Commander - Rick's Unblockable Army (final)

75
39 29 1 30
Aggro Control

(add Halo Fountain and Folk Hero to main deck)

The design of this deck is pretty simple... obviously, go heavy with humans for Rick, but primarily with humans that either attack and tap opponent's creatures, or have activated effects that tap opponent's creatures, which can be activated after they attack with vigilance from Rick.  This means you can tap all the best blockers an opponent has and hit them with an army boosted by +2/+2 vigilance and lifelink, who are then ready to block on defense.  Flicker Rick later in the game to switch and give them all vigilance and first strike if an opponent is prone to attack you.  But they ALWAYS get vigilance!  The next goal is to pump up all these attacking humans with either a mass distribution of +1/+1 counters, or by cards that do like Rick, and pump them up without counters, but in big ways (perhaps giving them all double strike).  There's plenty of removal to keep the path clear, some board wipes, some board protections, as much draw as is feasible, and enough ramp to hopefully keep the army building quick and strong.  You can either be "friendly" and take each turn smashing different opponents without killing them, or just target one opponent at a time until they're gone... you choose... but I feel this deck is most efficient when taking down one opponent at a time.  If targeting just one player, it makes sense to target the strongest/fastest deck (most likely to combo off), or the player with the strongest board state (granting you fewer enemies at any given time), or simply pick the person to your right, since you'll be tapping their creatures and leaving them vulnerable to attacks longer than other opponents would be.  Yes, ruthless it can be.

Understanding the deck by Stats:

33 Land (32 tap for mana; 3 flip lands [ETB tapped]), 9 basic Plains, 15 lands that can tap for white, 7 cards search for lands (5 [can] search for multiple lands; 2 put the land directly onto the battlefield), 14 ramp/land-search cards

41 Creatures (including Rick), 37 humans, 15 that can tap an opponent's creature (6 by attacking, 9 by activated ability)

14 Artifacts (1 creature, 1 land), 2 equipment, (only) 1 mana rock

5 Enchantments (1 creature), 6 Instants, 6 Sorceries, 1 Planeswalker

Removal cards: 7 can target Artifacts, 7 can hit Enchantments, 10 can hit Creatures, 4 can hit Planeswalkers, 3 can hit any Permanent (these 3 were included in the previous tallies), 1 nonland board wipe, 2 opponents' creatures wipes (ha!), 1 Land exiles all graveyards, 4 Lands remove an attacker from combat

10 cards provide draw (4 are Lands), 2 cards search for creatures, 7 search for lands (3 creatures, 1 land)

5 cards put +1/+1 counters on all your creatures multiple times (a 6th card only does it one time), 3 cards give +2/+2 to all your crits, 2 give +1/+1 to all of them, 1 gives all your crits +X/+X = to its power, 2 cards give all your crits double strike

4 cards can flicker creatures, 2 do it once a turn, 1 costs 3cc to do it (no tapping), 1 can flicker artifacts, 1 only flickers a creature once, 10 creatures have ETB triggers to flicker (including to change the color for Pentarch Paladin, or the options for Rick)

2 Instants protect all your creatures (1 protects everything), 1 Equipment provides shroud to its creature, 2 Creatures provide color protection to another creature, 1 provides flickering-on-demand for evasion

5 cards are/provide flying blockers (1 land, 2 make flyers), 3 cards give all your creatures flying

19 human creatures have tap abilities they can use after attacking with vigilance from Rick

 

First, Austere Command deserves to be in here, but I'm stuck on what to pull out.  You choose.

Mass card draw is hard to come by in white... Esper Sentinel, Mind's Eye, Well of Lost Dreams, Alhammarret's Archive, Vanquishers' Banner, and Book of Rass are the main six, with the draw-lands of War Room, Bonders' Enclave, Sea Gate Wreckage, and Arch of Orazca.  There are tons of white cards that only draw you one card, but these are the best at letting you draw multiple times with each card.  And Al's Archive doubles your extra draws, so it doesn't draw you anything until another card makes you draw, so its draw dynamic is both very limited and very extreme (with mass-draw cards).  Because access to draw is either limited in availability and/or resource-costly to use, I haven't included much to gain an unlimited hand size beyond Reliquary Tower.  And Book of Rass is great in a life gain deck, because aside from the life cost, it only cost 2 mana to draw a card, and it doesn't tap, making it viable for drawing lots of cards if Rick is providing lifelink.

This deck is designed to be very effective with low-cost creatures, so (currently) 31% of it are humans that cost 3cc or less to cast (18% 2cc or less), getting Rick going pretty easy and early, who then makes those weenie creatures very threatening and effective.  This is the main reason there are currently only nine ramp or land-search cards and 32 mana-producing lands (however I also consider the lands Myriad Landscape, Nykthos, Shrine to Nyx, and Treasure Vault to be ramp too, so 12 cards including those).  But when a small 1cc creature quickly goes from a bland 1/2 into a 3/4 vigilant first strike threat, it's almost like you are benefitting from ramp because that creature only cost 1cc... you just gotta get Rick out there (and keep him out there).  One might even venture to take a land or two out... not sure yet on that... more playtesting is needed.

