Commander Corner: Mayael the Anima

Welcome back,

At a young age, [c]Mayael[/c] was chosen to become the next Anima, the leader of the Cylian Elves. As such, she had to participate in the Whitecover Gaze ritual. This ritual is meant to blind the Anima, but bestows them with powerful magical sight. With this, she is able to see the magic flowing throughout the world.

During her time as Anima, she experienced strange shaking from the footsteps of the gods. This startled her, so she decided to consult with the soul of the world, [c]Progenitus[/c]. She called upon the great spirit using the [c]Relic of Progenitus[/c]. He asked her about Cylia. He had been slumbering for quite some time and did not know about what was going on in the world above. During the ritual, a dark force interrupted the consultation. [c]Mayael[/c] mistook this dark force for the voice of [c]Progenitus[/c]. The dark force told [c]Mayael[/c] to prepare for war.

[c]Mayael[/c] followed the voices instructions and went to prepare her people for combat. [c]Ajani[/c] was with her during this ritual, and told her that the voice she was talking to was not the voice of [c]Progenitus[/c], but something else. He told her not to do as the voice said and instead to avoid any form of conflict. She ignored him, and continued to prepare for battle.

[c]Ajani[/c] was right though. The dark force that contacted [c]Mayael[/c] was not the voice of the hydra, but that of [c]Nicol Bolas[/c].

Bolas’s plan was to create full scale war across all of Alara. Like [c]Mayael[/c], he contacted each of the five shards and told them to prepare for war. This outbreak of conflict would trigger the obelisks of mana, awakening them and growing the Maelstrom. His goal was to absorb the Maelstrom’s power and take over the Multiverse.

In the end Bolas was stopped by [c]Ajani[/c], who summoned a copy of the elder dragon and took him down in combat.

[c]Mayael[/c] is one of the most popular commanders in the format. Her ability to call upon massive threats exemplifies what her shard is all about. She uses her powerful magic to summon huge behemoths from across Naya, crushing her foes. She is also is the commander I end up playing against the most, which is what my main commander deck, [c]Melek, Izzet Paragon[/c], is geared to go up against.

My best friend and I always go back and forth with these epic battles. Sometimes he just gets ahead and resolves a few creatures and runs me over, or I just take control of the game and lock him out. Mayael is simple, fun, easy to build, and a hell of a threat if she goes unchecked. She is a commander staple for a good reason. Let’s see what beasts we can call upon with [c]Mayael the Anima[/c].

tumblr_mmg0w0Fmlv1spwvymo1_1280

As the Anima, she uses powerful magic to see and leads the Cylian Elves of Naya

[d title= “Surge of the Anima (EDH)”]

Commander

1 Mayael the Anima

Lands

1 Arid Mesa

1 Battlefield Forge

1 Brushland

1 Clifftop Retreat

1 Command Tower

1 Evolving Wilds

8 Forest

1 Jungle Shrine

1 Karplusan Forest

1 Krosan Verge

1 Mosswort Bridge

4 Mountain

1 Myriad Landscape

4 Plains

1 Reflecting Pool

1 Sacred Foundry

1 Spinerock Knoll

1 Stomping Ground

1 Sunpetal Grove

1 Temple Garden

1 Terramorphic Expanse

1 Windswept Heath

1 Wooded Foothills [/d]

[d]

Creatures

1 Admonition Angel

1 Akroma, Angel of Wrath

1 Angel of Serenity

1 Armada Wurm

1 Avacyn’s Pilgrim

1 Avacyn, Angel of Hope

1 Avenger of Zendikar

1 Balefire Dragon

1 Baneslayer Angel

1 Birds of Paradise

1 Blightsteel Colossus

1 Bloom Tender

1 Craterhoof Behemoth

1 Darksteel Colossus

1 Druid of the Anima

1 Farhaven Elf

1 Frontier Guide

1 Fyndhorn Elves

1 Godsire

1 Gruul Ragebeast

1 Hamletback Goliath

1 Hydra Omnivore

1 Inferno Titan

1 It that Betrays [/d]

[d]

Creatures Cont.

