ElderDrunkenHighlander
8.5k views3 years ago
Commander
Size: 100Salt sum: 41.51
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)
Artifact
Artifact
(CTRL to add secondary)
Creature
Duplicant
Imprint — When this creature enters, you may exile target nontoken creature.
As long as a card exiled with this creature is a creature card, this creature has the power, toughness, and creature types of the last creature card exiled with it. It's still a Shapeshifter.
As long as a card exiled with this creature is a creature card, this creature has the power, toughness, and creature types of the last creature card exiled with it. It's still a Shapeshifter.
Creature Artifact - Shapeshifter

Goblin Welder
: Choose target artifact a player controls and target artifact card in that player's graveyard. If both targets are still legal as this ability resolves, that player simultaneously sacrifices the artifact and returns the artifact card to the battlefield.
Creature - Goblin Artificer

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

Neheb, Dreadhorde Champion
Trample
Whenever Neheb deals combat damage to a player or planeswalker, you may discard any number of cards. If you do, draw that many cards and add that much . Until end of turn, you don't lose this mana as steps and phases end.
Whenever Neheb deals combat damage to a player or planeswalker, you may discard any number of cards. If you do, draw that many cards and add that much . Until end of turn, you don't lose this mana as steps and phases end.
Legendary Creature - Warrior Minotaur Zombie

Creature
(CTRL to add secondary)
Enchantment
Underworld Breach
Each nonland card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.)
At the beginning of the end step, sacrifice this enchantment.
At the beginning of the end step, sacrifice this enchantment.
Enchantment

Enchantment
(CTRL to add secondary)
Instant
Tibalt's Trickery
Counter target spell. Choose 1, 2, or 3 at random. Its controller mills that many cards, then exiles cards from the top of their library until they exile a nonland card with a different name than that spell. They may cast that card without paying its mana cost. Then they put the exiled cards on the bottom of their library in a random order.
Instant

You Find Some Prisoners
Choose one —
• Break Their Chains — Destroy target artifact.
• Interrogate Them — Exile the top three cards of target opponent's library. Choose one of them. Until the end of your next turn, you may play that card, and you may spend mana as though it were mana of any color to cast it.
• Break Their Chains — Destroy target artifact.
• Interrogate Them — Exile the top three cards of target opponent's library. Choose one of them. Until the end of your next turn, you may play that card, and you may spend mana as though it were mana of any color to cast it.
Instant

Instant
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Planeswalker
Daretti, Scrap Savant
+2: Discard up to two cards, then draw that many cards.
−2: Sacrifice an artifact. If you do, return target artifact card from your graveyard to the battlefield.
−10: You get an emblem with "Whenever an artifact is put into your graveyard from the battlefield, return that card to the battlefield at the beginning of the next end step."
Daretti, Scrap Savant can be your commander.
−2: Sacrifice an artifact. If you do, return target artifact card from your graveyard to the battlefield.
−10: You get an emblem with "Whenever an artifact is put into your graveyard from the battlefield, return that card to the battlefield at the beginning of the next end step."
Daretti, Scrap Savant can be your commander.
Legendary Planeswalker - Daretti

Koth of the Hammer
+1: Untap target Mountain. It becomes a 4/4 red Elemental creature until end of turn. It's still a land.
−2: Add for each Mountain you control.
−5: You get an emblem with "Mountains you control have ': This land deals 1 damage to any target.'"
−2: Add for each Mountain you control.
−5: You get an emblem with "Mountains you control have ': This land deals 1 damage to any target.'"
Legendary Planeswalker - Koth

Planeswalker
(CTRL to add secondary)
Sorcery
Mishra's Command
Choose two —
• Choose target player. They may discard up to X cards. Then they draw a card for each card discarded this way.
• This spell deals X damage to target creature.
• This spell deals X damage to target planeswalker.
• Target creature gets +X/+0 and gains haste until end of turn.
• Choose target player. They may discard up to X cards. Then they draw a card for each card discarded this way.
• This spell deals X damage to target creature.
• This spell deals X damage to target planeswalker.
• Target creature gets +X/+0 and gains haste until end of turn.
Sorcery

Twinflame
Strive — This spell costs more to cast for each target beyond the first.
Choose any number of target creatures you control. For each of them, create a token that's a copy of that creature, except it has haste. Exile those tokens at the beginning of the next end step.
Choose any number of target creatures you control. For each of them, create a token that's a copy of that creature, except it has haste. Exile those tokens at the beginning of the next end step.
Sorcery

Wheel of Fate
Suspend 4— (Rather than cast this card from your hand, pay and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Each player discards their hand, then draws seven cards.
Each player discards their hand, then draws seven cards.
Sorcery

