The Great EDH Challenge: Glint-Eye – Max Eleven Bad Girls

Decklist: https://tappedout.net/mtg-decks/max-eleven-bad-girls/


Power Level: 8.75

Happy Halloween!

When I made this deck, Max and Eleven were unique cards, and the Universe Within cards did not yet exist. Thus, I will refer to them as the commanders, despite them being “subtitled” cards now.

This is not a Stranger Things themed deck, despite the commanders. I also made this deck before Season 4 came out, so it has a bit of extra meaning now, so that’s neat. In any case, this is my all female deck, to compliment my Shirtless Studs deck. The theme of the deck revolves around “bad” girls, aka cards that depict cool, powerful, or just sinister females. All my nonland, non-artifact cards prominently feature a female in their art except for one card, [[Sea Gate Restoration]], due to it synergizing perfectly with Eleven. Liliana is featured prominently in the deck, since she is “bad” in both the cool way and the sinister way.

Eleven and Max don’t work particularly well together, as they synergize with two different play styles. However, it is because of their differences that the deck is highly versatile. Max having haste lets her aggressively come out and put pressure on player life totals and early-game planeswalkers. I am rarely casting two spells in the early and mid game, but she does generate clues later in the game, and can untap very useful creatures like [[Bloom Tender]] and [[Cormela, Glamour Thief]]. Eleven on the other hand is the haymaker. She attacks well AND she blocks well. In the mid game, she is oftentimes a Phyrexian Arena that deals 3 commander damage to an opponent. But in the late game, Eleven casts me into big spells like [[Rise of the Dark Realms]] that oftentimes lead to game-winning combos.

This is a dynamic deck that does a bit of everything in order to win. I usually win utilizing a random-oriented combo utilizing [[Arcane Bombardment]] and [[Time Warp]], which can be assembled with the numerous tutors in the deck. However, this usually doesn’t happen until 8+ turns into the game, so we will spend the early and late game controlling the board and putting pressure on our opponents. Ramping with signets and playing Max and Eleven is a good way to spent the early game. Getting off a turn four [[Culling Strike]] into another spell is usually very powerful, as well as putting down value engines like [[Necropotence]] and [[Rhystic Study]]. Tutoring makes the deck very toolbox-y, getting us a number of specific forms of removal when we need it, like [[Prismari Command]] or [[Assassin’s Trophy]].

One of the most powerful cards in this deck is [[Mizzix’s Mastery]]. I’d never played with it before, but it can be borderline broken. I usually cast [[Final Parting]], getting a big spell like [[Aminatou’s Augury]] and Mizzix’s Mastery. Casting an eight mana spell that can get you over 10 mana in other spells for four mana is pretty awesome. Top-decking Mizzix’s Mastery in the late game with a graveyard full of goodies is a true joy. I love the card so much.

This is a very fun deck to play, and wins most of the time against a wide variety of other types of decks. WotC making Eleven a Four mana 3/5 is oftentimes a head-scratcher to a lot of people I play with, but I’ve got no complaints. If you like attacking, destroying things, tutoring, and taking extra turns, then this is definitely the deck for you!

The Great EDH Challenge: Grixis – Sol’kanar, Demon King

Decklist: https://tappedout.net/mtg-decks/solkanar-demon-king-1/


Power Level: 7.4

We are finally here….Three-Color Commanders! Let’s start with one of my old favs.

My main man Sol’Kanar…what a dirty boy he is. He is ordinarily the Swamp King, murking about in the marshes and mud. However, when he gets bored with that, he goes to Hell and recruits some of his old buddies to wreak havoc throughout the Multiverse. This is what this deck is all about; Sol’kanar and his Demon Entourage wrecking holes.

This is a Demon tribal Battlecruiser deck, where I play a bunch of really high-costed, powerful creatures that do all sorts of interesting things. There are a few low cmc creatures in the deck, like Varragoth, Bloodsky Sire and Kardur, Doomscourge (thanks Kaldheim!), which are still quite powerful. I lean very much on my big boy demons to affect the board throughout the game, especially demons like Dread Cacodemon and Razaketh, the Foulblooded , who can be game-winning plays in the late game.