1 Magus of the Arena

1 Mana-Charged Dragon

1 Myojin of Life’s Web

1 Platinum Emperion

1 Rampaging Baloths

1 Sakura-Tribe Elder

1 Sigarda, Host of Herons

1 Solemn Simulacrum

1 Somberwald Sage

1 Soul of New Phyrexia

1 Soul of the Harvest

1 Soul of Theros

1 Steel Hellkite

1 Sylvan Caryatid

1 Terastodon

1 Vigor

1 Vorinclex, Voice of Hunger

1 Woodfall Primus

1 Worldspine Wurm

1 Wurmcoil Engine

1 Xenagos, God of Revels

1 Yavimaya Elder

1 Zhur-Taa Ancient[/d]

[d]

Sorcery

1 Primal Surge

Artifacts

1 Akroma’s Memorial

1 Coalition Relic

1 Commander’s Sphere

1 Darksteel Ingot

1 Gilded Lotus

1 Manalith

1 Obelisk of Naya

1 Quicksilver Amulet

1 Sol Ring

Planeswalkers

1 Ajani, Mentor of Heroes

1 Domri Rade

1 Freyalise, Llanowar’s Fury

1 Garruk, Caller of Beasts

1 Garruk, Primal Hunter [/d]

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It’s safe to say that this deck is ready to play. It’s all about the big creatures for us. If it doesn’t have a power of five or greater, or doesn’t net us mana or lands, then we aren’t playing it. We also aren’t playing any instant or sorceries besides [c]Primal Surge[/c] which is pretty much an auto win if you get to resolve it. Its gonna be hard for anybody to come back after you get an army of the best creatures these colors have to offer. With haste. Also with a bunch of other abilities thanks to [c]Akroma’s Memorial[/c].

This deck is pretty simple in its design. Just ramp and play Mayael in the early turns, then use her ability to get out big fatties. Simple as that. It’s a deck that any beginning player can pick up and play with ease. Just because it’s a simple deck doesn’t mean it’s not powerful, though.

The threats we are packing are some of the biggest and scariest creatures in these colors. Many of these threats do different things like help out the entire team with [c]Vigor[/c], or creating tokens like [c]Godsire[/c], or dealing with your opponents creatures like [c]Balefire Dragon[/c] and [c]Angel of Serenity[/c], or they can just smash face like [c]Hamletback Goliath[/c], [c]Hydra Omnivore[/c], and [c]Xenagos, God of Revels[/c].

These different threats allow you to attack at different angles, and all must be answered quickly, or else your opponent will get run over.

Besides just beating your opponent to death with your behemoths, you do have another way to win. [c]Primal Surge[/c] is such a beating for anybody that isn’t prepared for it. Yes, it is ten mana, but its text box pretty much says, “Win the Game”. You get to play every single card in your library and crush them immediately since they all have haste thanks to [c]Akroma’s Memorial[/c]. It allows you to come back from far behind and win the game on the spot just so long as you can get to its high mana cost. You always have a way out whenever the board gets cluttered with creatures that you can’t for some reason overpower, like if you’re running up against an opposing [c]Mayael the Anima[/c] deck.

The biggest problem I have had with this deck is its huge mana requirements. You need to draw a couple of mana creatures or mana rocks to really get going, and if you don’t, you’re going to be a little slow out of the gate. [c]Mayael[/c] is there to speed things up, but if you don’t have access to her for whatever reason, things get much harder for you. You tend to lean on your commander to get the party started in this deck, and without her, the party won’t get started until around turn six.

Thank you for checking out this week’s Commander Corner. Like always, if you have a suggestion for a commander you want to see featured in a future article, let me know in the comments below. Next week, we search for the guild that doesn’t exist. See you soon, my friends.

-Steven Gulsby

Commander Corner: Captain Sisay

Welcome back,

[c]Captain Sisay[/c]’s life has been predetermined since her birth. Her bloodline was tampered with for years by Urza in order to create an heir to the Legacy. The Legacy was a collection of artifacts that, when together, had enough power to wipe out Yawgmoth and save the plane of Dominaria from the incoming Phyrexian invasion.

