Category Archives: Deck tech

Conjuring New Tricks

Here we are with the threatened blog post from yesterday (well I wrote this a while back apparently and only just discovered the post in my drafts folder, so not quiet the next day as I say here). Where I shared with those remotely interested the current Wizard Commander deck that I am playing based on last years Arcane Wizardry precon and a $20 upgrade (as created by MTGGoldfish) that was applied to it, which I then changed by a couple of cards.

Since I did that upgrade earlier in the year new cards have come out in the form of new sets like Rivals of Ixalan, BattleBond, Dominaria, and now Core Set 2019. Plus my adventures amongst the planes of the MtG universe have bought me into contact with old cards that are new to me, or ones I knew about and hadn’t considered until now.

It’s the nature of the game, new cards come out, and often the first thought that goes through your head is “this card will go nicely into my xxxx deck”. And that may be so but then you are left with which card does it replace? Sometimes it’s really obvious because the new card is a better version of one that you currently use. But then you have to evaluate the card, does it weaken or strengthen my decks game plan?

First up for consideration and putting pressure on the existing cards are these four creature cards. Torrential Gearhulk and Vampire Charmseeker double down on the game plan of being able to use the graveyard as an extension of my hand, and play instants and sorcery spells from there. While Spellseeker allows me to go fetch a 2 CMC or less instant to sorcery from my library. That ability alone to go fetch the spell I need is powerful. I just got to make sure I have spells that I can fetch that way.

Timestream Navigator would along with two of the other cards introduce a new tactic to the deck. That being the extra turn. I’m not a fan of the infinite loop (I have built decks that have gone infinite in the past to illustrate the mechanic to my students), they are not fun to play against, and in a casual group fun format like Commander I feel they are against the experience of the format. I don’t mind an extra turn/combat phase, but not infinite. So there is nothing in here to make these extra turns infinite. I suppose Timestream Navigator has the potential to go infinite if you are down to your last card. But I’ve not seen a game of Commander go through 98 cards yet to get to that state.

These 3 enchantments are potentially evil. As Foretold the longer it stays out on the battlefield is going to give me so much value. Rhystic Study potentially going to give me insane card draw. Omniscience although expensive if I can cheat it out will like As Foretold give me such value. But for both I need lots of cards in hand, which the likes of Rhystic Study and one or two of the cards below would hopefully do.

Search for Azcanta is probably the easiest one to put in. Even though it’s a legendary enchantment it could replace a basic land. If I don’t flip it, I have a scry effect each turn, but if I do it taps for a mana or allows me to go looking for an answer in my top 4 cards. It’s the flipped side I’m more interested in.

Only 2 Sorceries, Game Plan is a chaotic card that is just a (potentially) fun card to play in a multiplayer format. While Time Warp is the second of the cards that give that extra turn.

I have 9 potential instants to include. The first is that controversial buy-a-box promo Nexus of Fate. The third and final card that gives me an extra turn. Like Timestream Navigator this one goes back into the library and not the graveyard.

Then we have card draw, that digging for the right card at the right time. Having answers when the questions are being asked. These are cards that hopefully help me get to those answers quicker. Then we have some targeted spells to control what’s going on. The fact that all these spells can be played more than once is just extra gravy.


So those are the cards pushing on the door wanting to claim a slot. What do they replace? Do they fit in with the game plan?

Angel Tribal Commander Initial Version


Back to back deck techs, this time it’s my initial version of my Angel Tribal deck. This was a deck that I had been planning and thinking about on and off for few months before it actually became a reality.

Can you guess the game plan for this deck? Yep death from above. The flying version of big stompy. But it has a plan B! Plan B just so happens to be Approach of the Second Sun. Not much of a back up plan I know.

The hardest decision for this deck for me I think was who to have the Commander. I nearly went with a multi-coloured Commander. But it was hard enough being mono coloured and cutting cards. Add in cards from another colour, and mana fixing cards.

I’m so happy with the theme in this deck. It really comes across in the card names or the art.

I did surprise myself that I didn’t go bigger on the tribal cards. I suppose it helps that a few of the angels give others buffs of some kind when played. Whether that’s +1/+1 counters, lifelink, vigilance, etc all of a sudden my battlefield can become quite scary.

So let’s look at the stats etc for this deck.

The AMC doesn’t surprise me. And considering that angels are generally costly creatures to cast, the mana curve is not a surprise either. What was a surprise was the cost of building the deck if I was to buy it today. Bloody hell it’s expensive. For a deck that’s meant to be a fun casual thing to play. Wow!

Commander: Lyra Dawnbringer

Here is that all unimportant deck list.

