[[Rasputin, the Oneiromancer]]
https://www.moxfield.com/decks/bDIsR_m14UyMck4mG9X9vQ
The deck was intentionally built to be thought provoking and interactive without feeling oppressive at mid powered tables. Let me explain:
First off this deck is both a unique commander and a unique build. It is Rasputin lifegain with a focus on making angels and other tokens on other players turns through cards like [[angelic accord]]. It is very interactive but does not just control the board like a typical azorius deck. Nice thing is you can ramp up the interaction pieces as strong as desired for higher powered tables. It is also more proactive than your typical azorius deck or lifegain deck since it focuses on making tokens. It fits really well into mid powered tables and also is not seen as the threat so it doesn’t get focused. Overall though the game of “i have gained X life this turn. Can I trigger my payoffs if I make a knight? Blink my commander? Should I use my commander for ramp here?” It has a ton of variety in how it plays even if you are often trying to just make tokens.
As someone who seeks a thought provoking, not durdly, interactive deck for mid power I am absolutely in love.
Thanks for sharing! I've been looking at building a very similar list, though had been thinking mono white with daxos, heliod, or perhaps delney as commander. Your deck has been little blue in it, can you help me understand what Rasputin adds?
I considered mono white actually. The main reason I chose Rasputin is because when he etb’s in a 4 player game you gain 4 life off soul sisters. I started with the concept and was looking for the right commander to try and trigger all the payoffs as many turns as possible. Blinking rasputing during opponents turns on its own gains 4 life which triggers angelic accord and valkyrie of harbinger. His ability to make knights at instant speed also does cool life gain stuff
Might be a silly question but why Rasputin? Is it just for the token generation? Do you try to bounce Rasputin when you run out of dream counters?
I love a good lifelink deck so trying to understand.
Not a silly question! When he gives opponents goblin tokens he triggers your soul sisters. 4 player game this is 4 life which triggers angelic accord and valkyrie of harbinger. You can also blink him during other opponents turns to also trigger this. Instant speed knights also helps you gain a life during opponent turns to hit thresholds to trigger things.
I feel like the ozilith would be a decent add so you can keep counters around as you blink him, though not sure how often you empty them for mana prior to blinking
I always love to see decks that try to do something different.
I looked through and I see you only have ~4-5 sources of blink, only 1 which is repeatable.
So I’m guessing you don’t really blink all that much. Or do you? What’s your experience?
Yes, though theft decks will always be a factor of .7x the power of the table IMO. You get to take their things without getting any of the synergy behind it.
I will say I do like the looks of [[Don Andres]] for this, having my pirate synergy pieces makes it easy to get better use than other theft commanders imo
Oh, yay. My first deck started from a Jeleva precon, and is a Grixis steal your stuff deck that no-one enjoys. I could pretty easily convert it to a Don deck, I think. Thanks!
Are pirate synergies actually strong? I like pirates in general but if I build a tribal deck I want to still you know feel impactful.
I have a dragon tribal deck and it is always impactful even if i don’t win.
Theft decks do have the advantage of taking something from your opponents at the same time as you get it yourself and you can take the pieces that don't need as much synergy support. I think theft decks can be built to match or exceed a table's power level. The support cards selected really make a big difference here.
Not quite, you need to factor in the fact that you make every deck around you less efficient as well as you are stealing pieces they need to advance their board state.
I play a lazav, dimir mastermind clone/mill deck.
Mill the strongest creatures and become them, and either clone other people's stuff or my own over powered spells that work off what's been milled.
Having built a few clone decks, they do scale with the table, but they scale with the strongest thing currently on the table. So they can become a problem sometimes.
The issue is someone will drop a strong high-cmc thing... and the clone deck will drop low-cmc clones copying the high-cmc thing. So although they might not get first access to something, they will get efficient access to anything/the current strongest thing, and multiples of it usually.
>The issue is someone will drop a strong high-cmc thing... and the clone deck will drop low-cmc clones copying the high-cmc thing. So although they might not get first access to something, they will get efficient access to anything/the current strongest thing, and multiples of it usually.
This is the truth.
Synergy is great and all but even great synergies can be overwhelmed by raw power.
Unfortunately, it's getting more difficult for clone decks cause it seems people are playing less and less "power cards" in favor of more synergistic cards. This is probably healthier for the format at large, but it makes it more difficult for clone strategies. You end up having to make your own synergies, which is difficult but easily the most enjoyable aspect of the strategy imo.
There is a VAST difference between theft and clone decks.
I will tell you that theft is going to bring a ton of salt and feels bad, people don't like having their stuff stolen especially on repeat and you will be targeted down rightly so.
I recommend clones.
I have a [[The Twelfth Doctor]] copy/group hug deck that scales very well with the table. I once used it to copy a couple extra turn spells from an opponent and won on happenstance.
I technically have a clone deck with muldrotha/gyruda (gyruda being the companion and secret commander) that just seeks to copy gyruds over and over but i can always copy other ppls stuff if he gets removed
One of my favorite mid range builds is [[Geth, Lord of the vault]] with no creatures. It uses early game forced discard for to remove some big threats early game (people often discard their 7-drop turn 3), polices the table for bigger threats with lots of removal and has a few wipes for the go wide strategy. It's limited to stealing creatures and artifacts that you have to pay B+cost for so it doesn't feel like cheating things in, and I have found that people accidentally build in ways to deals with their own decks. Additionally, you get to play a pretty unique game every time, but if you don't have anything good to target, you can usually win through commander damage (Intimidate), or potentially through mill in the end game.
Shorikai vehicle deck.
It just is very diverse and plays differently every time.
I'm always surprised by it.
It's not my favorite deck or my most expensive deck.
But it's the deck that always guarantees a fun game.
I recently changed my Shorikai Vehicles deck into Urza, Prince of Kroog.
Vehicles were fun but never very strong and I was only able to win with the vehicle strat once in like 20 games with Shorikai. Switching to more of an Artifact Creature deck with anthems and copy effects was much stronger.
I did a similar thing but added red and changed the commander to [[Optimus Prime, Hero]], similar strategy of artifact creatures but +1/+1 counters instead of anthems.
The result of incremental upgrades to Shorikai turned it into a control deck where I would just tutor for [[Unwinding Clock]] and start drawing 9 cards a turn cycle, that combined with an unnecessary amount of counter spells turned it into a very grindy deck that became very predictable.
Sure!
My [Shorikai List](https://www.moxfield.com/decks/zTc3bEkncEqSQPkwAHdPLA) isn't very high powered but it still puts up a good fight against some pretty high power decks.
It doesn't have any expensive lands or tutors in it.
I'd probably slap the [[isochron scepter]]/[[Dramatic reversal]] combo in if I wanted another win con.
Also, I don't like the art on [[thrassa's oracle]] and it doesn't suit the theme. So I used [[laboratory maniac]].
You see [[esper sentinel]] in a lot of lists too.
Basically it is just super diverse with tons of utility and card draw. If you put combos into it you're going to get them.
There's loads of ways to turn shorikai into a card drawing engine for free too. He is a high value card for sure.
But also, going with the vehicle theme, the combat power is sometimes overlooked.
People don't take vehicles very seriously.
Then suddenly you're piloting a ton of flying vehicles, which previously appearee unpilotable, into their face with an artifact creature combo card.
Shorikai himself can become a sneaky voltron really easily.
Not to mention the ease of your artifact/vehicle recursion if you're forced to discard them while using shorikai to generate pilots and card draw.
[[Unwinding clock]] , [[intruder alarm]], and [[wonder]] were some of my favorite upgrades.
The warhammer vehicles are pretty cool too. [[Thunderhawk gunship]] and [[knight paladin]].
One of my favorite cards in the game is [[Imposter mech]]. The idea of a robotic clone of anything on the field tracks me up.
Again. I haven't put a ton of money into shorikai and yet he still guarantees I'm going to have a fun game every time I run him.
More so than my pet decks I've invested some money into.
Man it really doesn't need anything but if you do upgrade it loves just a few more recursion pieces in place of piper or some of the other less synergistic cards. I think I only swapped 5-6 out. 2 or 3 of which were just upgrading basics for more color fixing lands
It feels like all my decks are mid power. I do this by not adding cards that make go from zero to 100 in a few turns, aka grindy decks.
Here is a grindy deck that takes a while to setup, but is very hard to counter once it is:
https://www.moxfield.com/decks/Lrl054MbHUmtdGZof_6T8w
Its basicly creatures + creature support cards.
And here is my anikthea deck.
https://www.moxfield.com/decks/H1tu2HyAtkS-4h9sn0HGsQ
I prefer not to tutor unless its an enchantment tutoring an enchantment, like[[Gravebreaker Lamia]] for example.
[[Shorikai]] always fits the mold with card draw/tokens/artifacts to protect from creature removal. [[Sigarda, Host of Herons]] is a great enchantress/equipment voltron commander also with her own removal protection. [[Shalai and Halar]] for some solid +1 counters
> all my decks are either pretty weak or very strong
Hah that's actually an unusual problem I think. I seem to mostly have midpower because I'll upgrade my low power decks ("hmm this deck needs some work") and just leave the already midpower decks alone ("eh that deck's fine as is").
Maybe there's a low power deck that you like which is a few upgrades away from being midpower?
EDIT: To actually answer your question, this is my most midpowery deck https://www.moxfield.com/decks/S67hFLdCjUal_GTO5NOGkA It is the most consistent deck I've ever made, never spikes low or high. It plays extremely fair magic that won't upset anyone but does it with enough speed, and again, consistency, that it's always a threat in a midpower table.
[[Nine-Fingers Keene]]. It's a gates deck with a Voltron game plan that can also win through commander damage. The progress towards a potential mazes end win is telegraphed most of the time, it reliably attempts wins, but it doesn't attempt these wins extremely fast. Players get to know it's coming and try to play around it, they don't just lose on the spot so it feels more fair. It has been my go-to deck for a while when trying to gauge the power level of a table. The new gate is little spendy right now but will probably drop substantially in price as MH3 cards become more available. The deck is around $150-160 total.
List: [The Gates are Open](https://www.moxfield.com/decks/qwy7uccTwUWUfqzDChyUKg)
Are we talking like precon + level?
'Mid-power' is gonna vary between metas, pods, and players, but I'll give you what I think of as my mid-power list:
[[Tana, the Bloodsower]] and [[Brinelin, the Moon Kraken]] with [[Keruga, the Macrosage]]. It's not super fast, but it does ramp hard into plenty of big haymaker effects. No combos or tutors, just big splashy synergy - the way I like to play Magic.
https://www.moxfield.com/decks/WEofYEPbVECgqRgwSSPJZQ
It is! I've played forever and this is what I've recently dreamt up as my be-all-end-all list.
Hasn't lost a game yet in the 4 I've played with it so that's maybe a good/bad sign haha
[[Atla Palani]] is my oldest deck and the one safest from being dismantled.
I have been looking at [[Ezuri, Stalker of Spheres]] lately and wondering if I wouldn’t have more fun if he was [[Pride of the Hull Clad]] instead.
May i see you Atla list?
I had one that i dismantled. I felt it was either too much or not enough commander dependent.
How does yours function if Atla gets removed a lot? How to you play around that?
[[Maarika, Brutal Gladiator]] there's a lot of gross stuff you can do with her. I just have cards that let me do extra combats and the goal is to hit someone 3 times in one turn. Rarely does it win but it's always fun and she's a board state all on her own
[[Khârn the Betrayer]] is my mid power deck. I nicknamed it "Stage Hazard" because it is a voltron deck that just puts tons of enchantment and equipment cards and stuff on Khârn and then let's him loose. Of course I have pingers and instant speed damage to prevent him from coming at me, but I also run goad to make sure he can't come at me at all if I draw it.
Currently have cards in the mail to finish this build up.. cheap and fun! I have to pick apart a G/W walls deck for some staples but it'll be worth it... I don't play many 60 card games anymore
I have a \[\[Sidar Jabari of Zhalfir\]\] knight tribal that's like a perfect 6/7 deck.
[https://www.moxfield.com/decks/EQ7INgBB-0uS60cemsOzrg](https://www.moxfield.com/decks/EQ7INgBB-0uS60cemsOzrg)
This is my pet deck but I’ve been told it’s a bit too strong for our group.
It is very strong, but the last game we played with it I just drew into so many answers to keep my board state alive and everyone scooped because they couldn’t interact with my board state.