The Phyrexians discovered Urza’s plan and made an attempt to sabotage it. They raided and burned down Sisay’s hometown, killing her parents. Her parents were not able to tell her about her true destiny since she still too young. She grew up with only a slight understanding of the legend of the [c]Legacy[/c]. She then set sail on her ship, the Weatherlight, to find the remaining pieces of the Legacy.

During her travels, she amassed a crew of people that were also part of Urza’s project. She recruited [c]Gerrard[/c], [c]Hanna[/c], [c]Ertai[/c], [c]Karn[/c], [c]Rofellos[/c], and [c]Squee[/c]. They went on many journeys throughout the years, slowly gathering the pieces to the Legacy.

During this time, Sisay was captured by a former ally named [c]Starke[/c]. Starke showed them the way to the pieces of the Legacy. Rath was working for the Phyrexians, and was tasked with capturing Sisay and the Legacy. Gerrard, who left the crew when Rofellos died in battle, came back as soon as he heard the news. He led the Weatherlight crew to save their captain and take back the Legacy from the clutches of Yawgmoth. After they escaped, they crashed on Mercadia.

A short time after they made it back to Dominaria, they had to defend the plane from the Phyrexian Invasion. They held off the invasion as much as they could, but the ship was destroyed by a dragon. Karn, after regaining his memories, used the Thran Tomb to unite the pieces of the Legacy. Gerrard, Urza, and Karn himself merged together along with the Weatherlight and the other artifacts to form the weapon. The Legacy became self-aware and attacked the Phyrexians. The weapon obliterated the oncoming force and destroyed Yawgmoth. Dominaria was safe at last.

Captain Sisay is a very popular commander, at least in my play group. Her ability to tutor up other legendary cards not only speaks to the story behind her, but creates a powerful commander as well. She is able to search for just about whatever you want, whenever you want it. She keeps your hand stocked with powerful creatures, which will keep you going in the later stages of the game. Let’s see what kind of crew we can build with Captain Sisay.

mr308_Sisay

She commanded the most powerful crew in all of Dominaria, and also saved the plane from utter destruction

[d title=”Captain Sisay (EDH)”]

Commander

1 Captain Sisay

Lands

1 Yavimaya Hollow

1 Untaidake, the Cloud Keeper

1 Terramorphic Expanse

12 Plains

1 Okina, Temple to the Grandfathers

1 Myriad Landscape

1 Miren, the Moaning Well

1 Mikokoro, Center of the Sea

1 Kor Haven

1 Hall of the Bandit Lord

1 Gods’ Eye, Gate to the Reikai

12 Forest

1 Flagstones of Trokair

1 Evolving Wilds

1 Eiganjo Castle[/d]

[d]

Creatures

1 Yosei, the Morning Star

1 Yomiji, Who Bars the Way

1 Vorinclex, Voice of Hunger

1 Tolsimir Wolfblood

1 Thrun, the Last Troll

1 Sylvan Caryatid

1 Solemn Simulacrum

1 Sigarda, Host of Herons

1 Selvala, Explorer Returned

1 Sakura-Tribe Elder

1 Saffi Eriksdotter

1 Rune-Tail, Kitsune Ascendant

1 Reki, the History of Kamigawa

1 Polukranos, World Eater

1 Myojin of Life’s Web

1 Mother of Runes

1 Mangara of Corondor

1 Llanowar Elves

1 Linvala, Keeper of Silence

1 Kongming, “Sleeping Dragon”

1 Karametra, God of Harvests

1 Kamahl, Fist of Krosa

1 Iwamori of the Open Fist

1 Hua Tuo, Honored Physician

1 Fyndhorn Elves

1 Elesh Norn, Grand Cenobite

1 Eight-and-a-Half-Tails

1 Brimaz, King of Oreskos

1 Brigid, Hero of Kinsbaile

1 Bloom Tender

1 Birds of Paradise

1 Avacyn, Guardian Angel

1 Avacyn, Angel of Hope

1 Avacyn’s Pilgrim[/d]

[d]

