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Building Your First Commander Step 5 ? Finishing it Out

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Hello awesome Commander future aficionados! I hope that your day is going incredibly well! You've heard about this commonly played format called Commander, but where do you start with more than 24k cards and 1.6k Commanders? And where do you start with the budget? Those are rough questions to offer anyone else to start with, especially given the cost of some key cards like Cyclonic Rift and Dockside Extortionist.

That's rough. So I am building three decks for you with a random deck, a Top Ten Archetype and a Top Ten Creature Type as well as all of the colors, with three very different budgets as well. Today is our final step!

Here were my previous Steps:

This final week is where I dedicate the rest of the space to the key theme. Two dense decks have little space left, and then one has a lot of cards left for it. This is where you add the Merfolk in that deck, the instant and sorceries in a Spellslinger deck that triggers Guttersnipe and Young Pyromancer. We've done removal, card flow, ramp, synergies and backup win-cons, so we're set!

Now it's time to flesh out our skeleton we've built up in those decks and finish this thing off.

As a reminder, here are my three decks and budgets:

Deck #1: Zareth San

Zareth San, the Trickster

Zareth was our random Commander with a milling sub theme and our tightest budget! We are building around his combat damage trigger to give you permanents from your foe's graveyards onto your battlefield for free each time, which is an ability called "Saboteur" by WOTC so we are building a Dimir Saboteur deck, with a milling opponent backup win con which also synergizes with Zareth San since you'll have more permanent options to steal.

After last week, we have just six spaces left, and some budget for those cards! Specifically, I have space for 6 cards and $20.84 cash in those cards. Last week we added in the milling and unblockable stuff. This deck is running a bunch of the "Deal combat damage to a player, draw a card" dorks. It's possible I might pull some this week for upgrades, we'll see. You'll also note the pricey Damnation that gives me a cheap mass removal spell which is a key answer to things.

Fleshing it Out, Phase One

This Costs 2.99

Silent-Blade Oni

Let's start with our priciest new addition. This six ninjutsu 7 mana 6/5 rare. When this Demon Ninja can deal combat damage to a player, you look at and cast a spell for their hand for free that you choose. This will typically work once as a surprise with Ninjutsu, and then either this will be killed or they'll cast their key things from their hands so you won't get it again, but it's strong here. Don't forget that we are running a Ninja from Step 3 Card Flow called Ingenious Infiltrator that will draw a card when a Ninja deals combat damage, so it's here to get the cool free spell as well as card flow with the Infiltrator. For that reason, most of the other cards added are Ninja.

This costs 2.49

Sepulchral Primordial

This is more of a synergy than a "Fleshing it Out" since it synergizes with our milling. This seven-mana 5/4 with evasion to have intimidate, so only black and artifacts will work here. Then when it enters-the-battlefield (ETB) you'll get one free creature from each foe's graveyard to your battlefield. See how good that is with the stocked graveyard you are giving them with the milling from last week? It's very strong in a multiplayer format like Commander and friends. Also note that this will recur opposing permanents just like your Commander, so it builds into the same infrastructure.

This Costs 1.99

Fallen Shinobi

Let's turn to another Ninja, this time a 5-drop four Ninjutsu 5/4 beater. It's on curve either way. Its combat damage trigger will have the damaged player exile the top two cards of their library, and you can play them this turn for free, no mana needed. See how this plays into the same free casting space as the Silent-Blade Shinobi? That was the card in their hand, this two cards from their library. Note "play" not "cast" so you can drop that exiled land. Don't use your land drop of the turn prior to this hitting. Its Saboteur ability is very strong in this shell!

These cost $1-1.50

Hypnotic Specter
Okiba-Gang Shinobi
Thief of Sanity

That brings me to adding into my budget $11.20. That gives me a total of $90.36 - leaving me $9.64.

Time for some upgrades!

Phase Two: Upgrades

Rankle, Master of Pranks

Check out this fun Mythic rare that costs less than 6 dollars. This four mana mono-Black dork has haste and flying, so evasion and then haste to swing from your hand on a naked board. Then when it punches you have three possible triggers, each of which affects everyone, you too. Everyone discards, everyone loses a life and draws, or everyone sacrifices a dork. That makes this flexible to the battlefield. I really like the everyone discarding ability here since they'll make things for your Zareth San's trigger to grab. It's also good at the card flow for everyone or a creature removal Cruel Edict on a stick that's recursive.

Rankle costs $5.99, and the Commando $0.20 so that's an addition of $5.79 for a total of $96.15, so I have 3.85 left.

