Introduction
This list was created by me and is a turbo deck. However, it has tools to stay relevant in the late game, generating value, and can be faster or slower depending on the table you are at.
Both commanders are relevant and even though white is an extremely powerful and relevant color in cEDH, unless you intend to use stax pieces, you end up not losing much by not running this color.
Commander, FELIPE

17 commons, 18 uncommons, 61 rares and 4 mythics


1
Rejuvenating Springs
68.55
1
Training Center
200.28
1
Undergrowth Stadium
158.78
1
Morphic Pool
261.63
1
Luxury Suite
244.4
1
Badlands
5271.55
1
Forbidden Orchard
121.77
1
Ancient Tomb
1832.57
1
Taiga
3285.93
1
Underground Sea
5339.61
1
Tropical Island
3647.04
1
City of Brass
326.96
1
Bayou
2948.91
1
Volcanic Island
5775.67
1
Exotic Orchard
2.87
1
Marsh Flats
446.59
1
Bloodstained Mire
221.75
1
Blood Crypt
298.26
1
Watery Grave
262.71
1
Polluted Delta
238
1
Mana Confluence
723.83
1
Steam Vents
254.97
1
Command Tower
3.41
1
Flooded Strand
180.44
1
Wooded Foothills
210.92
1
Gemstone Caverns
897.14
1
Verdant Catacombs
386.84
1
Misty Rainforest
460.67
1
Scalding Tarn
435.22
1
Ragavan, Nimble Pilferer
721.6
1
Birds of Paradise
120.85
1
Dauthi Voidwalker
76.32
1
Thassa's Oracle
432.9
1
Dockside Extortionist
233.86
1
Dark Confidant
35.01
1
Opposition Agent
437.2
1
Elvish Spirit Guide
19.53
1
Simian Spirit Guide
23.28
1
Grim Hireling
248.44
1
Jeweled Lotus
731.67
1
Lion's Eye Diamond
9924.24
1
Chrome Mox
1775.65
1
Lotus Petal
409.77
1
Mana Crypt
1258.88
1
Mox Diamond
15337.56
1
Mox Opal
2780.99
1
Sol Ring
22.01
1
Mana Vault
1228.49
1
Wishclaw Talisman
35.55
1
Arcane Signet
4.84
1
Grim Monolith
6315.36
1
Talisman of Indulgence
28.51
1
Talisman of Dominance
13.15
1
Grinding Station
216.34
1
Fellwar Stone
10.99
1
Bolas's Citadel
180.82
1
Carpet of Flowers
45.61
1
Mystic Remora
133.33
1
Underworld Breach
133.33
1
Sylvan Library
437.84
1
Rhystic Study
998.21
1
Gamble
124.29
1
Imperial Seal
1900.25
1
Gitaxian Probe
99.06
1
Demonic Tutor
787.63
1
Diabolic Intent
190.89
1
Jeska's Will
452.33
1
Wheel of Fortune
4101.91
1
Timetwister
22625.56
1
Windfall
52.14
1
Culling Ritual
13.35
1
Peer into the Abyss
46.34
1
Miscast
19.84
1
Vampiric Tutor
882.36
1
Flusterstorm
114.48
1
Demonic Consultation
306.57
1
Dark Ritual
71.99
1
Pyroblast
89.57
1
Mystical Tutor
190.19
1
Red Elemental Blast
71.99
1
Nature's Claim
32.3
1
Chain of Vapor
180.25
1
Swan Song
193.95
1
Spell Pierce
2.52
1
Mental Misstep
144.61
1
Noxious Revival
121.42
1
Assassin's Trophy
81.03
1
Cabal Ritual
270.49
1
Abrupt Decay
14.05
1
Brain Freeze
180.82
1
Tainted Pact
355.08
1
Fierce Guardianship
718.16
1
Deflecting Swat
731.67
1
Force of Negation
966.99
1
Fire Covenant
81.03
1
Deadly Rollick
293.39
1
Force of Will
931.79
1
Ad Nauseam
296.83
98 cards maindeck

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Certainly, one of the most beloved commanders of cEDH, its card advantage potential is insane, and so that it doesn't happen, your opponents can only cast one spell per turn. If Kraum is respected, you should get 0-3 cards per turn, if not at most it should reach 5, with the amount of ramps in the deck, it's not difficult to play him kn turn one and start filling the hand since early game.

