1242 views6 days ago
Commander
Size: 100Est cost: $3277.80Salt sum: 62.03
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Edensair

1242 views6 days ago
Commander
Size: 100Est cost: $3277.80Salt sum: 62.03

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{"ops":[{"attributes":{"underline":true,"bold":true},"insert":"Introduction"},{"insert":"\n\nThis list of "},{"insert":{"card-link":"Athreos, God of Passage"}},{"insert":" is a mid Bracket 4 Aristocrat-type Orzhov Combo deck that seeks to win the game in a single explosive storm turn, often revolving around "},{"insert":{"card-link":"Razaketh, the Foulblooded"}},{"insert":" to tutor into quasi-infinite chains or simple infinite win conditions. The deck looks to draw as many cards as possible in the early game using advantage engines such as "},{"insert":{"card-link":"Necropotence"}},{"insert":" , "},{"insert":{"card-link":"Skullclamp"}},{"insert":" , or "},{"insert":{"card-link":"Ad Nauseam"}},{"insert":", before closing on an explosion of game actions, preferably on turns 4-6. This deck is also a "},{"insert":{"card-link":"Shadowborn Apostle"}},{"insert":" deck; the main inspiration behind this deck was my desire to build a high-power storm deck around the card. This deck often has very high variance on its play patterns - it can be extremely explosive and quick to end the game, or it can do absolutely nothing if you get bad mulligans. Players who seek to pilot some variation of this list should be ready to account for variance - it is something relatively unavoidable when our deck is built around a 1/1 creature that does nothing by itself and requires 6 copies in play to even begin to maybe get value. Despite what Shadowborn Apostles textbox says, we run only 1 Demon for them to tutor in the deck: "},{"insert":{"card-link":"Razaketh, the Foulblooded"}},{"insert":" .\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Mulligan Strategy"},{"insert":"\n\nBroadly speaking, our cards can be broken down into the following categories:\nAdvantage Engines"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Combo Pieces"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Combo Starters"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Mana"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Tutors"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Protection"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Shadowborn Apostles (These are grouped under Tutors by Archidekt, but should be treated as a separate category in my opinion)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nWhen we mulligan, the ideal hand we should be looking for should include either an Advantage Engine or a Tutor to find an Advantage Engine and Mana. Everything else is relatively malleable - we aren't looking for a specific Combo Piece, although having one of our Combo Starters can be nice.\n\nAn example of a keepable 7 might be 3x "},{"insert":{"card-link":"Shadowborn Apostle"}},{"insert":" , "},{"insert":{"card-link":"Skullclamp"}},{"insert":" , "},{"insert":{"card-link":"Songs of the Damned"}},{"insert":", and 2 Lands. We have our advantage engine in Skullclamp, ways to abuse it, and a ritual in Songs of the Damned for when we are ready to combo.\n\nThe mulligans with this deck are particularly difficult. Because our Commander is strictly a Combo Piece that is not likely to offer us much advantage, and because 1/4 of our deck is effectively useless 1/1s that don't do anything by themselves, we need to aggressively mulligan for an actual game plan. Hands that only cast Shadowborn Apostles, or that only include mana, are very risky - remember that 20-something cards in your remaining deck are Shadowborn Apostles, and another 20-something cards will be Lands. Your topdecks are statistically unlikely to save you, so you need to make sure you try to avoid relying on Topdecks as much as possible.\n\nIn terms of priority for cards to keep, we should look for Advantage Engines > Tutors > Mana >= Combo Starters > Protection/Shadowborn Apostles/Combo Pieces. We must have a way to keep our hand stocked with "},{"attributes":{"bold":true},"insert":"real "},{"insert":"cards and not just an endless stream of Lands and Shadowborn Apostles. Sometimes, we won't be able to find Advantage or Tutors. In those cases, Mana and a Combo Starter can let us pivot to a Plan B. If we find no Advantage, no Tutor, and no Combo Starter, the best we can do is to keep as much Mana as possible and hope that we draw into an out - though in many of these cases, our deck will not function very well either way.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Gameplan"},{"insert":"\n\nWe want to execute our game plan as quickly as possible and kill the table as quickly as possible - this deck is extremely all-in - you either need to win before the table can stop you, or, barring that, pick your window very carefully. If it's before turn 5 and the table is tapped out, it is often correct to just push and hope that nobody has interaction. If the game goes long for whatever reason, you're going to have to pick your battles. Try to push on turns where you have protection from a Silence effect such as "},{"insert":{"card-link":"Grand Abolisher"}},{"insert":" or "},{"insert":{"card-link":"Voice of Victory"}},{"insert":".\n\n"},{"attributes":{"italic":true},"insert":"Turns 1-3"},{"insert":"\n\nTurns 1-3 should be spent getting down your Advantage Engine and drawing as many cards as you possibly can. With Skullclamp, this can sometimes extend to turn 4, as we do have to spend the mana to draw cards, but with something like Necropotence, we want to try to churn through as many cards as possible. Unlike cEDH types of builds that win on Necropotence, though, we do not have access to giving our entire combo Flash, as I don't like "},{"insert":{"card-link":"Emergence Zone"}},{"insert":" in the deck. As such, be careful about how you manage your life total with Necro - this isn't a draw 10 then draw 25 paradigm like cEDH RogSi, for example. This is more of a Draw 5, then Draw 5, then Draw 5.\n\nWhat we're looking for in these initial setup turns is to find a Combo Starter and maybe an associated Combo Piece or other setup. An example might be that we want to draw into "},{"insert":{"card-link":"Bolas's Citadel"}},{"insert":" and a way to count to 6 Mana without having to play our Land. Or maybe we want to find "},{"insert":{"card-link":"Thrumming Stone"}},{"insert":" , Mana, and a couple of Shadowborn Apostles to guarantee a combo turn with "},{"insert":{"card-link":"Razaketh, the Foulblooded"}},{"insert":" .\n\n"},{"attributes":{"italic":true},"insert":"Note on Ad Nauseam:"},{"insert":"\n\nThis is an end-step "},{"insert":{"card-link":"Ad Nauseam"}},{"insert":" deck. You should basically only ever cast Ad Naus on someone's end step before you untap because the 5 mana invested into casting Ad Naus likely means that you will not have the mana to win on your own turn, resulting in you just losing a huge amount of life, setting up a target on yourself, and then discarding a bunch of cards to hand size if you do it on your own turn. Obviously there can be exceptions to this if you can make a crazy amount of mana regardless but in general don't try to main phase a Naus.\n\n"},{"attributes":{"italic":true},"insert":"Winning the Game:"},{"insert":"\n\nThe most bare bones premise of the deck is to get 10+ Shadowborn Apostles into play, Sacrifice 6 of them to cheat Razaketh into play, and find a way to win from there. The exact way you play out this line is not condensable to a single block of text and will highly depend on what pieces you have in play. If you have the requisite Mana but don't have enough creatures to sacrifice to set off a Chain, you may need to find "},{"insert":{"card-link":"Rotlung Reanimator"}},{"insert":" or "},{"insert":{"card-link":"Xathrid Necromancer"}},{"insert":" to make Zombies as you sacrifice Apostles to continue Tutor'ing. If you have the requisite creatures but not the mana, you might need to start off by finding "},{"insert":{"card-link":"Lotus Petal"}},{"insert":" or "},{"insert":{"card-link":"Chrome Mox"}},{"insert":" , then "},{"insert":{"card-link":"Dark Ritual"}},{"insert":" , etc. The key here is that if you only have 6 Shadowborn Apostles, unless you have a way to get more, or something that makes creatures when they die, you will seldom be able to win with a naked Razaketh alone. You have to analyze what you do have and what you don't.\n\nThe way you get to 10+ Apostles is also usually a myriad variety. It can be off "},{"insert":{"card-link":"Thrumming Stone"}},{"insert":", or maybe you have been sacc'ing a ton of them to "},{"insert":{"card-link":"Skullclamp"}},{"insert":" and have "},{"insert":{"card-link":"Ascend from Avernus"}},{"insert":" in hand. The key thing to keep in mind though, is that unless you are very clearly going to just win like you have 25 Apostles from Thrumming Stone or something like that, the lines aren't always clear. Sometimes you just have to try to map out how much mana you get to work with and if it's enough. Personally, I think this is the most fun part of the deck, but I know other people do not like taking long turns or thinking that long. I would say this is probably not the deck for you in that case.