Nashi, Moon Sage's Scion

Check out this Ninja! When Nashi deals combat damage to any trigger, this three-drop 3/2 will exile the top card from all of the libraries, yours two, and you can cast one for free with the life loss combining like a one-of Bolas's Citadel for everyone. It's harder to break and very strong here, and the free card cast is card flow. It's nice here. Also note the four mana Ninjutsu here that you can get it once for free out of nowhere.

Nashi costs $2.49, the Spy 15 cents. Total addition - $2.34 - budget now at $98.49, left is $1.51

All four of these next upgrades have similar ideas. Pull out mana rocks for Treasure makers.

Prosperous Thief
Ramirez DePietro, Pillager

The Ninja is a 3/2 for three mana with Ninjutsu just two. Then you can swing and deal combat damage with it, other Ninjas or Rogues deal combat damage, you'll make a Treasure, but just one per combat damage step. Nasty here with the Ninja and the Rogues! The Pirate is a four drop 4/3 on curve that makes you two Treasures and loses you two life when it ETBs. Then when it deals combat damage you can exile the top card of that person's library and cast it if it's exiled, and you can use your Treasures to do so. Great pair!

Hoard Robber
Grim Hireling

The two-drop is a 1/3 that has a combat damage trigger to make a Treasure. Nasty! The four-drop 3/2 makes a Treasure each time your team deals combat damage to any player, but again once per combat. They are very strong at the ramp making. Then you can sacrifice Treasures to kill an opposing dork at sorcery speed, nice!

The Thief costs a quarter, the Diamond the same. This costs me nothing. The legendary dork costs me 0.35 and the Diamond is still a quarter, so that's a 10 cent upgrade. The Signet costs $1.49 and the Robber is just a quarter, so I gain $1.24 and am now at $97.35. The Hireling costs $2.99 and the Stone $1.49, so I lose $1.50 to put me at $98.85.

Elder Brain

This seven-drop 6/6 with menace is our final fun thing! This does not have a combat damage trigger, but an attack trigger, so you can get it once without the connecting and then it could die in combat and you'd likely be happy. And it has evasion in menace, just attack the player with one dork. Exile all cards from the attacked person's hand, then they draw that many cards back. You can drop lands and cast spells for the exiles stuff as long as they are exiled. Then this has mana washing in effect, so you can tap a Swamp to make Red for that Terminate you exiled. See how awesome this is here? I hear ya!

It's just $0.99 here and I pulled a basic for it, so that brings me to $99.84 for the final decklist!

Zareth San Saboteur | Commander | Abe Sargent

Card Display

Others to consider? Ink-Eyes, Servant of Oni; Throat Slitter; Yuriko, the Tiger's Shadow; Sakashima's Student; Ashling, the Extinguisher; Thassa, God of the Sea; Treasure Vault; many more!

That was the easier deck with just 6 open slots, next is the really open one! Then we'll finish with a faster just 4 cards since we don't have as detailed a budget there, it won't have as many upgrades we can use the rest of the budget with.

Deck #2: Boros Equipment with Partners Ardenn and Rograkh

Ardenn, Intrepid Archaeologist
Rograkh, Son of Rohgah

This pair are uncommon partners that have low casting costs. I want to drop Rograkh on turn 1 with a 1-drop equipment, then a turn 2 piece of equipment, then drop Ardenn turn 3 pre-combat and then equip both with Rograkh and swing with his three keywords and double evasion already built it and start the beats. Then some strong 3 or 4 drop equipment pre-combat turn 4 and the free equip results. This deck cannot run cards more than $30 like Sword of Fire and Ice that make a lot of sense. This week we'll be adding in the equipment to give this deck its name. Ready?

We have room for 22 more cards after last week!

First-Turn Equipment

Colossus Hammer
Commander's Plate

Let's check out this one-drop pair! The Hammer is the best one in this deck, since it'll give the equipped dork a massive +10/+10 but lose flying, which we don't have in our keyword salad. Then remember last week all of the backup equip cards I added to give me free equips if Ardenn is answered like Sigarda's Aid?

Yup, see this! This is the first one-drop equipment I added! The Plate costs one, equips your Commanders for three and then other stuff for 5. Then you can give +3/+3 and protection from the three colors not in our deck so it can swing through 60% of creatures, chump block and survive 60% of dorks that swing, not be targeted by 60% of sorceries and instants, and loads more. It's very strong here at protecting and beating boosts.

