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26 Decks in a Year, Episode 11: Orzhov

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In my last column, I opened up a discussion about what commanders to use for the enemy color pairs. I received great suggestions, and the one that caught my eye for Orzhov was a real challenge, but it’s one I’ve been thinking about since I opened a copy at the Theros prerelease.

Triad of Fates

We have some slow but super-powerful abilities, and we have an amazing color pair. The cool thing about W/B is it can do everything. It has spot removal, mass removal, noncreature destruction, exile, card-draw, huge flyers, and life-gain, and most importantly for us, it can reanimate creatures. Let’s play with that, lean into all these strengths, and have some fun with the Fates while we’re at it!

Basalt Monolith
A reader named Adam Coles and I went back and forth on some ideas for a Triad deck. Apparently, a few people in his playgroup have tried, without much success, to make the Fates work. I wanted a pocket combo that would simply shut the game down. We both went into the tank and came back with ideas. His is great—you can find it in the comments. It uses Basalt Monolith and Rings of Brighthearth plus Voltaic Key to generate infinite mana, and then it uses something like Mycosynth Lattice to turn the Fates into an artifact and make colored mana unnecessary, so Triad gets infinite untaps with infinite mana. It’s a cool combo, but for our $75 budget, it would be tough—we could squeeze it in, but it eats away a ton of our budget. I’ve come back with my own idea—it’s a glass cannon, but it’s unsearchable, and the best pocket combos are glass cannons anyway, right?

Once again, we find ourselves wanting a lot of mana. What can I say? I like big spells and huge effects, and those are costly. In a slow, multiplayer format, we have time to build up to big mana, so let’s do it right. A good starting point is with forty lands. We have the duals the budget would allow plus just a couple utility lands—Bojuka Bog will stop someone else’s graveyard stuff, New Benalia gives us a free scry, and Encroaching Wastes destroys a problem land (an ability I think every deck should have, if I haven’t made that clear). Most of our ramp then goes to our rocks.

The various Orzhov rocks (Orzhov Cluestone, Orzhov Keyrune, and Orzhov Signet) are here, as are Mind Stone, Guardian Idol, and Sol Ring. Ashnod's Altar can be a great mana generator—especially in a reanimator shell—and we have a giant mana-maker: Crypt Ghast. That card can get out of hand, and when it comes back, it’s even worse.

Harvester of Souls
One of the nice things about our commander is we can use them (it?) to draw cards by exiling creatures we don’t need anymore. We can use random turns and mana to put fate counters on all our guys, and when a Wrath of God effect hits, we have an opportunity to turn one of those dudes into two cards. That won’t be enough, though, so we have Bloodgift Demon and Harvester of Souls to draw some extra. Diviner's Wand is still desperately underplayed, and here, it’s even better than usual because it auto-equips to our Wizard commander. Finally, Tower of Fortunes turns an otherwise empty turn into a bunch of cards.

We also have a ton of threats. Demons and Angels abound, most of whom can fly over and spell doom for our opponents. They also work with the deck! They want to be flickered with the Fates (Sepulchral Primordial and Luminate Primordial; Obzedat, Ghost Council; Overseer of the Damned), help with the reanimator strategy (Reya Dawnbringer; Sun Titan), or be tapped multiple times in a single turn (Avatar of Woe; Chainer, Dementia Master). Artisan of Kozilek is awesome here. Ashen Rider, too, is incredible, especially if we can get multiple activations of Triad per turn.

Of course, a lot of those threats work as answers as well—when you flicker Luminate Primordial a few times, anyone counting on big dudes will be sad. King Macar, the Gold-Cursed does work when he can be untapped with Puppet Strings, and he (like the Fates) will get rid of an active God or other indestructible nonsense. Utter End is a great catch-all spell to exile a troublesome permanent. Dregs of Sorrow is super; casting it for 7 is good, and casting it for 10 is devastating. Devout Witness is a nifty way to Naturalize while filling up our graveyard.

Life's Finale
And then we get to the thing this color pair is really good at: Fated Retribution, Akroma's Vengeance, Decree of Pain, End Hostilities, In Garruk's Wake, Life's Finale, Phyrexian Rebirth, and Rout are our eight (eight!) board wipes. These are chosen by a combination of quality of spell (in Commander, for example, I think Life's Finale is stronger than Damnation most of the time) and cost. Fated Retribution and Rout both allow an instant-speed wrath, which is awesome. End Hostilities gets rid of Auras and Equipment. Decree of Pain comes with oodles of cards, and In Garruk's Wake leaves us all our stuff. Blow up the world—a lot.

