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
41.28
1
Training Center
106.79
1
Undergrowth Stadium
93.58
1
Morphic Pool
138.53
1
Luxury Suite
122.03
1
Badlands
2717.53
1
Forbidden Orchard
63.59
1
Ancient Tomb
935.99
1
Taiga
1714.43
1
Underground Sea
2863.22
1
Tropical Island
1941.16
1
City of Brass
178.86
1
Bayou
1535.07
1
Volcanic Island
3097.02
1
Exotic Orchard
1.44
1
Marsh Flats
231.86
1
Bloodstained Mire
120.87
1
Blood Crypt
150.11
1
Watery Grave
137.28
1
Polluted Delta
150.59
1
Mana Confluence
414.74
1
Steam Vents
134.87
1
Command Tower
1.73
1
Flooded Strand
114.12
1
Wooded Foothills
124.06
1
Gemstone Caverns
461.91
1
Verdant Catacombs
189.92
1
Misty Rainforest
228.64
1
Scalding Tarn
222.68
1
Ragavan, Nimble Pilferer
366.51
1
Birds of Paradise
64.43
1
Dauthi Voidwalker
47.84
1
Thassa's Oracle
241.1
1
Dockside Extortionist
217.64
1
Dark Confidant
45.81
1
Opposition Agent
230.85
1
Elvish Spirit Guide
12.92
1
Simian Spirit Guide
12.51
1
Grim Hireling
128.21
1
Jeweled Lotus
481.99
1
Lion's Eye Diamond
5788.43
1
Chrome Mox
830.4
1
Lotus Petal
232.74
1
Mana Crypt
776.37
1
Mox Diamond
7717.94
1
Mox Opal
1495.85
1
Sol Ring
10.69
1
Mana Vault
670.76
1
Wishclaw Talisman
21.88
1
Arcane Signet
1.73
1
Grim Monolith
3665.98
1
Talisman of Indulgence
16.1
1
Talisman of Dominance
6.85
1
Grinding Station
135.78
1
Fellwar Stone
5.1
1
Bolas's Citadel
86.73
1
Carpet of Flowers
23.53
1
Mystic Remora
77.17
1
Underworld Breach
66.56
1
Sylvan Library
239.95
1
Rhystic Study
554.2
1
Gamble
61.26
1
Imperial Seal
965.61
1
Gitaxian Probe
52.95
1
Demonic Tutor
414.14
1
Diabolic Intent
100.51
1
Jeska's Will
242.54
1
Wheel of Fortune
2199.53
1
Timetwister
8735.13
1
Windfall
25.71
1
Culling Ritual
6.64
1
Peer into the Abyss
30.28
1
Miscast
12.63
1
Vampiric Tutor
467.8
1
Flusterstorm
53.29
1
Demonic Consultation
163.91
1
Dark Ritual
38.33
1
Pyroblast
49.26
1
Mystical Tutor
100.61
1
Red Elemental Blast
38.72
1
Nature's Claim
19.31
1
Chain of Vapor
72.86
1
Swan Song
98.4
1
Spell Pierce
1.25
1
Mental Misstep
72.26
1
Noxious Revival
57.88
1
Assassin's Trophy
48.44
1
Cabal Ritual
163.91
1
Abrupt Decay
7.52
1
Brain Freeze
106.67
1
Tainted Pact
164.31
1
Fierce Guardianship
385.7
1
Deflecting Swat
396.7
1
Force of Negation
495
1
Fire Covenant
48.14
1
Deadly Rollick
127.23
1
Force of Will
528.99
1
Ad Nauseam
157.13
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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