\n\nOne of the easiest combos to present is "},{"insert":{"card-link":"Sephiroth, Fabled SOLDIER // Sephiroth, One-Winged Angel"}},{"insert":", "},{"insert":{"card-link":"Phyrexian Altar"}},{"insert":" , and "},{"insert":{"card-link":"Forsaken Miner"}},{"insert":". Because Sephiroth's effect to make a target opponent lose 1 life targets an opponent, it counts as a crime. You can thus present a loop of sacrificing the Forsaken Miner to Phyrexian Altar to make a Black Mana, targeting an opponent with the Sephiroth ping in the process. This counts as committing a crime, generating a trigger to return Forsaken Miner to the battlefield, which you can pay for with the Black Mana you made.\n\nThis notwithstanding, you can also mass reanimate multiple times with cards like "},{"insert":{"card-link":"Raise the Past"}},{"insert":" or "},{"insert":{"card-link":"Ascend from Avernus"}},{"insert":" while "},{"insert":{"card-link":"Elas il-Kor, Sadistic Pilgrim"}},{"insert":" is in play. Combined with "},{"insert":{"card-link":"Athreos, God of Passage"}},{"insert":", you can very quickly drain the table to death - you don't need a proper outlet to sacrifice to for this (Razaketh technically suffices but will make you go negative on life), as you can simply use the Shadowborn Apostle's own ability to sacrifice 6 at a time and just fail to find. \n\nMost lines on a Razaketh turn will require some way to continue generating mana - this can be done with Res Loops with the aforementioned Mass Resurrection Sorceries and "},{"insert":{"card-link":"Phyrexian Altar"}},{"insert":", "},{"insert":{"card-link":"Carnival of Souls"}},{"insert":" , or "},{"insert":{"card-link":"Pitiless Plunderer"}},{"insert":". Often these are the first things you should start tutor'ing for with Razaketh, as these are the cards that help sustain our line.\n\nIf we aren't winning with Shadowborn Apostles, usually we have to win with "},{"insert":{"card-link":"Bolas's Citadel"}},{"insert":". The generic combo with "},{"insert":{"card-link":"Aetherflux Reservoir"}},{"insert":" is in the deck, although I have forgone putting "},{"insert":{"card-link":"Sensei's Divining Top"}},{"insert":" in the deck as I think it does not do much otherwise and the deck is already full of combo pieces and cards that don't function by themselves. Most of the time "},{"insert":{"card-link":"Necropotence"}},{"insert":" will suffice as a means to filter away the top of your library, as most turns with Citadel will find one way or another into a tutor. \n\n"},{"insert":{"card-link":"Thrumming Stone"}},{"insert":" and "},{"insert":{"card-link":"Aetherflux Reservoir"}},{"insert":" also present an interesting alternative means to win, although a very expensive one unless you just want to run out one of the artifacts. Because Ripple has you cast the card, you can often get to ludicrously high storm counts off Thrumming Stone and just shoot the table to death.\n\n"},{"attributes":{"italic":true},"insert":"When do I cast Athreos?"},{"insert":"\n\nIf the game slows down or you don't think it is an appropriate time to win, casting Athreos to soften life totals or preserve some value - or even just to have a large, Indestructible Blocker, will be the correct play. Athreos also creates combos by himself - for example, with "},{"insert":{"card-link":"Remembrance"}},{"insert":" , "},{"insert":{"card-link":"Phyrexian Altar"}},{"insert":", and any of: \nPiece to make creatures such as Xathrid/Rotlung"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Piece to make mana such as Carnival of Souls"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Piece to drain the table such as Sephiroth/Elas il-Kor"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Mass Res Spell"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nYou can sacrifice a Shadowborn Apostle to the Altar and then go get another Apostle. Phyrexian Altar will have made the mana to cast the next one. Target any opponent - either they pay the 3 life or you get the Apostle back. Unless every opponent has somehow gotten above 70 life, there will reach a point where that opponent can no longer refuse to give you the Apostle back and you can make infinite mana, infinite zombies, infinite pings, etc.\n\nAssuming you have the spare mana, Athreos is also simply good to cast at any point during your combo turn - it hastens how fast players die, or functions to extend your combos if you need more Sac Fodder back in hand - often times going through an Aristocrat loop line will leave opponents unable to pay the 3 Life at some point. A minor note here is that when you do use Athreos loops as a win condition, most of the time you want an opponent whose life total is not divisible by 3 - as Athreos's trigger requires "},{"attributes":{"bold":true},"insert":"payment"},{"insert":" of life and is not an effect that makes them lose life on a reflexive trigger. This means if they do not have 3 or more life, they cannot "},{"attributes":{"bold":true},"insert":"pay"},{"insert":" which means they are forced to give you the creature back. If a player has exactly 3 life, they can spite play you by opting to die rather than give you the creature.\n\nSometimes it can also be correct to simply not cast Athreos - some of our lines interact with returning creatures from the graveyard to the battlefield. If they can't hit the graveyard, we can't return them. If our plan is highly reliant on a mass res spell landing and we're unsure if our opponents will reliably pay the 3 life (even though they usually will), it might not be correct to have Athreos on the battlefield without a way to get rid of him.\n\n"},{"attributes":{"italic":true},"insert":"How do I not get beat to death on slower starts?"},{"insert":"\n\nLiterally just show opponents your hands. Most of the time the fear of the unknown is what will make you targeted. If you show them a hand of all lands and useless pieces - it will take the heat off of you until you are ready to win. That or you need to mulligan more aggressively for a faster hand. \n\n"},{"attributes":{"italic":true},"insert":"I drew Razaketh. What now?"},{"insert":"\n\nMost of the time, while this is certainly annoying, it is not the end of the world as the deck has the ability to produce so much mana that you can often find ways to hard cast Razaketh and then combo off anyway. If you drew Razaketh, just try to avoid dying, politic and survive until you can cast Razaketh or pivot to a different strategy that doesn't rely on Apostles - such as Bolas's Citadel.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Notes on Deck Construction"},{"insert":"\n\n"},{"attributes":{"italic":true},"insert":"You have almost no Removal or Interaction in this deck. Isn't that an issue?"},{"insert":"\n\nThis deck wants to win quickly and also is built around Apostles while having a Commander that usually does not offer any advantage against savvier opponents. This means making concessions in the builder. Most of the time, this deck simply declares that the problems on the board are not its problems because it is either trying to win faster than the rate at which those problems might accrue, or trying to not be the threat. You do technically have interaction in Silences too - these can be a powerful political tool. But in general, if you try to make a deck with an extremely narrow gameplan interactive, you're going to run into issues of space or issues of cards.\n\n"},{"attributes":{"italic":true},"insert":"Emergence Zone?"},{"insert":"\n\nYou can run it. I don't know if its necessary personally, the pace of games that this deck plays in aren't quite cEDH tempo so I don't think it's required that you Necro yourself down to 5 and find a way to win on endstep, which is the primary way to use Emergence Zone. I'm also just not sure that those types of lines would be very successful as lines are often tight, and Emergence Zone costs you effectively 2 mana (1 to pay the cost, and 1 because you're not tapping it to produce mana) on turns where you are likely to be heavily constrained. I'm also not on every free rock or every piece of fast mana, which might also make it even harder.\n\n"},{"attributes":{"italic":true},"insert":"Lotho?"},{"insert":"\n\nI think this card is great but haven't found a cut for it. I think you can maybe cut Elas Il-Kor or one of the Mass Resurrection spells if you do want to run Lotho. Part of it is also that this deck aggressively uses its life total as a resource, and Lotho taxes that. But definitely is a card worth trying.\n\n"},{"attributes":{"italic":true},"insert":"Can't you cut some of the auxiliary cards if you have a combo as lean as Sephiroth? Do you need other wincons?"},{"insert":"\n\nIn theory you can cut Elas or the Remembrance lines or a whole slew of things - but I like having some measure of redundancy on combos in this deck. Also, the spirit of the deck is fundamentally a Shadowborn Apostle deck - a lot of these cards are intrinsically tied to that identity, the commander included. We could just play a Sephiroth turbo but at that point, we should probably ask why the commander isn't just Sephiroth. Ultimately, this deck is high power and trying to be relatively optimized, but I do want to keep some degree of uniqueness and identity to it. Hence the choices made. If you want to further streamline it, you can feel free to - the joy of Commander is in personalization.\n"}]}