Creatures:29

1 Angelic Wall
1 Angel of Condemnation
1 Archangel of Tithes
1 Gisela, the Broken Blade
1 Linvala, Keeper of Silence
1 Restoration Angel
1 Angel of Invention
1 Angel of Sanctions
1 Archangel of Thune
1 Baneslayer Angel
1 Herald of the Host
1 Lyra Dawnbringer
1 Reaper of Flight Moonsilver
1 Serra Angel
1 Aegis Angel
1 Angel of Renewal
1 Angel of the God-Pharaoh
1 Linvala, the Preserver
1 Serra’s Guardian
1 Subjugator Angel
1 Sunblast Angel
1 Winged Shepherd
1 Angel of Retribution
1 Bruna, the Fading Light
1 Emeria Shepherd
1 Akroma, Angel of Wrath
1 Avacyn, Angel of Hope
1 Iona, Shield of Emeria
1 Reya Dawnbringer

Spells:36

1 Authority of the Consuls
1 Glaring Spotlight
1 Land Tax
1 Path to Exile
1 Sensei’s Divining Top
1 Sol Ring
1 Swords to Plowshares
1 Ashes of the Abhorrent
1 Helm of Awakening
1 Lightning Greaves
1 Pearl Medallion
1 Rest in Peace
1 Take Vengeance
1 Thought Vessel
1 Entreat the Angels
1 Herald’s Horn
1 Invoke the Divine
1 Teferi’s Protection
1 Urza’s Incubator
1 Angelic Accord
1 Cast Out
1 Day of Judgment
1 Helm of the Host
1 Leyline of Sanctity
1 Regna’s Sanction
1 Settle the Wreckage
1 Thran Temporal Gateway
1 Wrath of God
1 Fumigate
1 Gilded Lotus
1 Vanquisher’s Banner
1 Austere Command
1 Hour of Revelation
1 The Immortal Sun
1 Approach of the Second Sun
1 Overwhelming Splendor

Lands:35

1 Arcane Lighthouse
1 Field of Ruin
33 Plains

So that is my initial angel deck. What next? Well there are some new cards in Core set 2019 that I want to look at. Will they be good enough to force their way in?

Big Green Stompy Commander Deck

This is my initial big green stompy Commander deck. It’s a simple game plan, swing in with big stompy green beasts. As I’ve pointed out in previous posts there seems to be a theme/game plan I like. Unlike a couple of my decks I like playing this is not a Tribal deck.

A disclaimer I don’t usually make but it holds true for all my decks, these Commander decks are not meant to be competitive, but fun casual decks. The inspiration for this deck was to play big stompy green creatures. So that was the criteria for selecting most of the creatures in the deck. Big stompy creatures aren’t cheap to cast so I’ve tried to make use of greens natural ability to ramp.

Commander: either Yeva, Nature’s Herald or Melira, Sylvok Outcast.


Most of the time the commander is going to be Yeva, giving flash to my green creatures. However if you know you are up against an infect/whither deck then Melira becomes the commander.

The big elephant in the room as the stats for the deck below will show is that this deck is about 5 – 9 lands short from the number people would normally be comfortable with. So why am I not worried, and settling for 25 lands in total?

Well for starters I have Leaf Gilder, Llanowar Elves, Elvish Mystic and Boreal Druid that tap for mana. Rishkar, Peema Renegade gives each creature with a counter on it the ability to tap for mana. Vorinclex, Voice of Hunger adds an extra mana per land I tap (plus slows down opponents). I have 7 sorceries that allow me to go fetch at least one land if not more. 3 mana rocks in the form of artifacts. 3 artifacts that give me a discount on spells. 6 enchantments and an artifact that boost mana production.

So even with a lowish number of lands I should be generating an awful lot of mana. Mana that will be sunk into the mana sinks I have in the deck. Which is basically the hydra. The more I can throw into these beasts when I cast them the better. Even funnier is if I have Doubling Season and/or Primal Vigor out at the time. Then these become scary big.

This vanity casual deck isn’t cheap to build. According to the decked app and its link to CardKingdom its more expensive than I was expecting. I am taken aback little by the costing. Doubling Season alone shows why I proxy in the card, and produce it when it is needed. I think it’s in 3 decks at the moment.

Ok here is the initial deck list.

Creatures:34

1 Boreal Druid
1 Elvish Mystic
1 Feral Hydra
1 Hungering Hydra
1 Llanowar Elves
1 Mistcutter Hydra
1 Hooded Hydra
1 Leaf Gilder
1 Melira, Sylvok Outcast
1 Primordial Hydra
1 Deathgorge Scavenger
1 Eternal Witness
1 Lifeblood Hydra
1 Managorger Hydra
1 Rhonas the Indomitable
1 Rishkar, Peema Renegade
1 Steel Leaf Champion
1 Thrashing Brontodon
1 Elvish Piper
1 Ivy Lane Denizen
1 Yeva, Nature’s Herald
1 Gigantosaurus
1 Verdurous Gearhulk
1 Aggressive Mammoth
1 Carnage Tyrant
1 Hydra Broodmaster
1 Hydra Omnivore
1 Oran-Rief Hydra
1 Rampaging Baloths
1 Greater Sandwurm
1 Tornado Elemental
1 Khalni Hydra
1 Vorinclex, Voice of Hunger
1 Ghalta, Primal Hunger