Wheel of Misfortune
Each player secretly chooses a number 0 or greater, then all players reveal those numbers simultaneously and determine the highest and lowest numbers revealed this way. Wheel of Misfortune deals damage equal to the highest number to each player who chose that number. Each player who didn't choose the lowest number discards their hand, then draws seven cards.
Sorcery

Sorcery
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"attributes":{"bold":true},"insert":"Roulette Combo"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\n"},{"insert":{"image":"http://i.imgur.com/h4iMw9N.gif"}},{"insert":"\nOur tutorless combo is buffering. Try adjusting your manabase, and if that doesn't work, turn your hand off and back on again.\n\n\n\tRoulette combo gets its name from the fact that red has"},{"attributes":{"link":"https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=456728"},"insert":" no tutors "},{"insert":"and we rely on wheel/loot effects to get us to our combos. We have three main combos as well as a few other spicier ones mixed into the deck and it is a bit random as to when we can hit one. That is why the game plan is to spin the wheel, take a chance, ramp to oblivion and hopefully wheel into a combo along the way.\n\n"},{"attributes":{"bold":true},"insert":"Why play Roulette?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\tPlay Roulette combo if you're a combo player looking for a fast combo deck with variance game to game. The deck is by no means top tier, but it can still churn out relatively quick wins without relying on just one combo or strategy due to synergies with combo pieces not leaving them as dead slots. This also makes our combos more difficult to interrupt as there are a few that can occur. The main appeal of this strategy though, is you can plop this down at high power tables all night and not get bored. Trust me, I've been doing it for years.\n\n"},{"attributes":{"bold":true},"insert":"Why Feldon?"},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"italic":true},"insert":"Doesn't"},{"attributes":{"italic":true,"link":"https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=446740"},"insert":" Doritos"},{"attributes":{"italic":true},"insert":" do the whole \"looting\" thing better?"},{"insert":"\n\tFeldon generates a lot of value from the creatures that we pitch with our wheels, and most importantly makes it so that we don't feel as bad about throwing one of our combo pieces away to find another. He also combos off with a few of the cards in the deck himself as well as providing defense and utility by animating things like "},{"insert":{"card-link":"Duplicant"}},{"insert":" or "},{"insert":{"card-link":"It That Betrays"}},{"insert":" to disrupt opponents and gain value for us. "},{"insert":{"card-link":"Daretti, Scrap Savant"}},{"insert":" would still work for this strategy but one would have to use a more artifact reliant combo since Doritos can't bring back "},{"insert":{"card-link":"Kiki-Jiki, Mirror Breaker"}},{"insert":" or "},{"insert":{"card-link":"Dualcaster Mage"}},{"insert":". \n\nThe Gameplan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\t\n\tWe want to spend the first turn or two ramping and then immediately start looting and wheeling as soon as we can. Be careful about casting Feldon. He is a massive removal target and often does not survive a full turn. I don't usually play him unless I have haste on board and a good reason to use him, or "},{"insert":{"card-link":"Lightning Greaves"}},{"insert":" and/or "},{"insert":{"card-link":"Worldgorger Dragon"}},{"insert":" to protect him. Casting Feldon and never using him feels so bad. You don't even want to have it happen to you once. It hurts.\n\tWheel and deal until you have assembled a combo in grave, hand or a combination of both. Then all you have to do is execute. Be aware of counterspell mana on your opponents' side and also any stax effects that could shut down our combos such as "},{"insert":{"card-link":"Ghostly Prison"}},{"insert":" style effects and the dreaded "},{"insert":{"card-link":"Torpor Orb"}},{"insert":" as they completely wreck our combo. \n\nSpin to Win"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"insert":{"image":"https://media1.giphy.com/media/eizrMRMxzlC6c/giphy.gif"}},{"insert":"\n\n\tWe have a pretty solid wheel/loot package that allows us to play through our whole deck. "},{"insert":{"card-link":"Magus of the Wheel"}},{"insert":" and "},{"insert":{"card-link":"Dragon Mage"}},{"insert":" are easily our best options, acting as repeatable wheels that we can use whenever we need. "},{"insert":{"card-link":"Neheb, Dreadhorde Champion"}},{"insert":" is pretty sweet as well, netting us mana but not bringing us back to seven. "},{"insert":{"card-link":"Chandra, Flamecaller"}},{"insert":" is also an amazing