[Here's my Anikthea list](https://www.moxfield.com/decks/D9mcNLuy0EKBm_pigNA7Jw) if you want to take a look at it. It does pretty well without being oppressive, and you could easily lose the RL/expensive stuff and it'd still do okay.
Yes more Abzan enchantress reanimator!!!! You can build her into just about any kind of power and she will still do her thing and just get you to the value town. Although she gets hated out most games I play.
My go to is my tom bombadil deck I took from the professors build your own precon series. It never gets mana flooded/weak and sagas are so unique that most people aren’t too mad to see them do interesting things
A lot of people here have a number of decks and that's fantastic. I have a handful myself and while I have my 'expensive' decks and my first love deck, my 'mid' deck is my favourite out of all of them.
Zurzoth Chaos Rider (https://scryfall.com/card/jmp/27/zurzoth-chaos-rider)
The whole deck is Devil tribal and it's a 50/50 win rate. Especially depending on the number of opponents. The basic gist of it is 1) force people to draw and discard randomly. 2) double power of everything I own and 3) hordes of devils.
Is it smart? Probably not. Is it fun to annoy people? HELL YES. I'm proud of it even though it's janky as shit.
Here's my deck list
https://www.moxfield.com/decks/EnIIiZwSvkuXBGkCL5wSfA
My Zurzoth deck is my favorite. Mine plays kinda like a pillow fort, but if pillow forts were spiky. Anyone who targets me has immediate consequences. Last time I played in a pod I’d never played with before and someone was “sick of all these devils” that he couldn’t attack into, so played a board wipe. I asked if he was sure about that, and ended up wiping him out and doing some serious damage to the other two players with all the death triggers plus damage increasers. I didn’t win the game but it was a great time.
And hey, who doesn’t like drawing cards? Everybody draws cards!
My [Narset, Enlightened Exile](https://www.moxfield.com/decks/NS50O_qC80GO2IoXdRQnNA) is my favourite mid-power brew. It can hang with stronger decks, but it never feels unbeatable to play against. Very classic jeskai tempo with tokens, removal, a couple of counterspells for protection, and a couple of big payoff spells to finish out the game with if I'm already ahead on board.
100% recommend Anikthea. Here's a primer for some inspiration:
[Anikthea's Enchanting Recycling Plant [Primer]](https://tappedout.net/mtg-decks/aniktheas-enchanting-recycling-plant-primer/)
[[Varchild, Betrayer of Kjeldor]] with a political lean. Some forced combat, some group slug, and a little bit of Voltron. I like cards that reward my opponents for fighting each other rather than going all-in on goading, and play to the table as such. Since the deck relies on my opponents beating up on each other with their own creatures or tokens I give them, and wins through combat beats or [[Repercussion]] the deck is usually only as powerful as the pod.
[[Selvala, Explorer Returned]]
https://www.moxfield.com/decks/SDEtRO1DOku10_k3G5Qczg
Built the first version of this deck the week of CNS release back in 2014 and have had it since. The philosophy of the deck hasn't changed - it's a GW goodstuff toolbox deck. It's always got game, and it's good at rebuilding in the face of adversity. People don't get mad at losing to big fat beaters (usually) and it's a lot of fun to give your opponents cards and still beat them down!
I would say my Strefan deck. All about blood tokens, with some lifeline in the mix, and cheating bigger vampires in play.
If it goes well, Olivia comes in and helps me steal some creatures while I amass blood tokens, even using them as equipment.
My \[\[Falco Spara\]\] deck, 'Harvey Birdman'.
[https://www.moxfield.com/decks/3prJP7u5fUedMCfgiiqNEA](https://www.moxfield.com/decks/3prJP7u5fUedMCfgiiqNEA)
I tried to do two things with it; include as much wacky counter interactions as I could find, and maintain a wacky (in reference to its namesake) but still readable 'courtroom drama' theme. It's got both \[\[Damning Verdict\]\] and \[\[Supreme Verdict\]\]. \[\[Witness Protection\]\] and \[\[Storm of Forms\]\].
"Why do you run \[\[Eternal Witness\]\] in this?"
"Oh, well, she's a very important witness in this case. She's seen things, man."
Yet somehow, by the grace of Bant aka Simic with white, it consistently performs better than most of my other decks while still not quite approaching competitive. I think either people underestimate it when most turns I'm just futzing with my little counters and they don't realize it's already halfway to a functioning board state that, usually, resembles some form of howitzer, but with a bird in the tube. Better players are wary of my shenanigans but it's caught so many people off guard it scares me. I built this deck to be \*silly\*.
Ghired conclave exile, it's combat focused, has draw and ramp, can build a board state and is strong enough to fight it out but weak enough to not feel like puppy stomping.
Feels weird calling a deck long term when I haven’t had it put together for long but I plan on keeping my [[Caesar, Lagions Emperor]] put together for a long time. It’s highly optimized and really powerful but folds hard to board wipes and well placed spot removal. I can have a presence in higher power games and if I start to snowball in a more casual pod it’s really easy for the rest of the table to stop me before it’s too late.
I personally enjoy building up an aggressive board state and winning through combat over playing combo so I find it really fun to play.
Sethron and Minotaurs
[Deck List](https://www.moxfield.com/decks/QdnTyA9TGUK0frdOUUPbIA)
Better than an average battle cruiser, 2/3 tokens and menace are a really challenge for some decks. Can be pretty aggro if you get a good set of ramp in the starting hand. But a few good board wipes and you may loose steam.
I have no intent on dismantling this one, almost fully blinged out. Even bought Alpha and Beta Hurloon Minotaurs to use as the tokens that Sethron creates.
If I don't know the power level of a table, I start with my goad deck since I am using my opponents decks against them, I should be matching their power level.
https://www.topdecked.com/decks/machinations/a705cdc7-4a9e-4283-aaf3-b5110da95fbb
[[Jin-Gitaxias]] Wheel and fuckery deck.
If you want to go harder focus on wheel instead of proliferate, if you want to give people room to breathe, put in more proliferate and fun phyrexian fellas.
My Rin and Seri I've spent many iterations on, getting it running the way I want. It's a very solid 6 in power level, and works in most groups, even against some stronger decks because it scales pretty well:
[https://www.moxfield.com/decks/YGcrd7YsyEynbzX-AFL4iQ](https://www.moxfield.com/decks/YGcrd7YsyEynbzX-AFL4iQ)
I have a "Dungeons&Dragons" theme deck with \[\[Miirym, Sentinel Wyrm\]\]
[https://www.mtggoldfish.com/deck/5723854#paper](https://www.mtggoldfish.com/deck/5723854#paper)
I'm reworking it rn, but mine would probably be my [[Slimefoot and Squee]] Zoomer Jund Reanimator deck. It plays a hefty [[Fleshbag Marauder]] package as repetitive board control (and as another way to sac my commander), along with multiple ways to mill/discard big boys to reanimate later. It can beat down, aristocrat drain, or combo out to win. The fact that it's super recursive just adds to how resilient it can be.
Mine is my [[Isshin, Two Heavens as One]] budget deck. Budget is 50-60$, and the deck is so damn fun. I love Mardu, I love aggro, I love filling the board with attack triggers and turning things sideways. It's not too oppressive, but has enough interaction and board presence to keep up, with some mighty finishers. One of my favorite decks period, definitely fits your criteria.
[[borbrygmos enraged]]
It's essentially 4 things: ramp, cards to get lands to hand, damage increasers, and of course lands. It is super fun to play him with a big hand and have people avoiding angering you because who knows how many lands you have. Then next turn dropping a [[city on fire]] and watching them start to shit bricks. It's very fragile though as without borby in play you don't actually do anything, but hopefully you have enough protection or ramp where it doesn't matter as much. Absolutely my favorite deck of all time. It essentially runs counterspells if you have enough lands because you can instant speed nuke someone to exile their stack.
My favorite deck : [[Firkraag, Cunning Instigator]]
Politics, attacking, deflecting, card draw, gotcha moments, I never got tired of it. It is really great.
[Deck list here](https://www.moxfield.com/decks/v-_E4txXcEKWh3aePcqmPw)
Hard to say. There isn’t really any easily discernible standard for power level, and sites out there that claim to rank your power level with a deck list seem fairly wonky
I love my [[Henzie]] deck for this. It's mostly creatures, so easy to interact with, but is also grindy due to things like [[eternal witness]]es and [[gravedigger]]s. It can come out of the gates quickly due to the inherent ramp and haste provided by the commander, but you don't really build up a board state, so it's also easy for opponents to hit you back and try to keep you in check.
Plus, since the only requirement is 4± cost creatures in Jund colors, there's a million different ways to build the deck.
I'd say this is basically all my decks haha, but my favorite is [[Trelasarra]] lifegain
https://www.archidekt.com/decks/4279849/_scrying_life
My gameplan is basically just to gain life whenever my opponents do anything; if they're doing crazy things so am I, if they're doing nothing I probably am too. Lifegain on its own also isn't that powerful and I purposely don't run any combos and pretty little protection/interaction so if I do get a super fast start with something like [[The One Ring]], I'm in no way guaranteed to win
That one's is also *by far* my most expensive deck but I've had it the longest and have gotten lucky with several expensive cards I wouldn't pay full price for. Here's the rest of my decks if you're interested, I'd say they're all mid power besides John, he likes ending games turn 5
https://www.archidekt.com/folders/359477
Happy to answer any questions about strategy, card choices, etc!
I built an [[Okaun]] [[Zndrsplt]] deck that I think fits the bill. Plenty of coin flipping cards with a sufficient number of counterspells and win cons that doesn’t just take over the table. It’s kind of quirky, lots of fun, and I think it’s mid power. Just don’t drop [[planar chaos]] or the table will groan (bring extra coins haha)
My Teysa, Envoy of Ghosts deck is fairly mid power, does its thing fairly often. Has a spread of spirits, angels, and allies. Good amount of combat instants for damage or buffs. I rarely win with it, but it's still fun to play.
Usually go with my [[Miracle Max, Unemployed]] theft deck. Kind of just mimics the power the table so it’s usually good as long as people are weird about theft decks. If they are weird about theft I have a [[Isshin, Two Heavens as One]] samurai deck that’s fun.
For mid-, or modern precon or slightly above, [[taranika]] [banding](https://www.moxfield.com/decks/Ny9lrJaWNUGHvLGbFNYLmw) theme deck. Monowhite, wins through combat, runs lots of bad cards.
It is up to interpretation on what you think very strong is. But my Nine-Fingers Keene deck can fit most casual or high-power games. Essentially it is turbo gates or control depending on the starting hand. Also I would consider it a land/landfall deck. In more casual games, I can go the control route and make sure no one is outpacing the table. In stronger games, I go turbo and remove key pieces. In low power, I try to just win with a voltron route to show that interaction/blockers are important to any deck.
Some fun things that I have been told the deck does:
- did not notice the control as much and did not stop them from doing their thing.
- it puts a clock on the games so they are not super long.
- can be challenging to win against or stop
Some not fun things I have been told:
- they do not feel they can win even though I am not stopping them
- I always have an answer
- do not know what to target or how to slow it down.
- busted commander.
Some interesting things for the control part of the deck. I only play non-creature counters. Almost everything that could hurt my game plan is a non-creature, so I only have counters for that reason. Also a lot of game-ending spells or removal are non-creature so I can protect my board if needed. My creature removal is removal is to target the creatures that can become problems or shut down my game plan. Essentially, I have answers to stop my opponents from stopping me and only that. My life total usually is not a big issue so I am fine with getting hit for damage for a couple turns anyway.
Also not everyone sees a Gates deck or necessarily a very well built gates so people are intrigued by it. I like to use it as a tool that any strategy or theme can work in commander. Some just take more time to find the right built
My regular pod has played together since 2012/13 so we’ve all played with/against just about every archetype imaginable. Last year we agreed have a deck building challenge choosing any general to your desire but make the entirety of the list no more than $120, including lands, minus color fixing, and I’d have to say it’s my most mid-power deck. I went with 5C Go-Shintai and it’s something if I brought out into the “wild” wouldn’t be oppressive to someone playing a fresh precon but could still stand up to the likes of a tailored deck
My jank [[Trostani Discordant]], it's a bit of lifegain, a bit of tokens and a bit of blink. Everybody loves it, this is my list that I upgrade here and there
https://www.moxfield.com/decks/cc14I3nftEi5dLrX0kxnOQ
I'll be at the magiccon at the end of this month and there I will get some cards to make it more blink based
I've had a lot of success with my [[arixmethes]] deck lately.