Spells:41

1 Adventurous Impulse
1 Attune with Aether
1 Forced Adaptation
1 Lay of the Land
1 Sensei’s Divining Top
1 Silent Gravestone
1 Sol Ring
1 Unbridled Growth
1 Aim High
1 Blackblade Reforged
1 Bonds of Mortality
1 Emerald Medallion
1 Gaea’s Blessing
1 Karametra’s Favor
1 Land Grant
1 Lightning Greaves
1 Moss Diamond
1 Song of Freyalise
1 Thought Vessel
1 Beastmaster Ascension
1 Crushing Canopy
1 Cultivate
1 Gift of Paradise
1 Growing Rites of Itlimoc
1 Nissa’s Pilgrimage
1 Retreat to Kazandu
1 Rhonas’s Monument
1 Helm of the Host
1 Pir’s Whim
1 Return to the Earth
1 Whirlwind
1 Doubling Season
1 Overwhelming Stampede
1 Primal Vigor
1 The Mending of Dominaria
1 Caged Sun
1 The Immortal Sun
1 Wave of Vitriol
1 Zendikar Resurgent
1 Praetor’s Counsel
1 The Great Aurora

Lands:25

1 Arcane Lighthouse
1 Detection Tower
20 Forest
1 Scavenger Grounds
1 Temple of the False God
1 Tranquil Thicket

Naturally this isn’t the final deck list. Decks are living breathing things. New cards come out, you find an existing card that would work better. Who knows I may have to adjust the mana base up. I’ve only played this deck once. It seemed to work, and got to do its thing. But it needs more play.

Upgraded Wizards 2017 Commander Deck

“phew! 3 days of boring videos over” I hear you say. Sadly for you I’m following those videos up with some extra boring posts. Welcome to the first of those cures for insomnia.
I do like playing this deck, the majority of it’s current state is based on the $20 Budget Upgrade for the Arcane Wizardry 2017 Commander deck on the MTGGoldfish web site. You may have noticed from one or two other decks I’ve used them as the starting point for taking a precon and making it my own more than once. The nice thing about this site and the articles is that these are budget upgrades that the majority of people can afford.

I would not let a new player use this deck as their first deck to pilot. There needs to be a lot of attention paid to what is going on. And there is also a fair bit of decision making to make also on your turn. And it’s these two things that make this deck fun for me to play with.

The Commander I went for with the 2017 precon was Kess, Dissident Mage. I liked the plan of attack for Kess over the one for Inalla. I went spell-slinger over wizards. Hey we are wizards we should be slinging spells. It’s thematic.


Ok something I keep forgetting in this type of post, here is the mana curve for the deck as done by the Decked app.

As an exercise I got the app to also price the deck up based on the CardKingdom prices at the time of writing, and it weighed in at a few cents shy $132. Sensei’s Divining Top and The Immortal Sun account for roughly $38 of this price. Which happen to be two of the cards I swapped in. That’s not bad if you are buying the singles. But I’m sure the original precon can be picked up for around the original price, so it should be possible to put this together for half that if you stick to the original posts budget upgrade list.

Here is the all important deck list:

Creatures:15

1 Young Pyromancer
1 Izzet Chemister
1 Sea Gate Oracle
1 Shadowmage Infiltrator
1 Archaeomancer
1 Kess, Dissident Mage (Commander)
1 Talrand, Sky Summoner
1 Bloodline Necromancer
1 Body Double
1 Izzet Chronarch
1 Magus of the Future
1 Mercurial Chemister
1 Prognostic Sphinx
1 Teferi, Mage of Zhalfir
1 Arcanis the Omnipotent

Spells:47

1 By Force
1 Dark Ritual
1 Faithless Looting
1 Sensei’s Divining Top
1 Sol Ring
1 Spell Pierce
1 Cabal Ritual
1 Comet Storm
1 Dimir Signet
1 Fellwar Stone
1 Go for the Throat
1 Helm of Awakening
1 Increasing Vengeance
1 Into the Roil
1 Izzet Signet
1 Rakdos Charm
1 Rakdos Signet
1 Reality Shift
1 Reverberate
1 Terminate
1 Burning Vengeance
1 Commander’s Sphere
1 Crosis’s Charm
1 Darksteel Ingot
1 Frantic Search
1 Sage’s Dousing
1 To the Slaughter
1 Unstable Obelisk
1 Worn Powerstone
1 Diabolic Tutor
1 Insidious Will
1 Jace’s Sanctum
1 Memory Plunder
1 Primal Amulet
1 Syphon Mind
1 Dark Petition
1 Increasing Ambition
1 Mana Geyser
1 Metallurgic Summonings
1 Silumgar’s Command
1 Mind’s Desire
1 Opportunity
1 Spelltwine
1 The Immortal Sun
1 Kindred Dominance
1 Necromantic Selection
1 Decree of Pain

Lands:38

1 Arcane Lighthouse
1 Command Tower
1 Crumbling Necropolis
1 Dimir Aqueduct
1 Dismal Backwater
1 Evolving Wilds
1 Grixis Panorama
10 Island
1 Izzet Boilerworks
1 Jwar Isle Refuge
4 Mountain
1 Mystifying Maze
1 Rakdos Carnarium
1 Scavenger Grounds
6 Swamp
1 Swiftwater Cliffs
1 Temple of the False God
1 Terramorphic Expanse
1 Vivid Crag
1 Vivid Creek
1 Vivid Marsh

Now this post isn’t the end of me talking about this deck. The next post will be looking at whether I have new cards that should be in this deck, and if so what do they replace?

Revisiting my first built Commander deck


I finally got round to revisiting my first ever Commander deck that I built (which was only last year). I never posted that deck list, I just never got round to it.