Basilisk Collar
Shadowspear

Now let's turn to this twosome that cost one, equips for 2, and then give two keywords one of which is lifelink. The Collar is iconic with a deathtouch given as well. Rograkh has first strike naturally, so if someone engages it in combat with this on, without first strike damage they'll die prior to dealing damage back. Then don't sleep on lifelink on the pair either since you'll have a double life swing from your Commander attacking. The 'Spear also gives trample which we already have, and a +1/+1 boost to size. Remember we don't have trample on our backup Rograkhs or Ardenn to finish off someone with Commander Damage after Rograkh is answered. Then you can spend a mana to strip indestructible and hexproof from your foes, to hit them with your removal section to be pretty nasty.

Let's finish our one-drops with some axe-throwing! Bloodforged Battle-Axe and Greataxe. The former is a one drop, two to equip and then gives it +2/+0. When it deals combat damage to a player? Make a token, which will equip for free before your next attack. Then you'll make two tokens with free equips to make four tokens, etc. Nasty here! Then the latter will equip for a massive five, so you'll need free equips for it to work reliably. Then it gives a massive 4-power boost to size. That's a double Bonesplitter (also here) but much harder to equip otherwise.

There are my eight first-turn plays added here alongside the Skullclamp from Step 3 and another on the way.

Second-Turn Equipment

Blackblade Reforged
Thran Power Suit

Now let's turn to second-turn plays with this game winning duo! The first one costs two, equips a legendary for 3 and others for a massive 7, and gives size boost equal to your land count, so it's +3/+3 on turn 3, and grows quickly over time into a bigger beater! Nasty! The second one is an equip for two, and then gives it power and toughness boosts equal to the Aura/Equipment on it. So that should be +2/+2 on turn 3 with a first turn one drop that also equips for free. And like the first, it'll grow quickly from there. I also tossed in three drop Nettlecyst that gives size equal to your artifact/enchantment count so it's better but more expensive to cast.

Just six, plus two later and two from Step 3 for card flow.

Fourth-Turn Equipment

Two-Handed Axe
Bitterthorn, Nissa's Animus

Now let's turn to equipment that I can drop and equips on turn 4 with a 3 or 4 cost, and Embercleave with built-in cost reduction. The Red equipment costs three, equips for 2. It's also an Adventure and gives an instant dork double strike for the turn for two mana, and you'll want to do that first typically outta nowhere since it's free, and then you can cast this from your exile zone. When equipped, your leader will have its power doubled when it swings, so that's very strong here with the swinging your Rograkh is doing. It's better than double strike since it teams up with it. It's nasty good here! The colorless is also a three-drop, this time with a three to equip, and it has living weapon, so it's a creature innately. It gets a small +1/+1 boost in size. When it swings, you search up a basic, drop it tapped to your battlefield, and shuffle, so it's ramp on an equipment. That's very strong with the mana ramping, and helps the Blackblade above get bigger and more likely to do equip costs after Ardenn dies without a backup.

Equipment Creatures

Lion Sash
Lizard Blades

Let's add in three Equipment Creatures that can be equipped or equip as needed. The first is the Sash, a two-drop, two equip that acts like a Scavenging Ooze in the equipment section of this deck. You can spend a White mana to exile from a graveyard, and if it was a permanent, put a counter of the +1/+1 variety on the Sash and the equipped dork gets that boost. Graveyard hosing in my equipment section! The Blades cost two, equip for two, and have double strike. This is the only equipment in the brew with double strike and dropping it turn 2, and equipping turn 3 is pretty awesome with the one drop you played. I also tossed in first-turn play Rabbit Battery that equips for one and gives haste and a +1/+1 boost in size.

Ready for my Final List?

Boros Equipment | Commander | Abe Sargent

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100 total! All done!

Other $30+ cards to add are Sword of Feast and Famine and Esper Sentinel. Nice right?

Next is up is the deck with just four slots open!

Deck #3: Golgari Elves

Abomination of Llanowar

Elves go rar! My goal here is to drop a Mana Elf turn 1, this turn 2 as a 2/2, then Elves on turn 3 to pump him prior to attacking and killing, so it needs to be Elf-dense.

Our deck after last week had room for just four more cards in the initial build! One of the things we need to add this week are mana sinks for my Priest of Titania and similar effects like Wirewood Channeler. I also wanna add in some key Elf stuff. Note that this has no budget, but I still haven't added in things like Bayou and Gaea's Cradle. Remember that this deck has a self-milling theme here and there in other cards since we'll grow Abomination, but I am not dedicating real cards to that theme, just sidelines like Bitter Revelation.