The high-cost of most of my spells really slows down the deck, so we spend the first four turns mainly ramping with artifacts. We usually play Sol’kanar on turn 5, and begin controlling the game in the following turns while playing bigger and bigger demons. Sol’kanar acts as a five-turn clock, especially when I’ve got Urborg, Tomb of Yawgmoth or Blanket of Night out. He may seem underwhelming, but never underestimate a five-power beater. However, once Sol’kanar is killed, there are plenty of other ways to win without him. Remember, most of our creatures are big, 6+ power flying beaters! You’d be amazed how few commander players actually use creatures that have flying.

And lest you forget, I am a Johnny at heart! There are 2 combos in this deck, if the beater plan fails:

Nexus of Fate Planar Portal + 13+ mana each turn = Infinite Turns Liliana’s Contract + 4+ Demons with different names on your upkeep = You Win

All in all, this is a pretty casual deck that lets you sit back, relax, and play big stuff to win. There are plenty of tools to help you manage your opponents while you develop your board, and plenty of ways to shift the game in your favor when you fall behind. And don’t forget about the gleeful delight you’ll get from spitefully making an opponent take damage and discard their hand with a big Rakdos’s Return !

The Great EDH Challenge: Dimir – Silas & Keskit Take Turns

Decklist : https://tappedout.net/mtg-decks/silas-keskit-take-turns/?cb=1624308316


Power Level: 9

So, this is basically a Time Sieve deck with plenty of interaction and ramp. The goal of the deck is to assemble a Time Sieve combo that allows us to take enough extra turns to win. Time Sieve is my favorite non-creature artifact, so I’ve always wanted to build around it in EDH.

Silas and Keskit are at the helm due to their sheer utility. Silas Renn, Seeker Adept lets me recast useful artifacts that have probably been destroyed by my opponents or sacrificed by myself. Sometimes he is just a good blocker too, haha. Keskit, the Flesh Sculptor lets me dig three cards deep to find key combo pieces and interaction. He often sits there to sac things that my opponents are about to destroy. Sometimes I cast Keskit when I’m desperate to find something integral in the late game, or when I find myself with a board full of mana rocks and not much else. These two synergize very well together, though Malcolm, Keen-Eyed Navigator might be a good replacement for either if mana acceleration is more your style.

There are numerous combos in this deck, as usual for me. Combining powerful, synergistic artifacts with versatile tutors makes for a very powerful, consistent deck. However, if you wish to simply play a long game with more casual friends, the deck can be played as more of a toolbox, slowly assembling value engines as you interact with your opponents. A few of the combos:

Chromatic Orrery Filigree Sages = Infinite Mana and Unlimited Draw

Basalt Monolith Rings of Brighthearth Staff of Domination = Infinite Colorless Mana / Infinite Life / Mass Draw / Etc.

Thopter Foundry triggering on Upkeep then recasting it on Main Phase + Time Sieve = Infinite Turns

Silas Renn, Seeker Adept dealing combat damage + Myr Battlesphere in your graveyard and the mana to cast it + Time Sieve = Enough Turns to Kill Opponents with no blockers

It is also important to note that this isn’t just an Artifact deck, but a Creature deck as well. We use creatures to tutor, interact, and ramp. We have the full Tutor Mage suite here, getting us our most useful artifacts at all CMCs other than 4, haha. Creatures like Duplicant and Meteor Golem act as premium, repeatable sources of removal. Master Transmuter is a classic favorite, letting us cheat expensive artifacts into play while simultaneously saving others. Chief Engineer Grand Architect , and Etherium Sculptor are excellent forms of artifact ramp. Vedalken Archmage acts as card advantage dynamite in our deck, while Muzzio, Visionary Architect gives us hilarious card selection in the mid and late game.

I love this deck, because it has almost all of my favorite artifacts and artifact interactions. It even has the three best Tezzerets in it! Despite it’s Time Sieve theme, there are many ways to play it, and each game tends to feel fresh.

Ah we finally made it through the 2-color commanders! Next time, we’ll be bumping up the complexity (and the jank!) a bit with my 3-color commander decks!

