The Great EDH Challenge: Mardu – Kelsien Human Equipment Deathtouch Pingers


Power Level: 6.5

Hey there, it’s been a while! I am finally playing EDH again, thank goodness! I will be back to writing a new deck article at least once a month again, hopefully!

The title is a mouthful, but it best describes the smorgasbord of stuff in this deck. You wouldn’t think such an “eclectic” mix of themes would mesh well together, but they actually do! This is a dynamic, powerful deck that assembles all sorts of pieces to gain a firm grip over the battlefield at all stages of the game.

Typically, this deck plays Kelsien as soon as possible, gives him deathtouch in a myriad of different ways, and starts attacking. It is usually best to ruthlessly go after problematic commanders shortly after they are played, so you can get the most out of Kelsien’s pinpoint removal ability. He permanently gets bigger when you do, after all. The fact that he has fast makes it hilariously easy for him to come out swinging if he gets killed. I have always had a love of hasty commanders, and Kelsien is one of the most versatile hasty boys! And hey, he was already masked up before mask mandates were being put in place!

So, let’s break down the 4 themes of the deck, and how they synergize.


The bulk of our creatures are humans. A versatile and diverse lot, this tribe is known for being able to do pretty much anything. In the case of our deck, humans serve two purposes; pingers and support. Our best pingers are humans, including Kelsien. Jeska, Warrior Adept and her brother Kamahl, Pit Fighter are hasty pingers that come out swinging or pinging. General’s Enforcer gives those three indestructible, and Riders of Gavony protects them from a specific tribal deck that we may be going against. Species Specialist rewards us for going after tribal decks (or having our own humans die), and Magus of the Wheel refills our hand. Keeper of the Accord keeps us from falling behind everyone else, as does an early game Weathered WayfarerPuresteel Paladin massively synergizes with our equipment theme, while Onyx Mage turns on our deathtouch theme. Another fun fact is that Sun Titan gets back almost all of our humans from the graveyard, including Kelsien!


This deck boasts over 12 equipment cards, and 4 of the premium swords of protection. These equipment are normally used to voltron up Kelsien, but they can be slapped onto many of our creatures if we need to go wide. Otherwise bad equipment like Gorgon’s Head and Gorgon Flail turn on our deathtouch theme when we attach them to pingers, so they play an important role. When you combine them with Thornbite Staff, you have mass creature removal on a stick. Illusionist’s Bracers sometimes allows Kelsien to get double experience counters from killing a two-toughness creature. And hey, cards like Sword of Feast and Famine are just good. Stoneforge Mystic and Stonehewer Giant are great tutors for our equipment, and Ardenn, Intrepid Archaeologist saves us from spending lots of mana to equip multiple things.


Lest we forget, our pingers are pretty mediocre as removal unless we give them deathtouch. Weak cards like Aspect of Gorgon and Retreat to Hagra are only useful in decks such as this. Archetype of Finality and Zagras, Thief of Heartbeats give our whole team deathtouch, which is awesome when he have 3+ pingers out. Gift of Doom is one of my favorite deathtouch-enabling cards, as it also gives indestructible, and can be one heck of a combat trick! Vorpal Sword can straight up kill someone, and Quietus Spike is pretty vicious too.


This is lowkey the most important theme of the deck to me. For me, Kelsien is pinger first, and a human second. Spreading death with toxic arrows seems to be what he is all about. He is the Plague, after all. He is what these four themes are built around, and why giving my pingers deathtouch is so important. You usually aren’t killing creatures with one damage alone, after all. Deathbringer Thoctar and Goblin Sharpshooter are board-wipes on a stick when given deathtouch, making them the ultimate plague pingers. Blood Cultist gets bigger with each creature she kills, just like Kelsien. She also lookts like a vampire, though she is a human for some reason. And hey, Death Pits of Rath turns all our pingers into instant-speed murderers, so no need to jump through extra hoops to give them deathtouch.

This deck is a lot of fun, and is also very powerful. When you combine the machinery of assembling instant-speed pinpoint removal engines with efficient tutors, you are constantly dominating the board in each game you play. This deck has little problem winning against creature decks, and can even go low to the ground to put pressure on midrange decks. This deck struggles against removal and board-wipe heavy control decks, as it is a creature deck itself. In those instances, focus on going after the control player first, so they don’t dominate you later on when you’ve already killed the non-control decks. Kelsien has haste, and stays big thanks to his experience counters, so don’t be afraid to have him kill creatures and beat faces!

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


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 :

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: Izzet – Aegar’s Giant Burn


Power Level: 4

I’d always wanted a Giant deck, but none of the Giant commanders really moved me. Then Aegar appeared recently, and I fell in love. I used to have a Keranos burn deck, but it felt clunky, and the commander wasn’t all that synergistic with what I wanted to do. Aegar incentivizes all my damage-based removal, and even synergizes with the X-based removal scaling over the course of the game. I didn’t have to make that many changes to the original UR burn deck; I just added a bunch of Giants!

