Lost Caverns Of Ixalan Commander Decklists And Overview
We're currently 12 days away from the release of Lost Caverns Of Ixalan and the commander precons that come with it. There are four decks, each built around an original Ixalan tribe. Today, I'll give an overview of each precon, what they want to be doing, and the cards that will help get it done. So, let's get started.
Lost Caverns Of Ixalan Commander Decklists And Overview
The four returning tribes from the original Ixalan block are vampires, merfolk, pirates, and dinosaurs. In the upcoming return to the plane, each classic tribe is getting a commander deck. You can find all the general info on them here. With that out of the way, let's jump into the decks, starting with pirates!
Ahoy Mateys
Primary & Secondary Commanders
Overview
Admiral Brass, Unsinkable fills your graveyard and then, at the beginning of combat on your turn, returns a pirate from your graveyard to the battlefield with haste. Oh, and with base power 4/4. So, they come back bigger and better, and you get to keep them until they die (again). However, when they do, they'll be exiled.
Reanimating your creatures as 4/4s is already good, but most creatures in the deck have enter the battlefield triggers that further add to the value you get from bringing them back from Davey Jones' locker. Here are some examples:
Considering your commander triggers at the start of combat, cards like Port Razer are even better than usual. Not only will you be getting the usual two combat phases, but you'll be reanimating your two best pirates as well. Beyond the reanimation strategy, there are many tribal payoffs to bolster your forces further.
Remember, anytime a pirate returns from the grave via your commander, it becomes a 4/4... So, with some of your lords or anthem effects, you could add 5/5s or 6/6s to the board at the start of your combat phase. Lastly, it wouldn't be a pirate deck without some thievery!
Right on the theme, the deck uses several ways to steal creatures and things from other players. Captivating Crew and Coercive Recruiter can snag creatures. Hostage Taker lets you exile and cast opposing creatures and artifacts. And Admiral Beckett Brass can take everything but land!
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Decklist
Ahoy Mateys Commander Precon
Commander 1 cards (1 distinct)
Main 99 cards (87 distinct)
Creature (34) | |||
---|---|---|---|
$1.04 | |||
$0.49€0.430.84 | |||
$1.75€1.160.02 | |||
$0.49€0.400.02 | |||
$0.59€0.400.02 | |||
$0.40€0.150.02 | |||
$0.50€0.330.02 | |||
$0.250.02 | |||
$0.47€0.220.02 | |||
$1.83 | |||
$0.28€0.20 | |||
$0.30€0.230.02 | |||
$6.09 | |||
$0.69€0.400.02 | |||
$0.35€0.22 | |||
$0.34€0.231.34 | |||
$0.15€0.162.83 | |||
$0.20€0.04 | |||
$0.20€0.150.03 | |||
$0.16€0.080.04 | |||
$0.25€0.170.04 | |||
$0.20€0.100.04 | |||
$0.39€0.360.04 | |||
$0.25€0.190.03 | |||
$5.69€3.920.03 | |||
$0.20€0.120.04 | |||
$1.14 | |||
$0.30 | |||
$1.13 | |||
$0.82 | |||
$10.99 | |||
$0.50 | |||