We have a couple of themes going on here. Reanimation is going to be important, and we have a good group of spells, most of which are reusable at least once. Obzedat's Aid is a one-shot, and it’s great because it brings back any permanent; Fated Return turns the creature you grab (from any graveyard) indestructible. Unburial Rites gives you two shots. Beacon of Unrest shuffles back. Chainer, Dementia Master will bring back as many dudes as we ha bbb and life for. Strands of Night turns excess lands into returned dudes. Sun Titan doesn’t have a huge number of targets, but once you have the Titan and Angelic Renewal or Doomed Necromancer on the battlefield at the same time, it’ll be worth it. Reya Dawnbringer brings something back every turn, and our Eldrazi will do the same with Triad of Fates flickering it.

In order to have things to reanimate, though, we have to put those things in our graveyard. We want to pick and choose what we bin, so we have some ways to discard creatures. Grimoire of the Dead is the most exciting, but it also draws hate, so be ready for that. The Standard all-star from a year back, Pack Rat, is a solid choice. And Razormane Masticore is among the coolest creatures ever made; plus, it gives us a free discard for our trouble. Don’t want to discard anymore? Let it die—we can always bring it back.

Umbral Mantle
Then, we have some ways to untap the Fates. Magewright's Stone and Jandor's Saddlebags join Thousand-Year Elixir to make sure we can tap Triad twice a turn.

Finally, we have this crazy pocket combo. Here’s the battlefield we need for it to work along with the combo:

In order to tap, untap, tap, and untap Triad, we need 8, and because we want to flicker our token-producer, one of them needs to be w. With four tokens, we could loop indefinitely, but with this board state, nothing happens. With five tokens, though, we sac all five to the Altar for 10 mana. We filter 1 through Farrelite Priest for w. We put a fate counter on the Overlord, untap the Fates, use the w to flicker the Overlord, and we have five new tokens and 15 mana. Use 3 to untap Triad again, and we have 12 mana, requiring 8 to do the same loop. If someone is foolish enough to let us survive a turn with this board, we can do this at the end of turn, and instead of sacrificing all five tokens each time, just sac four and generate infinite flying tokens to kill everyone on our attack step. Otherwise, we make some huge amount of mana, exile everyone’s board, and then make a bunch of tokens to exile and draw our whole deck before playing and flickering Bloodhunter Bat until everyone is dead.

I chose the Bat as the kill because we can reanimate it, and it’s relevant with Triad’s ability; Blasting Station or Exsanguinate are also reasonable choices, but they’re less synergistic. Evangel of Heliod does the same thing as the Overlord (without requiring the extra mana symbol for devotion, because Farrelite Priest has ww), but I felt Overlord was a better creature to have the rest of the time. Do note that your Priest and your Initiates will both die at the end of the turn, so you have one shot—unless you reanimate them.

Most of the time, we’re a reanimation deck with a lot of board and creature control. Blow up the board, knock out key creatures, and threaten people with fate counters. Use discard possibilities and reanimation spells wisely. Meanwhile, keep a lookout for interactions with Triad of Fates and the combo—remember that if the creatures required are in the graveyard, they’re kind of in your hand.

Nirkana Revenant
As always, update the lands as possible based on collection and budget. That said, this mana base will work just fine. If you decided to add the combo of Urborg, Tomb of Yawgmoth and Cabal Coffers, I’d try to fit in Magus of the Coffers. Nirkana Revenant would be great, too. Emeria, the Sky Ruin and Maze of Ith would both increase the power of this deck a fair bit.

Also, the reanimation targets are mostly interchangeable—go for guys with enters-the-battlefield effects. Angel of Despair would be good. Geth, Lord of the Vault belongs in every reanimation deck that ever was, as does Sheoldred, Whispering One. Massacre Wurm and Rune-Scarred Demon would make the deck a lot more lethal—and consistent. If you have a Planeswalker-heavy meta, Merciless Eviction is worth it. Aegis of the Gods is not unreasonable if people like to hit you with Tormod's Crypts and Bojuka Bogs.

Tell me this in the comments, please: Would you play a deck like this? Why or why not? I love strategies like this, but I know not everyone does, and I’m curious about it.

If everything works, every game with this deck will be long, so be prepared, and get comfortable. And please tell me if you pull off that crazy combo!

Total cost: $75.00


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