The Great EDH Challenge: Azorius – Time & Space ~ Teferi x Venser

Decklist: https://tappedout.net/mtg-decks/time-space-teferi-x-venser


Power Level: 6.5

So err…I ship Teferi and Venser. Yes, yes, I know…it is a remnant of my LiveJournal days. 😀

This deck is a love letter to my favorite Planeswalkers, Teferi and Venser. This is a theme deck that revolves around these 2 characters, that tells a fanfiction love story, haha. I use Raff because he is what I’d imagine their son would look like. This deck has been through a lot of changes; from a combo deck, to a superfriends deck, to a control deck. I feel that UW control is where both Teferi and Venser work best, so that is the final archetype I have decided on.

This is a control deck that seeks to use card draw, removal, and a few planeswalkers to help us survive into the late game. In the late game, we usually win with Approach of the Second Sun , sometimes taking an extra turn with Nexus of Fate to allow us to dig for Approach and cast it again. The deck is modeled a bit after the Dominaria-Standard deck that also used Approach to win. Planeswalkers like Teferi, Hero of Dominaria and Karn, Scion of Urza generate value for us as we control the mid-game, while Venser, the Sojourner flickers powerful permanents like Coveted Jewel and Elspeth Conquers Death for even more value.

Counterbalance is a pet card that usually just puts a bit of pressure on our opponents. We can tutor for it with Muddle the Mixture , and it works very well with Sensei’s Divining Top and Scroll Rack . I have had opponents scoop from me randomly revealing and successfully countering a game-winning play they were going to make. it is a card I like more in Legacy, but it has its uses here. Venser’s Journal is also a pet card in the deck. It serves the purpose of unifying the theme of the deck with my seedy origins as a LiveJournaler…hehe!

There is one combo in the deck, involving all lands. It fits the theme of Time and Space, as it allows for infinite turns (time) using lands (space).

Nesting Grounds Karn’s Bastion Magosi, the Waterveil = Infinite Turns

This combo is a bit convoluted, and Magosi is the only piece that doesn’t synergize with anything else in my deck. It starts by putting an eon counter on Magosi, requiring us to skip our next turn. We then move that eon counter onto another land with Nesting Grounds, and then use Karn’s Bastion to proliferate that counter. Now that we have 2 eon counters, we can use Nesting Grounds to move an eon counter back onto Magosi on our next turn. On each subsequent turn, we then activate Magosi to take an extra turn by removing that counter, returning Magosi to our hand, playing it as our land for turn, then proliferating the eon counter we still have on another land. During the extra turn, we move one of the eon counters on Magosi again, allowing us to repeat the previous steps to take infinite turns. Probably best to do this combo when we have a good planeswalker out, like Teferi, Hero of Dominaria , hehe.

This is a typical UW control deck, that is sure to prolong any game it is a part of. I can desperately cling to life for several turns, and oftentimes end up grabbing victory from the jaws of imminent defeat. However, this is a very grindy deck, and requires a great deal of “try-harding” to not just win, but to survive. If that playstyle appeals to you, then give this deck a try! You can just dismiss the cringey slash undertones that the deck has!

The Great EDH Challenge: Orzhov – Vish Kal, Cruel Daddy

Decklist: https://tappedout.net/mtg-decks/vish-kal-cruel-daddy/?cb=1613523785


Power Level: 5.55

I hope you guys had a Happy Valentine’s Day! I will be sharing a real heart-throb with you folks today; a Cruel Daddy that really gets the blood pumping!

Vish Kal is the ultimate B/W commander. He combines both sacrifice outlet, removal, and powerful creature into one amazing package. Every creature in the deck can be thought of as both a pump spell and removal, when he is on the battlefield. Instead of a vampire build, I focused my deck’s creature base around etb and sacrifice effects, to synergize with Vish Kal and my recursion. I included plenty of recursion, so that I can get the most value out of my creatures. This is an Aristocrats deck first, and a Midrange Combo deck second.

This deck’s creatures act as a sort of toolbox of utility, providing crucial interaction as I either attempt to assemble a combo, or simply kill with commander damage. This is a pretty slow deck, and I learned over the years that it is necessary to disrupt my opponents during the early and mid-game so that I’m not just being beat down while I wait to play Vish Kal. Cards like Mesmeric Fiend and Tidehollow Sculler knock powerful opponents off kilter by messing with their hands, and therefore their plans. Mindslicer is especially brutal, more so when I have an engine like Phyrexian Reclamation or Bolas’s Citadel out. Ravenous Chupacabra has been a joy since he was released, dispatching even the most powerful creatures on a recur-able body. Ashen Rider is the overkill removal creature in this deck, as recurring it repeatedly with something like Nim Deathmantle usually ends up causing opponents to scoop.