Commander

Qty: 1 Price: $42.99
Athreos, God of Passage
Indestructible
As long as your devotion to white and black is less than seven, Athreos isn't a creature.
Whenever another creature you own dies, return it to your hand unless target opponent pays 3 life.
Legendary Creature Enchantment - God
Athreos, God of Passage (sld) 76

Commander

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Advantage Engine

Qty: 6 Price: $447.94
Ad Nauseam
Reveal the top card of your library and put that card into your hand. You lose life equal to its mana value. You may repeat this process any number of times.
Instant
Ad Nauseam (2xm) 76
Esper Sentinel
Whenever an opponent casts their first noncreature spell each turn, draw a card unless that player pays
, where X is this creature's power.
Creature Artifact - Human Soldier
Esper Sentinel (mh2) 328
Necropotence
Skip your draw step.
Whenever you discard a card, exile that card from your graveyard.
Pay 1 life: Exile the top card of your library face down. Put that card into your hand at the beginning of your next end step.
Enchantment
Necropotence (wot) 31
Sephiroth, Fabled SOLDIER
Whenever Sephiroth enters or attacks, you may sacrifice another creature. If you do, draw a card.
Whenever another creature dies, target opponent loses 1 life and you gain 1 life. If this is the fourth time this ability has resolved this turn, transform Sephiroth.
Legendary Creature - Human Soldier Avatar
Sephiroth, Fabled SOLDIER // Sephiroth, One-Winged Angel (fin) 382Sephiroth, Fabled SOLDIER // Sephiroth, One-Winged Angel (fin) 382
Skullclamp
Equipped creature gets +1/-1.
Whenever equipped creature dies, draw two cards.
Equip
Artifact - Equipment
Skullclamp (sld) 1663
The One Ring
Indestructible
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
Legendary Artifact
The One Ring (ltr) 451