Ikra is a controversial commander in cEDH, some like her, some hate her, I, personally, love her. She plays a key role in longer tables, granting you extra life for Ad Nauseam, even if losing life to opponents' attacks, card effects, having an Ikra on the field helps keep Ad Nauseam a possibility.
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The fact that we have a commander who gains life when you attack with any creature and damages a player, in addition to being able to attack with a big flying threat, gives the possibility to pressure your opponents' life totals, while yours gets bigger.
Winning Games
This deck has two different combo lines, which are Thassa Consult and Breach.
Thassa Consult
Combo Condition: Thassa's Oracle and Demonic Consultation/Tainted Pact in hand, and enough mana to cast them.
1. Cast Thassa's Oracle
2. Respond to her ETB by casting the other spell from your hand, naming a card you don't have in your library, exiling all cards from your library.
At Oracle's ETB resolution, you win the game.
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Breach
Here, we have two ways to proceed with the usual one which is Breach + Freeze + LED, and we can also go to Breach + Station + Rock.
Breach Freeze
Combo Condition: Underworld Breach in hand, Brain Freeze, and Lion's Eye Diamond in hand or graveyard, and at least 4 mana available, one blue and one red, the others two do not need to be colored.
1. Cast Underworld Breach;
2. Cast Brain Freeze, targeting you and milling at least 6 cards;
3. Cast Lion's Eye Diamond, discarding your hand and generating 3 blue mana;
4. Repeat step 3 until you have only 3 cards in the graveyard, in addition to the cards you intend to cast, then repeat from step 2 to this step;
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5. When the Storm Count is high enough, target your opponents until they have no cards in their deck and pass the turn, so they lose the game.
Breach Station
Combo condition: Underworld Breach and Grinding Station + one mana rock from the ones below, all on the battlefield and untapped + at least 3 cards in the graveyard.

All of the above mana rocks generate enough mana to be cast and tapped repeatedly.
1. Tap the mana rock to generate mana;
2. Sacrifice the mana rock using Grinding Station and mill 3 cards from your own library;
3. Cast the mana rock for the escape cost, putting it into play, and untap Grinding Station.
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Repeat the process until you have no cards in your deck, switching the mana rock to one that generates colored mana, then cast Thassa's Oracle and win the game.
Analyzing the Deck's Packages
Ramps

Speeding up available mana is indispensable: the more mana, the easier it is to cast multiple spells in the same turn.
For this, the deck has all the positive mana stones, the mox that make sense to be in the deck, rocks that generate colored mana, in addition to cards that generate mana only once like Elvish Spirit Guide. In addition to rituals like Culling the Weak, it also includes Grim Hireling, which generates treasures as you deal combat damage to your opponents.
Tutors

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Tutors are the foundation of a deck's consistency, together with a good density of working copies, being able to find the card you need for a situation.
As we have black mana, which helps a lot with one or two mana tutors like Vampiric Tutor, Imperial Seal, Demonic Tutor and Diabolic Intent, in addition to Wishclaw Talisman, which is a reusable tutor if you have bounces to respond to its effect before it resolves.
It is critical to comment that even though red is not the color of tutors, it gives us a great one mana tutor, Gamble Red Entomb, being an optimized tutor good enough to be included in the list, mainly due to its low cost.
Card Draw

In addition to owning Kraum, this list also has other tools to guarantee you additional cards every turn, such as Dark Confidant, which is falling into disuse, but is still a very efficient card, Ragavan, Nimble Pilferer, which steals cards from the top of the opponent's deck and generates treasures (I promise this is the last time I speak well of this monkey), and that good old set present in basically every deck that can use them: Rhystic Study and Mystic Remora.
Windfall, Wheel of Fortune and Timetwister are simple ways for you to draw many cards after using up everything important in your hand.
Bolas's Citadel, Ad Nauseam and Peer Into the Abyss serve to gain access to a massive number of cards, losing life for it.
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Interactions

Free counterspells, optimized removals, ways to stop an opponent even if he resolves a spell and serious hate: everything , or almost everything, that a deck needs to interact with its opponents.
We also have Fire Covenant which removes exactly the creatures that need to be eliminated, for a small amount of mana and life, Culling Ritual which, in addition to taking away every nonland permanent with mana value 2 or less, also gives you mana equal to the number of permanents it destroyed.
The counterspell package of this deck is a bit greater than the standard farm decks, just to be used in other occasions than protecting your game.
Strengths & Weaknesses
Strengths
- It's an extremely adaptive deck, being able to respond and deal with different deck types.
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- It is possible to cast Kraum on turn 1.
- The deck can handle opponents attacking you well, not to mention that the commanders are tough enough to kill or withstand many creatures.
Weaknesses
- It's not as fast as other farm decks.
- At tables where your game plan will be faster, Ikra loses its usefulness on the battlefield.
Conclusion
I close this article here, stay tuned as we will soon have another cEDH deck guide!
Thanks for reading!
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