licidy
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Commander
Size: 100Est cost: $342.06Salt sum: 50.42
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{"ops":[{"insert":"Fish Slap"},{"attributes":{"header":1},"insert":"\n"},{"insert":"This is a bracket 3-4 mono-blue voltron, big spells and lands matter deck. It's game plan is to ramp harder than a green deck, slap people with a fish, and cast a 10-mana \"counterspell\"!\n\nEarly Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"As a voltron-strategy, our command's power is tied to our lands, so the first goal is to find ways to ramp early. This means running things from staples like "},{"insert":{"card-link":"Wayfarer's Bauble"}},{"insert":", "},{"insert":{"card-link":"Navigation Orb"}},{"insert":", and "},{"insert":{"card-link":"Solemn Simulacrum"}},{"insert":", to more obscure ramp pieces like "},{"insert":{"card-link":"Terrain Generator"}},{"insert":", "},{"insert":{"card-link":"Dreamscape Artist"}},{"insert":", and "},{"insert":{"card-link":"Explorer's Scope"}},{"insert":", to using spells in weird ways, such as "},{"insert":{"card-link":"Relm's Sketching"}},{"insert":" or "},{"insert":{"card-link":"Replication Technique"}},{"insert":" to copy our own lands, or "},{"insert":{"card-link":"Mitotic Manipulation"}},{"insert":" to grab another island off the top of our deck. Once we can cast our commander, we have hit our mid-game.\n\nMid Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"With "},{"insert":{"card-link":"Eluge, the Shoreless Sea"}},{"insert":" in play, we can start flooding our own lands. Prioritize your non-basics, as only islands count towards our commander's power. Our first instant or sorcery each turn has its cost reduced by the number of flood counters on our lands, which can trick our opponents into thinking we are out of resources when we're not. Cheap flicker spells like "},{"insert":{"card-link":"Teferi's Time Twist"}},{"insert":", "},{"insert":{"card-link":"Blur"}},{"insert":", or "},{"insert":{"card-link":"Essence Flux"}},{"insert":" provide early protection while we continue to ramp and build-up flood counters each combat. \n\nIn the mid game our commander needs to make opportunistic attacks as much as possible to give us additional flood counters. "},{"insert":{"card-link":"Sword Coast Sailor"}},{"insert":", "},{"insert":{"card-link":"Whispersilk Cloak"}},{"insert":", and "},{"insert":{"card-link":"Fishliver Oil"}},{"insert":" give us ways to make sure our commander won't be blocked. Use politics and diplomacy at the table to make deals - promise to send Eludge at a different player next turn, if it can go unblocked this one time, or negotiate for a chump-block instead of a group block. Be aloof to seem innocent, and be distracted by shiny things like the Initiative, Monarch, or goad mechanics - you are a fish, and do not care where your attacks land until the late game, though its good to chip some commander damage in when possible.\n\nEquipment like "},{"insert":{"card-link":"Nim Deathmantle"}},{"insert":" and "},{"insert":{"card-link":"Resurrection Orb"}},{"insert":" provide both protection and can accelerate our flood counters if our opponents kill our commander in combat. Use "},{"insert":{"card-link":"Aetherize"}},{"insert":", "},{"insert":{"card-link":"Evacuation"}},{"insert":", and "},{"insert":{"card-link":"Capsize"}},{"insert":" to prevent taking too much combat damage. Finally, dig for some of your end game spells with draw engines such as "},{"insert":{"card-link":"Waterbending