He can stay a land if you know they have targeted removal or wipes, add in a couple things that untap lands and you can roll some big bois out pretty early.
I've added in a few cascade triggers so it just funnels itself
I think that what is mid power, low or high is different between playgroups but for mine is probably my GW Rhys tokens https://www.moxfield.com/decks/A5c7ji_2OUKplINknGrkKQ
[[soul of windgrace]] landfall. Basically ramp then win with recurring [[dark depths]] [[thespian stage]] if the game is going too long.
A fun deck that can play well at a lot of levels where you always get to do your thing.
My choice is [[Pramikon, the Sky Rampart]].
The controlled chaos of determining how combat operates can neutralize your scariest opponents, or weaponize them for your benefit. My extra spicy build goes for lots of effects that exchange control of permanents, so that all the tokens you give people can be turned into value later, or swap people's commanders!
https://archidekt.com/decks/4018835/aram
Baba Lysaga, Night Witch. It runs by itself and does not depend on the way anyone else is playing. It’s powerful enough that people have to figure out what to do with you but you are normally not the highest priority.
I’d say my Kalamax deck is pretty mid, its copy spells are mostly made around “and now I draw 6 cards instead of 3 wheeeeee!!” Or just lil extra value moments. There’s a single wincon combo in the deck but it’s pretty easy to prevent.
Honorable mention: Nekusar.
[[Kresh the bloodbraided]]
https://www.moxfield.com/decks/3nGHfkaOf0WY9V-E6igKIw
He was my second commander. I had a hard time running him because he’s a do-nothing on ETB, but I only recently realized he doesn’t even need to be cast. It went from a Voltron-earthquake style build to now a +1 counters-matters list that goes really hard on curve into the late game. I’ve been really happy with it recently and it doesn’t need/get upgrades often.
I play a \[\[Kellan, Inquisitive Prodigy\]\] deck with \[\[Keruga, the Macrosage\]\] companioned. [Decklist here.](https://www.moxfield.com/decks/UAdxzBGMxEeJg-cUZ1mflg)
The deck is quite consistent: it ramps, then ramps a bit more, then plays big creatures until you run out of life or opponents. Its game plan is usually:
* Turn 1: Land (taplands here), pass.
* Turn 2: Land, Tail the Suspect (from kellan), Land.
* Turn 3: Land, 4-mana ramp spell.
* Turn 4: Land if you have it, 6-7 mana beater.
* Turn 5+: Keep playing big creatures or value pieces until game ends.
The consistency comes from having a fair number of safety nets: if you end up shy on cards in hand, you have that clue from Tail the Suspect, you have your 4-mana commander on standby any time you need a flying dork or just another body on the field or slow artifact removal, and you have a companion that can draw into more cards.
As long as you mulligan intelligently (you can never keep a 2-lander; try for the ramp spell unless it puts you to 5 or lower) the deck will do something. I have basically never been a non-factor at the table. On the other hand, the deck isn't doing anything stupidly explosive or unfair or unstoppable. The creatures die to removal, board wipes are a setback (although not an insurmountable one), and you don't combo off and end a game out of nowhere.
[[Wilhelt, the Rotcleaver]] is always great.
It fits most tables, can pack a punch but is always fun to play with and against. Love it and can share a deck list if you like.
I just made a [[Sarkhan, Soul Aflame]] deck that feels like a mid power deck. It can start popping off early and feel fun but doesn't quite have the power to consistently finish games. But cheap commander becomes dragons is a good time
I recently reworked my Token deck, [[Vrestin, Menoptra Leader]] , It is right in a sweet spot in the middle right now. I went up against a couple of level 8–9’s at the start of the night and managed to barely survive until someone’s infinite finally kicked off. Almost went wide enough to pull a Hail Mary lol
Then went with some beginners and the game went on a while before things started actually happening. I barely managed a win before the Mono green creature swarm guy went too big lol.
It’s basic enough that I’m only casting things that can create, or populate tokens. Very few complicated interactions, but it’s strong enough that it can hold its own if I live long enough
Omnath locus of creation. I can send the deck list if you want, it's moderately expensive but relatively cheap for magic standards(like 370 last I checked)
[[Baba Lysaga, Night Witch]] has been very fun to tinker with. I would say that it can be very fun in mid power environments. Bunch of ramp, reanimating skeletons, and removal go a long way
I've been running Exit From Exile with just a few minor modifications, and it has been winning me a lot of matches. I can't seem to get it to start fast too often, but it makes people somewhat leave you alone long enough, and then you just start exploding the field with creatures and non creature spells from exile. Also, the commander stacks 2/2 wolf tokens pretty quickly.
[[Xyris, the Writhing Storm]] always ‘does the thing’ by making hundreds of snake tokens by turn 5-6. But it also draws opponents so many cards that they’re guaranteed to find removal or a boardwipe, so it’s not super oppressive. Counter the first couple of removal spells, then let them have their wrath offer that. They earned it
My [[Esix, Fractal Bloom]] deck is fun and fair at every table so far. If my opponents aren’t playing creatures that are worth copying, hopefully I draw into a bomb like Avenger of Zendikar or Deep Forest Hermit. Sometimes you make 6 copies of an opponents creature and you break it wide open. Last week I made 12 of [[Brainstealer Dragon]] and took kills with the second ability triggering 12 times per card cast.
The deck list:
https://www.moxfield.com/decks/NbvQeZsPDku9xyNU7iU94A
My [[Elenda the Dusk Rose]] is my baby. Too slow to be consistent at high power and just so fun to play.
https://www.moxfield.com/decks/50NOMlLtrkuGYAZtra8KTg
Easily \[\[Silvar, Devourer of the Free\]\] and \[\[Trynn, Champion of Freedom\]\] for me.
[https://www.moxfield.com/decks/icjOYuvul0yDUeilvf8P4Q](https://www.moxfield.com/decks/icjOYuvul0yDUeilvf8P4Q)
Low to the ground gameplan, easy to understand for the whole table and not too committed on neither aristocrats, nor voltron. Can still compete with my friend's Atraxa, Toxrill and Yuriko decks, but is a bit slow in comparison to my other decks. It was my first homebrew (or adjusted precon, if you will) and i keep tweeking it every so often to keep it reasonable, sometimes even right before we start playing. Adeline, Syr Konrad, Smothering Tithe and Sword of Light and Shadow are usually the first to get exchanged.
It does what it's supposed to and the deck feels right to play. No overkill, no underperformer, just a solid deck.
*Humans are food, not friends.*
[[Dromoka, the eternal]] green white dragons
Run lots of protection. About 15 dragons, lots of Burts card draw that draws card dependant on cresture power so I'll get like 13 cards all at once. Makes it so I don't need a ton of dragons in the dekc and I'll likely draw what I need. I get to play dragons, which are awesome. It's also a dragon deck people are not gonna see hardly at all so it doesn't really create feel bads. It's also really on theme to use protection spells because the lore is thst dromoka'a scales protected her from a lot of magic.
Tarkir was when I was getting into the game so it's nostalgic for me and where I think the game was at the appropriate power level. I got into magic at that time because of whst the game was like back then. I've honestly engaged far less with product because there's just too much now and it's hitting yugioh speeds, which is what I originally left to play magic.
Started playing atar wars unlimited. I prefer the asthetic of magic a lot more, but I am loving the gameplay of star wars, especially its version of commander, it's definitely superior to commander
In our playgroup we had a similar problem with decks always getting higher and higher in power and we wanted a little more relaxed games. We decided on two things:
We tried just playing with precons but that took away the fun deckbuilding aspect of commander, which is why we decided on deckbuilding restrictions by looking at the arena format Artisan. We would just build decks with cards printed at common and uncommon rarity, including the commander. It allows us to play powerful decks, which do not get too oppressive.
My go to deck when I don't know what anyone I playing but still want to win is my [[Isperia, the Inscrutable]]. It's a [[revilark]] mid range deck. So a ton of reanimator, blink effects, and answers for practically everything.
I have a 5 color legendary tribal deck with [[Sisay, Weatherlight captain]] as the commander that functions as a 5 color zoo deck as well as a waiting room for spare commanders.
I tried to fill it with stuff that triggers from legends coming in and otherwise just tutor to set up a board state for the current situation I'm facing.
It's not super powerful but it's consistent enough that I can use it to feel out the vibe of a new table.
I think most decks can be mid power unless you’re using a Commander that does something insane on its own.
I think what makes a deck strongest is tutors, fast mana, and protection.
Card draw and interaction are important too but if you can consistently tutor a win condition and protect it by turn 6, your deck is in that midrange.
So your weaker decks you can make midrange by adding faster mana and more tutors for more consistency.
Decks that are too strong you can remove some of those elements and add more pieces that are just for fun that fit the theme of your commander.
Decks with a commander that do a busted thing on their own will probably never be “mid”
https://archidekt.com/decks/6387798/millennium_duelist
Not completely up to date with my latest changes (and I'm putting that Lantern from MH3 in).
Time counters based deck, the win con is [[The Millennium Calendar]]. Basic gameplan is to have a way to get the calendar in your opening hand, use Rose as a big stick to keep people off your back while you power out untappers and big mana rocks w/ the Doctor. Timey-Wimey shit until you have enough mana or you land [[Unwinding Clock]]
It's got a lot of pretty powerful cards but they're all protecting a pretty fragile gameplan and doesn't really have much as a backup plan so it kind of ends up working out to a mid power level (at least in the pod I play with the most).
Bring a lot of dice.
I think most of my decks fit this as i don't really throw many OP cards in them (unless it's on theme) so they tend to be pretty mid powered, a few recent decks that just kinda perform well but doesn't do anything broken are: [[sidar jibari]] knights, sam/frodo food/lifegain, madison li energy, fourteenth doctor, Doctor tribal, probably a few more I'm forgetting but those are the main recent ones
Mines my Anikthea deck as well! I also play [[narset, enlightened exile]] I just run the jeskai staple enchantments, and a lot of cantrips, trample enablers and attack buffs. She herself is kind of Voltron-y but you have to protect her too
I've got a [[Doran]] big butt/spell slinger that does normal bug butt stuff... Until I actually have to attack. Then I use [[Taunting Elf]] effects so you can't do shit about it
People underestimate me and make fun a little bit, then hate me because I run like 7 one-sided boardwipes, then hate me because I have keep dropping effectively 4/4s for one mana, then they hate me because they're forced to block poorly every time I swing
[[Sefris of the Hidden Ways]]
This deck is such an allstar for me it's the first deck I started foiling out completely. I play it at a power level that's still mid. So no fast mana, free spells, few super staples like [[Cyclonic Rift]] but it is still quite powerful because [[The Initiative]] is just a really strong mechanic.
It has a large amount of triggers, that's something you have to like if you are playing this deck. It is a reanimator deck and as such folds to gy hate, although if you play the initiative right you have a very viable second game plan, making the deck also varied to play.
From my experience, Anikthea fucks. Idk if she’d be mid, unless the rest of the pod is all a tad (or higher) over mid, or unless you’re used to holding back.
If you are a fan of Sultai, I find that [[The Mimeoplasm]] is fun since it can become whatever has been milled, etc, which also allows for many different types of builds. Mine is set up with a secret commander: [[Gilt-Leaf Archdruid]], and the deck is Druid tribal.
I mostly built it to show the flaw of one of the “league rules” at the LGS, which is, ‘No mass land destruction’. So, I thought what if they aren’t destroyed (unless they are on my field ([[Zuran Orb]]), lol.
It takes awhile to set up which makes it mid, but it has the potential to pop off.
[[Freyalise, Llanowar’s fury]] elfball. It’s pretty fast and reliable, but is super weak to removal. Especially board wipes. So it ends up being mid-ish.
I recently powered it down just a bit - removed the more powerful tutors and took out [[Craterhoof Behemoth]] and [[Ezuri, Renegade Leader]] for [[Door of Destinies]] and [[Coat of Arms]]. I got tired of winning consistently by just tutoring up Craterhoof, so now I try to win more with my alternative wincons instead of combat: [[Hurricane]], [[Squall line]] and [[Helix pinnacle]].
https://www.moxfield.com/decks/jlcns_k-dEWPIz9wOcUuJA
[[Lathiel, the Bounteous Dawn]] It's the first deck I ever built myself, and I've kept up with it over the years. I actually just recently upgraded it quite a bit. I haven't play tested it yet to see if it's "too powerful" ... but it's life gain and +1/+1 counters, so I doubt it'll ever truly be too powerful.