$0.18€0.08 | |||
Instant, Sorcery, Enchantment, Artifact (28) | |||
$0.99€0.920.02 | |||
$10.14 | |||
$3.59€1.790.02 | |||
$0.88€0.530.02 | |||
$4.53€2.980.02 | |||
$0.55€0.38 | |||
$0.25€0.12 | |||
$0.79€0.45 | |||
$5.00 | |||
$0.51€0.44 | |||
$1.36€0.52 | |||
1
Sol Ring
|
$1.50€0.75 | ||
$0.30€0.22 | |||
$1.88€1.340.02 | |||
$1.00 | |||
$0.75€0.68 | |||
$3.67 | |||
$0.66€0.54 | |||
$2.75 | |||
$3.01€2.33 | |||
$0.44€0.37 | |||
1
Windfall
|
$2.83€2.100.24 | ||
$0.39€0.32 | |||
$0.43€0.370.04 | |||
$4.16 | |||
$0.48 | |||
$0.29 | |||
$0.30€0.230.02 | |||
Land (37) | |||
$0.33€0.26 | |||
$0.38€0.250.03 | |||
$0.30€0.18 | |||
$0.34€0.24 | |||
$1.55 | |||
$1.20€1.37 | |||
$0.50€0.250.02 | |||
$0.39€0.29 | |||
$1.00€0.770.02 | |||
$0.39€0.32 | |||
$0.27€0.17 | |||
$0.34€0.27 | |||
$0.20€0.07 | |||
$0.25€0.14 | |||
$0.23€0.140.03 | |||
$0.41€0.28 | |||
$3.65 | |||
$0.20€0.110.03 | |||
$0.20€0.11 | |||
$0.24€0.05 | |||
$0.20€0.04 | |||
$0.48€0.450.03 | |||
6
Island
|
$0.15€0.030.03 | ||
4
Swamp
|
$0.19€0.030.03 | ||
5
Mountain
|
$0.15€0.020.03 |
Blood Rites
Primary And Secondary Commanders
Overview
Clavileño, First of the Blessed is the face commander for this precon and he's a spicy twist on vampire tribal. Whenever you attack, target attacking Vampire that isn’t a Demon becomes a Demon in addition to its other types. It also gains “When this creature dies, draw a card and create a tapped 4/3 white and black Vampire Demon creature token with flying.”
It's a strange card, but it's excellent. Having the ability to make tokens when your creatures die is great. First, knowing you'll get to draw a card and make a 4/3 with evasion if your attacker dies will make your opponents weary of blocking the creatures you target with Clavileño.
It also opens the door for some nasty aristocrats' strategy. For example, you could target something like Bloodghast with Clavileño. Then, sacrifice it to something like Cordial Vampire. When it dies, you'll draw a card, make a 4/3 token with flying, and put a +1/+1 counter on all your vampires. If you've got a Blood Artist in play, you'll also drain and gain some life. And the cherry on top would be dropping a land post-combat and getting the Bloodghast back!
There's also a solid +1/+1 counter theme to make your bloodthirsty creatures more formidable in combat. I mentioned Corial Vampire, but here's a look at a few more nice cards for counters. You'll notice plenty of overlap between the sacrifice theme, making it cohesive.
There's also a lifegain (and drain) subtheme present too. Plenty of cards in the deck (Sanctum Seeker, Twilight Prophet, and Twilight Prophet) can really pad your life total. There are also the Blood Artist effects that can add up throughout a game, and seven creatures that have or make creatures with lifelink.
This package puts you ahead on life, makes the spells that cause you to lose life (Vona, Butcher of Magan) more comfortable to play, and supports cards like Oathsworn Vampire and Exquisite Blood.
