Note to self: Put in Ward of Bones.
I essentially stole this deck list from my creatureless Merieke deck, plus changing a handful of cards that were only there for Merieke, but otherwise this is almost the same. So I'm copying and pasting most of that deck description here too.
So this deck needs a little explanation. It has a primary wincon goal of getting Proteus Staff and Goblin Charbelcher on the battlefield, and shooting our opponents for lethal with Charbelcher, one player each turn. Usually, we'll use P.Staff to search for Charbelcher, so we only need the P.Staff to start, and hence many ways to search our library for it. First, we use Proteus Staff to target Alela (or a creature token or man-land we have in play), put her on the bottom of our library, then search for a creature, which will be her since we have no other creature cards in the deck. After we find her at the bottom (or don't find any creatures if we used a different target), we get to put each other card we looked at on the bottom of our library IN ANY ORDER. This is when we put Goblin Charbelcher on top, and all your lands on the bottom. When you activate Charbelcher you go through all your nonland cards first, and then pop an opponent for that much damage. Rinse, and repeat the next turn. Each Charbelcher blast should do 40+ damage, if not 50+, as long as you get to it early enough in the game. Unfortunately, since Charbelcher puts our nonland cards on the bottom of our library, in order to use it again we'll have to use Proteus Staff again to rearrange everything first, requiring 6cc each turn to pop an opponent in the face with them.
So while Charbelcher will be our lethal-damage wincon, it's actually part 2 of the master plan. The first part of that plan is getting infinite turns to use Charbelcher on. Luckily, Proteus Staff will be helping us do that too... above when I said we put Charbelcher on top, I lied... it'll be below Scroll Rack, then Sword of the Meek, Thopter Foundry, and Time Sieve, which is our infinite-turn combo, plus the likes of Sol Ring, Mana Crypt, and Mana Vault (plus Chromatic Orrery and Gilded Lotus, if we can afford four extra mana to cast them as well... the Orrery can cast the Lotus, which can tap for three, etc), which we'll be using to help cast the rest. Using our trusty Proteus Staff, we put the three infinite turn cards on top of our library, in that order, plus as many of Sol Ring, Mana Crypt, and Mana Vault that we need, pending how many cards we have in hand to swap out with Scroll Rack. We draw Scroll Rack first, then swap our hand for the remaining five to seven cards, then cast our mana rocks, Time Sieve, Sword of the Meek, and Thopter Foundry. We use Sword of the Meek and Thopter Foundry together to get us five 1/1 artifact creature tokens for 5cc (after being cast), which can then be sacced to Time Sieve for an extra turn, then rinse and repeat the next turn, and mix in lethal blows from Charbelcher as soon as is feasible (if the infinite turns didn't cause everyone to scoop).
There is another option, too, being that we can put Necropetance first to be drawn (if we can afford the three black mana), followed by Vedalken Orrery if you can afford to cast it that turn as well (Ve.Orrery also allows us to play control and be ready for responding, waiting to use our mana until just before our turn to cast everything), Scroll Rack, Promise of Power (puts cards in our hand, if needed, to swap using Scroll Rack), Mana Crypt, Mana Vault, Sol Ring, Gilded Lotus, and Chromatic Orrery (Mana Crypt is free, and pays for Sol Ring and Mana Vault, which together pay for Gilded Lotus, or with two extra mana we cast Chromatic Orrery, then Gilded Lotus). Dance of the Manse should be put in the early mix to recur any artifacts that should get removed (or put it higher in the order if we have artifact combo pieces already in our graveyard), followed by Sanguine Bond and Exquisite Blood, just in case yet another wincon combo is needed (Dance of the Manse can grab those from the grave too). Add counterspells to the mix if we don't already have them in hand.
The rest of the deck is heavy control, anti-creature, generates creature tokens, and is basically designed to stall out opponents. I swapped in Alela over Merieke because, while Merieke can quickly become a mass-murdering biotch, she's also prone to quickly be removed, and ultimately wasn't helping me enough to protect against attackers, who are often pursuing lethal commander damage ASAP (no/few blockers, and my friends know this is a quick combo deck). Alela can at least help provide some blockers, and isn't threatening enough by herself to warrant quite as much attention as Merieke (based on my playgroup).
But once opponents know how your deck functions, Proteus Staff will become one of their primary targets for counterspells and removal, or one of the various infinite-turn pieces we use will get removed. I've tried to include enough recursion cards to help combat successful removal, and a bunch of counterspells to try and protect casting our combo pieces as well. But it ain't easy once everyone believes you're ready to combo out at any given moment... hopefully the switch to Alela will help stall opponents out enough to get our combos out and flying.
Dreams of the Dead can extend how long Alela (or any commander running blue) stays out on the battlefield by a couple of turns once it's in play. If Alela dies, let her go to the grave, then using Dreams to bring back Alela you're saving 4+ mana that can be used to combo off, and you can wait to do it until you're ready to combo (or if either Alela or Dreams are about to get removed/exiled since it's at instant speed). It's a handy card, but could be on the block to get removed if you have something better to add (Bitterblossom and The Meathook Massacre are obvious upgrades I don't own and/or have in my deck).
I think Zur, Eternal Schemer is another good commander option, as it gives you easy access to both creatures with deathtouch to threaten blocking with (assuming you have non-aura enchantments in play), as well as providing protection for your enchantments (combo pieces, etc). I would go heavier on enchantment-based combos if I went with Zur as my commander.
$1.150.02 |
Instant, Sorcery, Enchantment, Artifact (62) | |||
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3.23 | |||
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Disallow
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