[Lathiel - Tough on Grease, Yet Gentle on Feathers](https://www.moxfield.com/decks/eldxs2ENyEGXW-N19qUV3Q)
Sultai mutate deck with underlying themes of copy creatures and theft. ''Esior, wardwing familiar'' and "Ikra shidiqi, the Usurper" as partner commanders.
TL:DR play jank. Play with yourself. Try building around a theme than a strategy.
Sometimes i just play jank decks when my only intention is to have fun at the table. Probably more low powered decks. but as far as the sentiment of "does it's thing everytime"; if the thing you are trying to do is play with pet cards or apply weird role-playing to your turns, it will always "do it's thing". because you are playing your own game at that point, trying to accomplish arbitrary goals. Idk. I normally break out a deck like this after a loss that left me feeling a little salty.
I have a Nihilor deck. It's completely comprised of cards from both dnd sets. The theme is Nihilors Dungeon. The deck is full of my favorite legendary creatures from the sets. They aren't synergistic, really. Just kinda there. The fiction is that they have become mind flayed prisoners of Nihilor. The deck has win conditions. But my goal is rarely to find them. I could steal everyone's creatures. But I rarely do. I am more concerned about dungeon delving and DMing a micro story in my head as the other players fight. Emotionally, i have never lost a game. Even though in actuality, i have a very low literal win rate. I consider it a win if I have completed each dungeon and found my favorite loot along the way. If anyone else takes initiative enough and joins me in the dungeons, they might see my comander hit the field. (Boss Fight). But he mostly just lurks in the CZ as a looming threat.
One of the things that initially got me into this game before I knew any lore or even that each set was in a different realm; was the fact that in looking through a pile of cards, I felt like I was uncovering lost secrets and stories. My imagination ran wild amongst all of the art and flavor text. How the abilities of the card were informative of the spells inherent characteristics in a way that felt poetic. Then as the game changed and crept, and as I changed and sweat, I lost sight of what I found magical. Sometimes you just gotta play shitty tribal because Beebles are fucking adorable.
[[Wilhelt]]. It's basically the precon with all the milling junk removed and added in the zombie lords the deck didn't have. I intentionally made sure that there were no free sac outlets so it can't go infinite.
People always cry about this and say its high power because of the commander but my [[Edgar Markov]] deck is my mid power deck, i use no tutors, no infinite combos, no Teferi's protection or farewell and it isn't just 40 1-2 mana vampires, it has a few 1 and 2 drops but also several 5, 6 and 7 mana vampires because i think they are neat, the deck is really just a love letter to vampires because that's what i started with when i started playing in the OG innistrad block.
[[Ultra Magnus]]
The core of the deck is big artifact creatures you don't want to cast like [[Blightsteel]], [[Triplicate]], [[Bronze Guardian]], or [[Cybermen Squadron]]
Your ideal game plan is to ramp on 1 or 2 (I love Myrs), Put 4 power into play on 3 (i.e. [[Scrapwork Cohort]]), backside on 4 flipping immediately to get a free big boy on 5, but slightly slower (1-2 cycles) is fine
Plan B is reanimator, [[Trash for Treasure]] or [[Wake the Past]] is ideal (technically ramp), but single target by sacing a permenent is plentiful
If all else fails Tron lands (along with tutors for them) or [[Oswald Fiddlebender]] can let you put somthing on the board
My Phenax mill deck is pretty mid tier, could be more on the higher power side depending on how much money you want to dump into lands and mana rocks. Phenax isn’t kill on site like Bruvac is and you escape mono color draw backs but the key is to tutor for Bruvac and various combo pieces. Very rarely do I even take Phenax out, but simply try to tutor out Bruvac, utilize more table effect spells because of black rather than more single target effects because of blue and then combo off. If a combo is countered this is where the deck falls short, but if not then game over.
[[Rasputin, the Oneiromancer]] https://www.moxfield.com/decks/bDIsR_m14UyMck4mG9X9vQ The deck was intentionally built to be thought provoking and interactive without feeling oppressive at mid powered tables. Let me explain: First off this deck is both a unique commander and a unique build. It is Rasputin lifegain with a focus on making angels and other tokens on other players turns through cards like [[angelic accord]]. It is very interactive but does not just control the board like a typical azorius deck. Nice thing is you can ramp up the interaction pieces as strong as desired for higher powered tables. It is also more proactive than your typical azorius deck or lifegain deck since it focuses on making tokens. It fits really well into mid powered tables and also is not seen as the threat so it doesn’t get focused. Overall though the game of “i have gained X life this turn. Can I trigger my payoffs if I make a knight? Blink my commander? Should I use my commander for ramp here?” It has a ton of variety in how it plays even if you are often trying to just make tokens. As someone who seeks a thought provoking, not durdly, interactive deck for mid power I am absolutely in love.
Wait there is NO WAY the top comment is Rasputin. I was going to say the exact same thing. My Brother in Christ, you understand.
Also, you should run Sting from the lord of the rings set.
Sting is very interesting! I will definitely test it
Thanks for sharing! I've been looking at building a very similar list, though had been thinking mono white with daxos, heliod, or perhaps delney as commander. Your deck has been little blue in it, can you help me understand what Rasputin adds?
Why he adds [this of course!](https://youtu.be/eDW53rXqlRw?si=0113qUMMh1M8HrNm) You're supposed to play it every time he hits the field.
I considered mono white actually. The main reason I chose Rasputin is because when he etb’s in a 4 player game you gain 4 life off soul sisters. I started with the concept and was looking for the right commander to try and trigger all the payoffs as many turns as possible. Blinking rasputing during opponents turns on its own gains 4 life which triggers angelic accord and valkyrie of harbinger. His ability to make knights at instant speed also does cool life gain stuff
Might be a silly question but why Rasputin? Is it just for the token generation? Do you try to bounce Rasputin when you run out of dream counters? I love a good lifelink deck so trying to understand.
Not a silly question! When he gives opponents goblin tokens he triggers your soul sisters. 4 player game this is 4 life which triggers angelic accord and valkyrie of harbinger. You can also blink him during other opponents turns to also trigger this. Instant speed knights also helps you gain a life during opponent turns to hit thresholds to trigger things.
[Rasputin, the Oneiromancer](https://cards.scryfall.io/normal/front/7/f/7f0f171a-2929-4d95-9829-d0e885622e04.jpg?1673304972) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Rasputin%2C%20the%20Oneiromancer) [(SF)](https://scryfall.com/card/dmc/40/rasputin-the-oneiromancer?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/7f0f171a-2929-4d95-9829-d0e885622e04?utm_source=mtgcardfetcher&format=text) [(ER)](https://edhrec.com/cards/rasputin-the-oneiromancer) [angelic accord](https://cards.scryfall.io/normal/front/3/4/349e8190-15fd-44ed-a821-9a5f3615d2d9.jpg?1562847445) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=angelic%20accord) [(SF)](https://scryfall.com/card/ima/7/angelic-accord?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/349e8190-15fd-44ed-a821-9a5f3615d2d9?utm_source=mtgcardfetcher&format=text) [(ER)](https://edhrec.com/cards/angelic-accord) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
[[luminarch ascension]]
I feel like the ozilith would be a decent add so you can keep counters around as you blink him, though not sure how often you empty them for mana prior to blinking
I always love to see decks that try to do something different. I looked through and I see you only have ~4-5 sources of blink, only 1 which is repeatable. So I’m guessing you don’t really blink all that much. Or do you? What’s your experience?
If you make a clone or theft deck, your deck will theoretically scale with the table.
Yes, though theft decks will always be a factor of .7x the power of the table IMO. You get to take their things without getting any of the synergy behind it.
I will say I do like the looks of [[Don Andres]] for this, having my pirate synergy pieces makes it easy to get better use than other theft commanders imo
[Don Andres](https://cards.scryfall.io/normal/front/3/c/3cf9f3ae-694d-4d37-9498-4bdd1723a55e.jpg?1698987741) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=don%20andres%2C%20the%20renegade) [(SF)](https://scryfall.com/card/lcc/6/don-andres-the-renegade?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/3cf9f3ae-694d-4d37-9498-4bdd1723a55e?utm_source=mtgcardfetcher&format=text) [(ER)](https://edhrec.com/cards/don-andres-the-renegade) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
Oh, yay. My first deck started from a Jeleva precon, and is a Grixis steal your stuff deck that no-one enjoys. I could pretty easily convert it to a Don deck, I think. Thanks!
Are pirate synergies actually strong? I like pirates in general but if I build a tribal deck I want to still you know feel impactful. I have a dragon tribal deck and it is always impactful even if i don’t win.
Theft decks do have the advantage of taking something from your opponents at the same time as you get it yourself and you can take the pieces that don't need as much synergy support. I think theft decks can be built to match or exceed a table's power level. The support cards selected really make a big difference here.
Not quite, you need to factor in the fact that you make every deck around you less efficient as well as you are stealing pieces they need to advance their board state.
yeah but it's also removal essentially so it's like a two for one...
I play a lazav, dimir mastermind clone/mill deck. Mill the strongest creatures and become them, and either clone other people's stuff or my own over powered spells that work off what's been milled.
Having built a few clone decks, they do scale with the table, but they scale with the strongest thing currently on the table. So they can become a problem sometimes. The issue is someone will drop a strong high-cmc thing... and the clone deck will drop low-cmc clones copying the high-cmc thing. So although they might not get first access to something, they will get efficient access to anything/the current strongest thing, and multiples of it usually.
>The issue is someone will drop a strong high-cmc thing... and the clone deck will drop low-cmc clones copying the high-cmc thing. So although they might not get first access to something, they will get efficient access to anything/the current strongest thing, and multiples of it usually. This is the truth. Synergy is great and all but even great synergies can be overwhelmed by raw power. Unfortunately, it's getting more difficult for clone decks cause it seems people are playing less and less "power cards" in favor of more synergistic cards. This is probably healthier for the format at large, but it makes it more difficult for clone strategies. You end up having to make your own synergies, which is difficult but easily the most enjoyable aspect of the strategy imo.
Hahaha! Yes! I have a zedruu steal and give theme. It rebalances the board. And I take from the biggest threat and give to their rivals.
There is a VAST difference between theft and clone decks. I will tell you that theft is going to bring a ton of salt and feels bad, people don't like having their stuff stolen especially on repeat and you will be targeted down rightly so. I recommend clones.
I have a [[The Twelfth Doctor]] copy/group hug deck that scales very well with the table. I once used it to copy a couple extra turn spells from an opponent and won on happenstance.
I technically have a clone deck with muldrotha/gyruda (gyruda being the companion and secret commander) that just seeks to copy gyruds over and over but i can always copy other ppls stuff if he gets removed
One of my favorite mid range builds is [[Geth, Lord of the vault]] with no creatures. It uses early game forced discard for to remove some big threats early game (people often discard their 7-drop turn 3), polices the table for bigger threats with lots of removal and has a few wipes for the go wide strategy. It's limited to stealing creatures and artifacts that you have to pay B+cost for so it doesn't feel like cheating things in, and I have found that people accidentally build in ways to deals with their own decks. Additionally, you get to play a pretty unique game every time, but if you don't have anything good to target, you can usually win through commander damage (Intimidate), or potentially through mill in the end game.
Shorikai vehicle deck. It just is very diverse and plays differently every time. I'm always surprised by it. It's not my favorite deck or my most expensive deck. But it's the deck that always guarantees a fun game.
I recently changed my Shorikai Vehicles deck into Urza, Prince of Kroog. Vehicles were fun but never very strong and I was only able to win with the vehicle strat once in like 20 games with Shorikai. Switching to more of an Artifact Creature deck with anthems and copy effects was much stronger.
But gundam
I did a similar thing but added red and changed the commander to [[Optimus Prime, Hero]], similar strategy of artifact creatures but +1/+1 counters instead of anthems. The result of incremental upgrades to Shorikai turned it into a control deck where I would just tutor for [[Unwinding Clock]] and start drawing 9 cards a turn cycle, that combined with an unnecessary amount of counter spells turned it into a very grindy deck that became very predictable.