wheeler, if you can keep her alive. "},{"insert":{"card-link":"Wheel of Fate"}},{"insert":" is great if you can put it out early. Past turn three or so the suspend becomes kinda bad and its better to play it from your graveyard with "},{"insert":{"card-link":"Recoup"}},{"insert":" or"},{"insert":{"card-link":"Past in Flames"}},{"insert":". As for loots, our best options are once again repeatable ones such as "},{"insert":{"card-link":"Deal Broker"}},{"insert":" or"},{"insert":{"card-link":"Sarkhan, Fireblood"}},{"insert":". Cheap Sorcery speed loot spells such as "},{"insert":{"card-link":"Cathartic Reunion"}},{"insert":" and good ol' "},{"insert":{"card-link":"Faithless Looting"}},{"insert":" also help us sculpt both our hand and graveyard. If you get the choice prioritize discarding creatures with a higher CMC.\n\nThe Combos"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\tThere are two mainstay two-card combinations that pretty much win us the game on the spot with this deck, as well as one pseudo two card combo ("},{"insert":{"card-link":"Goblin Engineer"}},{"insert":"). \n\n"},{"insert":{"card-link":"Kiki-Jiki, Mirror Breaker"}},{"insert":" and "},{"insert":{"card-link":"Zealous Conscripts"}},{"insert":"\n"},{"insert":{"card-link":"Dualcaster Mage"}},{"insert":" and "},{"insert":{"card-link":"Twinflame"}},{"insert":" \n\n\tOf these two, Kiki/Zealous is the strongest. You can fetch both from the graveyard if you use Zealous to untap Feldon and then tap him again to reanimate Kiki. Both pieces also have other combo potential with the rest of the deck and can be used for utility. The same also goes for Dualflame, even though Twinflame can't be brought back with Feldon. \n\n\tWe also have some other more convoluted loops we can run. These are useful when someone knows our main combos and can shut them down. \n\t\n\t"},{"insert":{"card-link":"Priest of Urabrask"}},{"insert":" , "},{"insert":{"card-link":"Panharmonicon"}},{"insert":", "},{"insert":{"card-link":"Umbral Mantle"}},{"insert":" and Feldon nets us infinite Priests with haste. We can use our six mana from Priest entering to tap and untap Feldon. \n\t"},{"insert":{"card-link":"Thornbite Staff"}},{"insert":", "},{"insert":{"card-link":"Myr Battlesphere"}},{"insert":"/"},{"insert":{"card-link":"Priest of Urabrask"}},{"insert":", "},{"insert":{"card-link":"Thermopod"}},{"insert":" and Feldon gets us infinite mana and Feldon uses. Sacrificing tokens adds mana and the staff untaps Feldon. Repeat the loops until we have infinite mana and then go off with Feldon.\n\t"},{"insert":{"card-link":"Daretti, Scrap Savant"}},{"insert":", "},{"insert":{"card-link":"Worldgorger Dragon"}},{"insert":", a haste enabler, a saccable artifact, and Feldon. I made a video and a badmtgcombos mspaint post to explain it because it’s.... weird. \n\n"},{"insert":{"video":"https://www.youtube.com/embed/klZSRsIUycw?showinfo=0"}},{"insert":"\n"},{"insert":{"image":"https://i.imgur.com/Ytbv5p2_d.jpg?maxwidth=640&shape=thumb&fidelity=medium"}},{"insert":"\n\t"},{"insert":{"card-link":"Myr Battlesphere"}},{"insert":", "},{"insert":{"card-link":"Thermopod"}},{"insert":", "},{"insert":{"card-link":"Panharmonicon"}},{"insert":", "},{"insert":{"card-link":"Umbral Mantle"}},{"insert":" and Feldon. This one is a little too complex to actually use, but hey, its there. \n\t"},{"insert":{"card-link":"Umbral Mantle"}},{"insert":", "},{"insert":{"card-link":"Dualcaster Mage"}},{"insert":", "},{"insert":{"card-link":"Mana Geyser"}},{"insert":" and Feldon nets us infinite dualcasters and mana. Our opponents need to have at least six lands tapped for this one. Tap Feldon targeting the Mage in response to casting the Geyser. Target the Geyser with the Mage and then use the mana from the copied Geyser to untap and retap Feldon and do it again. \n\t"},{"insert":{"card-link":"Goblin Welder"}},{"insert":" and "},{"insert":{"card-link":"Thornbite Staff"}},{"insert":" : Simple combo, sac an artifact creature to return a different artifact creature. Repeat. Can get infinite mana (Iron Myr, Cathodion), Destroy everyone's nice things (Meteor Golem, Duplicant), infinite draw (Deal Broker, Solemn) or infinite tokens (Myr Battlesphere)\n\t"},{"insert":{"card-link":"Goblin Engineer"}},{"insert":". This card can win on its own in a very convoluted way using Feldon. It is very mana intensive and requires haste/untaps to work best but it is strictly better than the "},{"insert":{"card-link":"Hoarding Dragon"}},{"insert":" lines that a lot of "},{"attributes":{"italic":true},"insert":"infererior "},{"insert":"Feldon decks seem to be so fond of. This is it, everybody. Real shit. Real effective(?) janky convoluted shit. Fuck.