return up to one target artifact, creature, or enchantment to its owner's hand. Draw a card.
Legendary Planeswalker - Teferi

Targeted Disruption
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Maybeboard
Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"[edhpowerlevel.com] - 6.63/10 - Bracket 3 (recommended 2)\n\nThis deck is super snowbally and interactive. It's a bracket 3 draw-go control deck whose goal is to both cast two spells and draw two cards on EVERY turn. I've tried to run as many cost-reducers as ramp pieces as reasonable, to make it easier to cast multiple spells in the same turn. Those pieces combine with Heliod's passive opponent-draw cost reducer to enable the deck's gameplan.\n\nGameplan:\nPlay ramp and maybe some card advantage or engine pieces in the early game. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Ideally, get an enchantment into your graveyard somehow in the beginning of the game so you can get some value from Heliod's ETB. But don't wait to play him for this effect, it's really just gravy."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Transform Heliod ASAP. The goal is to have a flipped Heliod with extra mana up for your opponent's turns as soon as possible. It's often a good idea to delay his arrival so that you can flip him and use him the turn he enters, but if your opponents are distracted you might be able to get away with just playing him on turn 3 and passing."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"With Heliod transformed, play draw-go. Keep up counterspells but also have goals to, as much as possible, draw 2 cards and cast 2 spells on every turn. If you can't achieve this on every turn with the mana you have, then prioritize holding up interaction and wait to draw and cast stuff until the end step just before your turn."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"If you can keep Heliod alive and hold up mana, things snowball like crazy and you can end up casting almost the whole deck. Your opponents may concede at this point if you don't have a quick way to kill them, which is one of the weaknesses of the deck."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Don't be afraid to give your opponents cards. Obviously it's a fraught strategy, but the deck is built around it and being able to cast multiple spells and draw more cards than all of your opponents will keep you ahead."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nIf you're behind, Starfall Invocation + the gift to return Heliod to play is a good way to catch back up.\n\nWeaknesses:\nThis deck doesn't focus on combat damage, so the win conditions are not the most obvious. But if you can get the snowball rolling, then odds are you'll make enough tokens and remove your opponent's creatures to be able to kill them eventually."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"If your opponents can keep Heliod off the table, then it's much more difficult to win. He's crucial to the gameplan. Without him, a lot of the deck is sorcery speed, the payoffs don't get triggered, symmetric card draw no longer benefits you, and you have a lot less mana to work with."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nPotential Future Changes:\nI've considered switching the commander to Sally Sparrow or combining this deck with my Azami Wizards deck. The latter would probably be helmed by Alandra, Sky Dreamer. But those are more choices driven by aesthetics and a desire for unpopular strategies/commanders than anything to do with the deck as it is. I really enjoy playing the current build, so I'll probably keep it as is."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Besides larger possible changes, I just plan to evaluate specific cards as I play the deck more. One challenge is balancing the 2-spell, 2-draw payoffs with the actual instant speed enablers, cost reducers, and interaction. But so far everything has seemed to fit together pretty well."},{"attributes":{"list":"ordered"},"insert":"\n"}]}




















































