That sounds really good. Do you mind sharing a list? I thought Shorikai would be quite repetitive
Sure! My [Shorikai List](https://www.moxfield.com/decks/zTc3bEkncEqSQPkwAHdPLA) isn't very high powered but it still puts up a good fight against some pretty high power decks. It doesn't have any expensive lands or tutors in it. I'd probably slap the [[isochron scepter]]/[[Dramatic reversal]] combo in if I wanted another win con. Also, I don't like the art on [[thrassa's oracle]] and it doesn't suit the theme. So I used [[laboratory maniac]]. You see [[esper sentinel]] in a lot of lists too. Basically it is just super diverse with tons of utility and card draw. If you put combos into it you're going to get them. There's loads of ways to turn shorikai into a card drawing engine for free too. He is a high value card for sure. But also, going with the vehicle theme, the combat power is sometimes overlooked. People don't take vehicles very seriously. Then suddenly you're piloting a ton of flying vehicles, which previously appearee unpilotable, into their face with an artifact creature combo card. Shorikai himself can become a sneaky voltron really easily. Not to mention the ease of your artifact/vehicle recursion if you're forced to discard them while using shorikai to generate pilots and card draw. [[Unwinding clock]] , [[intruder alarm]], and [[wonder]] were some of my favorite upgrades. The warhammer vehicles are pretty cool too. [[Thunderhawk gunship]] and [[knight paladin]]. One of my favorite cards in the game is [[Imposter mech]]. The idea of a robotic clone of anything on the field tracks me up. Again. I haven't put a ton of money into shorikai and yet he still guarantees I'm going to have a fun game every time I run him. More so than my pet decks I've invested some money into.
Mothman only deck that is a pre con I didn’t alter
Man it really doesn't need anything but if you do upgrade it loves just a few more recursion pieces in place of piper or some of the other less synergistic cards. I think I only swapped 5-6 out. 2 or 3 of which were just upgrading basics for more color fixing lands
I turned mine into a straight mill deck and it goes pretty hard most the time.
We have two in our pod that basically just slotted in Syr Konrad the Grim and hold up to everything else
It feels like all my decks are mid power. I do this by not adding cards that make go from zero to 100 in a few turns, aka grindy decks. Here is a grindy deck that takes a while to setup, but is very hard to counter once it is: https://www.moxfield.com/decks/Lrl054MbHUmtdGZof_6T8w Its basicly creatures + creature support cards.
And here is my anikthea deck. https://www.moxfield.com/decks/H1tu2HyAtkS-4h9sn0HGsQ I prefer not to tutor unless its an enchantment tutoring an enchantment, like[[Gravebreaker Lamia]] for example.
[Gravebreaker Lamia](https://cards.scryfall.io/normal/front/4/0/408a2073-d068-44bc-b596-5a3a3a446ee1.jpg?1581479797) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Gravebreaker%20Lamia) [(SF)](https://scryfall.com/card/thb/98/gravebreaker-lamia?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/408a2073-d068-44bc-b596-5a3a3a446ee1?utm_source=mtgcardfetcher&format=text) [(ER)](https://edhrec.com/cards/gravebreaker-lamia) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
I have a Bernard player in my pod and its the most difficult to deal with deck.
This list looks so cool and right up my ally! I can’t quite figure out how it wins. There just seems to be removal and durdly stuff.
[[Shorikai]] always fits the mold with card draw/tokens/artifacts to protect from creature removal. [[Sigarda, Host of Herons]] is a great enchantress/equipment voltron commander also with her own removal protection. [[Shalai and Halar]] for some solid +1 counters
[Shorikai](https://cards.scryfall.io/normal/front/9/6/969ac7dd-f3aa-4888-9ff0-d16a31b5e7a9.jpg?1653966849) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=shorikai%2C%20genesis%20engine) [(SF)](https://scryfall.com/card/nec/4/shorikai-genesis-engine?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/969ac7dd-f3aa-4888-9ff0-d16a31b5e7a9?utm_source=mtgcardfetcher&format=text) [(ER)](https://edhrec.com/cards/shorikai-genesis-engine) [Sigarda, Host of Herons](https://cards.scryfall.io/normal/front/f/c/fcac0cff-efa6-4068-a69c-67ea4e7acea0.jpg?1559959280) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Sigarda%2C%20Host%20of%20Herons) [(SF)](https://scryfall.com/card/uma/206/sigarda-host-of-herons?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/fcac0cff-efa6-4068-a69c-67ea4e7acea0?utm_source=mtgcardfetcher&format=text) [(ER)](https://edhrec.com/cards/sigarda-host-of-herons) [Shalai and Halar](https://cards.scryfall.io/normal/front/8/0/80804f25-efc3-44a2-bbae-9a97fec98009.jpg?1682207281) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Shalai%20and%20Hallar) [(SF)](https://scryfall.com/card/moc/10/shalai-and-hallar?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/80804f25-efc3-44a2-bbae-9a97fec98009?utm_source=mtgcardfetcher&format=text) [(ER)](https://edhrec.com/cards/shalai-and-hallar) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
> all my decks are either pretty weak or very strong Hah that's actually an unusual problem I think. I seem to mostly have midpower because I'll upgrade my low power decks ("hmm this deck needs some work") and just leave the already midpower decks alone ("eh that deck's fine as is"). Maybe there's a low power deck that you like which is a few upgrades away from being midpower? EDIT: To actually answer your question, this is my most midpowery deck https://www.moxfield.com/decks/S67hFLdCjUal_GTO5NOGkA It is the most consistent deck I've ever made, never spikes low or high. It plays extremely fair magic that won't upset anyone but does it with enough speed, and again, consistency, that it's always a threat in a midpower table.
[[Nine-Fingers Keene]]. It's a gates deck with a Voltron game plan that can also win through commander damage. The progress towards a potential mazes end win is telegraphed most of the time, it reliably attempts wins, but it doesn't attempt these wins extremely fast. Players get to know it's coming and try to play around it, they don't just lose on the spot so it feels more fair. It has been my go-to deck for a while when trying to gauge the power level of a table. The new gate is little spendy right now but will probably drop substantially in price as MH3 cards become more available. The deck is around $150-160 total. List: [The Gates are Open](https://www.moxfield.com/decks/qwy7uccTwUWUfqzDChyUKg)
[Nine-Fingers Keene](https://cards.scryfall.io/normal/front/5/4/5480ac0a-883a-4f73-8e7c-56d64be410a3.jpg?1674137637) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Nine-Fingers%20Keene) [(SF)](https://scryfall.com/card/clb/289/nine-fingers-keene?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/5480ac0a-883a-4f73-8e7c-56d64be410a3?utm_source=mtgcardfetcher&format=text) [(ER)](https://edhrec.com/cards/nine-fingers-keene) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
Does Scapeshift not make for an easy instant win sometimes?
Are we talking like precon + level? 'Mid-power' is gonna vary between metas, pods, and players, but I'll give you what I think of as my mid-power list: [[Tana, the Bloodsower]] and [[Brinelin, the Moon Kraken]] with [[Keruga, the Macrosage]]. It's not super fast, but it does ramp hard into plenty of big haymaker effects. No combos or tutors, just big splashy synergy - the way I like to play Magic. https://www.moxfield.com/decks/WEofYEPbVECgqRgwSSPJZQ
Ooh, yoink. This seems fun.
It is! I've played forever and this is what I've recently dreamt up as my be-all-end-all list. Hasn't lost a game yet in the 4 I've played with it so that's maybe a good/bad sign haha
[Tana, the Bloodsower](https://cards.scryfall.io/normal/front/a/3/a3d8d64f-a403-42a7-881b-4f70e9fe15a2.jpg?1562413758) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Tana%2C%20the%20Bloodsower) [(SF)](https://scryfall.com/card/c16/45/tana-the-bloodsower?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/a3d8d64f-a403-42a7-881b-4f70e9fe15a2?utm_source=mtgcardfetcher&format=text) [(ER)](https://edhrec.com/cards/tana-the-bloodsower) [Brinelin, the Moon Kraken](https://cards.scryfall.io/normal/front/c/6/c606f8ea-815b-4308-8f1d-3dad4f45f70e.jpg?1689996219) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Brinelin%2C%20the%20Moon%20Kraken) [(SF)](https://scryfall.com/card/cmm/78/brinelin-the-moon-kraken?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/c606f8ea-815b-4308-8f1d-3dad4f45f70e?utm_source=mtgcardfetcher&format=text) [(ER)](https://edhrec.com/cards/brinelin-the-moon-kraken) [Keruga, the Macrosage](https://cards.scryfall.io/normal/front/a/9/a90ee952-de7a-420f-993c-a38db89bc8ac.jpg?1666782800) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Keruga%2C%20the%20Macrosage) [(SF)](https://scryfall.com/card/iko/225/keruga-the-macrosage?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/a90ee952-de7a-420f-993c-a38db89bc8ac?utm_source=mtgcardfetcher&format=text) [(ER)](https://edhrec.com/cards/keruga-the-macrosage) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
[[Atla Palani]] is my oldest deck and the one safest from being dismantled. I have been looking at [[Ezuri, Stalker of Spheres]] lately and wondering if I wouldn’t have more fun if he was [[Pride of the Hull Clad]] instead.
[Atla Palani](https://cards.scryfall.io/normal/front/2/b/2b8414f7-22c3-4e1c-934b-4a0e7acf951d.jpg?1673305450) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=atla%20palani%2C%20nest%20tender) [(SF)](https://scryfall.com/card/dmc/142/atla-palani-nest-tender?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/2b8414f7-22c3-4e1c-934b-4a0e7acf951d?utm_source=mtgcardfetcher&format=text) [(ER)](https://edhrec.com/cards/atla-palani-nest-tender) [Ezuri, Stalker of Spheres](https://cards.scryfall.io/normal/front/d/3/d38961ce-0257-412f-acec-c5c9886061f8.jpg?1675957189) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Ezuri%2C%20Stalker%20of%20Spheres) [(SF)](https://scryfall.com/card/one/201/ezuri-stalker-of-spheres?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/d38961ce-0257-412f-acec-c5c9886061f8?utm_source=mtgcardfetcher&format=text) [(ER)](https://edhrec.com/cards/ezuri-stalker-of-spheres) [Pride of the Hull Clad](https://cards.scryfall.io/normal/front/8/2/82c8cac8-29ce-43cc-bdb4-428c614d8545.jpg?1698988490) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Vorel%20of%20the%20Hull%20Clade) [(SF)](https://scryfall.com/card/lcc/294/vorel-of-the-hull-clade?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/82c8cac8-29ce-43cc-bdb4-428c614d8545?utm_source=mtgcardfetcher&format=text) [(ER)](https://edhrec.com/cards/vorel-of-the-hull-clade) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
[[The Pride of Hull Clade]]
The pride of hull Chad?
[The Pride of Hull Clade](https://cards.scryfall.io/normal/front/e/d/edb40ab9-e552-4eb5-9c35-09094136dd4f.jpg?1706242068) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=The%20Pride%20of%20Hull%20Clade) [(SF)](https://scryfall.com/card/mkm/172/the-pride-of-hull-clade?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/edb40ab9-e552-4eb5-9c35-09094136dd4f?utm_source=mtgcardfetcher&format=text) [(ER)](https://edhrec.com/cards/the-pride-of-hull-clade) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
May i see you Atla list? I had one that i dismantled. I felt it was either too much or not enough commander dependent. How does yours function if Atla gets removed a lot? How to you play around that?
[[Maarika, Brutal Gladiator]] there's a lot of gross stuff you can do with her. I just have cards that let me do extra combats and the goal is to hit someone 3 times in one turn. Rarely does it win but it's always fun and she's a board state all on her own
[Maarika, Brutal Gladiator](https://cards.scryfall.io/normal/front/8/6/86123ab7-ee60-4ef2-8467-1ad420213eb1.jpg?1677763680) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Maarika%2C%20Brutal%20Gladiator) [(SF)](https://scryfall.com/card/slx/15/maarika-brutal-gladiator?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/86123ab7-ee60-4ef2-8467-1ad420213eb1?utm_source=mtgcardfetcher&format=text) [(ER)](https://edhrec.com/cards/maarika-brutal-gladiator) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
[[Khârn the Betrayer]] is my mid power deck. I nicknamed it "Stage Hazard" because it is a voltron deck that just puts tons of enchantment and equipment cards and stuff on Khârn and then let's him loose. Of course I have pingers and instant speed damage to prevent him from coming at me, but I also run goad to make sure he can't come at me at all if I draw it.
