limitsoflogic
1.3k views45 days ago
Commander
Size: 100Salt sum: 26.84
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
Commander
Commander
(CTRL to add secondary)
Anthem
Nahiri's Resolve
Creatures you control get +1/+0 and have haste.
At the beginning of your end step, exile any number of nontoken artifacts and/or creatures you control. Return those cards to the battlefield under their owner's control at the beginning of your next upkeep.
At the beginning of your end step, exile any number of nontoken artifacts and/or creatures you control. Return those cards to the battlefield under their owner's control at the beginning of your next upkeep.
Enchantment

Paladin Class
(Gain the next level as a sorcery to add its ability.)
Spells your opponents cast during your turn cost more to cast.
: Level 2
Creatures you control get +1/+1.
: Level 3
Whenever you attack, until end of turn, target attacking creature gets +1/+1 for each other attacking creature and gains double strike.
Spells your opponents cast during your turn cost more to cast.
: Level 2
Creatures you control get +1/+1.
: Level 3
Whenever you attack, until end of turn, target attacking creature gets +1/+1 for each other attacking creature and gains double strike.
Enchantment - Class

Anthem
(CTRL to add secondary)
Draw
Aerial Extortionist
Flying
Whenever this creature enters or deals combat damage to a player, exile up to one target nonland permanent. For as long as that card remains exiled, its owner may cast it.
Whenever another player casts a spell from anywhere other than their hand, draw a card.
Whenever this creature enters or deals combat damage to a player, exile up to one target nonland permanent. For as long as that card remains exiled, its owner may cast it.
Whenever another player casts a spell from anywhere other than their hand, draw a card.
Creature - Soldier Bird

Draw
(CTRL to add secondary)
Heavy Hitters
Blast-Furnace Hellkite
Artifact offering (You may cast this spell as though it had flash by sacrificing an artifact and paying the difference in mana costs between this and the sacrificed artifact. Mana cost includes color.)
Flying, double strike
Creatures attacking your opponents have double strike.
Flying, double strike
Creatures attacking your opponents have double strike.
Creature - Dragon

Heavy Hitters
(CTRL to add secondary)
Land
Demolition Field
: Add .
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
Land

Monumental Henge
This land enters tapped unless you control a Plains.
: Add .
, : Look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
: Add .
, : Look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
Land

Land
(CTRL to add secondary)
Land: Power-Up
Land: Power-Up
(CTRL to add secondary)
Protection
Lorehold Command
Choose two —
• Create a 3/2 red and white Spirit creature token.
• Creatures you control get +1/+0 and gain indestructible and haste until end of turn.
• Lorehold Command deals 3 damage to any target. Target player gains 3 life.
• Sacrifice a permanent, then draw two cards.
• Create a 3/2 red and white Spirit creature token.
• Creatures you control get +1/+0 and gain indestructible and haste until end of turn.
• Lorehold Command deals 3 damage to any target. Target player gains 3 life.
• Sacrifice a permanent, then draw two cards.
Instant

Protection
(CTRL to add secondary)
Ramp
Baeloth Barrityl, Entertainer
Creatures your opponents control with power less than Baeloth Barrityl's power are goaded. (They attack each combat if able and attack a player other than you if able.)
Whenever a goaded attacking or blocking creature dies, you create a Treasure token.
Choose a Background (You can have a Background as a second commander.)
Whenever a goaded attacking or blocking creature dies, you create a Treasure token.
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Elf Shaman

Starfield Shepherd
Flying
When this creature enters, search your library for a basic Plains card or a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
When this creature enters, search your library for a basic Plains card or a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Angel

Ramp
(CTRL to add secondary)
Recursion
Karmic Guide
Flying, protection from black
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, return target creature card from your graveyard to the battlefield.
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, return target creature card from your graveyard to the battlefield.
Creature - Angel Spirit

Recursion
(CTRL to add secondary)
Removal
Removal
(CTRL to add secondary)
Tokens
Chancellor of the Forge
You may reveal this card from your opening hand. If you do, at the beginning of the first upkeep, create a 1/1 red Phyrexian Goblin creature token with haste.
When this creature enters, create X 1/1 red Phyrexian Goblin creature tokens with haste, where X is the number of creatures you control.
When this creature enters, create X 1/1 red Phyrexian Goblin creature tokens with haste, where X is the number of creatures you control.
Creature - Giant Phyrexian

Myr Battlesphere
When this creature enters, create four 1/1 colorless Myr artifact creature tokens.
Whenever this creature attacks, you may tap X untapped Myr you control. If you do, this creature gets +X/+0 until end of turn and deals X damage to the player or planeswalker it's attacking.
Whenever this creature attacks, you may tap X untapped Myr you control. If you do, this creature gets +X/+0 until end of turn and deals X damage to the player or planeswalker it's attacking.
Creature Artifact - Construct Myr