This deck heavily revolves around Vish Kal, despite playing many combos that don’t require him being out. He simply does everything an Orzhov player wants. Vish Kal can kill someone out of nowhere, especially when I have a board full of creatures, or a Hatred in hand. Hatred is a very fun card to win with, but I’d recommend having a Grand Abolisher out if you plan on using it on Vish kal.

Vish Kal is amazingly useful, and puts a heck of pressure on my opponents when they realize he can pump himself as well as kill their creatures at instant speed. He is oftentimes confused with Oloro, Ageless Ascetic , as the art can appear similar. This mistake has gotten people killed, as they realize the Cruel Daddy flies and eats creatures. Many turns with him on the battlefield turn into me calculating how much power I have to have him eat in order to kill a dangerous opponent. The recursion in my deck oftentimes has Vish Kal eating the same creatures multiple times in a single turn, leading me to victory in quick order.

There are numerous combos in this deck, more than most would realize. I will list the best ones:

Vish Kal, Blood Arbiter Mikaeus, the Unhallowed = Infinite Sac of Vish Kal, Infinite -1/-1 of all creatures

Vish Kal, Blood Arbiter Mikaeus, the Unhallowed Cruel Celebrant / Zulaport Cutthroat / Blood Artist = Drain your opponents of their life totals

Leonin Relic-Warder Animate Dead Cruel Celebrant / Zulaport Cutthroat / Blood Artist = Drain your opponents of their life totals

Reveillark Karmic Guide + Sac Outlet = Infinite recursion of Reveillark, Karmic Guide, and another creature with power 2 or less

Ashnod’s Altar Wurmcoil Engine Nim Deathmantle = Infinite Colorless Mana / Infinite Wurmcoil Engine Tokens

Ah yes, and a “funny” combo that infuriated me years ago when my Teysa-playing friend revealed it to me in an especially toxic EDH game:

False Prophet Phyrexian Tower Volrath’s Stronghold to put him back on top of your library with the floating black mana = Exile all Creatures, at instant speed, over and over again…

This deck is a lot of fun, and can be played in numerous ways to fit your own playstyle. Its only big drawback is that it is usually pretty slow, and many of the creatures aren’t much of a threat on their own. But hey, EDH is a format that is all about synergy! 😀

The Great EDH Challenge: Selesnya – Saffi’s Sacrifice

Saffi Eriksdotter

Decklist: https://tappedout.net/mtg-decks/saffis-sacrifice-4/?cb=1612205283


Power Level: 8.21

Little Miss Saffi just loves sacrificing herself for the Greater Good…if only she could tutor that card up all by herself!

This is a combo deck masquerading as a value deck, plain and simple. I think there are over 10 infinite combos in this deck…pretty strong eh? Yeah, this deck tends to win out of nowhere, especially if the game drags on. This deck is known to prolong the game until it wins using its wide selection of “combat denial” strategies, and it’s many forms of interaction. The sheer amount of interaction in the deck makes it a pleasure to play, as I’m always making an impact on the game.

What further pushes this deck’s power level is the sheer amount of tutors I run. Finale of DevastationWoodland Bellower, and Eldritch Evolution are some of the best, as they put the tutored creature right onto the battlefield. The funny thing is that I could put even better tutors into the deck to further augment it’s power. Amongst all the other strengths that Green has, tutoring for creatures is one of it’s best.

The primary strategy of the deck is to play Saffi on turn two, and deal with opponents while you slowly assemble combo pieces utilizing tutors/draw. The deck has a mix of removal, hatebears, and fog-effects, to deal with the assortment of deck archetypes that one can expect to encounter in EDH. Peacekeeper laughs at aggro decks, stopping them from even getting attack triggers. Gaddock Teeg laughs at control and combo decks, denying them boardwipes and various infinite mana win conditions. Scavenging Ooze laughs at graveyard decks, as it eats their win conditions. Stopping your opponents from winning is merely half of the winning equation, as we must win ourselves. We do that using the numerous infinite combos in this deck.