Kagha, Shadow Archdruid
Viconia, Drow Apostate

Let's start with my four new additions with this black legendary uncommon pair from the same set. Kagha is a four-drop ¼, a bit small. When they attack, they get deathtouch and you mill two. Deathtouch means they won't block and trade with a 1/4 and just take the one. Then you can cast a permanent spell or play a land from your graveyard once per your turn from something that was milled this turn, so that means that of the two milled, one of those can be recurred. Strong! Viconia is a cheaper 2/3 for three. In your upkeep, you can return a randomly selected creature from your graveyard to your hand if you have at least 4 creatures in it. That's a harder Oversold Cemetery, but on an Elf body, hence its inclusion here. She's very strong with the recursion as well, and here you have to cast it too. Great recursion pair!

Let's finish this section the pair of Underrealm Lich and Harald, King of Skemfar. The Lich costs five for a 4/3 body. When you would draw you dig three, put one into your hand and the other two to the graveyard. It's not card draw, but it is card selection. You load up your graveyard with things to build up the Abomination of Llanowar or cast or play with Kagha. And you can spend four life to save it from mass or targeted removal. Then the King is a three drop 3/2 with a menace evasion ability, so it's hard to block. When he ETBs, you can dig five, and put an Elf, Warrior or Tyvar planeswalker into your hand from your library and the rest on bottom of your library, so this is card draw. This is a great card flow duo to add to my final deck!

Now, the Upgrades

Urza's Factory
Crawling Barrens

Lair of the Hydra
Hive of the Eye Tyrant

Now let's turn to land swaps with this foursome of mana sinkers. The Factory taps for colorless, arrives untapped and ready to be used, and then taps with a massive 7 to make a 2/2 Assembly-Worker token. The Barrens arrives untapped too, taps for colorless, and then can be activated with four mana to put a pair of +1/+1 counters onto it. Then you can turn it into a dork to swing with. Note that's a may effect. You could use it EOT to spend 8 or 12 mana to give it 4 or 6 counters but not a creature so that you don't open it up to instant creature removal.

Then the creature lands! The Green one arrives tapped usually, but taps for that color. Then you can activate it and make an X size Hydra to swing with. This is an ideal mana sink since you can tap your mana stuff in the precombat phase, drop your Elf or two to make the Commander bigger, activate this with everything else, and then swing with both. Just like the Barrens above, this is a winning condition in land form! The Black one also likely arrives tapped. Then you can spend four and make this a 3/3 menace with evasion and then when it swings you can exile a card from their graveyard, so that's like Bojuka Bog a graveyard removal in land form. It'll use up 4 mana each time you use it.

Here are my swaps from lands.

Reclamation Sage

Now let's turn to Elf swaps. This is Reclamation Sage is an Elf that on arrival to the battlefield it'll kill any artifact or enchantment, so I am adding that in on a tribal element. I am pulling out the more flexible sorcery speed Maelstrom Pulse since it's not an Elf. I should never have not run this in my removal section, sorry about that!

I already had Elvish Visionary on short notice, and adding card flow into my 4 left me okay with pulling it out for Skemfar Shadowsage. This ETBs with one of two triggers - either you gain X life equal to your Elf count, or your foes will lose it, so this is massive life gain for you or loss for them. A Win Con or a way to save yourself turns of combat damage is pretty keen here!

Marwyn, the Nurturer

Here's my final swap! In Step 2 when adding in lands and mana makers, I forgot to add this three-drop 1/1 powerhouse, so I am pulling Arbor Elf for it. As you have Elves ETB, you can put a +1/+1 counter here to increase its power naturally and tap for more and more mana. Then this also works for token Elves too! But there are a few other ways to increase that power faster and bigger. The first is the massive pumping from Timberwatch Elf or Immaculate Magistrate tapping. The second is from Lords that will pump up the power of all of your Elves like Imperious Perfect. Then you can enchant it with Crown of Skemfar from last week to blow things out. All of the mana!

And those are my seven swaps!

Other cards to add include Wolverine Riders; Gaea's Cradle; Bayou; Prowess of the Fair; Eyeblight's Ending; Poison-Tip Archer.

Ready for my final brew?

Golgari Elves | Commander | Abe Sargent

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All done! And there we go! So, what did you think of my final step? Anything you liked here? I hope you are ready to build your first Commander deck!

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