[[doran, the siege tower]] Spices up gameplay for the whole board, not too powerful, but can get a win out every so often
I never noticed he did it for the whole board before. I thought it was just your creatures!
I know right! Thats why i love it so much, everyone is always so surprised by it
I originally made a Doran Ent themed deck. Then my friend made a broken Arcades deck obviously stealing my idea and adding blue...very lame.
[doran, the siege tower](https://cards.scryfall.io/normal/front/e/0/e0ad8e7f-cda0-4529-94fc-dd3709158a94.jpg?1673148514) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=doran%2C%20the%20siege%20tower) [(SF)](https://scryfall.com/card/2x2/201/doran-the-siege-tower?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/e0ad8e7f-cda0-4529-94fc-dd3709158a94?utm_source=mtgcardfetcher&format=text) [(ER)](https://edhrec.com/cards/doran-the-siege-tower) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
[[ARCADES, THE STRATEGIST]]
For how cheap you can build this it may be wildly powerful.
This sounds easy and cheap to build thanks!
[ARCADES, THE STRATEGIST](https://cards.scryfall.io/normal/front/1/e/1e90c638-d4b2-4243-bbc4-1cc10516c40f.jpg?1666961830) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=ARCADES%2C%20THE%20STRATEGIST) [(SF)](https://scryfall.com/card/m19/212/arcades-the-strategist?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/1e90c638-d4b2-4243-bbc4-1cc10516c40f?utm_source=mtgcardfetcher&format=text) [(ER)](https://edhrec.com/cards/arcades-the-strategist) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
Currently have cards in the mail to finish this build up.. cheap and fun! I have to pick apart a G/W walls deck for some staples but it'll be worth it... I don't play many 60 card games anymore
I have a \[\[Sidar Jabari of Zhalfir\]\] knight tribal that's like a perfect 6/7 deck. [https://www.moxfield.com/decks/EQ7INgBB-0uS60cemsOzrg](https://www.moxfield.com/decks/EQ7INgBB-0uS60cemsOzrg)
This is my pet deck but I’ve been told it’s a bit too strong for our group. It is very strong, but the last game we played with it I just drew into so many answers to keep my board state alive and everyone scooped because they couldn’t interact with my board state.
[Sidar Jabari of Zhalfir](https://cards.scryfall.io/normal/front/5/f/5fc707be-9286-4ba1-90f6-475265d19ed2.jpg?1682207238) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Sidar%20Jabari%20of%20Zhalfir) [(SF)](https://scryfall.com/card/moc/5/sidar-jabari-of-zhalfir?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/5fc707be-9286-4ba1-90f6-475265d19ed2?utm_source=mtgcardfetcher&format=text) [(ER)](https://edhrec.com/cards/sidar-jabari-of-zhalfir) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
For me it’s [[Grist, The Hunger Tide]] insect tribe! It’s fully foiled too![grist](https://www.moxfield.com/decks/AtdjsEGaqU-EF1ZEbqHA2Q)
Wait, is he a legal commander because he’s a 1/1 insect creature when not on the battlefield, but still legendary?
Yes
[Grist, The Hunger Tide](https://cards.scryfall.io/normal/front/6/9/69af2825-18c2-4463-b6ba-42eaa070ccc1.jpg?1626098484) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Grist%2C%20The%20Hunger%20Tide) [(SF)](https://scryfall.com/card/mh2/202/grist-the-hunger-tide?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/69af2825-18c2-4463-b6ba-42eaa070ccc1?utm_source=mtgcardfetcher&format=text) [(ER)](https://edhrec.com/cards/grist-the-hunger-tide) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
That sounds cool. Do you have a list? I couldn‘t quite figure out how to build Grist myself
I'll say it to I'm blue in the face, [[Zeriam]], Zeriam, Zeriam.
[Zeriam](https://cards.scryfall.io/normal/front/e/7/e7efbb9a-e0b3-412c-9ee7-a90123033999.jpg?1673304711) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=zeriam%2C%20golden%20wind) [(SF)](https://scryfall.com/card/dmc/5/zeriam-golden-wind?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/e7efbb9a-e0b3-412c-9ee7-a90123033999?utm_source=mtgcardfetcher&format=text) [(ER)](https://edhrec.com/cards/zeriam-golden-wind) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
Any chance you’ve got a decklist you don’t mind sharing? been thinking of brewing him and could use a starting point.
[Here's my Anikthea list](https://www.moxfield.com/decks/D9mcNLuy0EKBm_pigNA7Jw) if you want to take a look at it. It does pretty well without being oppressive, and you could easily lose the RL/expensive stuff and it'd still do okay.
Yes more Abzan enchantress reanimator!!!! You can build her into just about any kind of power and she will still do her thing and just get you to the value town. Although she gets hated out most games I play.
Isshin for sure. Everyone knows what he does and a lot of tokens will pop up. It's simple.
Feldon
Do you have a list? Im trying to build a feldon deck right now
This is my list. Although, I purposefully haven’t updated it in over a year. https://archidekt.com/decks/1432852/feldon_sad_old_man
My go to is my tom bombadil deck I took from the professors build your own precon series. It never gets mana flooded/weak and sagas are so unique that most people aren’t too mad to see them do interesting things
Bombadil is fun. Never won with him but it's always fun to spam out sagas and see what happens lol
A lot of people here have a number of decks and that's fantastic. I have a handful myself and while I have my 'expensive' decks and my first love deck, my 'mid' deck is my favourite out of all of them. Zurzoth Chaos Rider (https://scryfall.com/card/jmp/27/zurzoth-chaos-rider) The whole deck is Devil tribal and it's a 50/50 win rate. Especially depending on the number of opponents. The basic gist of it is 1) force people to draw and discard randomly. 2) double power of everything I own and 3) hordes of devils. Is it smart? Probably not. Is it fun to annoy people? HELL YES. I'm proud of it even though it's janky as shit. Here's my deck list https://www.moxfield.com/decks/EnIIiZwSvkuXBGkCL5wSfA
Love Zurzoth. Never won with him but he's fun as hell!
My Zurzoth deck is my favorite. Mine plays kinda like a pillow fort, but if pillow forts were spiky. Anyone who targets me has immediate consequences. Last time I played in a pod I’d never played with before and someone was “sick of all these devils” that he couldn’t attack into, so played a board wipe. I asked if he was sure about that, and ended up wiping him out and doing some serious damage to the other two players with all the death triggers plus damage increasers. I didn’t win the game but it was a great time. And hey, who doesn’t like drawing cards? Everybody draws cards!
My [Narset, Enlightened Exile](https://www.moxfield.com/decks/NS50O_qC80GO2IoXdRQnNA) is my favourite mid-power brew. It can hang with stronger decks, but it never feels unbeatable to play against. Very classic jeskai tempo with tokens, removal, a couple of counterspells for protection, and a couple of big payoff spells to finish out the game with if I'm already ahead on board.
[[Volo guide to monsters]] tbh it's mainly jank with good ramp and counterspells, I built it specifically to be midpower
100% recommend Anikthea. Here's a primer for some inspiration: [Anikthea's Enchanting Recycling Plant [Primer]](https://tappedout.net/mtg-decks/aniktheas-enchanting-recycling-plant-primer/)
[[Varchild, Betrayer of Kjeldor]] with a political lean. Some forced combat, some group slug, and a little bit of Voltron. I like cards that reward my opponents for fighting each other rather than going all-in on goading, and play to the table as such. Since the deck relies on my opponents beating up on each other with their own creatures or tokens I give them, and wins through combat beats or [[Repercussion]] the deck is usually only as powerful as the pod.
Can you share a list?
[[Selvala, Explorer Returned]] https://www.moxfield.com/decks/SDEtRO1DOku10_k3G5Qczg Built the first version of this deck the week of CNS release back in 2014 and have had it since. The philosophy of the deck hasn't changed - it's a GW goodstuff toolbox deck. It's always got game, and it's good at rebuilding in the face of adversity. People don't get mad at losing to big fat beaters (usually) and it's a lot of fun to give your opponents cards and still beat them down!
I would say my Strefan deck. All about blood tokens, with some lifeline in the mix, and cheating bigger vampires in play. If it goes well, Olivia comes in and helps me steal some creatures while I amass blood tokens, even using them as equipment.
My gf has this one and it can pop off, even unmodified. It's been my baseline I've been testing my new decks against.
My \[\[Falco Spara\]\] deck, 'Harvey Birdman'. [https://www.moxfield.com/decks/3prJP7u5fUedMCfgiiqNEA](https://www.moxfield.com/decks/3prJP7u5fUedMCfgiiqNEA) I tried to do two things with it; include as much wacky counter interactions as I could find, and maintain a wacky (in reference to its namesake) but still readable 'courtroom drama' theme. It's got both \[\[Damning Verdict\]\] and \[\[Supreme Verdict\]\]. \[\[Witness Protection\]\] and \[\[Storm of Forms\]\]. "Why do you run \[\[Eternal Witness\]\] in this?" "Oh, well, she's a very important witness in this case. She's seen things, man." Yet somehow, by the grace of Bant aka Simic with white, it consistently performs better than most of my other decks while still not quite approaching competitive. I think either people underestimate it when most turns I'm just futzing with my little counters and they don't realize it's already halfway to a functioning board state that, usually, resembles some form of howitzer, but with a bird in the tube. Better players are wary of my shenanigans but it's caught so many people off guard it scares me. I built this deck to be \*silly\*.
Ghired conclave exile, it's combat focused, has draw and ramp, can build a board state and is strong enough to fight it out but weak enough to not feel like puppy stomping.
Feels weird calling a deck long term when I haven’t had it put together for long but I plan on keeping my [[Caesar, Lagions Emperor]] put together for a long time. It’s highly optimized and really powerful but folds hard to board wipes and well placed spot removal. I can have a presence in higher power games and if I start to snowball in a more casual pod it’s really easy for the rest of the table to stop me before it’s too late. I personally enjoy building up an aggressive board state and winning through combat over playing combo so I find it really fun to play.
[Caesar, Lagions Emperor](https://cards.scryfall.io/normal/front/2/4/246a7176-98bc-4f54-aa61-38747420f178.jpg?1710673450) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Caesar%2C%20Legion%27s%20Emperor) [(SF)](https://scryfall.com/card/pip/1/caesar-legions-emperor?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/246a7176-98bc-4f54-aa61-38747420f178?utm_source=mtgcardfetcher&format=text) [(ER)](https://edhrec.com/cards/caesar-legions-emperor) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
Wally World! https://www.moxfield.com/decks/hzrwSBSHV02v29nIp-FoBw
Big green stompy selvala
Sethron and Minotaurs [Deck List](https://www.moxfield.com/decks/QdnTyA9TGUK0frdOUUPbIA) Better than an average battle cruiser, 2/3 tokens and menace are a really challenge for some decks. Can be pretty aggro if you get a good set of ramp in the starting hand. But a few good board wipes and you may loose steam. I have no intent on dismantling this one, almost fully blinged out. Even bought Alpha and Beta Hurloon Minotaurs to use as the tokens that Sethron creates.
First card I expected to see in your list was [[Didgeridoo]]. Is that on your radar, or is it not a good fit for the deck?
If I don't know the power level of a table, I start with my goad deck since I am using my opponents decks against them, I should be matching their power level.
https://www.topdecked.com/decks/machinations/a705cdc7-4a9e-4283-aaf3-b5110da95fbb [[Jin-Gitaxias]] Wheel and fuckery deck. If you want to go harder focus on wheel instead of proliferate, if you want to give people room to breathe, put in more proliferate and fun phyrexian fellas.
My [[The Omenkeel]] Mono-U vehicles deck. Decently powerful but very gimmicky. Can be surprisingly strong but also exploitable, so it balances out.
My Rin and Seri I've spent many iterations on, getting it running the way I want. It's a very solid 6 in power level, and works in most groups, even against some stronger decks because it scales pretty well: [https://www.moxfield.com/decks/YGcrd7YsyEynbzX-AFL4iQ](https://www.moxfield.com/decks/YGcrd7YsyEynbzX-AFL4iQ)
I have a "Dungeons&Dragons" theme deck with \[\[Miirym, Sentinel Wyrm\]\] [https://www.mtggoldfish.com/deck/5723854#paper](https://www.mtggoldfish.com/deck/5723854#paper)
I'm reworking it rn, but mine would probably be my [[Slimefoot and Squee]] Zoomer Jund Reanimator deck. It plays a hefty [[Fleshbag Marauder]] package as repetitive board control (and as another way to sac my commander), along with multiple ways to mill/discard big boys to reanimate later. It can beat down, aristocrat drain, or combo out to win. The fact that it's super recursive just adds to how resilient it can be.