Saffi can infinitely recur multiple creatures in this deck, with the help of a sac outlet like Altar of Dementia:

Renegade RallierSun TitanReveillarkTimely HordemateShepherd of the Cosmos and Karmic Guide

Saffi + any of these cards + a free sac outlet = Mass or infinite effects from the sac outlet you are using, e.g. Altar of Dementia allows you to mill all of your opponents out, while Phyrexian Altar gives you infinite mana.

The primary struggle in this deck is getting to a free sac outlet. Green/White doesn’t have many options for free sac outlets on creatures, only having Reaper of Flight Moonsilver if you have delirium. I tend to tutor for cheaper, non-free sac outlets such as Starved Rusalka if I have a recursive creature early on, as getting delirium tends to be a bit difficult in this creature-heavy deck.

Other combos utilizing sac outlets include:

Sun Titan + Angelic Renewal

Sun Titan + Fiend Hunter

Renegade Rallier + Angelic Renewal

Shepherd of the Cosmos + Angelic Renewal

Reveillark + Karmic Guide

Luminous Broodmoth + Solemnity + A creature without Flying

Vizier of Remedies + Woodfall Primus = Destroy all non-creature permanents!! (I sure do love destroying all of my opponents’ lands!)

And here are a few other fun combos:

Vizier of Remedies + Devoted Druid = Infinite Green Mana

Vizier of Remedies + Devoted Druid + Finale of Devastation = Any creature in your deck onto the battlefield + Infinitely Big Hasty Creatures

Boonweaver Giant getting Pattern of Rebirth + Boonweaver’s death = Tutor for any creature in this deck and put it into play.

So, all in all, this deck is all about sacrifice. Will you sacrifice your creatures just for value, or to win it all? Only time will tell. 😀

The Great EDH Challenge: Golgari – Jarad, Golgari’s One True King

Jarad, Golgari Lich Lord

Decklist: https://tappedout.net/mtg-decks/jarad-golgaris-one-true-king/


Power Level: 7.3

Happy MLK Day! Today, I’ll be talking about one of my favorite “black” creatures, Jarad. Screw that Vraska crap; Jarad is the one true leader of the Golgari! Urgh I hate how dirty they did my boy…

So, Jarad is the first EDH commander I ever had. I used to really like Green, and wanted something really interesting to play with when I first got into the format. I chose Jarad because of his tragic backstory, and the fact that he had so many abilities that would keep the deck building interesting.

This deck has gone through numerous changes over the years (such as being a dedicated dredge deck), and this is the one I have ended up with for the longest period of time. It has always been a creature-centric deck, with a minor Elf theme, and I prefer to use creatures for most of my disruption and removal in this deck. Since I’m a “Johnny” player, I had to make it a combo deck (of course). This one has a few fun ones that usually take my opponents by surprise, seeing how easy they are to assemble in a graveyard deck with plenty of tutors.

Of course the classic combo is included, Mikaeus, the Unhallowed and Triskelion. I also have a variant, Mikaeus, the UnhallowedWalking Ballista, and a free sac outlet like Viscera Seer.

There is also the weird one, Phyrexian Devourer and Triskelion in the graveyard while Necrotic Ooze is on the battlefield. Exile cards from the top of your library, put counters on Necrotic ooze equal to those cards’ CMC, and then shoot everyone for the combined CMC of your deck! This combo works with just Devourer in the grave with Jarad out, because Jarad can sac a really big Necrotic Ooze.

Which makes me mention the next combo, Jarad, Golgari Lich Lord and Phyrexian Devourer. This neat combo has Devourer eat your library enough to become really big, and then has Jarad sac the Devourer before it sacs itself in order to make your opponents lose a huge amount of life. Your opponents will need split-second to stop this combo once you have the untapped mana to sac the Devourer to Jarad, hehe.

Killing Protean Hulk pretty much guarantees you win (as with most decks). the winning chain goes like this:

kill Protean Hulk, Tutor up Viscera Seer and Phyrexian Delver, reanimate Hulk with Delver’s ability, sac Hulk to Viscera Seer, then get Mikaeus, the Unhallowed and Walking Ballista to win the game. Just make sure you have at least 8 life before you perform this combo, hehe!

I’ve been contemplating putting Hermit Druid in as a fast combo piece using the “no basic lands” method to flip my deck while I have 2 other creatures out (most likely mana dorks), then Dread Return my Necrotic Ooze to win, but I haven’t decided to do it yet. Maybe someday.