Instants

1 Worldly Tutor

1 Swords to Plowshares

1 Path to Exile

1 Oblation

1 Crib Swap

1 Condemn

1 Beast Within

Sorceries

1 Wrath of God

1 Rampant Growth

1 Kodama’s Reach

1 Explore

1 Cultivate

1 Collective Voyage[/d]

[d]

Enchantments

1 Vassal’s Duty

1 Oblivion Ring

1 Day of Destiny

1 Banishing Light

Artifacts

1 Umezawa’s Jitte

1 Thran Dynamo

1 Quicksilver Amulet

1 Sol Ring

1 Sensei’s Divining Top

1 Konda’s Banner

1 Heroes’ Podium

1 Gilded Lotus

1 Darksteel Ingot

1 Commander’s Sphere

1 Akroma’s Memorial

[/d]

This deck is jam-packed with some of the best legendary creatures in green and white. There is a legendary creature that will suit your need for almost any situation. This type of versatility is what really gives this deck its power, as its able to adapt to almost any situation. If you need some way to deal with a massive army of tokens, [c]Brigid, Hero of Kinsbaile[/c] will get the job done. If you need some way to draw cards, [c] Selvala, Explorer Returned[/c], [c]Mikokoro, Center of the Sea[/c], and [c]Reki, the History of Kamigawa[/c] will keep your hand full. If the board gets to a stalemate and you need a trump, look no further than [c]Akroma’s Memorial[/c] which will let you just run over your opponent. 

You also gain access to a tutorable anthem effect in the form of [c]Day of Destiny[/c], which is another great way to end board stalls. This deck has it all. Its biggest downfall though is that it’s very mana hungry. Some of these spells cost upwards of eight mana, and without an effective way to cheat them in outside of Quicksilver Amulet, it may take some time for you to amass the army that you need. There are a lot of ways to ramp up though, so that should help ease things out for you.

[c]Captain Sisay[/c] is arguably the best commander in these colors. Her versatility gives pilots the edge against the field. Power aside, it’s always fun to play with a lot of sweet legendary creatures. That’s what this deck is about. It’s about having fun and playing with some of your favorite legends across Magic’s expansive history. It’s a straight-forward toolbox strategy that can be difficult for your opponents to overcome. There’s a pretty good reason why she’s the captain of this crew.

Thank you guys for checking out this weeks Commander Corner. If you have any suggestions, as always let me know in the comments below. Next week, we have fun in a bouncy house. See you soon, my friends.

– Steven Gulsby

Commander Corner: Feldon of the Third Path

Happy Holidays,

Feldon was one of the most influential mages on his plane. He formed the Third Path, an alliance of mages, artificers, and other intellectuals, on a mission to defeat the Brothers during the Brothers War. During the formation of the Third Path, he met a wonderful Argivian woman named Loran. They fell in love with each other, but were then separated once the Brotherhood of Gix betrayed them.

This betrayal led to the destruction of the Third Path, lead by the powerful artificer Mishra. His juggernauts and other machinations laid waste to all that stood in their path, but some managed to flee. Hurkyl managed to dispach the menacing machines, saving the surviving wizards. These wizards took up Hurkyl’s teachings in a effort to protect themselves, Feldon among them.

During the two lovers’ separation, Loran sought to get the Golgothian Sylex to safety, but was captured by Ashnod. She was tortured and beaten until she gave up information about the Sylex. Afterwards, she managed to escape Ashnod’s clutches. She reunited with Feldon, and they lived together in a small cottage outside of the Ronom Glacier.

Ashnod later used the information she acquired from Loran to use the Sylex. She gave this information to Urza, who used it to deal with Mishra. The blast was the most powerful force in the plane’s history. The activation of the Sylex led to the Ice Age on Dominaria.

During the Ice age, Loran, weakened from age and from the cold, coupled with the wounds she sustained from her run-in with Ashnod, passed on. Feldon fell into madness, fueled with grief over the lost of his love. He tried everything in his power to bring her back to life. He even built an automaton in her image, but then dispatched it, as he was displeased with his work. He knew that this was not the Loran he fell in love with. He made the manikin into a statue over her grave.