The deck was a bit unfocused. I described it as having a plan a, plan b, plan c, and if none of them worked a plan d. The deck could make zombies, or play them. But it also had the ability to punish other players for playing the game. So they could lose life for drawing a card, or lose life for discarding one (which I could then force them to do).

I had fun playing the deck. But I just felt it needed a bit of direction.


I decided to stay with the Scarab God as my Commander, and be a bit more focused in the deck to utilising his ability.

So I’m doubling down on zombies. My creatures are zombies, or if they are not I can make them zombies! There are spells in to generate zombie tokens (lots of them). Naturally there are the classic black cards for tutoring and board wipes.

I think I’ve played the deck 3 or 4 times, and it did it’s thing, or tried to. So I’m pretty happy that it is now going in the right direction.

Too many plans Zombie Focused

Creatures:24

1 Proven Combatant

1 Dire Fleet Hoarder

1 Doomed Dissenter

1 Khenra Eternal

1 Miasmic Mummy

1 Tattered Mummy

1 Burnished Hart

1 Desiccated Naga

1 Eternal of Harsh Truths

1 Liliana’s Specter

1 Liliana, Heretical Healer

1 Lord of the Accursed

1 Moaning Wall

1 Plague Belcher

1 Bloodhunter Bat

1 Carrion Screecher

1 Fate Unraveler

1 Gavony Unhallowed

1 Gonti, Lord of Luxury

1 Liliana’s Reaver

1 Liliana’s Shade

1 Vizier of Many Faces

1 The Scarab God

1 Fleet Swallower

Creatures:22

1 Proven Combatant

1 Doomed Dissenter

1 Khenra Eternal

1 Miasmic Mummy

1 Tattered Mummy

1 Desiccated Naga

1 Eternal of Harsh Truths

1 Liliana, Heretical Healer

1 Lord of the Accursed

1 Moaning Wall

1 Plague Belcher

1 Carrion Screecher

1 Gavony Unhallowed

1 Josu Vess, Lich Knight

1 Liliana’s Reaver

1 Vizier of Many Faces

1 Archfiend of Depravity

1 The Scarab God

1 Archetype of Imagination

1 Soul of New Phyrexia

1 Overseer of the Damned

1 Distended Mindbender

Spells:36

1 Dark Salvation

1 Liliana’s Indignation

1 Sentinel Totem

1 Sol Ring

1 Traveler’s Amulet

1 Consign // Oblivion

1 Crook of Condemnation

1 Essence Scatter

1 Liliana’s Caress

1 Throne of the God-Pharaoh

1 Torment of Hailfire

1 Arcane Adaptation

1 Bontu’s Monument

1 Depths of Desire

1 Heartless Pillage

1 Liliana, the Last Hope

1 Never // Return

1 Oath of Liliana

1 Commit // Memory

1 Damnation

1 Diabolic Tutor

1 Liliana of the Dark Realms

1 Mastermind’s Acquisition

1 Raiders’ Wake

1 Contract Killing

1 Dark Petition

1 Increasing Ambition

1 Liliana Vess

1 Liliana’s Mastery

1 Liliana, Death’s Majesty

1 Painful Quandary

1 Revel in Riches

1 Spell Swindle

1 Deadly Tempest

1 Liliana’s Influence

1 Liliana, Death Wielder

Spells:39

1 Dark Salvation

1 Raise Dead

1 Sol Ring

1 Crook of Condemnation

1 Damping Sphere

1 Lightning Greaves

1 Torment of Hailfire

1 Trespasser’s Curse

1 Arcane Adaptation

1 Fortuitous Find

1 Golden Demise

1 Gruesome Fate

1 Infest

1 Liliana, the Last Hope

1 Never // Return

1 Recover

1 Soul Salvage

1 Sudden Spoiling

1 Wander in Death

1 Damnation

1 Dark Bargain

1 Diabolic Tutor

1 Endless Ranks of the Dead

1 Icy Manipulator

1 Mastermind’s Acquisition

1 Settle the Score

1 Torment of Scarabs

1 Dark Petition

1 Final Parting

1 From Under the Floorboards

1 Increasing Ambition

1 Liliana’s Mastery

1 Liliana, Death’s Majesty

1 The Eldest Reborn

1 Vanquisher’s Banner

1 Deadly Tempest

1 Stir the Sands

1 The Immortal Sun

1 Army of the Damned

Lands:40

1 Barren Moor

1 Blighted Cataract

1 Cascading Cataracts

1 Command Tower

1 Cradle of the Accursed

1 Crumbling Vestige

1 Desert of the Glorified

1 Desert of the Mindful

1 Dismal Backwater

1 Dunes of the Dead

1 Evolving Wilds

1 Fetid Pools

1 Ipnu Rivulet

4 Island

1 Mortuary Mire

1 Nephalia Academy

1 Reliquary Tower

1 Rogue’s Passage

1 Skyline Cascade

1 Submerged Boneyard

1 Sunscorched Desert

13 Swamp

1 Temple of the False God

1 Terramorphic Expanse

1 Vivid Marsh

Lands:39

1 Barren Moor

1 Blighted Cataract

1 Cascading Cataracts

1 Command Tower

1 Cradle of the Accursed

1 Crumbling Vestige

1 Desert of the Glorified

1 Desert of the Mindful

1 Dismal Backwater

1 Dunes of the Dead

1 Evolving Wilds

1 Fetid Pools

1 Ipnu Rivulet

4 Island

1 Mortuary Mire

1 Nephalia Academy

1 Reliquary Tower

1 Rogue’s Passage

1 Skyline Cascade

1 Submerged Boneyard

1 Sunscorched Desert

12 Swamp

1 Temple of the False God

1 Terramorphic Expanse

1 Vivid Marsh

That’s my Scarab God Zombie Deck. What cards would you replace?