This deck tends to spend the early game setting up for weird combos and value engines. It isn’t normal for me to win quickly with this deck, but it is possible if I assemble my pieces or ramp quickly. Nevertheless, I am always able to handle my opponents, which numerous ways to destroy permanents and mess with combat. Tuning the deck should fix the pacing problems, so I will revisit this at a future time.

The Great EDH Challenge: Boros – Gerrard’s Sunrise

Gerrard, Weatherlight Hero

Decklist: https://tappedout.net/mtg-decks/gerrards-sunrise/


Power Level: 7.1

Look at how handsome they made Gerrard! Our hero finally gets the busted card he deserves.

This is an “Eggs-like” deck, where my commander dies and brings back all of my other creatures and artifacts that went to the grave during the turn. This lets me get back mana rocks and artifact lands that I use for mana to then replay Gerrard, allowing me to repeat the process.

This is a value deck, with the potential to combo and win with damage-dealing cards such as Reckless Fireweaver and/or Impact Tremors. However, like many eggs decks, this is a time-consuming venture with the potential to whiff. We can instead draw lands when we’d rather draw more sources of mana or card draw. Because of how drawn out my turns can be when I am trying to loop Gerrard without Loyal Retainers out, I tend to simply use Gerrard as a value engine until I am sure I can tutor for combo pieces.

The most important combo pieces in this deck are sac outlets, such as Ashnod’s Altar and Thermopod. Our deck doesn’t function all too well without being able to sac Gerrard and our board to trigger his ability.

This deck lets you do mean things like continuously Oblivion Stone, since Gerrard will bring it back and all the mana rocks used to pop it. For the most part though, this is a sorcery speed deck, so we want to hold back our greatest plays until it is our turn. Gerrard can’t get things out of our graveyard that were put there during earlier turns, though we have a few spells that can.

Commander Legends granted this card an amazing combo piece that only requires my commander and a sac outlet to go infinite, Hellkite Courser. Courser yanks Gerrard out of the command zone when it etbs, and Gerrard brings it back after sacrificing them both, creating a loop. This loop occurs because Gerrard always ends up back in the command zone after bringing Hellkite Courser back. I was able to perform this combo in the first game after I put Hellkite Courser in the deck. It sure did feel satisfying!

This deck has the Station combo, utilizing Blasting StationSalvaging Station, and Flayer Husk.

This deck also includes the Bomberman combo, utilizing Auriok SalvagersLion’s Eye Diamond, and Pyrite Spellbomb.

This deck compliments my Saffi Eriksdotter deck, as they both are janky combo decks that usually just play out like value decks. This deck tends to have me playing solitaire, as is the nature of eggs decks when they decide to “go-off”. Prepare to deal with impatient players complaining as you take a 15+ minute turn, as they have every right to. But like most solitaire decks, it sure is fun to tinker around with your board as your opponents sweat bullets, wondering if they still have a chance to win. shrug

The Great EDH Challenge: Blue – Memnarch Control Combo

Memnarch
Memnarch

Decklist: https://tappedout.net/mtg-decks/memnarched/?cb=1607710253


Power Level: 11.75

This is my pride and joy, the deck that best represents my passion for Magic the Gathering. Memnarch was the first foil legendary creature I drew, and remains my favorite character in the lore.

What’s easier than having an awesome mana sink that’s always available to you? Just make infinite mana and take all their stuff. ControlCard Draw, and Tutoring helps you get there, since you have to get your combo pieces and survive along the way. Counterspells are notoriously difficult to play in a game consisting of 3+ people, especially in a format as threat-rich as EDH. It is vitally important for me to keep my counterspells to either protect my own combo, or prevent other people from making a game-winning play. The sheer density of tutors that this deck possesses allows it to assemble combos with ease. The density of fast mana accelerates my gameplan, letting me do a lot of things early in the game.

