YoseiMorningStar
1k views2 months ago
Commander
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{"ops":[{"insert":"Vadrik is most commonly built as a storm deck, reducing the cost of spells to the point where a lot of them become mana positive. But a commander with such a powerful ability can easily be used for other things! In this case, the deck is pretty much the opposite of storm: a control deck!\n\nThis deck uses Vadrik's cost reduction to turn counterspells and other removal that is otherwise unplayable into very efficient interaction. Once the board is under control, we use (massively cost reduced) "},{"insert":{"card-link":"Polymorph"}},{"insert":" spells to get our wincons out: "},{"insert":{"card-link":"Guile"}},{"insert":", who disincentivizes our opponents to ever cast a spell, and "},{"insert":{"card-link":"Ovika, Enigma Goliath"}},{"insert":" to turn every next spell into an army.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"The Gameplan"},{"insert":"\n\nThis deck's gameplan is very tempo oriented. We want to cast Vadrik once and we want him to stick. Casting Vadrik on turn 2 is desired because opponents are less likely to immediately answer him that turn cycle. Afterwards, I make sure to always have at least one counterspell up to handle removal pointed at him. Vadrik is a removal magnet, and without him our deck does nothing. This could mean you have to let some problematic spells resolve, but hopefully we are able to deal with them later before things get out of hand.\n\nWhen vadrik sticks, we play classic \"land go\" magic: always try and be conservative with your counterspells. The threat of countering something is often just as good as actually countering, and if you have mana left over at the end of the turn cycle, you can cast a big draw spell, preferably with counterspell backup.\n\nCasting a polymorph spell is the very last step: I have lost numerous games because I didn't wait long enough and tapped out too much, losing my creatures to removal. You don't want to cast the polymorph spell on vadrik: instead, just animate a manland or use a token provided by some of the counterspells. Keep in mind that some polymorph spells (i.e. "},{"insert":{"card-link":"Reweave"}},{"insert":") can also hit artifacts when targeting an artifact creature.\n\nOnce we have a polymorph creature you're cruising! Just sit back with a hand full of draw and counterspells and watch your creatures take over.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"The Cards"},{"insert":"\n\nBecause of its alternative strategy, this deck has some unusual properties compared to other vadrik decks.\n\nFirst, nearly every land produces blue mana. With 23 counterspells and 14 draw spells, the amount of red spells is very low, and since most generic costs are dealt with by Vadrik, we want to make sure every land helps us pay colored mana costs. A single red land is usually enough for the entire game.\n\nSecond, the deck barely has any buff spells. Given that our deck is almost completely instant-speed, we don't have to cast any spells on our turn and Vadrik will grow steadily due to day/night changes. The ones that are played are there because they are exceptionally good and cheap to cast. For example, "},{"insert":{"card-link":"Hero's Blade"}},{"insert":" gives +3 power for only 2 mana, and "},{"insert":{"card-link":"Command Performance"}},{"insert":" permanently turns him into a 4 or 5 power creature for only 1 mana.\n\nThird, our ramp is a bit odd. There is really only one thing to ramp for, and that is vadrik. Hence, all our ramp helps cast him one turn earlier.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Powerlevel"},{"insert":"\n\nI consider this deck deck to be a \"strong 3\". While it has all the requirements of a bracket 3 deck, the deck can take control of your opponents very quickly. Some people also simply don't like to play against this sort of deck, which is why I ask people beforehand if they're ok playing against a deck with 20+ counterspells.\n\nThat's it! I hope you enjoy this deck as much as I do. \n"}]}
Commander
Commander
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Buffs
Buffs
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Counterspells
Counterspells
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Creature
Guile
This creature can't be blocked except by three or more creatures.
If a spell or ability you control would counter a spell, instead exile that spell and you may play that card without paying its mana cost.
When Guile is put into a graveyard from anywhere, shuffle it into its owner's library.
If a spell or ability you control would counter a spell, instead exile that spell and you may play that card without paying its mana cost.
When Guile is put into a graveyard from anywhere, shuffle it into its owner's library.
Creature - Elemental Incarnation

Creature
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Draw
Draw
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Land
Land
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Polymorph
Chaos Mutation
Exile any number of target creatures controlled by different players. For each creature exiled this way, its controller reveals cards from the top of their library until they reveal a creature card, puts that card onto the battlefield, then puts the rest on the bottom of their library in a random order.
Instant

