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 y 4 mythics


1
Manantiales rejuvenecedores
15.4
1
Centro de entrenamiento
39.22
1
Estadio del sotobosque
37.57
1
Estanque mórfico
54.21
1
Suite de lujo
49.46
1
Tierras Baldías
1061.5
1
Huerto Prohibido
24.16
1
Tumba antigua
363.47
1
Taiga
668.01
1
Mar de fondo
1075.2
1
Isla Tropical
734.38
1
Ciudad de latón
72.11
1
Brazo pantanoso
593.8
1
Isla volcánica
1163.01
1
Huerto exótico
0.55
1
Planicies del cenagal
91.08
1
Lodo manchado de sangre
44.72
1
Cripta sangrienta
57.55
1
Tumba inundada
52.28
1
Delta contaminado
52.26
1
Confluencia de maná
146.3
1
Ventilaciones de vapor
51.6
1
Torre de mando
0.62
1
Playa anegada
43.37
1
Estribaciones boscosas
45.99
1
Cavernas de gemas
180.81
1
Catacumbas verdes
82
1
Bosque tropical brumoso
87.47
1
Laguna ardiente
80.18
1
Ragavan, ladrón ágil
138.47
1
Aves del paraíso
24.46
1
Caminavacíos dauti
16.35
1
Oráculo de Thassa
87.44
1
Extorsionador del muelle
71.52
1
Confidente oscuro
19.24
1
Agente de oposición
88.71
1
Espíritu guardián élfico
4.22
1
Guía del espíritu simio
4.7
1
Asalariado sombrío
49.13
1
Loto enjoyado
158.19
1
Diamante Ojo de León
2012.14
1
Cromo Mox
362.99
1
Pétalo de loto
86.85
1
Cripta de maná
273.32
1
Diamante mox
3109.69
1
Ópalo mox
556.41
1
Anillo solar
3.97
1
Cofre de maná
248.63
1
Talismán de garra de deseos
7.87
1
Sello arcano
0.55
1
Monolito siniestro
1280.44
1
Talismán de la indulgencia
5.61
1
Talismán de la dominancia
2.85
1
Estación de molienda
47.35
1
Piedra de Fellwar
2.04
1
Ciudadela de Nicol Bolas
36.41
1
Alfombra de flores
8.85
1
Rémora mística
28.68
1
Brecha del inframundo
25.88
1
Biblioteca silvana
93.88
1
Estudio rístico
207.94
1
Jugar
25.15
1
Sello Imperial
384.23
1
Sonda gitáxica
20.01
1
Tutor demoníaco
156.1
1
Intención Diabólica
38.59
1
Voluntad de Jeska
91.43
1
Rueda de la Fortuna
825.98
1
Timetwister
4555.96
1
Ganancia inesperada
10.93
1
Ritual de sacrificio
2.4
1
Fisgar en el abismo
10.06
1
Hechizo fallido
3.11
1
Tutor vampírico
177.68
1
Tormenta azoradora
21.83
1
Consulta demoníaca
62.16
1
Ritual siniestro
14.59
1
Piroblasto
18.18
1
Tutora mística
38.49
1
Ráfaga elemental roja
14.59
1
Reclamo de la naturaleza
6.55
1
Cadena de vapor
40.06
1
Canción del cisne
39.91
1
Horadar el hechizo
0.51
1
Tropiezo mental
29.12
1
Resucitación nociva
24.09
1
Trofeo de la asesina
16.37
1
Ritual de la Cábala
54.84
1
Decadencia abrupta
2.96
1
Congelación cerebral
40.06
1
Pacto contaminado
66.22
1
Custodia feroz
144.11
1
Golpe desviador
148.04
1
Fuerza de la negación
193.86
1
Pacto de fuego
16.43
1
Jugueteo mortal
59.45
1
Fuerza de voluntad
189.16
1
Ad nauseam
62.3
98 cartas 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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