Advantage Engine

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Combo Piece

Qty: 10 Price: $318.90
Aetherflux Reservoir
Whenever you cast a spell, you gain 1 life for each spell you've cast this turn.
Pay 50 life: This artifact deals 50 damage to any target.
Artifact
Aetherflux Reservoir (brr) 65
Carnival of Souls
Whenever a creature enters, you lose 1 life and add
.
Enchantment
Carnival of Souls (uds) 55
Echoing Return
Return target creature card and all other cards with the same name as that card from your graveyard to your hand.
Sorcery
Echoing Return (mh2) 83
Edgewalker
Cleric spells you cast cost
less to cast. This effect reduces only the amount of colored mana you pay. (For example, if you cast a Cleric spell with mana cost
, it costs
to cast.)
Creature - Human Cleric
Edgewalker (scg) 137
Elas il-Kor, Sadistic Pilgrim
Deathtouch
Whenever another creature you control enters, you gain 1 life.
Whenever another creature you control dies, each opponent loses 1 life.
Legendary Creature - Cleric Kor Phyrexian
Elas il-Kor, Sadistic Pilgrim (dmu) 297
Forsaken Miner
This creature can't block.
Whenever you commit a crime, you may pay
. If you do, return this card from your graveyard to the battlefield. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
Creature - Skeleton Rogue
Forsaken Miner (otj) 88
Phyrexian Altar
Sacrifice a creature: Add one mana of any color.
Artifact
Phyrexian Altar (slc) 43
Remembrance
Whenever a nontoken creature you control dies, you may search your library for a card with the same name as that creature, reveal it, put it into your hand, then shuffle.
Enchantment
Remembrance (usg) 34
Rotlung Reanimator
Whenever this creature or another Cleric dies, create a 2/2 black Zombie creature token.
Creature - Cleric Zombie
Rotlung Reanimator (ons) 164
Xathrid Necromancer
Whenever this creature or another Human creature you control dies, create a tapped 2/2 black Zombie creature token.
Creature - Human Wizard
Xathrid Necromancer (m14) 123

Combo Piece

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Combo Starter

Qty: 6 Price: $69.94
Ascend from Avernus
Return all creature and planeswalker cards with mana value X or less from your graveyard to the battlefield. Exile Ascend from Avernus.
Sorcery
Ascend from Avernus (clb) 5
Bolas's Citadel
You may look at the top card of your library any time.
You may play lands and cast spells from the top of your library. If you cast a spell this way, pay life equal to its mana value rather than pay its mana cost.
, Sacrifice ten nonland permanents: Each opponent loses 10 life.
Legendary Artifact
Bolas's Citadel (plg21) 3
Immortal Servitude
Return each creature card with mana value X from your graveyard to the battlefield.
Sorcery
Immortal Servitude (gtc) 220
Raise the Past
Return all creature cards with mana value 2 or less from your graveyard to the battlefield.
Sorcery
Raise the Past (fdn) 300
Secret Salvage
Exile target nonland card from your graveyard. Search your library for any number of cards with the same name as that card, reveal them, put them into your hand, then shuffle.
Sorcery
Secret Salvage (aer) 71
Thrumming Stone
Spells you cast have ripple 4. (Whenever you cast a spell, you may reveal the top four cards of your library. You may cast spells with the same name as that spell from among the revealed cards without paying their mana costs. Put the rest on the bottom of your library.)
Legendary Artifact
Thrumming Stone (2x2) 567

Combo Starter

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Land

Qty: 27 (29 w/ MDFC)Price: $1104.73
Arid Mesa
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.
Land
Arid Mesa (mh2) 475
Bleachbone Verge
: Add
.
: Add
. Activate only if you control a Plains or a Swamp.
Land
Bleachbone Verge (dft) 371
Bloodstained Mire
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.
Land
Bloodstained Mire (mh3) 352
Cabal Coffers
,
: Add
for each Swamp you control.
Land
Cabal Coffers (mh2) 325
Caves of Koilos
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Caves of Koilos (dmu) 378
City of Brass
Whenever this land becomes tapped, it deals 1 damage to you.
: Add one mana of any color.
Land
City of Brass (2x2) 321
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (cmm) 420
Flooded Strand
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
Land
Flooded Strand (mh3) 464
Godless Shrine
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Swamp
Godless Shrine (unf) 282
Isolated Chapel
This land enters tapped unless you control a Plains or a Swamp.
: Add
or
.
Land
Isolated Chapel (pip) 1028
Marsh Flats
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.
Land
Marsh Flats (mh2) 437
Nykthos, Shrine to Nyx
: Add
.
,
: Choose a color. Add an amount of mana of that color equal to your devotion to that color. (Your devotion to a color is the number of mana symbols of that color in the mana costs of permanents you control.)
Legendary Land
Nykthos, Shrine to Nyx (ths) 223
Plains
(
: Add
.)
Basic Land - Plains
Plains (thb) 250
Polluted Delta
, Pay 1 life, Sacrifice this land: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.
Land
Polluted Delta (mh3) 465
Prismatic Vista
, Pay 1 life, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield, then shuffle.
Land
Prismatic Vista (h1r) 40
Shadowy Backstreet
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Plains Swamp
Shadowy Backstreet (mkm) 330
Silent Clearing
, Pay 1 life: Add
or
.
,
, Sacrifice this land: Draw a card.
Land
Silent Clearing (acr) 115
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (vow) 273
Tainted Field
: Add
.
: Add
or
. Activate only if you control a Swamp.
Land
Tainted Field (pip) 826
Urborg, Tomb of Yawgmoth
Each land is a Swamp in addition to its other land types.
Legendary Land
Urborg, Tomb of Yawgmoth (tsr) 287
Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains "
: Add
."
II — This Saga gains "
,
: Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost
or
, put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's
Urza's Saga (plst) MH2-259
Vault of Champions
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Vault of Champions (cmm) 667
Verdant Catacombs
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.
Land
Verdant Catacombs (mh2) 440
Windswept Heath
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
Land
Windswept Heath (mh3) 466