Over many years, Feldon sought help in resurrecting his love. He met many mages, each one unable to help him. Finally, he met a white mage who gave him the ability to create a copy of Loran using his memories. After he created a copy of her, he said his goodbyes, and let her go. He decided that closure is all he really wanted in the end. Feldon spent the rest of his days happy, allowing people to use his library, along with his own knowledge for magical research.

[c]Feldon of the Third Path[/c] is a card full of potential and flavor. The card encapsulates a moment in his life when he was searching for a way to bring back his love, Loran. He works exceptionally well with any card with an ETB or death trigger. The ability to abuse him with a few untap effects and the powerful interactions between him and [c]Sundial of the Infinite[/c] can create an unstoppable army of artifacts to beat your opponents into dust. Let’s take a look at what Feldon will bring back to you.

feldon of the third path

“She will come back to me”

[d title=”Feldon of the Third Path (EDH)”]

Commander

1 Feldon of the Third Path

Lands

1 Valakut, the Molten Pinnacle

26 Snow-Covered Mountain

1 Smoldering Crater

1 Shinka, the Bloodsoaked Keep

1 Scrying Sheets

1 Nykthos, Shrine to Nyx

1 Myriad Landscape

1 Miren, the Moaning Well

1 Mikokoro, Center of the Sea

1 Forgotten Cave

1 Flamekin Village

1 Deserted Temple[/d]

[d]

Creatures

1 Zealous Conscripts

1 Wurmcoil Engine

1 Spitebellows

1 Solemn Simulacrum

1 Rummaging Goblin

1 Purphoros, God of the Forge

1 Precursor Golem

1 Pilgrim’s Eye

1 Myr Battlesphere

1 Mogg War Marshal

1 Mindclaw Shaman

1 Manic Vandal

1 Mad Prophet

1 Kiki-Jiki, Mirror Breaker

1 Keldon Firebombers

1 It That Betrays

1 Ingot Chewer

1 Inferno Titan

1 Flametongue Kavu

1 Firemaw Kavu

1 Duplicant

1 Burnished Hart

1 Beetleback Chief

1 Balefire Dragon

1 Avalanche Riders

1 Academy Raider[/d]

[d]

Instants

1 Smash to Smithereens

1 Skred

1 Lightning Bolt

1 Lightning Axe

1 Incinerate

1 Fling

1 Firestorm

1 Comet Storm

1 Chaos Warp

Sorceries

1 Vandalblast

1 Mizzium Mortars

1 Gamble

1 Faithless Looting

1 Chain Lightning

Enchantments

1 Warstorm Surge

1 Vicious Shadows

1 Pandemonium[/d]

[d]

Artifacts

1 Thran Dynamo

1 Thousand-Year Elixir

1 Sundial of the Infinite

1 Staff of Domination

1 Sol Ring

1 Skullclamp

1 Sensei’s Divining Top

1 Rings of Brighthearth

1 Nevinyrral’s Disk

1 Mind Stone

1 Magewright’s Stone

1 Helm of Possession

1 Gilded Lotus

1 Gauntlet of Power

1 Feldon’s Cane

1 Extraplanar Lens

1 Darksteel Ingot

1 Commander’s Sphere

1 Caged Sun

[/d]

With some looting and plenty of enter the battlefield, deals combat damage, or death triggers, this deck is at its best with Feldon in play. The deck can run by itself, but kicks it into high gear when Feldon is on the battlefield. Being able to use this [c]Kiki-Jiki[/c]-esque effect after your threats are dealt with is extremely powerful, forcing your opponent to commit more resources to dealing with a card they already dealt with before. There are downsides to this style of deck, as you will be running sub-optimally without Feldon in play.