There are too many worthy cards for this deck and this theme, so it would be easy to build it on a budget (I plan to add a budget version too), and the Maybeboard should be able to help you do that if so desired.  You could also go heavier on mana rocks, but because it's so easy to build around Rick with cheap casting cost humans, I think that as long as you have enough lands, and add the appropriate land-search sources, you can get away with fewer mana rocks.  Five cards can/will get you multiple lands guaranteed, and two will get you at least one plains each but can be flickered to get more.  Mana rocks are destroyed much easier and more often than lands, so a land search/drop is safer and more preferred than an artifact that is subject to board wipes (depends on your playgroup though).  Don't get me wrong, most of my decks have 8+ mana rocks, but they need them more than this deck, in order to access higher-cost spells sooner.  But ad in more mana rocks if you feel it's not fast enough as is, I'm just not sure what to take out for them.

Flying creatures are a potential Achilles heel for this deck, as most of our creatures don't come with flying, making us susceptible to revenge attacks from flyers.  This is the main reason I put in Elspeth, Sun's Champion, Abzan Falconer, and Eldrazi Monument, each of which gives all our creatures flying.  Because Abzan Falconer requires +1/+1 counters on creatures, I tried to lean heavier on cards that distribute +1/+1 counters onto all of our creatures.  Akroma's Memorial came out in the final cuts because of it's casting cost, and the fact that other than flying and trample, it's not adding enough that we don't already have and need... like I'd rather have True Conviction, providing double strike (and lifelink).  Because we won't always have flying creatures to block with, I've included four lands like Maze of Ith that can remove an attacking creature/flyer from combat, as well as ten other cards for targeted creature/permanent removal.  Add in the other creatures with activated abilities that tap opponents' creatures, and I think we should be pretty good to go.

Similar to handling flyers, I've included six cards that can be used to remove enchantments/artifacts or permanents, two of which can be used multiple times.  Collective Effort is the seventh option, but it only targets enchantments.

Flickering... There are three ways to flicker at least every turn (Eldrazi Displacer just needs to know how many times you can afford it), plus our Charming Prince that can do it once (sometimes you need/want to flicker Rick), but then turns into a flickerable target himself.

Oracle en-Vec is a fun card in this deck, since there are many ways to tap opponents' creatures on their turn before combat. It basically forces them to not attack, effectively shutting down their attack damage abilities. If you lack flyers on the board, this can shut down an opponent who might attack you with flying creatures.  This also makes it a nice card to trade favors from your opponent with the strongest creature board... I won't use this on you if you agree to attack player X next turn, or agree to not attack me, or agree to get rid of someone else's problematic card, etc. Would they rather have their offense shut down, or obliterated...?  Once you have enough creatures that have activated tap abilities to tap any creature during an opponent's turn, Oracle En-Vec becomes a quite influential board piece.

Enlightened Tutor finds a lot of very useful enchantments and artifacts, but it's worth noting that among those it can find Esper Sentinel and Nykthos Paragon, two very useful creature cards in this deck.  Having Enlightened Tutor in your opening hand with only one or two lands becomes feasible because you can search for Land Tax (or Esper Sentinel, for the human benefit, and try to draw into land).  It can also tutor for all of our other draw options, but they're all 4-6 mana each, so they would be targets later.  E.Tutor basically gives us access to the most important mechanics in our deck like card draw, land-search, flickering, Vedalken Orrery's flash, creature protection and haste, ramp, double strike and lifelink for all our crits, mass P/T boosting with Dragon Throne of Tarkir, or flying for our crits from Eldrazi Monument.  Ranger of Eos and Recruiter of the Guard (which can find Eos) similarly allow access to a lot of problem solvers, like enchant/artifact/big-creature/permanent removal, card draw, land search, mass +1/+1 distribution, mass human creature token generation, double strike-4-all, flying blockers, flicker, creature protection (use Eos to get both Mother and Giver of Runes....).  These two cards provide the most benefit from flickering, and it would make sense to similarly try and find a place in the deck for Ranger-Captain of Eos, so... you decide what comes out for it.

Vedalken Orrery begs to be put in this deck, as it allows much more flexibility in how you can respond to what your opponents do, and many of the non-instant cards in here provide much of that kind of interaction.  Without any counterspells, this allows more responses than you would otherwise have.  Plus, it simply allows for the most efficient use of your mana on every turn.  (It should be in pretty much every deck.)

Thousand-Year Elixir has multiple purposes here... obviously, it allows our creatures with activated abilities to use them the turn they come in, which is great if you flicker something and want to activate a tap ability as a response to an opponent (like with Speaker of the Heavens, Pentarch Paladin, etc).

Swords to Plowshares was the final card to come out... there's plenty of creature removal/manipulation at instant speed, so this didn't make the final cut.

Overall this is a pretty flexible deck, able to handle most obstacles, and fast to put combat pressure on opponents.

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Last Updated: 04 Nov 2022
Created: 22 Apr 2022
134 61 0

Commander - 1 cards (1 distinct)

$48.03€39.06

Mainboard - 99 cards (91 distinct)

Creature (39)
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Planeswalker (1)
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Maybeboard - 176 cards (176 distinct)

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$0.33€0.180.03
$2.14€1.320.02
$1.08€1.080.02
$3.54€3.040.10

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