Mono Red Commander Deck

I listen to a podcast about Commander ( I actually listen to about 3 on this specific topic unsurprisingly) called Commanderin. There has been comments over the episodes of a mono red commander deck built by one of the hosts that they have two versions of. One with land hate and one without. Depending on the group they are playing with and the stance on mass land destruction decides on which version of the deck is played.

I liked the sound of this deck, and thought I’d build my own. I made a half hearted effort to find the deck list but didn’t find it. So I started researching red land hate cards. I had one already Blood Sun.

I also needed a win condition, so I went with some big or biggish red creatures that I could then swing in with multiple times in a turn. Yeah I have a couple of cards that gave me a second or multiple combat phases.

Eventually I did find that deck list. Surprisingly we both went with the multiple combat phases, although I think my deck is more hateful on the land front. I like the recycling of the graveyard, and discarding hands and drawing new hands. So I’ve taken that idea to use in my none hate version of the deck.

The Commander for these two mono red decks is the insane Etali, Primal Storm.

Both versions make use of the multiple attack phases on a turn.

Here are the mana curves and amc for both versions of the deck.

Let’s get to the two different versions of the deck, which you will find side by side below. Please remember these are initial versions of these decks. Particularly the none hate version. I’d like to add an Ulamog, the Infinite Gyre at some point. Plus add one or two more cards that discard cards from the opponents. I might also look at even adding more none basic lands.

