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Welcome back,

So I was sitting around, playing some games after a Modern Masters 2015 draft. I put down the game after getting killed for the millionth time, Bloodborne is hard, and I decided to sift through my Modern Masters bulk just to pass the time. I ended up stumbling upon Hikari, Twilight Guardian in the pile of bulk. I was immediately intrigued and started to look up some cards that can work with him.

Flash forward to a few days later, and I finally have the final pieces of the deck in place and started testing. I was a bit hesitant going in, as I have yet to actually see any other Hikari decks really ever. After running through a few games and swapping out some cards for others, I decided to buy the full deck in paper. It was just a blast taking people off guard and killing them with Hikari.

Hikari, Twilight Guardian is a unique Commander to say the least. His ability sort of limits your card pool, as he rewards you for playing with spirit and arcane cards. Arcane cards aren’t exactly known for their power, but there are a solid handful that we can utilize and do well with. There are a solid amount of spirits, so we have no problem on that part. This random mishmash of cards turns this into a unique voltorn style deck. It does a lot better than one might think. Lets take a look at what we can do with Hikari, Twilight Guardian.

Hikari, Twilight Guardian (EDH)

Commander (1)
Hikari, Twilight Guardian
Lands (37)
Emeria, the Sky Ruin
Karoo
Maze of Ith
Mikokoro, Center of the Sea
Myriad Landscape
Mystifying Maze
Nykthos, Shrine to Nyx
Scrying Sheets
27 Snow-Covered Plains
Temple of the False God
Winding Canyons

Creatures (26)
Banisher Priest
Battlegrace Angel
Blinking Spirit
Celestial Crusader
Custodi Squire
Eight-and-a-Half-Tails
Eternal Dragon
Fiend Hunter
Kami of Ancient Law
Karmic Guide
Kor Sanctifiers
Magus of the Disk
Magus of the Moat
Marble Titan
Mother of Runes
Myojin of Cleansing Fire
Nikko-Onna
Restoration Angel
Sandsower
Silent Arbiter
Spirit en-Dal
Spirit of the Hearth
Sublime Archangel
Waxmane Baku
Windborn Muse
Yosei, the Morning Star

Instants (11)
Afterlife
Blessed Breath
Crib Swap
Enlightened Tutor
Oblation
Otherworldly Journey
Path to Exile
Plow Through Reito
Quiet Purity
Shining Shoal
Swords to Plowshares

Sorceries (3)
Austere Command
Hallowed Burial
Terashi’s Grasp

Enchantments (5)
Faith’s Fetters
Journey to Nowhere
Oblivion Ring
Parallax Wave
Prison Term

Artifacts (17)
Caged Sun
Cloudstone Curio
Crawlspace
Darksteel Ingot
Erratic Portal
Extraplanar Lens
Gauntlet of Power
Hero’s Blade
Lightning Greaves
Nevinyrral’s Disk
Ronin Warclub
Sai of the Shinobi
Sol Ring
Stormrider Rig
Thunder Totem
Tooth of Ramos
Vedalken Orrery

Well this is different. This deck is geared to control combat by limiting what and how many creatures can attack. Good thing for us, it doesn’t really impact our overall goal of killing people with commander damage. We will be primarily be attacking just with our general, as well as protecting him by blinking him out with his ability. It creates an interesting and fun deck that has quite a bit of play to it.

The main goal, as well as most voltron decks, is to kill the opponent with commander damage. Hikari, Twilight Guardian does a solid job by himself, but we have some equipment to speed things up. Our equipment may seem a bit lackluster at first, but they have a great synergy with our commander. Instead of constantly having to spend your mana reequipping him and attacking, our equipment just equips itself for free at instant speed. Whenever he comes back into play, our equipment just pops back onto him and he’s all suited up and ready to go. Even the worse ones, like Stormrider Rig and Sai of the Shinobi, speed up the clock by a full turn for each one equipped. Hero’s Blade makes sure that our general is a giant flying 7/6 monster that will end the game rather quickly. We also have a touch of exalted with Battlegrace Angel and Sublime Archangel, which works great in this strategy.

In order to help us dominate the combat, we will be limiting what can attack and what can block. We have plenty of things to inhibit our opponents from attacking such as Magus of the Moat, Crawlspace, Windborn Muse, Silent Arbiter, and a couple of others. These cards will go a long way to keep us from being crushed by our opponents’ creatures, because to be honest, most of our creatures aren’t that big. We can block decently with a few bigger creatures, but most of the time, we will just be tapping them down with Waxmane Baku or Sandsower. We also have Eight-and-a-Half-Tails to just blank our opponents offense, as well as protect our creatures.

Our commander also tends to work well with wrath effects. We can keep him off the table by casting any spirit or arcane spell, then wrath the board and be left with a flying 4/4, or even larger if we have some equipment lying around. We can even use Parallax Wave and Nevinyrral’s Disk to save our board and destroy theirs. We can also bring back some of our creatures with Emeria, the Sky Ruin or bring them back to our hand with Custodi Squire, which has impressed me. In a one-on-one game, it ends up being a double Eternal Witness most of the time. We can also bring it back to our hand with Erratic Portal and keep doing it if we need to.

Overall, this deck is surprisingly powerful and different. It has some great synergies that work together to create a monster of a voltron deck. I would not recommend this for multiplayer, as trying to kill multiple people and hold everybody off can be a struggle. In a one-on-one situation, you have a lot more game and will be a force to be reckoned with.

Thank you for checking out this week’s Commander Corner. Sorry about not having anything for you last week, my internet was cut out do to a storm. Sorry about that. I’ll see you soon, my friends.

-Steven Gulsby

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