Scroll"}},{"insert":", "},{"insert":{"card-link":"Whispers of the Muse"}},{"insert":", "},{"insert":{"card-link":"Impulse"}},{"insert":", and "},{"insert":{"card-link":"Silver Scrutiny"}},{"insert":". Don't be afraid to dump most spells early (except those that exile as part of resolution), as we have several effects which recycle our graveyard and draw us a new hand, such as"},{"insert":{"card-link":"Midnight Clock"}},{"insert":", "},{"insert":{"card-link":"Spirit Water Revival"}},{"insert":", and "},{"insert":{"card-link":"Echo of Eons"}},{"insert":".\n\nLate Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Once we have about 6 flood counters, we should be able to cast any spell in our deck and should think about the end game. The fish should be in deadly commander-damage range with equipment like "},{"insert":{"card-link":"Blackblade Reforged"}},{"insert":", "},{"insert":{"card-link":"Brass Knuckles"}},{"insert":", or "},{"insert":{"card-link":"Glamdring"}},{"insert":" plus any chip-damage we were able to connect with, so its imperative now to protect our commander and game plan. We are running every instant-speed \"End the Turn\" spell (even the 10-mana "},{"insert":{"card-link":"Hurkyl's Final Meditation"}},{"insert":"), which are our most oppressive \"counterspells\" - capable of shutting down storm, eldrazi copy shenanigans, and ever stopping uncounterable spells - use these to lock out your opponents from winning. Manipulate the tides of time through extra-turn effects like "},{"insert":{"card-link":"Time Stretch"}},{"insert":", pit your opponents against each other with "},{"insert":{"card-link":"Secret of Bloodbending"}},{"insert":", and if push comes to shove you can always use "},{"insert":{"card-link":"Blue Sun's Zenith"}},{"insert":" to mill-out an opponent.\n\nThat one infinite combo..."},{"attributes":{"header":3},"insert":"\n"},{"insert":"Our deck is packed with utility lands, and you may have noticed the inclusion of "},{"insert":{"card-link":"Magosi, the Waterveil"}},{"insert":". If drawn early, consider activating the land to skip a turn and put an eon counter on it. I have often found that being 1 turn behind makes Eludge appear less threatening during the early game. At its least, you can bounce Magosi later to take that turn when it would be more impactful. However, if you manage to also get "},{"insert":{"card-link":"Karn's Bastion"}},{"insert":" and "},{"insert":{"card-link":"Nesting Grounds"}},{"insert":" into play, then for an additional 6 mana you can loop Magosi for infinite turns. Using this strategy pushes the deck into the bracket 4 category and I only consider using it if playing with other higher-power decks - remember, just because the combo is in the deck, does not mean you are required to use it!\n"}]}
Commander
Eluge, the Shoreless Sea
Eluge's power and toughness are each equal to the number of Islands you control.
Whenever Eluge enters or attacks, put a flood counter on target land. It's an Island in addition to its other types for as long as it has a flood counter on it.
The first instant or sorcery spell you cast each turn costs (or ) less to cast for each land you control with a flood counter on it.
Whenever Eluge enters or attacks, put a flood counter on target land. It's an Island in addition to its other types for as long as it has a flood counter on it.
The first instant or sorcery spell you cast each turn costs (or ) less to cast for each land you control with a flood counter on it.
Legendary Creature - Elemental Fish