Mass Land Hate None Mass Land Hate

Creatures:26

1 Fanatical Firebrand

1 Harsh Mentor

1 Kari Zev, Skyship Raider

1 Raptor Hatchling

1 Chandra, Fire of Kaladesh

1 Combat Celebrant

1 Magus of the Moon

1 Rampaging Ferocidon

1 Scalding Salamander

1 Zo-Zu the Punisher

1 Captivating Crew

1 Hazoret the Fervent

1 Needletooth Raptor

1 Purphoros, God of the Forge

1 Rekindling Phoenix

1 Charging Monstrosaur

1 Charging Tuskodon

1 Crimson Honor Guard

1 Glorybringer

1 Heartless Hidetsugu

1 Keldon Firebombers

1 Neheb, the Eternal

1 Burning Sun’s Avatar

1 Etali, Primal Storm

1 Angrath’s Marauders

1 Bearer of the Heavens

Creatures:29

1 Fanatical Firebrand

1 Harsh Mentor

1 Kari Zev, Skyship Raider

1 Narnam Cobra

1 Raptor Hatchling

1 Chandra, Fire of Kaladesh

1 Combat Celebrant

1 Magus of the Wheel

1 Rampaging Ferocidon

1 Scalding Salamander

1 Captivating Crew

1 Golden Guardian

1 Hazoret the Fervent

1 Needletooth Raptor

1 Purphoros, God of the Forge

1 Rekindling Phoenix

1 Charging Monstrosaur

1 Charging Tuskodon

1 Crimson Honor Guard

1 Glorybringer

1 Heartless Hidetsugu

1 Neheb, the Eternal

1 Burning Sun’s Avatar

1 Etali, Primal Storm

1 Hellkite Charger

1 Angrath’s Marauders

1 Tyrant of Valakut

1 Bearer of the Heavens

1 Ulamog, the Ceaseless Hunger

Spells:42

1 Blazing Volley

1 By Force

1 Sol Ring

1 Abrade

1 Armillary Sphere

1 Boom // Bust

1 Comet Storm

1 Crook of Condemnation

1 Dowsing Dagger

1 Lightning Greaves

1 Pyroclasm

1 Thaumatic Compass

1 Aggravated Assault

1 Blood Moon

1 Blood Sun

1 Crystal Chimes

1 Devour in Flames

1 Hazoret’s Monument

1 Insult // Injury

1 Open Fire

1 Shake the Foundations

1 Worn Powerstone

1 Blood Mist

1 Boiling Seas

1 Chandra, Torch of Defiance

1 Flame Lash

1 Flashfires

1 Hedron Archive

1 Melt Terrain

1 Nevinyrral’s Disk

1 Ruination

1 Vance’s Blasting Cannons

1 Violent Impact

1 Boulder Salvo

1 Hour of Devastation

1 Mana Geyser

1 Mass Mutiny

1 Sunbird’s Invocation

1 The Immortal Sun

1 Wake of Destruction

1 Star of Extinction

1 Obliterate

Spells:38

1 Blazing Volley

1 By Force

1 Sol Ring

1 Abrade

1 Comet Storm

1 Crook of Condemnation

1 Dowsing Dagger

1 Lightning Greaves

1 Pyroclasm

1 Thaumatic Compass

1 Thought Vessel

1 Aggravated Assault

1 Blood Sun

1 Chaos Warp

1 Crystal Chimes

1 Devour in Flames

1 Hazoret’s Monument

1 Insult // Injury

1 Mirage Mirror

1 Open Fire

1 Shake the Foundations

1 Worn Powerstone

1 Blood Mist

1 Chandra, Torch of Defiance

1 Flame Lash

1 Hedron Archive

1 Nevinyrral’s Disk

1 Past in Flames

1 Vance’s Blasting Cannons

1 Violent Impact

1 Boulder Salvo

1 Hour of Devastation

1 Mana Geyser

1 Mass Mutiny

1 Sunbird’s Invocation

1 The Immortal Sun

1 Disaster Radius

1 Star of Extinction

Lands:32

32 Mountain

Lands:33

1 Arcane Lighthouse

32 Mountain

Elf Tribal Commander Deck

The basis for this deck is the 2014 and Commander Anthology Guided by Nature Commander Deck. I was going to create an Elf Tribal deck from scratch, but after playing the mentioned deck there were a lot of cards that I’d want for my deck. So I bought a secondhand copy of Guided by Nature to change. Why reinvent the wheel, or most of it?

Like my other tribal decks there are some staples I’m now including in all my tribal decks. This Elf deck particularly generates lots of 1/1 token creatures. These are particularly vulnerable to cards like Blazing Volley, Scalding Salamander, or XXX, that can clear the battlefield of tokens and small creatures. These tribal cards amongst other things buff up my creatures protecting them from such cards. I think the last piece to my jigsaw will be to find an affordable (ie cheap) card that gives all my creatures indestructible.

The game plan for this deck is simple. It goes wide really fast. But the idea isn’t to really to swing in with lots of little creatures. Elf decks exploit this numerical advantage in other ways, like generating lots of mana, life, or buffing a creature. With the tribal cards that swing in with lots of not so small creatures is an option. But in reality it will be swinging in with one or two pumped up creatures.

Freyalise, Llanowar’s Fury will remain the Commander for this deck. Her +2 loyalty ability is what we are really after. Getting a 1/1 Elf Druid token that taps for mana. Ramp, and spamming the board with elves perfect. Her -2 loyalty ability is also pretty handy too. It’s there but not sure I’d use the ultimate. Plus I think the ultimate isn’t very threatening. Her +2 is the dangerous ability, and why opponents will target her.

I’ve played around with the decks mana base. Changed one or two of the non basic lands, and reduced the number of basic lands from 25 to 16! Which means I’m playing 28 lands in total. But with a Growing Rites of Itlimoc, a couple of mana rocks, elves that tap for mana I don’t think mana is going to be an issue. Plus there are a fair few cards in the deck that allow me to go search for a land.

Here is the deck list.

Counts : 100 main

Creatures:37

1 Boreal Druid
1 Elvish Mystic
1 Elvish Skysweeper
1 Essence Warden
1 Ezuri’s Archers
1 Joraga Warcaller
1 Llanowar Elves
1 Druid of the Cowl
1 Elvish Vanguard
1 Elvish Visionary
1 Leaf Gilder
1 Priest of Titania
1 Sylvan Ranger
1 Steel Leaf Champion
1 Thornweald Archer
1 Wellwisher
1 Adaptive Automaton
1 Elvish Archdruid
1 Elvish Branchbender
1 Ezuri, Renegade Leader
1 Farhaven Elf
1 Imperious Perfect
1 Lifespring Druid
1 Reclamation Sage
1 Timberwatch Elf
1 Titania’s Chosen
1 Drove of Elves
1 Dwynen, Gilt-Leaf Daen
1 Immaculate Magistrate
1 Ivy Lane Denizen
1 Lys Alana Huntmaster
1 Masked Admirers
1 Wild Wanderer
1 Wildheart Invoker
1 Yeva, Nature’s Herald
1 Tajuru Pathwarden
1 Elegant Edgecrafters
1 Gladehart Cavalry

Spells:34

1 Glaring Spotlight
1 Nihil Spellbomb
1 Silent Gravestone
1 Sol Ring
1 Stoneforge Masterwork
1 Emerald Medallion
1 Land Grant
1 Lightning Greaves
1 Lull
1 Moss Diamond
1 Steely Resolve
1 Thought Vessel
1 Beastmaster Ascension
1 Commander’s Sphere
1 Growing Rites of Itlimoc
1 Herald’s Horn
1 Nissa’s Pilgrimage
1 Presence of Gond
1 Pulse of Murasa
1 Root Out
1 Hunting Triad
1 Whirlwind
1 Coat of Arms
1 Freyalise, Llanowar’s Fury
1 Overwhelming Stampede
1 Predator, Flagship
1 Vanquisher’s Banner
1 Desert Twister
1 Grim Flowering
1 Obelisk of Urd
1 The Immortal Sun
1 Wave of Vitriol
1 Zendikar Resurgent
1 Praetor’s Counsel

Lands:28

1 Arcane Lighthouse
1 Evolving Wilds
16 Forest
1 Haunted Fengraf
1 Havenwood Battleground
1 Jungle Basin
1 Myriad Landscape
1 Oran-Rief, the Vastwood
1 Path of Ancestry
1 Scavenger Grounds
1 Slippery Karst
1 Terramorphic Expanse
1 Tranquil Thicket

Dragon Tribal Commander Deck

Last August WotC scored a home run with their tribal Commander decks. I know I’ve upgraded the Wizards deck first, but it’s the dragons everyone wants to play in reality. A bit like when Ixalan came out, dinosaurs were the real stars. And yes I wanted to upgrade the dragon deck. So my starting off point for this deck was that $20 upgrade from the same source as the Arcane Wizardry one I did. That worked really well, although I did deviate for that one also for a couple of cards. Like the wizards mtgoldfish give you a couple of ways to take the deck. I went with the only real one to play with dragons. I went big instead of wide.