Land

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Mana

Qty: 11 Price: $454.39
Cabal Ritual
Add
.
Threshold — Add
instead if there are seven or more cards in your graveyard.
Instant
Cabal Ritual (v16) 2
Chrome Mox
Imprint — When this artifact enters, you may exile a nonartifact, nonland card from your hand.
: Add one mana of any of the exiled card's colors.
Artifact
Chrome Mox (2xm) 240
Culling the Weak
As an additional cost to cast this spell, sacrifice a creature.
Add
.
Instant
Culling the Weak (exo) 55
Dark Ritual
Add
.
Instant
Dark Ritual (sta) 26
Lotus Petal
, Sacrifice this artifact: Add one mana of any color.
Artifact
Lotus Petal (p30m) 2
Pitiless Plunderer
Whenever another creature you control dies, create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Creature - Human Pirate
Pitiless Plunderer (spg) 5
Rain of Filth
Until end of turn, lands you control gain "Sacrifice this land: Add
."
Instant
Rain of Filth (sld) 1547★
Sol Ring
: Add
.
Artifact
Sol Ring (cmm) 703
Songs of the Damned
Add
for each creature card in your graveyard.
Instant
Songs of the Damned (uma) 115
Talisman of Hierarchy
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Hierarchy (h1r) 36
Weathered Wayfarer
,
: Search your library for a land card, reveal it, put it into your hand, then shuffle. Activate only if an opponent controls more lands than you.
Creature - Human Cleric Nomad
Weathered Wayfarer (2x2) 425

Mana

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MDFC Lands

Qty: 2 Price: $48.98
Agadeem's Awakening
Return from your graveyard to the battlefield any number of target creature cards that each have a different mana value X or less.
Sorcery
Agadeem's Awakening // Agadeem, the Undercrypt (znr) 90Agadeem's Awakening // Agadeem, the Undercrypt (znr) 90
Witch Enchanter
When this creature enters, destroy target artifact or enchantment an opponent controls.
Creature - Human Warlock
Witch Enchanter // Witch-Blessed Meadow (mh3) 239Witch Enchanter // Witch-Blessed Meadow (mh3) 239

MDFC Lands

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Protection

Qty: 4 Price: $150.96
Grand Abolisher
During your turn, your opponents can't cast spells or activate abilities of artifacts, creatures, or enchantments.
Creature - Human Cleric
Grand Abolisher (cmm) 625
Ranger-Captain of Eos
When this creature enters, you may search your library for a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
Sacrifice this creature: Your opponents can't cast noncreature spells this turn.
Creature - Human Soldier Ranger
Ranger-Captain of Eos (h1r) 5
Silence
Your opponents can't cast spells this turn.
Instant
Silence (sld) 7003
Voice of Victory
Mobilize 2 (Whenever this creature attacks, create two tapped and attacking 1/1 red Warrior creature tokens. Sacrifice them at the beginning of the next end step.)
Your opponents can't cast spells during your turn.
Creature - Human Bard
Voice of Victory (tdm) 331

Protection

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Tutor

Qty: 33 Price: $638.97
Beseech the Mirror
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.)
Search your library for a card, exile it face down, then shuffle. If this spell was bargained, you may cast the exiled card without paying its mana cost if that spell's mana value is 4 or less. Put the exiled card into your hand if it wasn't cast this way.
Sorcery
Beseech the Mirror (pwoe) 82p
Demonic Tutor
Search your library for a card, put that card into your hand, then shuffle.
Sorcery
Demonic Tutor (uma) 93
Diabolic Intent
As an additional cost to cast this spell, sacrifice a creature.
Search your library for a card, put that card into your hand, then shuffle.
Sorcery
Diabolic Intent (bro) 324
Enlightened Tutor
Search your library for an artifact or enchantment card, reveal it, then shuffle and put that card on top.
Instant
Enlightened Tutor (dmr) 263
Imperial Seal
Search your library for a card, then shuffle and put that card on top. You lose 2 life.
Sorcery
Imperial Seal (2x2) 439
Razaketh, the Foulblooded
Flying, trample
Pay 2 life, Sacrifice another creature: Search your library for a card, put that card into your hand, then shuffle.
Legendary Creature - Demon
Razaketh, the Foulblooded (cmm) 520
Shadow-Rite Priest
Other Clerics you control get +1/+1.
,
, Sacrifice another Cleric: Search your library for a black creature card, put it onto the battlefield, then shuffle.
Creature - Human Cleric
Shadow-Rite Priest (dmu) 403
Shadowborn Apostle
A deck can have any number of cards named Shadowborn Apostle.
, Sacrifice six creatures named Shadowborn Apostle: Search your library for a Demon creature card, put it onto the battlefield, then shuffle.
Creature - Human Cleric
Shadowborn Apostle (2x2) 89
Vampiric Tutor
Search your library for a card, then shuffle and put that card on top. You lose 2 life.
Instant
Vampiric Tutor (dmr) 314