Tokens
(CTRL to add secondary)
Maybeboard
Maybeboard
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"They say Shadowfax is lord of horses. But someone must have got their taxonomy wrong, cos this dude is the GOAT! (eh, eh?)\n\nWhen a card like this is printed at uncommon, you know that power creep is real. Putting creatures into play for free is a very powerful mechanic, even with power restrictions. And the key thing with Shadowfax is that you can bend those restrictions to get some really big babies into play. Sensible mana curve, begone!\n\nThe order of the day is first, boost Shadowfax's power. Second, use your free creatures to lay down some dirty effects that disrupt your opponents' boards and beat 'em up. And third, use the mana you would normally waste on creatures on shenanigans.\n\nThis is a bit complicated, because you need enough density of damage boosters to always have one available (even if one gets removed), and enough density of nasty creatures to always be dropping one on attack, as well as a healthy chunk of card draw and the usual quota of removal and ramp. You get round this by having loads of power bumps tacked on to other stuff, anthems that provide some evasion or protection, and creatures that give you extra power, card draw and removal.\n\nSo (for instance) you've got seven lands in the deck that can give Shadowfax a power boost. Flavourful because it's like sending the horsey to do some exercise on the "},{"attributes":{"color":"#187dd4"},"insert":{"card-link":"Teetering Peaks"}},{"insert":", get some fresh horseshoes at the "},{"attributes":{"color":"#187dd4"},"insert":{"card-link":"Forge of Heroes"}},{"insert":" or lick the crystals at the "},{"attributes":{"color":"#187dd4"},"insert":{"card-link":"Tyrite Sanctum"}},{"insert":" so he can be strong enough to carry a "},{"insert":{"card-link":"Myr Battlesphere"}},{"insert":" into battle (quite the feat!).\n\nThe Tao of Boros sez, you gotta draw dem cards to keep from gassing out in the later turns. Even more true with Shadowfax, since free creatures empties the hand pretty quick, so "},{"attributes":{"color":"#187dd4"},"insert":{"card-link":"Sandstone Oracle"}},{"insert":" and "},{"attributes":{"color":"#187dd4"},"insert":{"card-link":"Dragon Mage"}},{"insert":" are star players. "},{"insert":{"card-link":"Tome of Legends"}},{"insert":" and "},{"attributes":{"color":"#187dd4"},"insert":{"card-link":"Bonders' Enclave"}},{"insert":" provide a regular income, "},{"attributes":{"color":"#187dd4"},"insert":{"card-link":"Into the Fire"}},{"insert":" and "},{"attributes":{"color":"#187dd4"},"insert":{"card-link":"Leave // Chance"}},{"insert":" can get you a new grip when you are out of bombs, and "},{"attributes":{"color":"#187dd4"},"insert":{"card-link":"Symmetry Matrix"}},{"insert":" is an unreliable but potentially explosive card draw engine. There's a bunch of cantrips tacked on to other effects to keep things ticking along.\n\nI like this deck because it gets around Boros's traditional struggle for mana, so you get going quicker early on, and later in the game you can make big plays like "},{"insert":{"card-link":"Blast-Furnace Hellkite"}},{"insert":" while holding up mana to deal with the inevitable blowback. "},{"insert":{"card-link":"Lorehold Command"}},{"insert":" is actually playable in this deck, which is a phrase I never thought I'd hear myself saying.\n\nIn terms of creatures, the vibe is power-lower-than-cmc-would-suggest tribal. Big butts or flying are also advisable, since you don't want your free creatures to die in combat after they drop. The perfect example (in fact the first thing I thought of when building the deck) is "},{"attributes":{"color":"#187dd4"},"insert":{"card-link":"Luminate Primordial"}},{"insert":". Strong card, bit expensive cmc-wise for EDH in the present day... but not if it's free!\n\nI set the power limit for my would-be free creatures at 5, because counting on getting Shadowfax up to power 7 is too much effort and too easy to disrupt. Most creatures are 4 or less to be super-sure that you are going to be able to drop them early. But thanks to your many anthems, these creatures frequently drop at power 6+ anyway. There's also a bit of a go-wide subtheme to doubly exploit your anthems.\n\nWhile not being super-busted it is actually a strong deck, fun to play, super-aggressive and not too durdley or linear, and pretty robust due to Shadowfax's haste, which gives you great bounce-backability against bordwipes. Best of all, being one of the few decks in which lands that come in tapped actually "},{"attributes":{"italic":true},"insert":"speed up"},{"insert":" the strategy, it is also cheap to build (with the exception of "},{"attributes":{"color":"#187dd4"},"insert":"Elesh Norn"},{"insert":" and "},{"attributes":{"color":"#187dd4"},"insert":"Esper Sentinel"},{"insert":", which are both replaceable).\n\nHigh Synergy Cards...\n\nDragon Mage - What's better than a Wheel of Fortune? How about a free Wheel of Fortune with a dragon attached? Yeah, I could live with that. Shadowfax negates all the downsides of this ordinarily dubious card - high cmc, slow to go off - and turns it into the game-changing bomb it was born to be!\n\nNahiri's Resolve - Most expensive anthem in the deck and it's worth every mana. Allows you to re-trigger etbs, combo's devastatingly with your token producing creatures, and makes you semi-immune to wipes. Watch out using it on Shadowfax when blue is at the table though, you don't want to get "},{"insert":{"card-link":"Tale's End"}},{"insert":" -ed out of the game!\n\nElesh Norn, Grand Cenobite - Yeah I know I said it's replaceable, but boy it must be admitted that it bangs even more than usual in this deck.\n"}]}























































