The cards from the suggested upgrade list are being kept to one side in a little card holder so I can easily play with that version of the deck if I so wish.

For some reason I don’t have a Dragonlord Atarka. Which is part of the upgrade list in that article. Yes I have one on the way now. However in the meantime it leaves the deck a card short. So at the moment I’m trying it with the Nicol Bolas Elder Dragon Legend. But I’m also thinking Glorybringer might be a nice card in that slot too. So at some point I might try it with that also.

Anyway my main deviations are tribal cards, such as Adaptive Automaton, Vanquisher’s Banner and Coat of Arms. There are a few scattered in this deck. So my dragons get even bigger.

Naturally my Commander is The Ur-Dragon. The eminence ability alone makes it worth while. 1 discount on casting other dragons isn’t to be sniffed at.


Tactically this is a swing in with big dudes deck. Which if you hit the cards are pumped up even bigger. All the creatures apart from being big hitters also have some sort of ability that benefits us. That might be when they enter the battlefield, attack or die. Either way whatever is triggered is good for us. Although Deathbringer Regent does have to be timed so he’s not also taking out our own creatures. Otherwise it’s a board wipe leaving us with a 5/6 on the board with nothing to block it, especially if it has been given haste.

Here is the all important deck list…

Counts : 100 main

Creatures:28

1 Dragonlord’s Servant
1 Adaptive Automaton
1 Dragonspeaker Shaman
1 Boneyard Scourge
1 Dromoka, the Eternal
1 Kolaghan, the Storm’s Fury
1 Scalelord Reckoner
1 Scion of the Ur-Dragon
1 Scourge of Valkas
1 Sunscorch Regent
1 Wasitora, Nekoru Queen
1 Broodmate Dragon
1 Crosis, the Purger
1 Hellkite Charger
1 Hellkite Tyrant
1 Niv-Mizzet, Dracogenius
1 Ryusei, the Falling Star
1 Savage Ventmaw
1 Silumgar, the Drifting Death
1 Steel Hellkite
1 Teneb, the Harvester
1 Atarka, World Render
1 Bladewing the Risen
1 Deathbringer Regent
1 Ojutai, Soul of Winter
1 Nicol Bolas
1 Utvara Hellkite
1 The Ur-Dragon

Spells:33

1 Earthquake
1 Nihil Spellbomb
1 Sol Ring
1 Dragon Tempest
1 Farseek
1 Helm of Awakening
1 Rampant Growth
1 Seek the Wilds
1 Steely Resolve
1 Anguished Unmaking
1 Commander’s Sphere
1 Cultivate
1 Darksteel Ingot
1 Descendants’ Path
1 Elemental Bond
1 Growing Rites of Itlimoc
1 Herald’s Horn
1 Kodama’s Reach
1 Temur Ascendancy
1 Crucible of Fire
1 Frontier Siege
1 Syphon Mind
1 Utter End
1 Whip of Erebos
1 Coat of Arms
1 Crux of Fate
1 Gravitational Shift
1 Kindred Discovery
1 Palace Siege
1 Unburial Rites
1 Vanquisher’s Banner
1 Obelisk of Urd
1 The Immortal Sun

Lands:39

1 Arcane Lighthouse
1 Arcane Sanctum
1 Command Tower
1 Crucible of the Spirit Dragon
1 Crumbling Necropolis
1 Exotic Orchard
3 Forest
1 Frontier Bivouac
1 Haven of the Spirit Dragon
3 Island
1 Jungle Shrine
6 Mountain
1 Mystic Monastery
1 Nomad Outpost
1 Opulent Palace
1 Path of Ancestry
3 Plains
1 Sandsteppe Citadel
1 Savage Lands
1 Seaside Citadel
3 Swamp
1 Vivid Crag
1 Vivid Creek
1 Vivid Grove
1 Vivid Marsh
1 Vivid Meadow

Dinosaur Tribal Brawl Deck

This post will come as no surprise to anyone, especially after I said I’d put this list up in my previous post on Brawl. Yep jumping on the bandwagon like so many on the interweb whether they are youtubers or just players of the game, I’m putting up a Brawl deck list.

But before I start talking any more shite about deck building etc, I’m not claiming to be a brilliant deck builder, or that this is the greatest deck ever. This like the other decks I’ve put up here on the blog are just that decks I’ve built and enjoyed playing and decided to share with the world. Remember I don’t take part in FNM, or competitions, I’m just a casual player who enjoys building decks to play with. Feel free to suggest improvements, glaring mistakes, explain to me why my commander is the worst one ever, or why card X is better than card Y in the comments. If you haven’t commented before I need to approve your first comment but after that you don’t need me to approve anything. It’s just a little anti spam measure that hopefully isn’t too much of a hinderance.