\n\n"},{"insert":{"image":"https://i.redd.it/j50x5xb512341.png"}},{"insert":"\n\nNotable Inclusions/Exclusions"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n\t"},{"insert":{"card-link":"It That Betrays"}},{"insert":": Besides being an 11/11 that steals stuff this card is an awesome tech against grave combos that require sac outlets. Respond to your opponent sacrificing "},{"insert":{"card-link":"Walking Ballista"}},{"insert":" by bringing back It That Betrays and stealing it. Oops no more combo. This used to be a "},{"insert":{"card-link":"Void Winnower"}},{"insert":" but I cut it since the Betrays hits more stuff. \n\t"},{"insert":{"card-link":"Spawn of Thraxes"}},{"insert":": Our noncombat win condition. I picked this over "},{"insert":{"card-link":"Inferno Titan"}},{"insert":" since it is a little better as creature removal and I also like to have flyers for blocking purposes. \n\t"},{"insert":{"card-link":"Koth of the Hammer"}},{"insert":": This really should be a "},{"insert":{"card-link":"Chandra, Torch of Defiance"}},{"insert":" but I A.) really like Koth. He's so"},{"attributes":{"italic":true},"insert":" cool"},{"insert":". B.) Can't afford one right now. \n\t"},{"insert":{"card-link":"Collective Defiance"}},{"insert":": Our worst wheel by far but the other modes make up for the lack of card advantage that it provides. I've killed someone with this before which is silly. Honestly might cut it for "},{"insert":{"card-link":"Seasoned Pyromancer"}},{"insert":". If I had \"blow this on a suboptimal commander build\" money to throw around I would buy "},{"insert":{"card-link":"Wheel of Fortune"}},{"insert":" and swap that in. \n\t"},{"insert":{"card-link":"Mage-Ring Network"}},{"insert":": Helpful on turns where we don't end up doing anything, If I could grow dollar bills out my ears I would replace this with "},{"insert":{"card-link":"Valakut, the Molten Pinnacle"}},{"insert":" but alas, the only thing that comes out of my ears is this gross yellow stuff.\n\t"},{"insert":{"card-link":"Kozilek, the Great Distortion"}},{"insert":": Trying him out for now. Countering spells seems good, hardcasting him seems good (I have the mana often) and a 12/12 beater seems good as well. \n\t"},{"insert":{"card-link":"Imperial Recruiter"}},{"insert":": Definitely worth the include if you have one. Sadly, I do not.\nConclusion"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n\tOverall, this deck is a powerful combo deck that has high variance and creates unique in-game scenarios. It is a LOT of fun to pilot and requires quick thinking and innovative and creative problem solving to play. It is capable of pulling turn three wins if you're lucky but usually it requires some finagling to end things which makes it fun. Plus, getting to explain one of this deck's bullshit convoluted combos to someone before you kill them is VERY satisfying. If you want to further optimize this build I would focus on adding lands like "},{"insert":{"card-link":"Cavern of Souls"}},{"insert":" and Valakut as well as better rocks like Moxs and "},{"insert":{"card-link":"Mana Crypt"}},{"insert":". \n\nSuggestions are always welcome. Don't suggest "},{"insert":{"card-link":"Feldon's Cane"}},{"insert":". \n\nChange Log"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\tSo even though we did run "},{"insert":{"card-link":"Paradox Engine"}},{"insert":" the ban didn't really hurt our deck. Paradox was one of our worse value engines and already being considered for the chopping block if better cards come up in the future. I have swapped it for "},{"insert":{"card-link":"Puppet Strings"}},{"insert":" for now. Might test other options later but Puppet Strings is very solid in this deck anyways.\n\n10/8 Added Thrill of Possibility and Merchant of the Vale. Removed Seething Song and Mana Geyser. The rituals often just weren't useful.\n\n1/28/2020 Cut Collective Defiance for Commune with Lava \n\n4/14/20 Opened a foil Mageright Stone and swapped it for Puppet Strings\n\n9/23/20 Swapped out 6 mountains for literally all the red modular lands because I am GREEDY. I am betting that the downside of getting more than one of them in my opening hand is outweighed by the upside of less chance of getting flooded in the late. \n\n1/3/2021 Got a Wheel of Misfortune and Deflecting Swat\n\n1/10 Finally got my hands on an Imperial Recruiter, also picked up Jeska's Will. Now this deck is pretty much there except for fast mana, Wheel of Fortune, and stuff like Bazaar. Knollspine Dragon and Merchant of the Vale out. \n\n2-16 Added Birgi and Tibalt's Trickery, removed Reverberate and Trading Post\n\n4/1 Swapped Wild Guess and Deal Broker for Khorvath's Fury and Fervent Mastery\n\n4/23 Swapped Khorvath's Fury for Conspiracy Theorist\n\n5/14 Saheeli's Directive in and Conspiracy Theorist out. Card was meh. \n\n7/28 Added You Find Some Prisoners for Outpost Siege\n"}]}













































