Commander
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Blink
Blink
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Copy
Copy
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Draw
Spirit Water Revival
As an additional cost to cast this spell, you may waterbend . (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Draw two cards. If this spell's additional cost was paid, instead shuffle your graveyard into your library, draw seven cards, and you have no maximum hand size for the rest of the game.
Exile Spirit Water Revival.
Draw two cards. If this spell's additional cost was paid, instead shuffle your graveyard into your library, draw seven cards, and you have no maximum hand size for the rest of the game.
Exile Spirit Water Revival.
Sorcery

Draw
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Evasion
Evasion
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Finisher
Secret of Bloodbending
As an additional cost to cast this spell, you may waterbend .
You control target opponent during their next combat phase. If this spell's additional cost was paid, you control that player during their next turn instead. (You see all cards that player could see and make all decisions for them.)
Exile Secret of Bloodbending.
You control target opponent during their next combat phase. If this spell's additional cost was paid, you control that player during their next turn instead. (You see all cards that player could see and make all decisions for them.)
Exile Secret of Bloodbending.
Sorcery - Lesson

Finisher
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Land
Land
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Protection
Protection
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Pump
Glamdring
Equipped creature has first strike and gets +1/+0 for each instant and sorcery card in your graveyard.
Whenever equipped creature deals combat damage to a player, you may cast an instant or sorcery spell from your hand with mana value less than or equal to that damage without paying its mana cost.
Equip
Whenever equipped creature deals combat damage to a player, you may cast an instant or sorcery spell from your hand with mana value less than or equal to that damage without paying its mana cost.
Equip
Legendary Artifact - Equipment

Pump
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Ramp
Midnight Clock
: Add .
: Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact.
When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
: Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact.
When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
Artifact

Ramp
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Recursion
Nim Deathmantle
Equipped creature gets +2/+2, has intimidate, and is a black Zombie. (A creature with intimidate can't be blocked except by artifact creatures and/or creatures that share a color with it.)
Whenever a nontoken creature is put into your graveyard from the battlefield, you may pay . If you do, return that card to the battlefield and attach this Equipment to it.
Equip
Whenever a nontoken creature is put into your graveyard from the battlefield, you may pay . If you do, return that card to the battlefield and attach this Equipment to it.
Equip
Artifact - Equipment

Recursion
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Removal
Discontinuity
During your turn, this spell costs less to cast.
End the turn. (Exile all spells and abilities from the stack, including this card. The player whose turn it is discards down to their maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
End the turn. (Exile all spells and abilities from the stack, including this card. The player whose turn it is discards down to their maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
Instant

Hurkyl's Final Meditation
During turns other than yours, this spell costs more to cast.
Return all nonland permanents to their owners' hands. End the turn. (Exile all spells and abilities from the stack, including this card. The player whose turn it is discards down to their maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
Return all nonland permanents to their owners' hands. End the turn. (Exile all spells and abilities from the stack, including this card. The player whose turn it is discards down to their maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
Instant