Decklist
Blood Rites Commander Precon
Commander 1 cards (1 distinct)
Main 99 cards (80 distinct)
Instant, Sorcery, Enchantment, Artifact (26) | |||
---|---|---|---|
$0.59€0.55 | |||
1
Damn
|
$3.420.03 | ||
$0.75€0.84 | |||
$1.92€1.54 | |||
$0.87€0.63 | |||
$0.50€0.520.02 | |||
$33.45€23.270.02 | |||
$0.45€0.330.03 | |||
$0.35 | |||
$12.12€3.490.02 | |||
$0.55€0.38 | |||
$0.25€0.12 | |||
$0.25€0.17 | |||
$0.25€0.21 | |||
$0.45€0.27 | |||
1
Sol Ring
|
$1.50€0.75 | ||
$2.00€1.86 | |||
$3.00€1.050.03 | |||
$0.30€0.22 | |||
$0.30€0.15 | |||
$0.25€0.15 | |||
$1.31€1.05 | |||
$0.40€0.240.03 | |||
$1.00 | |||
$0.50 | |||
$0.41 | |||
Creature (35) | |||
$0.60€0.410.02 | |||
$2.58 | |||
$6.81€7.990.89 | |||
$0.27€0.170.90 | |||
$0.60€0.460.02 | |||
$0.45€0.260.02 | |||
$1.64€1.280.02 | |||
$0.35 | |||
$0.73€0.79 | |||
$1.84 | |||
$0.49€0.40 | |||
$0.55€0.350.02 | |||
$0.94 | |||
$2.00€2.050.51 | |||
$0.72€0.680.02 | |||
$4.79€4.390.02 | |||
$0.50€0.520.02 | |||
$0.17€0.080.03 | |||
$3.13€2.130.04 | |||
$0.26€0.40 | |||
$0.25€0.150.04 | |||
$0.25€0.210.03 | |||
$0.25€0.340.03 | |||
$0.25€0.210.03 | |||
$3.34 | |||
$0.92€0.530.03 | |||
$0.48€0.460.03 | |||
$3.82 | |||
$22.36€25.66 | |||
$5.82 | |||
$0.40 | |||
$0.49 | |||
$6.39 | |||
$0.40 | |||
Planeswalker (1) | |||
$1.81€1.380.03 | |||
Land (37) | |||
$1.64€1.380.02 | |||
$3.34 | |||
$0.29€0.23 | |||
$0.99€0.910.02 | |||
$0.50 | |||
$0.33€0.20 | |||
$1.31€1.29 | |||
$0.27€0.17 | |||
$0.25€0.10 | |||
$0.25€0.17 | |||
$0.25€0.14 | |||
$0.41€0.28 | |||
$3.65 | |||
$0.95€1.030.06 | |||
$0.25€0.24 | |||
$0.48€0.450.03 | |||
8
Plains
|
$0.15€0.020.03 | ||
13
Swamp
|
$0.19€0.030.03 |
Explorers of the Deep
Primary And Secondary Commanders
Overview
Explorers of the Deep cares about three things: exploring, +1/+1 counters, and Merfok, which all go hand-in-hand. The primary commander, Hakbal of the Surging Soul, supports all three. When it attacks, every merfolk you control will explore. So, for each creature, you'll reveal the top card of your library and put it into your hand if it’s a land. If it isn't, you put a +1/+1 counter on the exploring creature and put the revealed card back on top or into your graveyard.
You May Also Like: Top 10 Best Explore Cards In Magic: The Gathering
If you've got a few merfolk in play, this trigger will generate some massive value. You'll either be putting several lands into your hand, putting counters on multiple creatures, or smoothing your draws out considerably. What I love about this mechanic is that there's no way to whiff; You get something no matter what you reveal. Furthermore, this happens every combat with no need to attack.
If you do turn your commander sideways, you can put a land from your hand into play untapped. Considering you'll likely have just explored several times, you'll probably have an extra land more often than not. If you don't, you draw a card instead! So, you've got some built-in ramp and card advantage in the command zone.
Aside from the value train, the deck focuses hard on +1/+1 counter synergies and payoffs that work in tandem with exploring. For example, Herald of Secret Streams makes any creature with a +1/+1 unable to be blocked. Inspiring Call protects your board and draws you cards, and Simic Ascendancy can be a wincon.
It wouldn't be a merfolk tribal deck without some lords and tribal payoffs, and there are plenty here. You've got the classic lords like Master of the Pearl Trident, Merfolk Sovereign, and Merfolk Mistbinder. Plus, things like Reflections of Littjara, Kindred Discovery, and Realmwalker as well.
Lastly, I want to touch on the small landfall theme. With the second ability of Hakbal of the Surging Soul and frequent exploring, you can expect lands to hit the field often. So, cards like Tatyova, Benthic Druid and Evolution Sage are well supported.