Tutor

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Maybeboard

Qty: 8 Price: $198.12
Angel's Grace
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.
Instant
Angel's Grace (tsr) 4
Archivist of Oghma
Flash
Whenever an opponent searches their library, you gain 1 life and draw a card.
Creature - Cleric Halfling
Archivist of Oghma (clb) 4
Cloud, Midgar Mercenary
When Cloud enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
As long as Cloud is equipped, if a triggered ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time.
Legendary Creature - Human Soldier Mercenary
Cloud, Midgar Mercenary (fin) 375
Lotho, Corrupt Shirriff
Whenever a player casts their second spell each turn, you lose 1 life and create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Legendary Creature - Rogue Halfling
Lotho, Corrupt Shirriff (ltr) 213
Orzhov Signet
,
: Add
.
Artifact
Orzhov Signet (tdc) 323
Sensei's Divining Top
: Look at the top three cards of your library, then put them back in any order.
: Draw a card, then put this artifact on top of its owner's library.
Artifact
Sensei's Divining Top (2x2) 398
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (sta) 10
Zulaport Cutthroat
Whenever this creature or another creature you control dies, each opponent loses 1 life and you gain 1 life.
Creature - Human Rogue Ally
Zulaport Cutthroat (sld) 156

Maybeboard

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Deck Info

Deck stats

22 pips - 15 cards
18 mana - 18 cards
0 pips - 0 cards
0 mana - 6 cards
67 pips - 53 cards
38 mana - 26 cards
0 pips - 0 cards
0 mana - 6 cards
0 pips - 0 cards
0 mana - 6 cards
0 pips - 0 cards
7 mana - 6 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"attributes":{"underline":true,"bold":true},"insert":"Introduction"},{"insert":"\n\nThis list of "},{"insert":{"card-link":"Athreos, God of Passage"}},{"insert":" is a mid Bracket 4 Aristocrat-type Orzhov Combo deck that seeks to win the game in a single explosive storm turn, often revolving around "},{"insert":{"card-link":"Razaketh, the Foulblooded"}},{"insert":" to tutor into quasi-infinite chains or simple infinite win conditions. The deck looks to draw as many cards as possible in the early game using advantage engines such as "},{"insert":{"card-link":"Necropotence"}},{"insert":" , "},{"insert":{"card-link":"Skullclamp"}},{"insert":" , or "},{"insert":{"card-link":"Ad Nauseam"}},{"insert":", before closing on an explosion of game actions, preferably on turns 4-6. This deck is also a "},{"insert":{"card-link":"Shadowborn Apostle"}},{"insert":" deck; the main inspiration behind this deck was my desire to build a high-power storm deck around the card. This deck often has very high variance on its play patterns - it can be extremely explosive and quick to end the game, or it can do absolutely nothing if you get bad mulligans. Players who seek to pilot some variation of this list should be ready to account for variance - it is something relatively unavoidable when our deck is built around a 1/1 creature that does nothing by itself and requires 6 copies in play to even begin to maybe get value. Despite what Shadowborn Apostles textbox says, we run only 1 Demon for them to tutor in the deck: "},{"insert":{"card-link":"Razaketh, the Foulblooded"}},{"insert":" .\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Mulligan Strategy"},{"insert":"\n\nBroadly speaking, our cards can be broken down into the following categories:\nAdvantage Engines"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Combo Pieces"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Combo Starters"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Mana"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Tutors"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Protection"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Shadowborn Apostles (These are grouped under Tutors by Archidekt, but should be treated as a separate category in my opinion)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nWhen we mulligan, the ideal hand we should be looking for should include either an Advantage Engine or a Tutor to find an Advantage Engine and Mana. Everything else is relatively malleable - we aren't looking for a specific Combo Piece, although having one of our Combo Starters can be nice.\n\nAn example of a keepable 7 might be 3x "},{"insert":{"card-link":"Shadowborn Apostle"}},{"insert":" , "},{"insert":{"card-link":"Skullclamp"}},{"insert":" , "},{"insert":{"card-link":"Songs of the Damned"}},{"insert":", and 2 Lands. We have our advantage engine in Skullclamp, ways to abuse it, and a ritual in Songs of the Damned for when we are ready to combo.\n\nThe mulligans with this deck are particularly difficult. Because our Commander is strictly a Combo Piece that is not likely to offer us much advantage, and because 1/4 of our deck is effectively useless 1/1s that don't do anything by themselves, we need to aggressively mulligan for an actual game plan. Hands that only cast Shadowborn Apostles, or that only include mana, are very risky - remember that 20-something cards in your remaining deck are Shadowborn Apostles, and another 20-something cards will be Lands. Your topdecks are statistically unlikely to save you, so you need to make sure you try to avoid relying on Topdecks as much as possible.\n\nIn terms of priority for cards to keep, we should look for Advantage Engines > Tutors > Mana >= Combo Starters > Protection/Shadowborn Apostles/Combo Pieces. We must have a way to keep our hand stocked with "},{"attributes":{"bold":true},"insert":"real "},{"insert":"cards and not just an endless stream of Lands and Shadowborn Apostles. Sometimes, we won't be able to find Advantage or Tutors. In those cases, Mana and a Combo Starter can let us pivot to a Plan B. If we find no Advantage, no Tutor, and no Combo Starter, the best we can do is to keep as much Mana as possible and hope that we draw into an out - though in many of these cases, our deck will not function very well either way.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Gameplan"},{"insert":"\n\nWe want to execute our game plan as quickly as possible and kill the table as quickly as possible - this deck is extremely all-in - you either need to win before the table can stop you, or, barring that, pick your window very carefully. If it's before turn 5 and the table is tapped out, it is often correct to just push and hope that nobody has interaction. If the game goes long for whatever reason, you're going to have to pick your battles. Try to push on turns where you have protection from a Silence effect such as "},{"insert":{"card-link":"Grand Abolisher"}},{"insert":" or "},{"insert":{"card-link":"Voice of Victory"}},{"insert":".