Every nonland card in this deck can deal damage, whether it be the bird from Swan Song , the birds from Alrund’s Epiphany , the creatures, or from a classic Lightning Bolt . Being a damage-dealing deck, aka Burn, we can win through direct damage to our opponents. Spells like Comet Storm and Giant’s Ire usually end up finishing off low-life opponents. However, we put the most pressure on life totals by attacking with our high-powered Giants (and a few useful Wizards, too).

Our Giants have a lot of synergy. Calamity Bearer is a damage-doubler for a third of our deck, even for our upkeep-pinging Quakebringer Sunrise Sovereign remedies the problem of our powerful Giants not having trample, while Cyclone Summoner can clear the board of blockers completely (most of the time). Giants like Hammerfist Giant Magma Giant and Thundercloud Shaman double as removal, potentially being one-sided boardwipes. This includes my favorite Giant, Bloodfire Colossus , who sacs himself to deal 6 to everything!

We refill our hand pretty easily in this deck. For 3+ mana, we play Aegar, and then wipe the board with spells like Blasphemous Act . For each of our opponents’ creatures we deal excess damage to, we draw a card. It is important to save our high-damage boardwipes for boards full of creatures, so that we aren’t killing Aegar just to draw a few cards. Yup, most of these boardwipes will result in Aegar dying, so be mindful of that. Think of Aegar as “Sac, 5 mana (For the Board Wipe): Draw 7 cards”. There will be times when we are picking off our opponents’ commanders every other turn and drawing a card each time, but that doesn’t happen as often as you might hope.

This is a fun, yet powerful casual deck that swings big creatures while burning our opponents and their creatures. We find it difficult to remove non-creature threats, so save the few counterspells we have to deal with powerful enchantments and game-winning instants and/or sorceries. If your friends only have precons, this deck is a great choice to offer them a challenge while not overwhelming them. Quite an accomplishment for a Johnny like me. 🙂

The Great EDH Challenge: Azorius – 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


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: Gruul – Gallia the Party Girl!


Power Level: 3.71

Yo, Gallia is lit! She’s got haste, and I love commanders with haste! She’s a lord for one of my favorite tribes, Satyrs! She even has inherent card advantage built into her, synergizing with her aggro strategy! Man, this card just oozes synergy, and I truly realized that when I built this deck. Most Satyrs are 2 mana, making it easy to have a bunch of small hasty bodies to put pressure on my opponents. The only downside is that most Satyrs are pretty bad, especially in a high-power format like EDH. But who cares, let’s party!

The gameplan is to play Gallia as early as possible, alongside as many Satyrs as you can. When you have three attacking creatures, always utilize her triggered ability to discard a card at random and draw two. This ability is really what makes Gallia shine, as she lets you replace Satyrs as your opponents increasingly chump-block and board-wipe the annoying hasty party animals. You will oftentimes discard a useful removal or buffing card, but it is best not to lament what you’ve lost, but instead be happy for the 2 new cards that you’ve gained!

Choosing one opponent and focusing them is usually the best course of action when playing aggro, but it is okay to change targets if your chosen opponent starts playing fat-bootied blockers, or has pillow fort up. The biggest problem with Gallia and the Satyrs is that they are so small. We get around this by playing anthem effects like Door of Destinies Shared Animosity , and an actual anthem, Gaea’s Anthem Eldrazi Monument is amazing in this deck, as Gallia’s triggered ability usually lets us get more Satyrs to sac to the monument. We have a few more evasive measures to help us out during combat, such as Goblin War Drums to give our boys and girls menace, and Dolmen Gate to help them survive uneven combats. We also protect our team with Heroic Intervention of course, and the card I played before that one came out, Wrap in Vigor .

And of course, winning with a top-decked Triumph of the Hordes is always funny!

There is plenty of interaction in the deck, because sometimes you have to blow stuff up to win. Star of Extinction is always funny, and does a good job getting rid of a battlefield full of too many blockers. There are many Satyrs that destroy artifacts, so I usually don’t have a problem against those sorts of decks. Decimate is probably my favorite RG spell, as it usually decimates my opponents in the early game, haha.

There is one infinite combo in the deck that I’m aware of. This is a classic RG one, and I’ve always wanted to run it:

Druids’ Repository + at least 5 attacking creatures + Aggravated Assault = Infinite Combat phases and Main phases

I have a habit of calling Druids’ Repository -> Druids’ Suppository , so yeah, it’s always fun to play that card. I think it is a busted card in go wide decks, to be honest.

All in all, this is a very fun deck to play, even if most of my playgroup laughs at low-power decks such as this. This goes up great against a precon, and I enjoy having a fun, chaotic deck to play a table of new players. One thing is for certain; I’m always doing something when I’m playing this deck, even if it’s just playing my party girl for the third time. 😀

The Great EDH Challenge: Selesnya – Saffi’s Sacrifice

Saffi Eriksdotter


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


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


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