The standard gamut of creatures that one would expect to see with this style of deck are [c]Wurmcoil Engine[/c], [c]Precursor Golem[/c], [c]Myr Battlesphere[/c], [c]It That Betrays[/c], [c]Inferno Titan[/c], and [c]Balefire Dragon[/c]. These creatures will be able to take control over the game and really do a number on your opponents. The plus for this deck is that a creature is never really dealt with unless it’s exiled. I would argue that having the ability to make a creature token based from a creature in the graveyard is more powerful then making a token copy of a creature on the field. Even after your opponent spends a card dealing with the threat originally, they still have to deal with it when you bring it back with Feldon’s ability each turn. There are also various looters to help fuel your graveyard while providing some card advantage.

One card that most lists don’t take full advantage of is [c]Sundial of the Infinite[/c]. This bizarre card is actually exactly what any Feldon deck is looking for. Being able to end the turn at any time during your turn is a powerful interaction with Feldon, as you get to keep the tokens you make with him. This combo can easily overwhelm your opponent with your powerful creatures. It’s going to be hard for any opponent to come back after having to deal with an army of [c]Balefire Dragon[/c]s or [c]Wurmcoil Engine[/c]s. This deck takes some time to set up, but has a snowball effect, since you’re going to be generating so much advantage out of each creature you play.

Thank you for checking out this week’s Commander Corner. If you guys or gals have any suggestions for a new commander you want me to take a look at, let me know in the comments below. Next week, we build a toolbox. See you next week my friends, and happy holidays.

-Steven Gulsby

Commander Corner: Eight-and-a-Half-Tails

Welcome back,

[c]Eight-and-a-Half-Tails[/c] is a powerful and wise kitsune cleric on the plane of Kamigawa. Unlike all other kitsune, instead of an all white tail, he was born with black streaks in his. These unusual streaks were seen as a great omen. He was destined to change the world. Throughout his life, [c]Eight-and-a-Half-Tails[/c] went on many spiritual journeys. Each successful journey earned him one of his nine distinct tails. He became the highest spiritual leader on the plane, and as such, he was entrusted by Konda to study the Kakuryio.

The Kakuryio is the spirit world, where the Kami dwell. The Kakuryio and the Utsushiyo, the world in which the mortals reside, create the plane of Kamigawa. Eight-and-a-Half-Tails agreed to help Konda, but soon discovered his true intentions. Konda intended to perform a sacrilegious ritual that had the potential to break open a portal between the Kakuryio and the Utsushiyo, unleashing the wrath of the Kami on the plane. [c]Eight-and-a-Half-Tails[/c] dismissed these thoughts as he did not believe Konda would do such things.

He was wrong though. As soon as Konda was given [c]Eight-and-a-Half-Tails[/c] research, he did exactly that, and tore open a portal between the worlds. This act became known as Konda’s Crime, as it started the Kami War.

[c]Eight-and-a-Half-Tails[/c] is an inexpensive and powerful commander. He can protect any permanent you control, including himself, while also allowing you to be able to push through damage. Having access to this early in the game can allow you to easily set up shop and help you bridge the gap to the late game by protecting your permanents from harm. Lets see what we can do with his wisdom and guidance.

eight-and-a-half tails

After Eight-and-a-Half-Tails realized what he had done, he decided that he no longer had the right to his nine tails. He then cut half of one off with his ceremonial knife, giving him his name.

[d title=”Eight-and-a-Half-Tails” (EDH)]