Removal
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"Fish Slap"},{"attributes":{"header":1},"insert":"\n"},{"insert":"This is a bracket 3-4 mono-blue voltron, big spells and lands matter deck. It's game plan is to ramp harder than a green deck, slap people with a fish, and cast a 10-mana \"counterspell\"!\n\nEarly Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"As a voltron-strategy, our command's power is tied to our lands, so the first goal is to find ways to ramp early. This means running things from staples like "},{"insert":{"card-link":"Wayfarer's Bauble"}},{"insert":", "},{"insert":{"card-link":"Navigation Orb"}},{"insert":", and "},{"insert":{"card-link":"Solemn Simulacrum"}},{"insert":", to more obscure ramp pieces like "},{"insert":{"card-link":"Terrain Generator"}},{"insert":", "},{"insert":{"card-link":"Dreamscape Artist"}},{"insert":", and "},{"insert":{"card-link":"Explorer's Scope"}},{"insert":", to using spells in weird ways, such as "},{"insert":{"card-link":"Relm's Sketching"}},{"insert":" or "},{"insert":{"card-link":"Replication Technique"}},{"insert":" to copy our own lands, or "},{"insert":{"card-link":"Mitotic Manipulation"}},{"insert":" to grab another island off the top of our deck. Once we can cast our commander, we have hit our mid-game.\n\nMid Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"With "},{"insert":{"card-link":"Eluge, the Shoreless Sea"}},{"insert":" in play, we can start flooding our own lands. Prioritize your non-basics, as only islands count towards our commander's power. Our first instant or sorcery each turn has its cost reduced by the number of flood counters on our lands, which can trick our opponents into thinking we are out of resources when we're not. Cheap flicker spells like "},{"insert":{"card-link":"Teferi's Time Twist"}},{"insert":", "},{"insert":{"card-link":"Blur"}},{"insert":", or "},{"insert":{"card-link":"Essence Flux"}},{"insert":" provide early protection while we continue to ramp and build-up flood counters each combat. \n\nIn the mid game our commander needs to make opportunistic attacks as much as possible to give us additional flood counters. "},{"insert":{"card-link":"Sword Coast Sailor"}},{"insert":", "},{"insert":{"card-link":"Whispersilk Cloak"}},{"insert":", and "},{"insert":{"card-link":"Fishliver Oil"}},{"insert":" give us ways to make sure our commander won't be blocked. Use politics and diplomacy at the table to make deals - promise to send Eludge at a different player next turn, if it can go unblocked this one time, or negotiate for a chump-block instead of a group block. Be aloof to seem innocent, and be distracted by shiny things like the Initiative, Monarch, or goad mechanics - you are a fish, and do not care where your attacks land until the late game, though its good to chip some commander damage in when possible.\n\nEquipment like "},{"insert":{"card-link":"Nim Deathmantle"}},{"insert":" and "},{"insert":{"card-link":"Resurrection Orb"}},{"insert":" provide both protection and can accelerate our flood counters if our opponents kill our commander in combat. Use "},{"insert":{"card-link":"Aetherize"}},{"insert":", "},{"insert":{"card-link":"Evacuation"}},{"insert":", and "},{"insert":{"card-link":"Capsize"}},{"insert":" to prevent taking too much combat damage. Finally, dig for some of your end game spells with draw engines such as "},{"insert":{"card-link":"Waterbending Scroll"}},{"insert":", "},{"insert":{"card-link":"Whispers of the Muse"}},{"insert":", "},{"insert":{"card-link":"Impulse"}},{"insert":", and "},{"insert":{"card-link":"Silver Scrutiny"}},{"insert":". Don't be afraid to dump most spells early (except those that exile as part of resolution), as we have several effects which recycle our graveyard and draw us a new hand, such as"},{"insert":{"card-link":"Midnight Clock"}},{"insert":", "},{"insert":{"card-link":"Spirit Water Revival"}},{"insert":", and "},{"insert":{"card-link":"Echo of Eons"}},{"insert":".\n\nLate Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Once we have about 6 flood counters, we should be able to cast any spell in our deck and should think about the end game. The fish should be in deadly commander-damage range with equipment like "},{"insert":{"card-link":"Blackblade Reforged"}},{"insert":", "},{"insert":{"card-link":"Brass Knuckles"}},{"insert":", or "},{"insert":{"card-link":"Glamdring"}},{"insert":" plus any chip-damage we were able to connect with, so its imperative now to protect our commander and game plan. We are running every instant-speed \"End the Turn\" spell (even the 10-mana "},{"insert":{"card-link":"Hurkyl's Final Meditation"}},{"insert":"), which are our most oppressive \"counterspells\" - capable of shutting down storm, eldrazi copy shenanigans, and ever stopping uncounterable spells - use these to lock out your opponents from winning. Manipulate the tides of time through extra-turn effects like "},{"insert":{"card-link":"Time Stretch"}},{"insert":", pit your opponents against each other with "},{"insert":{"card-link":"Secret of Bloodbending"}},{"insert":", and if push comes to shove you can always use "},{"insert":{"card-link":"Blue Sun's Zenith"}},{"insert":" to mill-out an opponent.\n\nThat one infinite combo..."},{"attributes":{"header":3},"insert":"\n"},{"insert":"Our deck is packed with utility lands, and you may have noticed the inclusion of "},{"insert":{"card-link":"Magosi, the Waterveil"}},{"insert":". If drawn early, consider activating the land to skip a turn and put an eon counter on it. I have often found that being 1 turn behind makes Eludge appear less threatening during the early game. At its least, you can bounce Magosi later to take that turn when it would be more impactful. However, if you manage to also get "},{"insert":{"card-link":"Karn's Bastion"}},{"insert":" and "},{"insert":{"card-link":"Nesting Grounds"}},{"insert":" into play, then for an additional 6 mana you can loop Magosi for infinite turns. Using this strategy pushes the deck into the bracket 4 category and I only consider using it if playing with other higher-power decks - remember, just because the combo is in the deck, does not mean you are required to use it!\n"}]}




































