Chaotic Transformation
Exile up to one target artifact, up to one target creature, up to one target enchantment, up to one target planeswalker, and/or up to one target land. For each permanent exiled this way, its controller reveals cards from the top of their library until they reveal a card that shares a card type with it, puts that card onto the battlefield, then shuffles.
Sorcery

Divergent Transformations
Undaunted (This spell costs less to cast for each opponent.)
Exile two target creatures. For each of those creatures, its controller reveals cards from the top of their library until they reveal a creature card, puts that card onto the battlefield, then shuffles the rest into their library.
Exile two target creatures. For each of those creatures, its controller reveals cards from the top of their library until they reveal a creature card, puts that card onto the battlefield, then shuffles the rest into their library.
Instant

Reweave
Target permanent's controller sacrifices it. If the player does, they reveal cards from the top of their library until they reveal a permanent card that shares a card type with the sacrificed permanent, put that card onto the battlefield, then shuffle.
Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Instant - Arcane

Polymorph
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Ramp
Ramp
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Removal
Removal
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Tokens
Tokens
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Tutors
Tutors
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Maybeboard
Maybeboard
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Stickers
Stickers
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Vadrik is most commonly built as a storm deck, reducing the cost of spells to the point where a lot of them become mana positive. But a commander with such a powerful ability can easily be used for other things! In this case, the deck is pretty much the opposite of storm: a control deck!\n\nThis deck uses Vadrik's cost reduction to turn counterspells and other removal that is otherwise unplayable into very efficient interaction. Once the board is under control, we use (massively cost reduced) "},{"insert":{"card-link":"Polymorph"}},{"insert":" spells to get our wincons out: "},{"insert":{"card-link":"Guile"}},{"insert":", who disincentivizes our opponents to ever cast a spell, and "},{"insert":{"card-link":"Ovika, Enigma Goliath"}},{"insert":" to turn every next spell into an army.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"The Gameplan"},{"insert":"\n\nThis deck's gameplan is very tempo oriented. We want to cast Vadrik once and we want him to stick. Casting Vadrik on turn 2 is desired because opponents are less likely to immediately answer him that turn cycle. Afterwards, I make sure to always have at least one counterspell up to handle removal pointed at him. Vadrik is a removal magnet, and without him our deck does nothing. This could mean you have to let some problematic spells resolve, but hopefully we are able to deal with them later before things get out of hand.\n\nWhen vadrik sticks, we play classic \"land go\" magic: always try and be conservative with your counterspells. The threat of countering something is often just as good as actually countering, and if you have mana left over at the end of the turn cycle, you can cast a big draw spell, preferably with counterspell backup.\n\nCasting a polymorph spell is the very last step: I have lost numerous games because I didn't wait long enough and tapped out too much, losing my creatures to removal. You don't want to cast the polymorph spell on vadrik: instead, just animate a manland or use a token provided by some of the counterspells. Keep in mind that some polymorph spells (i.e. "},{"insert":{"card-link":"Reweave"}},{"insert":") can also hit artifacts when targeting an artifact creature.\n\nOnce we have a polymorph creature you're cruising! Just sit back with a hand full of draw and counterspells and watch your creatures take over.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"The Cards"},{"insert":"\n\nBecause of its alternative strategy, this deck has some unusual properties compared to other vadrik decks.\n\nFirst, nearly every land produces blue mana. With 23 counterspells and 14 draw spells, the amount of red spells is very low, and since most generic costs are dealt with by Vadrik, we want to make sure every land helps us pay colored mana costs. A single red land is usually enough for the entire game.\n\nSecond, the deck barely has any buff spells. Given that our deck is almost completely instant-speed, we don't have to cast any spells on our turn and Vadrik will grow steadily due to day/night changes. The ones that are played are there because they are exceptionally good and cheap to cast. For example, "},{"insert":{"card-link":"Hero's Blade"}},{"insert":" gives +3 power for only 2 mana, and "},{"insert":{"card-link":"Command Performance"}},{"insert":" permanently turns him into a 4 or 5 power creature for only 1 mana.\n\nThird, our ramp is a bit odd. There is really only one thing to ramp for, and that is vadrik. Hence, all our ramp helps cast him one turn earlier.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Powerlevel"},{"insert":"\n\nI consider this deck deck to be a \"strong 3\". While it has all the requirements of a bracket 3 deck, the deck can take control of your opponents very quickly. Some people also simply don't like to play against this sort of deck, which is why I ask people beforehand if they're ok playing against a deck with 20+ counterspells.\n\nThat's it! I hope you enjoy this deck as much as I do. \n"}]}


































































