Commander
1 Eight-and-a-Half-Tails
Lands
29 Snow-Covered Plains
1 Secluded Steppe
1 New Benalia
1 Myriad Landscape
1 Mikokoro, Center of the Sea
1 Karoo
1 Emeria, the Sky Ruin
1 Eiganjo Castle
1 Drifting Meadow[/d]
[d]
Creatures
1 Weathered Wayfarer
1 True Believer
1 Transcendent Master
1 Thalia, Guardian of Thraben
1 Student of Warfare
1 Stoneforge Mystic
1 Stonecloaker
1 Spirit of the Labyrinth
1 Silverblade Paladin
1 Silent Arbiter
1 Serra Avenger
1 Rune-Tail, Kitsune Ascendant
1 Precinct Captain
1 Phyrexian Revoker
1 Peacekeeper
1 Mother of Runes
1 Mirror Entity
1 Mirran Crusader
1 Mentor of the Meek
1 Master of Pearls
1 Mangara of Corondor
1 Leonin Arbiter
1 Knight of the White orchid
1 Imposing Sovereign
1 Hero of Bladehold
1 Grand Abolisher
1 Glowrider
1 Flickerwisp
1 Fiend Hunter
1 Ethersworn Canonist
1 Eidolon of Rhetoric
1 Containment Priest
1 Brimaz, King of Oreskos
1 Banisher Priest
1 Aven Mindcensor[/d]
[d]
Instants
1 Swords to Plowshares
1 Path to Exile
1 Oblation
1 Enlightened Tutor
1 Disenchant
1 Devouring Light
1 Condemn
1 Brave the Elements
Sorceries
1 Fell the Mighty
1 Council’s Judgment
Enchantments
1 Story Circle
1 Oblivion Ring
1 Karmic Justice
1 Journey to Nowhere
1 Banishing Light
Artifacts
1 Aether Vial
1 Umezawa’s Jitte
1 Sword of War and Peace
1 Sword of Light and Shadow
1 Sword of Fire and Ice
1 Sword of Feast and Famine
1 Sol Ring
1 Sensei’s Divining Top
1 Gauntlet of Power
1 Extraplanar Lens
1 Caged Sun
1 Batterskull[/d]

I decided to model this deck after the popular Legacy deck, Death and Taxes. This deck wins by putting the opponent into a soft-lock of sorts and just beating down with tiny white creatures and equipment. The deck taxes the opponents mana, restricts them on when they can cast their spells, how many spells they can cast a turn, how many cards they can draw this turn, and how many creatures can attack, if any. For a deck made up of cheap white creatures, it can sure pack a huge punch.

This deck has many cards that attack your opponents from many different angles, whether it be restricting the amount of cards drawn to the amount of spells played, or whether your opponents’ spells can even target your permanents. These angles of attack really put the squeeze on your opponent, as they won’t know which way to counter your attack plan.

[c]Thalia, Guardian of Thraben[/c], [c]Glowrider[/c], [c]Eidolon of Rhetoric[/c], and [c]Ethersworn Canonist[/c] prevent your opponents from overloading you with spells. You are usually not going to be playing too many spells per turn, so cutting down the amount of spells your opponents play allows you to keep up with them or even pull ahead in some cases.

Since this deck is purely white, you’re not going to be drawing more than one card each turn for most of the game. Thanks to [c]Spirit of the Labyrinth[/c], your opponents won’t be either. This card can hinder any control strategy immensely and must be immediately dealt with in order for them to move on. Another angle of attack you can take up is with [c]Grand Abolisher[/c]. With this in play, your opponent won’t be able to counter your sorcery speed spells or deal with any of your creatures on your turn. They have to waste their mana on their turn to deal with your threats, preventing them from progressing their board state.

If all else fails and your opponent breaks out of your lock and sticks a few monstrous threats, you do have a safety valve of sorts in the form of [c]Fell the Mighty[/c]. Since your creatures are small, this card can really get some work done. Destroying your opponents’ big dumb idiots and effectively bringing your opponents down to “your level.”

The glue that holds this strategy together is of course, [c]Eight-and-a-Half-Tails[/c]. Being able to bring him out early allows you to set up your board by protecting your lock pieces and is what this deck needs to last in a multiplier game. With removal spells upon removal spells being slung across the table, you need to be able to protect your board at all times. You can also use his ability to consistently push your creatures through your opponents’ blockers. You have to know when to turn the tables and start the beatdown after you set up your shop. Since these creatures are relatively minuscule in size compared to the monoliths that rule the format, you’re gonna be on the defense for a while. Learn when it’s time to change up your stance, and you’re going to steamroll even the most seasoned of Commander players.

Thank you for checking out this week’s Commander Corner. If you have any suggestions for a Commander to feature in a future article, please let me know in the comments below. Next week, we will look at a lonely old man. See you soon, my friends.

-Steve Gulsby