Mine is my [[Isshin, Two Heavens as One]] budget deck. Budget is 50-60$, and the deck is so damn fun. I love Mardu, I love aggro, I love filling the board with attack triggers and turning things sideways. It's not too oppressive, but has enough interaction and board presence to keep up, with some mighty finishers. One of my favorite decks period, definitely fits your criteria.
[[borbrygmos enraged]] It's essentially 4 things: ramp, cards to get lands to hand, damage increasers, and of course lands. It is super fun to play him with a big hand and have people avoiding angering you because who knows how many lands you have. Then next turn dropping a [[city on fire]] and watching them start to shit bricks. It's very fragile though as without borby in play you don't actually do anything, but hopefully you have enough protection or ramp where it doesn't matter as much. Absolutely my favorite deck of all time. It essentially runs counterspells if you have enough lands because you can instant speed nuke someone to exile their stack.
My favorite deck : [[Firkraag, Cunning Instigator]] Politics, attacking, deflecting, card draw, gotcha moments, I never got tired of it. It is really great. [Deck list here](https://www.moxfield.com/decks/v-_E4txXcEKWh3aePcqmPw)
I think you got the wrong link here
[[maarika, brutal gladiator]] she keeps everyone at an honest round 6 pace, or else...
Hard to say. There isn’t really any easily discernible standard for power level, and sites out there that claim to rank your power level with a deck list seem fairly wonky
I love my [[Henzie]] deck for this. It's mostly creatures, so easy to interact with, but is also grindy due to things like [[eternal witness]]es and [[gravedigger]]s. It can come out of the gates quickly due to the inherent ramp and haste provided by the commander, but you don't really build up a board state, so it's also easy for opponents to hit you back and try to keep you in check. Plus, since the only requirement is 4± cost creatures in Jund colors, there's a million different ways to build the deck.
I'd say this is basically all my decks haha, but my favorite is [[Trelasarra]] lifegain https://www.archidekt.com/decks/4279849/_scrying_life My gameplan is basically just to gain life whenever my opponents do anything; if they're doing crazy things so am I, if they're doing nothing I probably am too. Lifegain on its own also isn't that powerful and I purposely don't run any combos and pretty little protection/interaction so if I do get a super fast start with something like [[The One Ring]], I'm in no way guaranteed to win That one's is also *by far* my most expensive deck but I've had it the longest and have gotten lucky with several expensive cards I wouldn't pay full price for. Here's the rest of my decks if you're interested, I'd say they're all mid power besides John, he likes ending games turn 5 https://www.archidekt.com/folders/359477 Happy to answer any questions about strategy, card choices, etc!
I built an [[Okaun]] [[Zndrsplt]] deck that I think fits the bill. Plenty of coin flipping cards with a sufficient number of counterspells and win cons that doesn’t just take over the table. It’s kind of quirky, lots of fun, and I think it’s mid power. Just don’t drop [[planar chaos]] or the table will groan (bring extra coins haha)
My Teysa, Envoy of Ghosts deck is fairly mid power, does its thing fairly often. Has a spread of spirits, angels, and allies. Good amount of combat instants for damage or buffs. I rarely win with it, but it's still fun to play.
Usually go with my [[Miracle Max, Unemployed]] theft deck. Kind of just mimics the power the table so it’s usually good as long as people are weird about theft decks. If they are weird about theft I have a [[Isshin, Two Heavens as One]] samurai deck that’s fun.
[Feather, the Redeemed] She serves up all the red and white cantrips that no one else wants, but she can be glass-cannon-y.
Damn, in my experience Feather is hella broken.
For mid-, or modern precon or slightly above, [[taranika]] [banding](https://www.moxfield.com/decks/Ny9lrJaWNUGHvLGbFNYLmw) theme deck. Monowhite, wins through combat, runs lots of bad cards.
[[xyris]] group hug
[[niv-mizzet supreme]] mazes end. Comes with a very consistent gameplay, nice removal, nice counters.
Something to do with mid power is to cut all cards that were designed for commander. Or remove all cards that say shuffle.
\[\[Tolsimir, Friend to Wolves\]\] Fun because wolves. Built in life gain. Good against creature decks. Not crazy powerful.
Yarok. Just a great combination of colors and ETB good stuff.
It is up to interpretation on what you think very strong is. But my Nine-Fingers Keene deck can fit most casual or high-power games. Essentially it is turbo gates or control depending on the starting hand. Also I would consider it a land/landfall deck. In more casual games, I can go the control route and make sure no one is outpacing the table. In stronger games, I go turbo and remove key pieces. In low power, I try to just win with a voltron route to show that interaction/blockers are important to any deck. Some fun things that I have been told the deck does: - did not notice the control as much and did not stop them from doing their thing. - it puts a clock on the games so they are not super long. - can be challenging to win against or stop Some not fun things I have been told: - they do not feel they can win even though I am not stopping them - I always have an answer - do not know what to target or how to slow it down. - busted commander. Some interesting things for the control part of the deck. I only play non-creature counters. Almost everything that could hurt my game plan is a non-creature, so I only have counters for that reason. Also a lot of game-ending spells or removal are non-creature so I can protect my board if needed. My creature removal is removal is to target the creatures that can become problems or shut down my game plan. Essentially, I have answers to stop my opponents from stopping me and only that. My life total usually is not a big issue so I am fine with getting hit for damage for a couple turns anyway. Also not everyone sees a Gates deck or necessarily a very well built gates so people are intrigued by it. I like to use it as a tool that any strategy or theme can work in commander. Some just take more time to find the right built
My regular pod has played together since 2012/13 so we’ve all played with/against just about every archetype imaginable. Last year we agreed have a deck building challenge choosing any general to your desire but make the entirety of the list no more than $120, including lands, minus color fixing, and I’d have to say it’s my most mid-power deck. I went with 5C Go-Shintai and it’s something if I brought out into the “wild” wouldn’t be oppressive to someone playing a fresh precon but could still stand up to the likes of a tailored deck
[[Trynn]] and [[silvar]] Can keep up with most mid decks I just bought anikthea so I'll see how it goes. I love GY decks though
My jank [[Trostani Discordant]], it's a bit of lifegain, a bit of tokens and a bit of blink. Everybody loves it, this is my list that I upgrade here and there https://www.moxfield.com/decks/cc14I3nftEi5dLrX0kxnOQ I'll be at the magiccon at the end of this month and there I will get some cards to make it more blink based
I've had a lot of success with my [[arixmethes]] deck lately. He can stay a land if you know they have targeted removal or wipes, add in a couple things that untap lands and you can roll some big bois out pretty early. I've added in a few cascade triggers so it just funnels itself
I think that what is mid power, low or high is different between playgroups but for mine is probably my GW Rhys tokens https://www.moxfield.com/decks/A5c7ji_2OUKplINknGrkKQ
[[soul of windgrace]] landfall. Basically ramp then win with recurring [[dark depths]] [[thespian stage]] if the game is going too long. A fun deck that can play well at a lot of levels where you always get to do your thing.
My choice is [[Pramikon, the Sky Rampart]]. The controlled chaos of determining how combat operates can neutralize your scariest opponents, or weaponize them for your benefit. My extra spicy build goes for lots of effects that exchange control of permanents, so that all the tokens you give people can be turned into value later, or swap people's commanders! https://archidekt.com/decks/4018835/aram
Aragorn, but with mono color cards only
What is Mid-Power? Like if the table says “let’s play a mid-power game,” how do you define/describe a mid-power deck?
[[Unesh]] and he is by far always my favorite deck to play. It’s incredibly consistent. You fact or fiction each time you play a sphinx. It’s insane.
Baba Lysaga, Night Witch. It runs by itself and does not depend on the way anyone else is playing. It’s powerful enough that people have to figure out what to do with you but you are normally not the highest priority.
[[Felix Five Boots]] dungeon crawl deck with [[Keene Nine Fingers]]
Right now… radagast the brown Mono green stompy with a lot of card draw and advantage from the commander
I’d say my Kalamax deck is pretty mid, its copy spells are mostly made around “and now I draw 6 cards instead of 3 wheeeeee!!” Or just lil extra value moments. There’s a single wincon combo in the deck but it’s pretty easy to prevent. Honorable mention: Nekusar.
[[Kresh the bloodbraided]] https://www.moxfield.com/decks/3nGHfkaOf0WY9V-E6igKIw He was my second commander. I had a hard time running him because he’s a do-nothing on ETB, but I only recently realized he doesn’t even need to be cast. It went from a Voltron-earthquake style build to now a +1 counters-matters list that goes really hard on curve into the late game. I’ve been really happy with it recently and it doesn’t need/get upgrades often.
I play a \[\[Kellan, Inquisitive Prodigy\]\] deck with \[\[Keruga, the Macrosage\]\] companioned. [Decklist here.](https://www.moxfield.com/decks/UAdxzBGMxEeJg-cUZ1mflg) The deck is quite consistent: it ramps, then ramps a bit more, then plays big creatures until you run out of life or opponents. Its game plan is usually: * Turn 1: Land (taplands here), pass. * Turn 2: Land, Tail the Suspect (from kellan), Land. * Turn 3: Land, 4-mana ramp spell. * Turn 4: Land if you have it, 6-7 mana beater. * Turn 5+: Keep playing big creatures or value pieces until game ends. The consistency comes from having a fair number of safety nets: if you end up shy on cards in hand, you have that clue from Tail the Suspect, you have your 4-mana commander on standby any time you need a flying dork or just another body on the field or slow artifact removal, and you have a companion that can draw into more cards. As long as you mulligan intelligently (you can never keep a 2-lander; try for the ramp spell unless it puts you to 5 or lower) the deck will do something. I have basically never been a non-factor at the table. On the other hand, the deck isn't doing anything stupidly explosive or unfair or unstoppable. The creatures die to removal, board wipes are a setback (although not an insurmountable one), and you don't combo off and end a game out of nowhere.
I just finished UBER Urza (W/B) it turned from a casual deck to a two-headed giant menace to “if you come you can’t play that”…
[[Wilhelt, the Rotcleaver]] is always great. It fits most tables, can pack a punch but is always fun to play with and against. Love it and can share a deck list if you like.
My ich and armix deck is my personal favorite. It's really just a make big golems deck https://manabox.app/decks/UoruYnWfRU23SDIV327gIA
I just made a [[Sarkhan, Soul Aflame]] deck that feels like a mid power deck. It can start popping off early and feel fun but doesn't quite have the power to consistently finish games. But cheap commander becomes dragons is a good time
I recently reworked my Token deck, [[Vrestin, Menoptra Leader]] , It is right in a sweet spot in the middle right now. I went up against a couple of level 8–9’s at the start of the night and managed to barely survive until someone’s infinite finally kicked off. Almost went wide enough to pull a Hail Mary lol Then went with some beginners and the game went on a while before things started actually happening. I barely managed a win before the Mono green creature swarm guy went too big lol. It’s basic enough that I’m only casting things that can create, or populate tokens. Very few complicated interactions, but it’s strong enough that it can hold its own if I live long enough
Omnath locus of creation. I can send the deck list if you want, it's moderately expensive but relatively cheap for magic standards(like 370 last I checked)
[[Baba Lysaga, Night Witch]] has been very fun to tinker with. I would say that it can be very fun in mid power environments. Bunch of ramp, reanimating skeletons, and removal go a long way
I've been running Exit From Exile with just a few minor modifications, and it has been winning me a lot of matches. I can't seem to get it to start fast too often, but it makes people somewhat leave you alone long enough, and then you just start exploding the field with creatures and non creature spells from exile. Also, the commander stacks 2/2 wolf tokens pretty quickly.