This deck is a significant threat at all stages of the game, and most people who sit down with me realize how toxic Memnarch can be once they realize that he can permanently gain control of any permanent. I usually only cast Memnarch under two circumstances; when I have infinite mana, or when I need to put pressure on the board while I work on getting my combo together. Memnarch is a “Kill-on-sight” commander, and it is normal for people to hold up removal just to kill him when I play him. This deck is very rough to play when I’m not in the mood to get focused down, but it can be very rewarding when I unleash an easy two-card combo to make infinite mana and win the game. It is also fun when I set up a toxic board-state that allows me to steal multiple permanents each turn, such as having Unwinding Clock and Memnarch out with plenty of rocks. My opponents will usually scoop when they hear “On your upkeep, I’ll take two of your lands” multiple times. Fewer things bring me as much joy as taking my opponents’ lands!

This deck has quite a few number of game-winning combos. Here are the most relevant:

Chromatic Orrery + Filigree Sages = Infinite Mana and Unlimited Draw

Grand Architect + Pili-Pala = Infinite Mana

Grim Monolith/Basalt Monolith + Power Artifact + Walking Ballista = Infinite Colorless Mana and Infinite Damage

Etherium Sculptor + Sensei’s Divining Top + Mystic Forge = Unlimited Draw

Isochron Scepter + Dramatic Reversal + Gilded Lotus/Rocks that Produce 3+ Mana = Infinite Mana

I seldom play this deck, mainly because my friends refer to this as a toxic deck. Many of my friends refused to get what they call “Memnarched”, as no one likes having their permanents (especially their lands) stolen. I do tend to win relatively easy against low-interaction, slow decks, which are the majority of commander decks out there it seems. It may seem powerful, but having minimal access to boardwipes and permanent removal makes this deck very vulnerable to aggro and go-wide strategies. Also, mono-green really has fun crapping all over this deck, as a well-timed Bane of Progress usually destroys my entire board. Despite all of that, I love playing this deck, even if it is a constant struggle just to stay alive during a game! 😀

The Great EDH Challenge: Black – Sidisi’s Ad-Nauseam

Sidisi, Undead Vizier

Decklist: https://tappedout.net/mtg-decks/sidisis-ad-nauseam/


Power Level: 8.05

This is the deck you pull out when you want to win in a shocking and unexpected way. This deck is a glass cannon, winning pretty consistently, pretty early, but only when playing it for the first time against unsuspecting prey. This deck can win subsequent games, but it will become increasingly difficult. What makes this deck this way? It wins with a single card: Ad Nauseam

Ad Nauseam is an instant that allows us to draw our entire deck, for the low cost of 5 mana and 35 life. Yes, the total CMC of our deck (minus Ad Nauseam) is around 35. Keeping our life total above 20 is important before casting Ad Nauseam, so that we can utilize our all-or-nothing package to win without dying to our own win condition.

In order to win, we first get Ad Nauseam by casting and exploiting Sidisi, Undead Vizier to herself. We will try and avoid casting any spells other than Sidisi if we can help it before we cast Ad Nauseam, unless we are ramping up to an early Sidisi/Ad Nauseam. We then cast Ad Nauseam on our turn, at sorcery speed. Draw as many cards as you can, as long as your life total is above 5. Ensure that you at least have Skirge FamiliarDark RitualLotus PetalMana CryptExsanguinate, and 40+ cards in your hand. This is the easiest combo to win with, that doesn’t also kill you. Many first-time observers/opponents of this deck will be amazed at how you use Skirge Familiar to generate 40+ mana, or how you draw your deck (or most of it) while still being alive afterwards.

Other ways you can win include storming-off with zero-drops and one-drops, casting Tendrils of Agony to kill someone and gaining 40+ life, using Conjurer’s Bauble to put Tendrils back into your empty library, draw it, then cast it again to kill someone else, then cast Sickening Dreams to kill off the last remaining players while still surviving with your padded life total. Or, you could just draw your deck, play Glacial Chasm, then cast Sickening Dreams, discarding 60+ cards to deal 60+ damage to each creature and player other than yourself. There are…multiple options once you draw your deck. 😀

This is a deck I wanted to build for years, and finally did so thanks to my recommitment to completing The Great EDH Challenge. This deck is very fun to play, especially when you get a turn 3 Ad Nauseam using Lake of the Dead shenanigans combined with fast mana. It’s always funny to see people’s response to this weird deck, ranging from salt to genuine amazement. This deck really highlights how crazy powerful EDH can be, or perhaps just how busted Ad Nauseam is when you have a tutor for it in the command zone.