\n\n"},{"attributes":{"italic":true},"insert":"Turns 1-3"},{"insert":"\n\nTurns 1-3 should be spent getting down your Advantage Engine and drawing as many cards as you possibly can. With Skullclamp, this can sometimes extend to turn 4, as we do have to spend the mana to draw cards, but with something like Necropotence, we want to try to churn through as many cards as possible. Unlike cEDH types of builds that win on Necropotence, though, we do not have access to giving our entire combo Flash, as I don't like "},{"insert":{"card-link":"Emergence Zone"}},{"insert":" in the deck. As such, be careful about how you manage your life total with Necro - this isn't a draw 10 then draw 25 paradigm like cEDH RogSi, for example. This is more of a Draw 5, then Draw 5, then Draw 5.\n\nWhat we're looking for in these initial setup turns is to find a Combo Starter and maybe an associated Combo Piece or other setup. An example might be that we want to draw into "},{"insert":{"card-link":"Bolas's Citadel"}},{"insert":" and a way to count to 6 Mana without having to play our Land. Or maybe we want to find "},{"insert":{"card-link":"Thrumming Stone"}},{"insert":" , Mana, and a couple of Shadowborn Apostles to guarantee a combo turn with "},{"insert":{"card-link":"Razaketh, the Foulblooded"}},{"insert":" .\n\n"},{"attributes":{"italic":true},"insert":"Note on Ad Nauseam:"},{"insert":"\n\nThis is an end-step "},{"insert":{"card-link":"Ad Nauseam"}},{"insert":" deck. You should basically only ever cast Ad Naus on someone's end step before you untap because the 5 mana invested into casting Ad Naus likely means that you will not have the mana to win on your own turn, resulting in you just losing a huge amount of life, setting up a target on yourself, and then discarding a bunch of cards to hand size if you do it on your own turn. Obviously there can be exceptions to this if you can make a crazy amount of mana regardless but in general don't try to main phase a Naus.\n\n"},{"attributes":{"italic":true},"insert":"Winning the Game:"},{"insert":"\n\nThe most bare bones premise of the deck is to get 10+ Shadowborn Apostles into play, Sacrifice 6 of them to cheat Razaketh into play, and find a way to win from there. The exact way you play out this line is not condensable to a single block of text and will highly depend on what pieces you have in play. If you have the requisite Mana but don't have enough creatures to sacrifice to set off a Chain, you may need to find "},{"insert":{"card-link":"Rotlung Reanimator"}},{"insert":" or "},{"insert":{"card-link":"Xathrid Necromancer"}},{"insert":" to make Zombies as you sacrifice Apostles to continue Tutor'ing. If you have the requisite creatures but not the mana, you might need to start off by finding "},{"insert":{"card-link":"Lotus Petal"}},{"insert":" or "},{"insert":{"card-link":"Chrome Mox"}},{"insert":" , then "},{"insert":{"card-link":"Dark Ritual"}},{"insert":" , etc. The key here is that if you only have 6 Shadowborn Apostles, unless you have a way to get more, or something that makes creatures when they die, you will seldom be able to win with a naked Razaketh alone. You have to analyze what you do have and what you don't.\n\nThe way you get to 10+ Apostles is also usually a myriad variety. It can be off "},{"insert":{"card-link":"Thrumming Stone"}},{"insert":", or maybe you have been sacc'ing a ton of them to "},{"insert":{"card-link":"Skullclamp"}},{"insert":" and have "},{"insert":{"card-link":"Ascend from Avernus"}},{"insert":" in hand. The key thing to keep in mind though, is that unless you are very clearly going to just win like you have 25 Apostles from Thrumming Stone or something like that, the lines aren't always clear. Sometimes you just have to try to map out how much mana you get to work with and if it's enough. Personally, I think this is the most fun part of the deck, but I know other people do not like taking long turns or thinking that long. I would say this is probably not the deck for you in that case.\n\nOne of the easiest combos to present is "},{"insert":{"card-link":"Sephiroth, Fabled SOLDIER // Sephiroth, One-Winged Angel"}},{"insert":", "},{"insert":{"card-link":"Phyrexian Altar"}},{"insert":" , and "},{"insert":{"card-link":"Forsaken Miner"}},{"insert":". Because Sephiroth's effect to make a target opponent lose 1 life targets an opponent, it counts as a crime. You can thus present a loop of sacrificing the Forsaken Miner to Phyrexian Altar to make a Black Mana, targeting an opponent with the Sephiroth ping in the process. This counts as committing a crime, generating a trigger to return Forsaken Miner to the battlefield, which you can pay for with the Black Mana you made.\n\nThis notwithstanding, you can also mass reanimate multiple times with cards like "},{"insert":{"card-link":"Raise the Past"}},{"insert":" or "},{"insert":{"card-link":"Ascend from Avernus"}},{"insert":" while "},{"insert":{"card-link":"Elas il-Kor, Sadistic Pilgrim"}},{"insert":" is in play. Combined with "},{"insert":{"card-link":"Athreos, God of Passage"}},{"insert":", you can very quickly drain the table to death - you don't need a proper outlet to sacrifice to for this (Razaketh technically suffices but will make you go negative on life), as you can simply use the Shadowborn Apostle's own ability to sacrifice 6 at a time and just fail to find. \n\nMost lines on a Razaketh turn will require some way to continue generating mana - this can be done with Res Loops with the aforementioned Mass Resurrection Sorceries and "},{"insert":{"card-link":"Phyrexian Altar"}},{"insert":", "},{"insert":{"card-link":"Carnival of Souls"}},{"insert":" , or "},{"insert":{"card-link":"Pitiless Plunderer"}},{"insert":". Often these are the first things you should start tutor'ing for with Razaketh, as these are the cards that help sustain our line.\n\nIf we aren't winning with Shadowborn Apostles, usually we have to win with "},{"insert":{"card-link":"Bolas's Citadel"}},{"insert":". The generic combo with "},{"insert":{"card-link":"Aetherflux Reservoir"}},{"insert":" is in the deck, although I have forgone putting "},{"insert":{"card-link":"Sensei's Divining Top"}},{"insert":" in the deck as I think it does not do much otherwise and the deck is already full of combo pieces and cards that don't function by themselves. Most of the time "},{"insert":{"card-link":"Necropotence"}},{"insert":" will suffice as a means to filter away the top of your library, as most turns with Citadel will find one way or another into a tutor. \n\n"},{"insert":{"card-link":"Thrumming Stone"}},{"insert":" and "},{"insert":{"card-link":"Aetherflux Reservoir"}},{"insert":" also present an interesting alternative means to win, although a very expensive one unless you just want to run out one of the artifacts. Because Ripple has you cast the card, you can often get to ludicrously high storm counts off Thrumming Stone and just shoot the table to death.