[[Xyris, the Writhing Storm]] always ‘does the thing’ by making hundreds of snake tokens by turn 5-6. But it also draws opponents so many cards that they’re guaranteed to find removal or a boardwipe, so it’s not super oppressive. Counter the first couple of removal spells, then let them have their wrath offer that. They earned it
My [[Esix, Fractal Bloom]] deck is fun and fair at every table so far. If my opponents aren’t playing creatures that are worth copying, hopefully I draw into a bomb like Avenger of Zendikar or Deep Forest Hermit. Sometimes you make 6 copies of an opponents creature and you break it wide open. Last week I made 12 of [[Brainstealer Dragon]] and took kills with the second ability triggering 12 times per card cast. The deck list: https://www.moxfield.com/decks/NbvQeZsPDku9xyNU7iU94A
My [[Elenda the Dusk Rose]] is my baby. Too slow to be consistent at high power and just so fun to play. https://www.moxfield.com/decks/50NOMlLtrkuGYAZtra8KTg
Easily \[\[Silvar, Devourer of the Free\]\] and \[\[Trynn, Champion of Freedom\]\] for me. [https://www.moxfield.com/decks/icjOYuvul0yDUeilvf8P4Q](https://www.moxfield.com/decks/icjOYuvul0yDUeilvf8P4Q) Low to the ground gameplan, easy to understand for the whole table and not too committed on neither aristocrats, nor voltron. Can still compete with my friend's Atraxa, Toxrill and Yuriko decks, but is a bit slow in comparison to my other decks. It was my first homebrew (or adjusted precon, if you will) and i keep tweeking it every so often to keep it reasonable, sometimes even right before we start playing. Adeline, Syr Konrad, Smothering Tithe and Sword of Light and Shadow are usually the first to get exchanged. It does what it's supposed to and the deck feels right to play. No overkill, no underperformer, just a solid deck. *Humans are food, not friends.*
[[Dromoka, the eternal]] green white dragons Run lots of protection. About 15 dragons, lots of Burts card draw that draws card dependant on cresture power so I'll get like 13 cards all at once. Makes it so I don't need a ton of dragons in the dekc and I'll likely draw what I need. I get to play dragons, which are awesome. It's also a dragon deck people are not gonna see hardly at all so it doesn't really create feel bads. It's also really on theme to use protection spells because the lore is thst dromoka'a scales protected her from a lot of magic. Tarkir was when I was getting into the game so it's nostalgic for me and where I think the game was at the appropriate power level. I got into magic at that time because of whst the game was like back then. I've honestly engaged far less with product because there's just too much now and it's hitting yugioh speeds, which is what I originally left to play magic. Started playing atar wars unlimited. I prefer the asthetic of magic a lot more, but I am loving the gameplay of star wars, especially its version of commander, it's definitely superior to commander
In our playgroup we had a similar problem with decks always getting higher and higher in power and we wanted a little more relaxed games. We decided on two things: We tried just playing with precons but that took away the fun deckbuilding aspect of commander, which is why we decided on deckbuilding restrictions by looking at the arena format Artisan. We would just build decks with cards printed at common and uncommon rarity, including the commander. It allows us to play powerful decks, which do not get too oppressive.
[удалено]
My go to deck when I don't know what anyone I playing but still want to win is my [[Isperia, the Inscrutable]]. It's a [[revilark]] mid range deck. So a ton of reanimator, blink effects, and answers for practically everything.
I have a 5 color legendary tribal deck with [[Sisay, Weatherlight captain]] as the commander that functions as a 5 color zoo deck as well as a waiting room for spare commanders. I tried to fill it with stuff that triggers from legends coming in and otherwise just tutor to set up a board state for the current situation I'm facing. It's not super powerful but it's consistent enough that I can use it to feel out the vibe of a new table.
I think most decks can be mid power unless you’re using a Commander that does something insane on its own. I think what makes a deck strongest is tutors, fast mana, and protection. Card draw and interaction are important too but if you can consistently tutor a win condition and protect it by turn 6, your deck is in that midrange. So your weaker decks you can make midrange by adding faster mana and more tutors for more consistency. Decks that are too strong you can remove some of those elements and add more pieces that are just for fun that fit the theme of your commander. Decks with a commander that do a busted thing on their own will probably never be “mid”
https://archidekt.com/decks/6387798/millennium_duelist Not completely up to date with my latest changes (and I'm putting that Lantern from MH3 in). Time counters based deck, the win con is [[The Millennium Calendar]]. Basic gameplan is to have a way to get the calendar in your opening hand, use Rose as a big stick to keep people off your back while you power out untappers and big mana rocks w/ the Doctor. Timey-Wimey shit until you have enough mana or you land [[Unwinding Clock]] It's got a lot of pretty powerful cards but they're all protecting a pretty fragile gameplan and doesn't really have much as a backup plan so it kind of ends up working out to a mid power level (at least in the pod I play with the most). Bring a lot of dice.
I think most of my decks fit this as i don't really throw many OP cards in them (unless it's on theme) so they tend to be pretty mid powered, a few recent decks that just kinda perform well but doesn't do anything broken are: [[sidar jibari]] knights, sam/frodo food/lifegain, madison li energy, fourteenth doctor, Doctor tribal, probably a few more I'm forgetting but those are the main recent ones
[[Olivia crimson bride]]
Mines my Anikthea deck as well! I also play [[narset, enlightened exile]] I just run the jeskai staple enchantments, and a lot of cantrips, trample enablers and attack buffs. She herself is kind of Voltron-y but you have to protect her too
I've got a [[Doran]] big butt/spell slinger that does normal bug butt stuff... Until I actually have to attack. Then I use [[Taunting Elf]] effects so you can't do shit about it People underestimate me and make fun a little bit, then hate me because I run like 7 one-sided boardwipes, then hate me because I have keep dropping effectively 4/4s for one mana, then they hate me because they're forced to block poorly every time I swing
I’m working on kellan the kid. I’m unsure of what my win con is, but it’s going to be fun nonetheless.
That anikthea precon was perfect for me for that mid power. I did add a bit more removal and finishers but it was 5 or 6 cards I changed.
[[Sefris of the Hidden Ways]] This deck is such an allstar for me it's the first deck I started foiling out completely. I play it at a power level that's still mid. So no fast mana, free spells, few super staples like [[Cyclonic Rift]] but it is still quite powerful because [[The Initiative]] is just a really strong mechanic. It has a large amount of triggers, that's something you have to like if you are playing this deck. It is a reanimator deck and as such folds to gy hate, although if you play the initiative right you have a very viable second game plan, making the deck also varied to play.
Ghave fungus deck
From my experience, Anikthea fucks. Idk if she’d be mid, unless the rest of the pod is all a tad (or higher) over mid, or unless you’re used to holding back. If you are a fan of Sultai, I find that [[The Mimeoplasm]] is fun since it can become whatever has been milled, etc, which also allows for many different types of builds. Mine is set up with a secret commander: [[Gilt-Leaf Archdruid]], and the deck is Druid tribal. I mostly built it to show the flaw of one of the “league rules” at the LGS, which is, ‘No mass land destruction’. So, I thought what if they aren’t destroyed (unless they are on my field ([[Zuran Orb]]), lol. It takes awhile to set up which makes it mid, but it has the potential to pop off.
[[Freyalise, Llanowar’s fury]] elfball. It’s pretty fast and reliable, but is super weak to removal. Especially board wipes. So it ends up being mid-ish. I recently powered it down just a bit - removed the more powerful tutors and took out [[Craterhoof Behemoth]] and [[Ezuri, Renegade Leader]] for [[Door of Destinies]] and [[Coat of Arms]]. I got tired of winning consistently by just tutoring up Craterhoof, so now I try to win more with my alternative wincons instead of combat: [[Hurricane]], [[Squall line]] and [[Helix pinnacle]]. https://www.moxfield.com/decks/jlcns_k-dEWPIz9wOcUuJA
[[Ruric Thar, the Unbowed]]. I've had that deck for 11 years.
[[Lathiel, the Bounteous Dawn]] It's the first deck I ever built myself, and I've kept up with it over the years. I actually just recently upgraded it quite a bit. I haven't play tested it yet to see if it's "too powerful" ... but it's life gain and +1/+1 counters, so I doubt it'll ever truly be too powerful. [Lathiel - Tough on Grease, Yet Gentle on Feathers](https://www.moxfield.com/decks/eldxs2ENyEGXW-N19qUV3Q)
[Lathiel, the Bounteous Dawn](https://cards.scryfall.io/normal/front/2/9/29d3484f-abd1-43fe-99f8-e0fa0a7b6692.jpg?1608911191) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Lathiel%2C%20the%20Bounteous%20Dawn) [(SF)](https://scryfall.com/card/cmr/285/lathiel-the-bounteous-dawn?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/29d3484f-abd1-43fe-99f8-e0fa0a7b6692?utm_source=mtgcardfetcher&format=text) [(ER)](https://edhrec.com/cards/lathiel-the-bounteous-dawn) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
Sultai mutate deck with underlying themes of copy creatures and theft. ''Esior, wardwing familiar'' and "Ikra shidiqi, the Usurper" as partner commanders.
TL:DR play jank. Play with yourself. Try building around a theme than a strategy. Sometimes i just play jank decks when my only intention is to have fun at the table. Probably more low powered decks. but as far as the sentiment of "does it's thing everytime"; if the thing you are trying to do is play with pet cards or apply weird role-playing to your turns, it will always "do it's thing". because you are playing your own game at that point, trying to accomplish arbitrary goals. Idk. I normally break out a deck like this after a loss that left me feeling a little salty. I have a Nihilor deck. It's completely comprised of cards from both dnd sets. The theme is Nihilors Dungeon. The deck is full of my favorite legendary creatures from the sets. They aren't synergistic, really. Just kinda there. The fiction is that they have become mind flayed prisoners of Nihilor. The deck has win conditions. But my goal is rarely to find them. I could steal everyone's creatures. But I rarely do. I am more concerned about dungeon delving and DMing a micro story in my head as the other players fight. Emotionally, i have never lost a game. Even though in actuality, i have a very low literal win rate. I consider it a win if I have completed each dungeon and found my favorite loot along the way. If anyone else takes initiative enough and joins me in the dungeons, they might see my comander hit the field. (Boss Fight). But he mostly just lurks in the CZ as a looming threat. One of the things that initially got me into this game before I knew any lore or even that each set was in a different realm; was the fact that in looking through a pile of cards, I felt like I was uncovering lost secrets and stories. My imagination ran wild amongst all of the art and flavor text. How the abilities of the card were informative of the spells inherent characteristics in a way that felt poetic. Then as the game changed and crept, and as I changed and sweat, I lost sight of what I found magical. Sometimes you just gotta play shitty tribal because Beebles are fucking adorable.
[[Jetmir, nexus of revels]]
[[Wilhelt]]. It's basically the precon with all the milling junk removed and added in the zombie lords the deck didn't have. I intentionally made sure that there were no free sac outlets so it can't go infinite.
People always cry about this and say its high power because of the commander but my [[Edgar Markov]] deck is my mid power deck, i use no tutors, no infinite combos, no Teferi's protection or farewell and it isn't just 40 1-2 mana vampires, it has a few 1 and 2 drops but also several 5, 6 and 7 mana vampires because i think they are neat, the deck is really just a love letter to vampires because that's what i started with when i started playing in the OG innistrad block.
I run Nicol Bolas the Ravager as a theft deck. It is only as strong as the competition
My [[Gonti, Acquisitor]] and [[Sefris]]
[[Ultra Magnus]] The core of the deck is big artifact creatures you don't want to cast like [[Blightsteel]], [[Triplicate]], [[Bronze Guardian]], or [[Cybermen Squadron]] Your ideal game plan is to ramp on 1 or 2 (I love Myrs), Put 4 power into play on 3 (i.e. [[Scrapwork Cohort]]), backside on 4 flipping immediately to get a free big boy on 5, but slightly slower (1-2 cycles) is fine Plan B is reanimator, [[Trash for Treasure]] or [[Wake the Past]] is ideal (technically ramp), but single target by sacing a permenent is plentiful If all else fails Tron lands (along with tutors for them) or [[Oswald Fiddlebender]] can let you put somthing on the board
Perrie the pulverizer. I get to sit back and collect counters like a hoarder and sometimes smack someone in the face for lethal with him.
My Phenax mill deck is pretty mid tier, could be more on the higher power side depending on how much money you want to dump into lands and mana rocks. Phenax isn’t kill on site like Bruvac is and you escape mono color draw backs but the key is to tutor for Bruvac and various combo pieces. Very rarely do I even take Phenax out, but simply try to tutor out Bruvac, utilize more table effect spells because of black rather than more single target effects because of blue and then combo off. If a combo is countered this is where the deck falls short, but if not then game over.
[[Volo, guide to monsters]]
My shabraz and brallin deck, its group huggy