For my first Brawl deck list I’ve gone with a dinosaur tribal deck based upon my dinosaur tribal Commander deck. With that as my starting point I first removed all the none Standard legal cards. This included all those cards not in Standard but legal in Commander, plus any cards that are banned in Standard (which in my Commander deck was 2 cards). That left me with around 74 cards. 14 too many for a Brawl deck.

Naturally I’m sticking with the same commander, Zacama, Primal Calamity. I don’t like playing against him. He’s so oppressive. In our meta once he’s out with the mana to back him up he’s stomping all over the battlefield. It’s basically game over. But how did I select which creatures stayed and which didn’t? With none of the Commander staples for mana ramp, the creatures that tapped for mana or gave me a discount had to stay. The Elder dinos were going to stay, then I went with creatures that gave me some ability when played, and stayed away from those that had the enrage ability in general. When I looked at the deck list when writing the post I thought I’m light on lands. Ideally there should be 23/24. But then I remembered with the creatures that tap for mana or give a discount, plus enchantments that increase the mana I can tap for, Growing Rites of Itlimoc, and Immortal Sun there is a bit of ramp and extra mana hidden elsewhere. There is also some tutoring with Commune, Forerunner, and Harvest Season. So with the tools or should that be cards? That I have this ain’t too bad a deck.

Here are the pretty pics the Decked app generates for me.


So the Brawl version has a slightly higher AMC to the Commander deck which has an AMC of 4.19.

So after all that waffle here is my first Brawl deck, Dinosaur Tribal.

Counts : 60 main

Creatures:27

1 Kinjalli’s Caller
1 Drover of the Mighty
1 Otepec Huntmaster
1 Raptor Hatchling
1 Atzocan Seer
1 Deathgorge Scavenger
1 Frilled Deathspitter
1 Kinjalli’s Sunwing
1 Ranging Raptors
1 Thrashing Brontodon
1 Forerunner of the Empire
1 Knight of the Stampede
1 Ripjaw Raptor
1 Charging Monstrosaur
1 Charging Tuskodon
1 Crested Herdcaller
1 Raging Swordtooth
1 Regisaur Alpha
1 Burning Sun’s Avatar
1 Carnage Tyrant
1 Etali, Primal Storm
1 Gishath, Sun’s Avatar
1 Polyraptor
1 Wakening Sun’s Avatar
1 Zetalpa, Primal Dawn
1 Zacama, Primal Calamity
1 Ghalta, Primal Hunger

Spells:14

1 By Force
1 Commune with Dinosaurs
1 Silent Gravestone
1 Abrade
1 Blood Sun
1 Crushing Canopy
1 Gift of Paradise
1 Growing Rites of Itlimoc
1 Harvest Season
1 New Horizons
1 Fumigate
1 Vanquisher’s Banner
1 The Immortal Sun
1 Star of Extinction

Lands:19

5 Forest
6 Mountain
5 Plains
1 Scattered Groves
1 Stone Quarry
1 Sunpetal Grove

Mono Black Aggro v2

The one thing missing from my initial version of a black aggro deck was a sideboard. Which I have to admit took a bit of a back seat while I have been working on other decks such as that Angel deck I did. Yeah I am aware these aren’t the best decks in the world. But these decks I’m sharing are only being played in casual games, not some hyper competitive FNM thing.

This version plays 12 1 drop creatures and 8 2 drop creatures. The addition of Night Market Lookout is great early on, damage and life gain. I dropped the Dinosaur Hunter, and replaced it with the Dire Fleet Poisoner. Which has Deathtouch, and Flash. So much more useful than Dino Hunter that only really kills things bigger than it if they are dinosaurs, and doesn’t have Flash.

The thing I noticed playing the earlier version and this one also to some extent is that this deck loves big creature decks. It has a lot of removal, either as spells or abilities of creatures I play in the form of etb effects or Deathtouch. Token spamming decks can be a problem. Hence the addition of cards that give opponents creatures -2/-2. That will get rid of a lot of tokens.

Ok here is the pretty graph bit from the Decked app.

I’m pretty happy with that AMC. It’s dropped from 2.28 to 2.16.

If you want to leave comments about the deck, if you haven’t commented before I need to approve the comment first but after that you are golden to post with out me needing to approve the comment. It’s just an anti-spam thing.

So here is the deck list you want to tear apart.

Creatures:27

4 Night Market Lookout
4 Skittering Heartstopper
4 Vicious Conquistador
4 Dire Fleet Poisoner
4 Gifted Aetherborn
2 Gonti, Lord of Luxury
4 Ravenous Chupacabra
1 Tetzimoc, Primal Death

Spells:10

2 Duress
2 Fatal Push
2 Walk the Plank
1 Gravepurge
1 Recover
2 Mastermind’s Acquisition

Lands:23

4 Desert of the Glorified
19 Swamp

Sideboard:15

1 Massacre Wurm
1 Noxious Gearhulk
1 Bontu’s Last Reckoning
1 Drown in Sorrow
1 Golden Demise
1 Infest
2 Live Fast
3 Never // Return
1 Rags // Riches
3 Vraska’s Contempt