\n\n"},{"attributes":{"italic":true},"insert":"When do I cast Athreos?"},{"insert":"\n\nIf the game slows down or you don't think it is an appropriate time to win, casting Athreos to soften life totals or preserve some value - or even just to have a large, Indestructible Blocker, will be the correct play. Athreos also creates combos by himself - for example, with "},{"insert":{"card-link":"Remembrance"}},{"insert":" , "},{"insert":{"card-link":"Phyrexian Altar"}},{"insert":", and any of: \nPiece to make creatures such as Xathrid/Rotlung"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Piece to make mana such as Carnival of Souls"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Piece to drain the table such as Sephiroth/Elas il-Kor"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Mass Res Spell"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nYou can sacrifice a Shadowborn Apostle to the Altar and then go get another Apostle. Phyrexian Altar will have made the mana to cast the next one. Target any opponent - either they pay the 3 life or you get the Apostle back. Unless every opponent has somehow gotten above 70 life, there will reach a point where that opponent can no longer refuse to give you the Apostle back and you can make infinite mana, infinite zombies, infinite pings, etc.\n\nAssuming you have the spare mana, Athreos is also simply good to cast at any point during your combo turn - it hastens how fast players die, or functions to extend your combos if you need more Sac Fodder back in hand - often times going through an Aristocrat loop line will leave opponents unable to pay the 3 Life at some point. A minor note here is that when you do use Athreos loops as a win condition, most of the time you want an opponent whose life total is not divisible by 3 - as Athreos's trigger requires "},{"attributes":{"bold":true},"insert":"payment"},{"insert":" of life and is not an effect that makes them lose life on a reflexive trigger. This means if they do not have 3 or more life, they cannot "},{"attributes":{"bold":true},"insert":"pay"},{"insert":" which means they are forced to give you the creature back. If a player has exactly 3 life, they can spite play you by opting to die rather than give you the creature.\n\nSometimes it can also be correct to simply not cast Athreos - some of our lines interact with returning creatures from the graveyard to the battlefield. If they can't hit the graveyard, we can't return them. If our plan is highly reliant on a mass res spell landing and we're unsure if our opponents will reliably pay the 3 life (even though they usually will), it might not be correct to have Athreos on the battlefield without a way to get rid of him.\n\n"},{"attributes":{"italic":true},"insert":"How do I not get beat to death on slower starts?"},{"insert":"\n\nLiterally just show opponents your hands. Most of the time the fear of the unknown is what will make you targeted. If you show them a hand of all lands and useless pieces - it will take the heat off of you until you are ready to win. That or you need to mulligan more aggressively for a faster hand. \n\n"},{"attributes":{"italic":true},"insert":"I drew Razaketh. What now?"},{"insert":"\n\nMost of the time, while this is certainly annoying, it is not the end of the world as the deck has the ability to produce so much mana that you can often find ways to hard cast Razaketh and then combo off anyway. If you drew Razaketh, just try to avoid dying, politic and survive until you can cast Razaketh or pivot to a different strategy that doesn't rely on Apostles - such as Bolas's Citadel.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Notes on Deck Construction"},{"insert":"\n\n"},{"attributes":{"italic":true},"insert":"You have almost no Removal or Interaction in this deck. Isn't that an issue?"},{"insert":"\n\nThis deck wants to win quickly and also is built around Apostles while having a Commander that usually does not offer any advantage against savvier opponents. This means making concessions in the builder. Most of the time, this deck simply declares that the problems on the board are not its problems because it is either trying to win faster than the rate at which those problems might accrue, or trying to not be the threat. You do technically have interaction in Silences too - these can be a powerful political tool. But in general, if you try to make a deck with an extremely narrow gameplan interactive, you're going to run into issues of space or issues of cards.\n\n"},{"attributes":{"italic":true},"insert":"Emergence Zone?"},{"insert":"\n\nYou can run it. I don't know if its necessary personally, the pace of games that this deck plays in aren't quite cEDH tempo so I don't think it's required that you Necro yourself down to 5 and find a way to win on endstep, which is the primary way to use Emergence Zone. I'm also just not sure that those types of lines would be very successful as lines are often tight, and Emergence Zone costs you effectively 2 mana (1 to pay the cost, and 1 because you're not tapping it to produce mana) on turns where you are likely to be heavily constrained. I'm also not on every free rock or every piece of fast mana, which might also make it even harder.\n\n"},{"attributes":{"italic":true},"insert":"Lotho?"},{"insert":"\n\nI think this card is great but haven't found a cut for it. I think you can maybe cut Elas Il-Kor or one of the Mass Resurrection spells if you do want to run Lotho. Part of it is also that this deck aggressively uses its life total as a resource, and Lotho taxes that. But definitely is a card worth trying.\n\n"},{"attributes":{"italic":true},"insert":"Can't you cut some of the auxiliary cards if you have a combo as lean as Sephiroth? Do you need other wincons?"},{"insert":"\n\nIn theory you can cut Elas or the Remembrance lines or a whole slew of things - but I like having some measure of redundancy on combos in this deck. Also, the spirit of the deck is fundamentally a Shadowborn Apostle deck - a lot of these cards are intrinsically tied to that identity, the commander included. We could just play a Sephiroth turbo but at that point, we should probably ask why the commander isn't just Sephiroth. Ultimately, this deck is high power and trying to be relatively optimized, but I do want to keep some degree of uniqueness and identity to it. Hence the choices made. If you want to further streamline it, you can feel free to - the joy of Commander is in personalization.\n"}]}
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